skill.cpp 795 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(struct 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. struct 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. struct map_session_data *sd = BL_CAST(BL_PC, src);
  462. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  463. struct 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 >>= 1;
  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->data[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->data[SC_OFFERTORIUM]->val2;
  579. #else
  580. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  581. #endif
  582. if (sc->data[SC_GLASTHEIM_HEAL] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->data[SC_GLASTHEIM_HEAL]->val1;
  585. #else
  586. hp += hp * sc->data[SC_GLASTHEIM_HEAL]->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->data[SC_MEDIALE] && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->data[SC_MEDIALE]->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->data[SC_INCHEALRATE])
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->data[SC_INCHEALRATE]->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100;
  600. #endif
  601. if (tsc->data[SC_GLASTHEIM_HEAL])
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->data[SC_GLASTHEIM_HEAL]->val2;
  604. #else
  605. hp += hp * tsc->data[SC_GLASTHEIM_HEAL]->val2 / 100;
  606. #endif
  607. if (tsc->data[SC_ANCILLA])
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->data[SC_ANCILLA]->val1;
  610. #else
  611. hp += hp * tsc->data[SC_ANCILLA]->val1 / 100;
  612. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->data[SC_ASSUMPTIO])
  617. hp_bonus += tsc->data[SC_ASSUMPTIO]->val1 * 2;
  618. #endif
  619. if (tsc->data[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->data[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->data[SC_WATER_INSIGNIA] && tsc->data[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->data[SC_CRITICALWOUND])
  677. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  678. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  679. penalty += 20;
  680. if (tsc->data[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(struct 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.data[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.data[SC__REPRODUCE] && sd->sc.data[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, struct 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->flag[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( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  766. (skill_nocast&2 && mapdata->flag[MF_PVP]) ||
  767. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  768. (skill_nocast&8 && mapdata->flag[MF_BATTLEGROUND]) ||
  769. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  770. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->flag[MF_RESTRICTED]) ){
  771. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  772. return true;
  773. }
  774. if( sd->sc.data[SC_ALL_RIDING] )
  775. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  776. switch (skill_id) {
  777. case AL_WARP:
  778. case RETURN_TO_ELDICASTES:
  779. case ALL_GUARDIAN_RECALL:
  780. case ECLAGE_RECALL:
  781. case ALL_PRONTERA_RECALL:
  782. if(mapdata->flag[MF_NOWARP]) {
  783. clif_skill_teleportmessage(sd,0);
  784. return true;
  785. }
  786. return false;
  787. case AL_TELEPORT:
  788. case NPC_FATALMENACE:
  789. case SC_DIMENSIONDOOR:
  790. case ALL_ODINS_RECALL:
  791. case WE_CALLALLFAMILY:
  792. if(mapdata->flag[MF_NOTELEPORT]) {
  793. clif_skill_teleportmessage(sd,0);
  794. return true;
  795. }
  796. return false; // gonna be checked in 'skill_castend_nodamage_id'
  797. case WE_CALLPARTNER:
  798. case WE_CALLPARENT:
  799. case WE_CALLBABY:
  800. if (mapdata->flag[MF_NOMEMO]) {
  801. clif_skill_teleportmessage(sd,1);
  802. return true;
  803. }
  804. break;
  805. case MC_VENDING:
  806. if (map_getmapflag(sd->bl.m, MF_NOVENDING)) {
  807. clif_displaymessage(sd->fd, msg_txt(sd, 276)); // "You can't open a shop on this map"
  808. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  809. return true;
  810. }
  811. if (map_getcell(sd->bl.m, sd->bl.x, sd->bl.y, CELL_CHKNOVENDING)) {
  812. clif_displaymessage(sd->fd, msg_txt(sd, 204)); // "You can't open a shop on this cell."
  813. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  814. return true;
  815. }
  816. if (npc_isnear(&sd->bl)) {
  817. // uncomment to send msg_txt.
  818. //char output[150];
  819. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  820. //clif_displaymessage(sd->fd, output);
  821. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND, 0);
  822. return true;
  823. }
  824. break;
  825. case ALL_BUYING_STORE:
  826. if( map_getmapflag(sd->bl.m, MF_NOBUYINGSTORE) ) {
  827. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  829. return true;
  830. }
  831. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOBUYINGSTORE) ) {
  832. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  833. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  834. return true;
  835. }
  836. if( npc_isnear(&sd->bl) ) {
  837. // uncomment to send msg_txt.
  838. //char output[150];
  839. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  840. //clif_displaymessage(sd->fd, output);
  841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  842. return true;
  843. }
  844. break;
  845. case MC_IDENTIFY:
  846. return false; // always allowed
  847. case WZ_ICEWALL:
  848. // noicewall flag [Valaris]
  849. if (mapdata->flag[MF_NOICEWALL]) {
  850. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  851. return true;
  852. }
  853. break;
  854. case GC_DARKILLUSION:
  855. if( mapdata_flag_gvg2(mapdata) ) {
  856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  857. return true;
  858. }
  859. break;
  860. case GD_EMERGENCYCALL:
  861. case GD_ITEMEMERGENCYCALL:
  862. if (
  863. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  864. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  865. (battle_config.emergency_call&16 && mapdata->flag[MF_NOWARPTO] && !(mapdata->flag[MF_GVG_CASTLE] || mapdata->flag[MF_GVG_TE_CASTLE]))
  866. ) {
  867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  868. return true;
  869. }
  870. break;
  871. case WM_SIRCLEOFNATURE:
  872. case WM_SOUND_OF_DESTRUCTION:
  873. case WM_LULLABY_DEEPSLEEP:
  874. case WM_GLOOMYDAY:
  875. case WM_SATURDAY_NIGHT_FEVER:
  876. if( !mapdata_flag_vs(mapdata) ) {
  877. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  878. return true;
  879. }
  880. break;
  881. }
  882. return false;
  883. }
  884. /**
  885. * Check if the homunculus skill is ok to be processed
  886. * After checking from Homunculus side, also check the master condition
  887. * @param hd: Homunculus who casted
  888. * @param skill_id: Skill ID casted
  889. * @param skill_lv: Skill level casted
  890. * @return true: Skill cannot be used, false: otherwise
  891. */
  892. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  893. {
  894. struct map_session_data *sd = NULL;
  895. struct status_change *sc;
  896. int8 spiritball = 0;
  897. nullpo_retr(true, hd);
  898. spiritball = skill_get_spiritball(skill_id, skill_lv);
  899. sd = hd->master;
  900. sc = status_get_sc(&hd->bl);
  901. if (!sd)
  902. return true;
  903. if (sc && !sc->count)
  904. sc = NULL;
  905. if (util::vector_exists(hd->blockskill, skill_id))
  906. return true;
  907. switch(skill_id) {
  908. case HFLI_SBR44:
  909. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  910. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  911. return true;
  912. }
  913. break;
  914. case HVAN_EXPLOSION:
  915. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  916. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  917. return true;
  918. }
  919. break;
  920. case MH_LIGHT_OF_REGENE: // Must be cordial
  921. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  922. clif_skill_fail(sd, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  923. return true;
  924. }
  925. break;
  926. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  927. if (sc && sc->data[SC_ANGRIFFS_MODUS])
  928. return true;
  929. break;
  930. case MH_ANGRIFFS_MODUS:
  931. if (sc && sc->data[SC_GOLDENE_FERSE])
  932. return true;
  933. break;
  934. case MH_TINDER_BREAKER: // Must be in grappling mode
  935. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  936. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1);
  937. return true;
  938. }
  939. break;
  940. case MH_SONIC_CRAW: // Must be in fighting mode
  941. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  942. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  943. return true;
  944. }
  945. break;
  946. case MH_SILVERVEIN_RUSH:
  947. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  948. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  949. return true;
  950. }
  951. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SONIC_CRAW)) {
  952. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW);
  953. return true;
  954. }
  955. break;
  956. case MH_MIDNIGHT_FRENZY:
  957. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)) {
  958. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER, 0);
  959. return true;
  960. }
  961. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)) {
  962. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH);
  963. return true;
  964. }
  965. break;
  966. case MH_CBC:
  967. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  968. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  969. return true;
  970. }
  971. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_TINDER_BREAKER)) {
  972. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER);
  973. return true;
  974. }
  975. break;
  976. case MH_EQC:
  977. if (!(sc && sc->data[SC_STYLE_CHANGE] && sc->data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)) {
  978. clif_skill_fail(sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 0);
  979. return true;
  980. }
  981. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MH_CBC)) {
  982. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC);
  983. return true;
  984. }
  985. break;
  986. }
  987. if (spiritball) {
  988. if (hd->homunculus.spiritball < spiritball) {
  989. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball);
  990. return true;
  991. }
  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. {
  1077. struct map_session_data *sd, *dstsd;
  1078. struct mob_data *md, *dstmd;
  1079. struct status_data *sstatus, *tstatus;
  1080. struct status_change *sc, *tsc;
  1081. int skill;
  1082. int rate;
  1083. nullpo_ret(src);
  1084. nullpo_ret(bl);
  1085. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1086. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1087. return 0;
  1088. sd = BL_CAST(BL_PC, src);
  1089. md = BL_CAST(BL_MOB, src);
  1090. dstsd = BL_CAST(BL_PC, bl);
  1091. dstmd = BL_CAST(BL_MOB, bl);
  1092. sc = status_get_sc(src);
  1093. tsc = status_get_sc(bl);
  1094. sstatus = status_get_status_data(src);
  1095. tstatus = status_get_status_data(bl);
  1096. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1097. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1098. // Chance to trigger Taekwon kicks
  1099. if (sc->data[SC_READYSTORM] &&
  1100. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1101. 0, 2, 0,
  1102. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1103. ; //Stance triggered
  1104. else if (sc->data[SC_READYDOWN] &&
  1105. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1106. 0, 2, 0,
  1107. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1108. ; //Stance triggered
  1109. else if (sc->data[SC_READYTURN] &&
  1110. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1111. 0, 2, 0,
  1112. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1113. ; //Stance triggered
  1114. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  1115. rate = 20;
  1116. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  1117. rate += rate*sc->data[SC_SKILLRATE_UP]->val2 / 100;
  1118. status_change_end(src, SC_SKILLRATE_UP);
  1119. }
  1120. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1121. 0, 2, 0,
  1122. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1123. ; //Stance triggered
  1124. }
  1125. }
  1126. if (!tsc) //skill additional effect is about adding effects to the target...
  1127. //So if the target can't be inflicted with statuses, this is pointless.
  1128. return 0;
  1129. if( sd )
  1130. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1131. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1132. #ifndef RENEWAL
  1133. && skill_id != ASC_BREAKER
  1134. #endif
  1135. ) {
  1136. // Trigger status effects
  1137. for (const auto &it : sd->addeff) {
  1138. rate = it.rate;
  1139. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1140. rate += it.arrow_rate;
  1141. if( !rate )
  1142. continue;
  1143. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1144. // Trigger has attack type consideration.
  1145. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1146. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1147. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1148. ;
  1149. else
  1150. continue;
  1151. }
  1152. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1153. // Trigger has range consideration.
  1154. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1155. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1156. continue; //Range Failed.
  1157. }
  1158. if (it.flag&ATF_TARGET)
  1159. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1160. if (it.flag&ATF_SELF)
  1161. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1162. }
  1163. }
  1164. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1165. if (sc != nullptr) {
  1166. status_change_entry *sce = sc->data[SC_SHADOW_WEAPON];
  1167. unit_data *ud = unit_bl2ud(bl);
  1168. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1169. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1170. }
  1171. }
  1172. if( skill_id ) {
  1173. // Trigger status effects on skills
  1174. for (const auto &it : sd->addeff_onskill) {
  1175. if (skill_id != it.skill_id || !it.rate)
  1176. continue;
  1177. if (it.target&ATF_TARGET)
  1178. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1179. if (it.target&ATF_SELF)
  1180. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1181. }
  1182. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1183. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1184. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1185. #ifdef RENEWAL
  1186. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1187. #else
  1188. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1189. #endif
  1190. clif_emotion(bl,ET_HUK);
  1191. }
  1192. }
  1193. }
  1194. if( dmg_lv < ATK_DEF ) // no damage, return;
  1195. return 0;
  1196. switch(skill_id) {
  1197. case 0:
  1198. { // Normal attacks (no skill used)
  1199. if( attack_type&BF_SKILL )
  1200. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1201. if(sd) {
  1202. // Automatic trigger of Blitz Beat
  1203. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1204. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1205. rate = 5;
  1206. else
  1207. rate = (sd->status.job_level + 9) / 10;
  1208. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1209. }
  1210. // Automatic trigger of Warg Strike
  1211. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1212. rate = sstatus->luk * 10 / 3 + 1;
  1213. if (pc_isfalcon(sd))
  1214. rate = rate / 3;
  1215. if (rnd() % 1000 <= rate)
  1216. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1217. }
  1218. // Automatic trigger of Hawk Rush
  1219. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1220. rate = sstatus->con * 10 / 3 + 1;
  1221. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1222. if (rnd() % 1000 <= rate)
  1223. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1224. }
  1225. // Gank
  1226. if(dstmd && sd->status.weapon != W_BOW &&
  1227. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1228. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1229. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1230. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1231. else
  1232. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  1233. }
  1234. }
  1235. if (sc) {
  1236. struct status_change_entry *sce;
  1237. // Enchant Poison gives a chance to poison attacked enemies
  1238. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  1239. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1240. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1241. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1242. if((sce=sc->data[SC_EDP]))
  1243. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1244. skill_get_time2(ASC_EDP,sce->val1));
  1245. if ((sce = sc->data[SC_LUXANIMA]) && rnd() % 100 < sce->val2)
  1246. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1247. }
  1248. }
  1249. break;
  1250. case SM_BASH:
  1251. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1252. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1253. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1254. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1255. }
  1256. break;
  1257. case MER_CRASH:
  1258. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1259. break;
  1260. case AS_VENOMKNIFE:
  1261. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1262. skill_lv = pc_checkskill(sd, TF_POISON);
  1263. case TF_POISON:
  1264. case AS_SPLASHER:
  1265. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  1266. && sd && skill_id==TF_POISON
  1267. )
  1268. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1269. break;
  1270. case AS_SONICBLOW:
  1271. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  1272. break;
  1273. case AS_GRIMTOOTH:
  1274. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1275. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1276. break;
  1277. case WZ_FIREPILLAR:
  1278. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1279. break;
  1280. case MG_FROSTDIVER:
  1281. 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)
  1282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1283. break;
  1284. case WZ_FROSTNOVA:
  1285. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1286. break;
  1287. case WZ_STORMGUST:
  1288. // Storm Gust counter was dropped in renewal
  1289. #ifdef RENEWAL
  1290. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1291. #else
  1292. //On third hit, there is a 150% to freeze the target
  1293. if(tsc->sg_counter >= 3 &&
  1294. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1295. tsc->sg_counter = 0;
  1296. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1297. else if( tsc->sg_counter > 250 )
  1298. tsc->sg_counter = 0;
  1299. #endif
  1300. break;
  1301. case NPC_STORMGUST2:
  1302. if (skill_lv == 1)
  1303. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1304. else if (skill_lv == 2)
  1305. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1306. else
  1307. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1308. break;
  1309. case WZ_METEOR:
  1310. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case WZ_VERMILION:
  1313. #ifdef RENEWAL
  1314. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1315. #else
  1316. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1317. #endif
  1318. break;
  1319. case WZ_HEAVENDRIVE:
  1320. status_change_end(bl, SC_SV_ROOTTWIST);
  1321. break;
  1322. case HT_FREEZINGTRAP:
  1323. case MA_FREEZINGTRAP:
  1324. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1325. break;
  1326. case HT_FLASHER:
  1327. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case HT_LANDMINE:
  1330. case MA_LANDMINE:
  1331. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_SHOCKWAVE:
  1334. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1335. break;
  1336. case HT_SANDMAN:
  1337. case MA_SANDMAN:
  1338. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case TF_SPRINKLESAND:
  1341. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case TF_THROWSTONE:
  1344. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1345. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case NPC_DARKCROSS:
  1348. case CR_HOLYCROSS:
  1349. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1350. break;
  1351. case NPC_GRANDDARKNESS:
  1352. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1353. attack_type |= BF_WEAPON;
  1354. break;
  1355. case CR_GRANDCROSS:
  1356. //Chance to cause blind status vs demon and undead element, but not against players
  1357. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1358. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1359. attack_type |= BF_WEAPON;
  1360. break;
  1361. case AM_ACIDTERROR:
  1362. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1363. #ifdef RENEWAL
  1364. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1365. #else
  1366. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1367. #endif
  1368. clif_emotion(bl,ET_HUK);
  1369. break;
  1370. case AM_DEMONSTRATION:
  1371. #ifdef RENEWAL
  1372. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1373. #else
  1374. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1375. #endif
  1376. break;
  1377. case CR_SHIELDCHARGE:
  1378. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1379. break;
  1380. #ifndef RENEWAL
  1381. case PA_PRESSURE:
  1382. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1383. //Fall through
  1384. case HW_GRAVITATION:
  1385. //Pressure and Gravitation can trigger physical autospells
  1386. attack_type |= BF_NORMAL;
  1387. attack_type |= BF_WEAPON;
  1388. break;
  1389. #endif
  1390. case RG_RAID:
  1391. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1392. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1393. #ifdef RENEWAL
  1394. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1395. break;
  1396. case RG_BACKSTAP:
  1397. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1398. #endif
  1399. break;
  1400. case BA_FROSTJOKER:
  1401. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1402. break;
  1403. case DC_SCREAM:
  1404. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1405. break;
  1406. case BD_LULLABY:
  1407. 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);
  1408. break;
  1409. case DC_UGLYDANCE:
  1410. rate = 5+5*skill_lv;
  1411. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1412. rate += 5+skill;
  1413. #ifdef RENEWAL
  1414. status_zap(bl, 0, 2 * skill_lv + 10); // !TODO: How does caster's DEX/AGI play a role?
  1415. #else
  1416. status_zap(bl, 0, rate);
  1417. #endif
  1418. break;
  1419. case SL_STUN:
  1420. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1421. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1422. break;
  1423. case NPC_PETRIFYATTACK:
  1424. 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));
  1425. break;
  1426. case NPC_CURSEATTACK:
  1427. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1428. break;
  1429. case NPC_SLEEPATTACK:
  1430. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1431. break;
  1432. case NPC_BLINDATTACK:
  1433. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1434. break;
  1435. case NPC_POISON:
  1436. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1437. break;
  1438. case NPC_SILENCEATTACK:
  1439. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1440. break;
  1441. case NPC_STUNATTACK:
  1442. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1443. break;
  1444. case NPC_BLEEDING:
  1445. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1446. break;
  1447. case NPC_CHANGEUNDEAD:
  1448. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1449. break;
  1450. case NPC_ACIDBREATH:
  1451. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1452. break;
  1453. case NPC_ICEBREATH:
  1454. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1455. break;
  1456. case NPC_MENTALBREAKER:
  1457. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1458. //equal to Matk*skLevel.
  1459. rate = sstatus->matk_min;
  1460. if (rate < sstatus->matk_max)
  1461. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1462. rate*=skill_lv;
  1463. status_zap(bl, 0, rate);
  1464. break;
  1465. }
  1466. // Equipment breaking monster skills [Celest]
  1467. case NPC_ARMORBRAKE:
  1468. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1469. break;
  1470. case NPC_HELMBRAKE:
  1471. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1472. break;
  1473. case NPC_SHIELDBRAKE:
  1474. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1475. break;
  1476. case CH_TIGERFIST: {
  1477. uint16 basetime = skill_get_time(skill_id, skill_lv);
  1478. uint16 mintime = 30 * (status_get_lv(src) + 100);
  1479. if (status_get_class_(bl) == CLASS_BOSS)
  1480. basetime /= 5;
  1481. basetime = min((basetime * status_get_agi(bl)) / -200 + basetime, mintime) / 2;
  1482. sc_start(src, bl, SC_STOP, (1 + skill_lv) * 10, 0, basetime);
  1483. }
  1484. break;
  1485. case LK_SPIRALPIERCE:
  1486. case ML_SPIRALPIERCE:
  1487. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1488. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1489. break;
  1490. case ST_REJECTSWORD:
  1491. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1492. break;
  1493. case PF_FOGWALL:
  1494. if (src != bl && !tsc->data[SC_DELUGE])
  1495. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1496. break;
  1497. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1498. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1499. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1500. break;
  1501. case ASC_METEORASSAULT:
  1502. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1503. switch(rnd()%3) {
  1504. case 0:
  1505. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1506. break;
  1507. case 1:
  1508. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1509. break;
  1510. default:
  1511. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1512. }
  1513. break;
  1514. case HW_NAPALMVULCAN:
  1515. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1516. break;
  1517. case WS_CARTTERMINATION: // Cart termination
  1518. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1519. break;
  1520. case CR_ACIDDEMONSTRATION:
  1521. case GN_FIRE_EXPANSION_ACID:
  1522. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1523. break;
  1524. case TK_DOWNKICK:
  1525. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1526. break;
  1527. case TK_JUMPKICK:
  1528. // debuff the following statuses
  1529. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1530. status_change_end(bl, SC_SPIRIT);
  1531. status_change_end(bl, SC_ADRENALINE2);
  1532. status_change_end(bl, SC_KAITE);
  1533. status_change_end(bl, SC_KAAHI);
  1534. status_change_end(bl, SC_ONEHAND);
  1535. status_change_end(bl, SC_ASPDPOTION2);
  1536. // New soul links confirmed to not dispell with this skill
  1537. // but thats likely a bug since soul links can't stack and
  1538. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1539. status_change_end(bl, SC_SOULGOLEM);
  1540. status_change_end(bl, SC_SOULSHADOW);
  1541. status_change_end(bl, SC_SOULFALCON);
  1542. status_change_end(bl, SC_SOULFAIRY);
  1543. }
  1544. break;
  1545. case TK_TURNKICK:
  1546. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1547. if(attack_type&BF_MISC) //70% base stun chance...
  1548. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1549. break;
  1550. case GS_BULLSEYE: //0.1% coma rate.
  1551. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1552. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1553. break;
  1554. case GS_PIERCINGSHOT:
  1555. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1556. break;
  1557. case NJ_HYOUSYOURAKU:
  1558. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1559. break;
  1560. case GS_FLING:
  1561. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1562. break;
  1563. case GS_DISARM:
  1564. skill_strip_equip(src, bl, skill_id, skill_lv);
  1565. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1566. break;
  1567. case NPC_EVILLAND:
  1568. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1569. break;
  1570. case NPC_HELLJUDGEMENT:
  1571. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1572. break;
  1573. case NPC_CRITICALWOUND:
  1574. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1575. break;
  1576. case NPC_FIRESTORM:
  1577. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1578. break;
  1579. case RK_DRAGONBREATH:
  1580. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1581. break;
  1582. case RK_DRAGONBREATH_WATER:
  1583. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1584. break;
  1585. case NPC_DRAGONBREATH:
  1586. if (skill_lv > 5)
  1587. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1588. else
  1589. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1590. break;
  1591. case AB_ADORAMUS:
  1592. 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));
  1593. break;
  1594. case WL_COMET:
  1595. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1596. break;
  1597. case NPC_COMET:
  1598. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1599. break;
  1600. case NPC_JACKFROST:
  1601. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1602. break;
  1603. case RA_WUGBITE: {
  1604. 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);
  1605. if (wug_rate < 50)
  1606. wug_rate = 50;
  1607. 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))) );
  1608. }
  1609. break;
  1610. case RA_SENSITIVEKEEN:
  1611. if( rnd()%100 < 8 * skill_lv )
  1612. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1613. break;
  1614. case RA_FIRINGTRAP:
  1615. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1616. break;
  1617. case RA_ICEBOUNDTRAP:
  1618. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1619. break;
  1620. case NC_PILEBUNKER:
  1621. if( rnd()%100 < 25 + 15*skill_lv ) {
  1622. status_change_end(bl, SC_KYRIE);
  1623. status_change_end(bl, SC_ASSUMPTIO);
  1624. status_change_end(bl, SC_STEELBODY);
  1625. status_change_end(bl, SC_GT_CHANGE);
  1626. status_change_end(bl, SC_GT_REVITALIZE);
  1627. status_change_end(bl, SC_AUTOGUARD);
  1628. status_change_end(bl, SC_REFLECTDAMAGE);
  1629. status_change_end(bl, SC_DEFENDER);
  1630. status_change_end(bl, SC_PRESTIGE);
  1631. status_change_end(bl, SC_BANDING);
  1632. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1633. }
  1634. break;
  1635. case NC_FLAMELAUNCHER:
  1636. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1637. break;
  1638. case NC_COLDSLOWER:
  1639. // Status chances are applied officially through a check
  1640. // The skill first trys to give the frozen status to targets that are hit
  1641. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1642. if (!tsc->data[SC_FREEZE]) // If it fails to give the frozen status, it will attempt to give the freezing status
  1643. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1644. break;
  1645. case NC_POWERSWING:
  1646. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1647. break;
  1648. case GC_WEAPONCRUSH:
  1649. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1650. break;
  1651. case LG_PINPOINTATTACK:
  1652. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1653. switch( skill_lv ) {
  1654. case 1:
  1655. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1656. break;
  1657. case 2:
  1658. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1659. break;
  1660. case 3:
  1661. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1662. break;
  1663. case 4:
  1664. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1665. break;
  1666. case 5:
  1667. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1668. break;
  1669. }
  1670. break;
  1671. case LG_MOONSLASHER:
  1672. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1673. break;
  1674. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1675. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1676. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1677. break;
  1678. case NPC_RAYOFGENESIS:
  1679. if (skill_lv < 8)
  1680. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1681. else
  1682. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1683. break;
  1684. case LG_HESPERUSLIT:
  1685. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1686. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1687. break;
  1688. case SR_DRAGONCOMBO:
  1689. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1690. break;
  1691. case SR_WINDMILL:
  1692. if( dstsd )
  1693. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1694. else if( dstmd )
  1695. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1696. break;
  1697. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1698. 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));
  1699. break;
  1700. case SR_EARTHSHAKER:
  1701. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1702. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1703. status_change_end(bl, SC_SV_ROOTTWIST);
  1704. break;
  1705. case SO_EARTHGRAVE:
  1706. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1707. break;
  1708. case SO_DIAMONDDUST:
  1709. rate = 5 + 5 * skill_lv;
  1710. if( sc && sc->data[SC_COOLER_OPTION] )
  1711. rate += (sd ? sd->status.job_level / 5 : 0);
  1712. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1713. break;
  1714. case SO_VARETYR_SPEAR:
  1715. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1716. break;
  1717. case SO_POISON_BUSTER:
  1718. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1719. break;
  1720. case GN_SPORE_EXPLOSION:
  1721. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1722. break;
  1723. case GN_SLINGITEM_RANGEMELEEATK:
  1724. if( sd ) {
  1725. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1726. case ITEMID_COCONUT_BOMB:
  1727. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1728. 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);
  1729. break;
  1730. case ITEMID_MELON_BOMB:
  1731. 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);
  1732. break;
  1733. case ITEMID_BANANA_BOMB:
  1734. {
  1735. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1736. 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);
  1737. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1738. break;
  1739. }
  1740. }
  1741. sd->itemid = 0;
  1742. }
  1743. break;
  1744. case GN_HELLS_PLANT_ATK:
  1745. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1746. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1747. break;
  1748. case EL_WIND_SLASH: // Non confirmed rate.
  1749. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1750. break;
  1751. case EL_STONE_HAMMER:
  1752. rate = 10 * skill_lv;
  1753. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1754. break;
  1755. case EL_ROCK_CRUSHER:
  1756. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1757. break;
  1758. case EL_ROCK_CRUSHER_ATK:
  1759. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1760. break;
  1761. case EL_TYPOON_MIS:
  1762. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1763. break;
  1764. case KO_JYUMONJIKIRI:
  1765. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1766. break;
  1767. case SP_SOULEXPLOSION:
  1768. case KO_SETSUDAN: // Remove soul link when hit.
  1769. status_change_end(bl, SC_SPIRIT);
  1770. status_change_end(bl, SC_SOULGOLEM);
  1771. status_change_end(bl, SC_SOULSHADOW);
  1772. status_change_end(bl, SC_SOULFALCON);
  1773. status_change_end(bl, SC_SOULFAIRY);
  1774. break;
  1775. case KO_MAKIBISHI:
  1776. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1777. break;
  1778. case MH_EQC:
  1779. {
  1780. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1781. if (hd) {
  1782. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1783. status_change_end(bl, SC_TINDER_BREAKER2);
  1784. }
  1785. }
  1786. break;
  1787. case MH_STAHL_HORN:
  1788. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1789. break;
  1790. case MH_NEEDLE_OF_PARALYZE:
  1791. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1792. break;
  1793. case MH_XENO_SLASHER:
  1794. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1795. break;
  1796. case NPC_MAGMA_ERUPTION:
  1797. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1798. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1799. break;
  1800. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1801. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1802. break;
  1803. case GN_ILLUSIONDOPING:
  1804. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1805. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1806. break;
  1807. case RL_MASS_SPIRAL:
  1808. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1809. break;
  1810. case RL_SLUGSHOT:
  1811. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1812. break;
  1813. case RL_BANISHING_BUSTER: {
  1814. if (!tsc || !tsc->count)
  1815. break;
  1816. if (status_isimmune(bl))
  1817. break;
  1818. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1819. if (sd)
  1820. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1821. break;
  1822. }
  1823. uint16 n = skill_lv;
  1824. for (const auto &it : status_db) {
  1825. sc_type status = static_cast<sc_type>(it.first);
  1826. if (n <= 0)
  1827. break;
  1828. if (!tsc->data[status])
  1829. continue;
  1830. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1831. continue;
  1832. switch (status) {
  1833. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1834. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1835. case SC_FORTUNE: case SC_SERVICE4U:
  1836. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  1837. continue; //If in song area don't end it, even if config enabled
  1838. break;
  1839. case SC_ASSUMPTIO:
  1840. if( bl->type == BL_MOB )
  1841. continue;
  1842. break;
  1843. }
  1844. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1845. tsc->data[status]->val2 = 0;
  1846. status_change_end(bl,status);
  1847. n--;
  1848. }
  1849. //Remove bonus_script by Banishing Buster
  1850. if (dstsd)
  1851. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1852. }
  1853. break;
  1854. case RL_S_STORM:
  1855. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1856. 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
  1857. break;
  1858. case RL_AM_BLAST:
  1859. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1860. break;
  1861. case SU_SCRATCH:
  1862. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1863. break;
  1864. case SU_SV_STEMSPEAR:
  1865. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1866. break;
  1867. case SU_CN_METEOR2:
  1868. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1869. break;
  1870. case SU_SCAROFTAROU:
  1871. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1872. break;
  1873. case SU_LUNATICCARROTBEAT2:
  1874. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1875. break;
  1876. case SJ_FULLMOONKICK:
  1877. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1878. break;
  1879. case SJ_STAREMPEROR:
  1880. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1881. break;
  1882. case SP_CURSEEXPLOSION:
  1883. status_change_end(bl, SC_SOULCURSE);
  1884. break;
  1885. case SP_SHA:
  1886. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1887. break;
  1888. case DK_SERVANT_W_PHANTOM:
  1889. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1890. break;
  1891. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1892. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 1)
  1893. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1894. break;
  1895. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1896. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1897. break;
  1898. case IQ_OLEUM_SANCTUM:
  1899. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1900. break;
  1901. case IQ_FIRST_BRAND:
  1902. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1903. break;
  1904. case IQ_SECOND_FLAME:
  1905. case IQ_SECOND_FAITH:
  1906. case IQ_SECOND_JUDGEMENT:
  1907. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1908. break;
  1909. case IQ_THIRD_PUNISH:
  1910. case IQ_THIRD_FLAME_BOMB:
  1911. case IQ_THIRD_CONSECRATION:
  1912. status_change_end(bl, SC_SECOND_BRAND);
  1913. break;
  1914. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1915. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1916. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1917. break;
  1918. case SHC_FATAL_SHADOW_CROW:
  1919. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1920. break;
  1921. case ABC_UNLUCKY_RUSH:
  1922. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1923. break;
  1924. case ABC_CHAIN_REACTION_SHOT:
  1925. skill_castend_damage_id(src, bl, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick, SD_LEVEL);
  1926. break;
  1927. case WH_DEEPBLINDTRAP:// Need official success chances for all 4 Windhawk traps.
  1928. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1929. break;
  1930. case WH_SOLIDTRAP:
  1931. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1932. break;
  1933. case WH_SWIFTTRAP:
  1934. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1935. break;
  1936. case WH_FLAMETRAP:
  1937. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 50, skill_lv, skill_get_time2(skill_id, skill_lv));
  1938. break;
  1939. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1940. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1941. case WM_METALICSOUND:
  1942. case WM_REVERBERATION:
  1943. case TR_RHYTHMSHOOTING:
  1944. case TR_METALIC_FURY:
  1945. status_change_end(bl, SC_SOUNDBLEND);
  1946. break;
  1947. case EM_DIAMOND_STORM:
  1948. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1949. break;
  1950. case EM_LIGHTNING_LAND:
  1951. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1952. break;
  1953. case EM_VENOM_SWAMP:
  1954. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1955. break;
  1956. case EM_CONFLAGRATION:
  1957. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 10 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1958. break;
  1959. case EM_TERRA_DRIVE:
  1960. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 40 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1961. break;
  1962. } //end switch skill_id
  1963. 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)
  1964. { //Pass heritage to Master for status causing effects. [Skotlex]
  1965. sd = map_id2sd(md->master_id);
  1966. src = sd?&sd->bl:src;
  1967. }
  1968. // Coma
  1969. 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)) {
  1970. rate = 0;
  1971. //! TODO: Filter the skills that shouldn't inflict coma bonus, to avoid some non-damage skills inflict coma. [Cydh]
  1972. if (!skill_id || !skill_get_nk(skill_id, NK_NODAMAGE)) {
  1973. rate += sd->indexed_bonus.coma_class[tstatus->class_] + sd->indexed_bonus.coma_class[CLASS_ALL];
  1974. rate += sd->indexed_bonus.coma_race[tstatus->race] + sd->indexed_bonus.coma_race[RC_ALL];
  1975. }
  1976. if (attack_type&BF_WEAPON) {
  1977. rate += sd->indexed_bonus.weapon_coma_ele[tstatus->def_ele] + sd->indexed_bonus.weapon_coma_ele[ELE_ALL];
  1978. rate += sd->indexed_bonus.weapon_coma_race[tstatus->race] + sd->indexed_bonus.weapon_coma_race[RC_ALL];
  1979. rate += sd->indexed_bonus.weapon_coma_class[tstatus->class_] + sd->indexed_bonus.weapon_coma_class[CLASS_ALL];
  1980. }
  1981. if (rate > 0)
  1982. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1983. }
  1984. if( attack_type&BF_WEAPON )
  1985. { // Breaking Equipment
  1986. if( sd && battle_config.equip_self_break_rate )
  1987. { // Self weapon breaking
  1988. rate = battle_config.equip_natural_break_rate;
  1989. #ifndef RENEWAL
  1990. if( sc )
  1991. {
  1992. if(sc->data[SC_OVERTHRUST])
  1993. rate += 10;
  1994. if(sc->data[SC_MAXOVERTHRUST])
  1995. rate += 10;
  1996. }
  1997. #endif
  1998. if( rate )
  1999. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2000. }
  2001. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2002. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2003. // Target weapon breaking
  2004. rate = 0;
  2005. if( sd )
  2006. rate += sd->bonus.break_weapon_rate;
  2007. if (sc) {
  2008. if (sc->data[SC_MELTDOWN])
  2009. rate += sc->data[SC_MELTDOWN]->val2;
  2010. if (sc->data[SC_WEAPONBREAKER])
  2011. rate += sc->data[SC_WEAPONBREAKER]->val2;
  2012. }
  2013. if( rate )
  2014. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2015. // Target armor breaking
  2016. rate = 0;
  2017. if( sd )
  2018. rate += sd->bonus.break_armor_rate;
  2019. if( sc && sc->data[SC_MELTDOWN] )
  2020. rate += sc->data[SC_MELTDOWN]->val3;
  2021. if( rate )
  2022. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2023. }
  2024. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2025. if (sd->def_set_race[tstatus->race].rate)
  2026. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2027. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2028. if (sd->mdef_set_race[tstatus->race].rate)
  2029. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2030. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2031. if (sd->norecover_state_race[tstatus->race].rate)
  2032. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2033. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2034. }
  2035. }
  2036. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2037. struct unit_data *ud = unit_bl2ud(src);
  2038. if( sc->data[SC_WILD_STORM_OPTION] )
  2039. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  2040. else if( sc->data[SC_UPHEAVAL_OPTION] )
  2041. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  2042. else if( sc->data[SC_TROPIC_OPTION] )
  2043. skill = sc->data[SC_TROPIC_OPTION]->val3;
  2044. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  2045. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  2046. else
  2047. skill = 0;
  2048. if ( rnd()%100 < 25 && skill ){
  2049. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2050. if (ud) {
  2051. rate = skill_delayfix(src, skill, skill_lv);
  2052. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  2053. ud->canact_tick = i64max(tick + rate, ud->canact_tick);
  2054. if ( battle_config.display_status_timers )
  2055. clif_status_change(src, EFST_POSTDELAY, 1, rate, 0, 0, 0);
  2056. }
  2057. }
  2058. }
  2059. }
  2060. // Autospell when attacking
  2061. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2062. {
  2063. for (const auto &it : sd->autospell) {
  2064. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2065. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2066. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2067. continue; // one or more trigger conditions were not fulfilled
  2068. skill = it.id;
  2069. sd->state.autocast = 1;
  2070. if ( skill_isNotOk(skill, sd) ) {
  2071. sd->state.autocast = 0;
  2072. continue;
  2073. }
  2074. sd->state.autocast = 0;
  2075. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2076. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2077. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2078. rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2079. if (rnd()%1000 >= rate)
  2080. continue;
  2081. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2082. e_cast_type type = skill_get_casttype(skill);
  2083. if (type == CAST_GROUND) {
  2084. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2085. continue;
  2086. }
  2087. if (battle_config.autospell_check_range &&
  2088. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2089. continue;
  2090. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2091. type = CAST_GROUND;
  2092. #ifndef RENEWAL
  2093. else if (skill == AS_SONICBLOW)
  2094. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2095. #endif
  2096. sd->state.autocast = 1;
  2097. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2098. #ifndef RENEWAL
  2099. skill_toggle_magicpower(src, skill);
  2100. #endif
  2101. switch (type) {
  2102. case CAST_GROUND:
  2103. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2104. break;
  2105. case CAST_NODAMAGE:
  2106. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2107. break;
  2108. case CAST_DAMAGE:
  2109. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2110. break;
  2111. }
  2112. sd->state.autocast = 0;
  2113. //Set canact delay. [Skotlex]
  2114. unit_data *ud = unit_bl2ud(src);
  2115. if (ud) {
  2116. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2117. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2118. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2119. if ( battle_config.display_status_timers && sd )
  2120. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2121. }
  2122. }
  2123. }
  2124. }
  2125. // Check for player and pet autobonuses when attacking
  2126. if (sd != nullptr) {
  2127. // Player
  2128. if (!sd->autobonus.empty()) {
  2129. for (auto &it : sd->autobonus) {
  2130. if (it == nullptr)
  2131. continue;
  2132. if (rnd_value(0, 1000) >= it->rate)
  2133. continue;
  2134. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2135. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2136. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2137. continue; // one or more trigger conditions were not fulfilled
  2138. pc_exeautobonus(*sd, &sd->autobonus, it);
  2139. }
  2140. }
  2141. // Pet
  2142. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2143. for (auto &it : sd->pd->autobonus) {
  2144. if (it == nullptr)
  2145. continue;
  2146. if (rnd_value(0, 1000) >= it->rate)
  2147. continue;
  2148. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2149. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2150. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2151. continue; // one or more trigger conditions were not fulfilled
  2152. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2153. }
  2154. }
  2155. }
  2156. //Polymorph
  2157. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2158. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2159. (rnd()%10000 < sd->bonus.classchange))
  2160. {
  2161. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2162. if (class_ != 0 && mobdb_checkid(class_))
  2163. mob_class_change(dstmd,class_);
  2164. }
  2165. if (sd && sc) {
  2166. struct status_change_entry *sce;
  2167. if ((sce = sc->data[SC_2011RWC_SCROLL]) && rnd() % 1000 <= 10)
  2168. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2169. }
  2170. return 0;
  2171. }
  2172. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2173. if( sd == nullptr || !skill_id )
  2174. return 0;
  2175. for (auto &it : sd->autospell3) {
  2176. if (it.trigger_skill != skill_id)
  2177. continue;
  2178. if (it.lock)
  2179. continue; // autospell already being executed
  2180. uint16 skill = it.id;
  2181. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2182. if( skill_isNotOk(skill, sd) ) {
  2183. sd->state.autocast = 0;
  2184. continue;
  2185. }
  2186. sd->state.autocast = 0;
  2187. // DANGER DANGER: here force target actually means use yourself as target!
  2188. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2189. if( tbl == nullptr ){
  2190. continue; // No target
  2191. }
  2192. if( rnd()%1000 >= it.rate )
  2193. continue;
  2194. uint16 skill_lv = it.lv ? it.lv : 1;
  2195. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2196. skill_lv = rnd_value( 1, skill_lv ); //random skill_lv
  2197. e_cast_type type = skill_get_casttype(skill);
  2198. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2199. continue;
  2200. if (battle_config.autospell_check_range &&
  2201. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2202. continue;
  2203. sd->state.autocast = 1;
  2204. it.lock = true;
  2205. skill_consume_requirement(sd,skill,skill_lv,1);
  2206. switch( type ) {
  2207. case CAST_GROUND:
  2208. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2209. break;
  2210. case CAST_NODAMAGE:
  2211. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2212. break;
  2213. case CAST_DAMAGE:
  2214. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2215. break;
  2216. }
  2217. it.lock = false;
  2218. sd->state.autocast = 0;
  2219. }
  2220. // Check for player and pet autobonuses when being attacked by skill_id
  2221. if (sd != nullptr) {
  2222. // Player
  2223. if (!sd->autobonus3.empty()) {
  2224. for (auto &it : sd->autobonus3) {
  2225. if (it == nullptr)
  2226. continue;
  2227. if (rnd_value(0, 1000) >= it->rate)
  2228. continue;
  2229. if (it->atk_type != skill_id)
  2230. continue;
  2231. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2232. }
  2233. }
  2234. // Pet
  2235. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2236. for (auto &it : sd->pd->autobonus3) {
  2237. if (it == nullptr)
  2238. continue;
  2239. if (rnd_value(0, 1000) >= it->rate)
  2240. continue;
  2241. if (it->atk_type != skill_id)
  2242. continue;
  2243. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2244. }
  2245. }
  2246. }
  2247. return 1;
  2248. }
  2249. /* Splitted off from skill_additional_effect, which is never called when the
  2250. * attack skill kills the enemy. Place in this function counter status effects
  2251. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2252. * from cards) that will take effect on the source, not the target. [Skotlex]
  2253. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2254. * type of skills, so not every instance of skill_additional_effect needs a call
  2255. * to this one.
  2256. */
  2257. 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)
  2258. {
  2259. int rate;
  2260. struct map_session_data *sd=NULL;
  2261. struct map_session_data *dstsd=NULL;
  2262. nullpo_ret(src);
  2263. nullpo_ret(bl);
  2264. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2265. sd = BL_CAST(BL_PC, src);
  2266. dstsd = BL_CAST(BL_PC, bl);
  2267. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2268. for (const auto &it : dstsd->addeff_atked) {
  2269. rate = it.rate;
  2270. if (attack_type&BF_LONG)
  2271. rate += it.arrow_rate;
  2272. if (rate == 0)
  2273. continue;
  2274. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2275. // Trigger has attack type consideration.
  2276. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2277. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2278. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2279. ;
  2280. else
  2281. continue;
  2282. }
  2283. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2284. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2285. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2286. continue; //Range Failed.
  2287. }
  2288. if (it.flag&ATF_TARGET && src != bl)
  2289. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2290. if (it.flag&ATF_SELF && !status_isdead(bl))
  2291. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2292. }
  2293. }
  2294. switch(skill_id) {
  2295. case MO_EXTREMITYFIST:
  2296. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2297. break;
  2298. case GS_FULLBUSTER:
  2299. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2300. break;
  2301. case HFLI_SBR44: //[orn]
  2302. if(src->type == BL_HOM){
  2303. struct homun_data *hd = (struct homun_data *)src;
  2304. if (hd != nullptr) {
  2305. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2306. if (hd->master)
  2307. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  2308. }
  2309. }
  2310. break;
  2311. case CR_GRANDCROSS:
  2312. case NPC_GRANDDARKNESS:
  2313. attack_type |= BF_WEAPON;
  2314. break;
  2315. case LG_HESPERUSLIT:
  2316. {
  2317. status_change *sc = status_get_sc(src);
  2318. if( sc && sc->data[SC_FORCEOFVANGUARD]) {
  2319. for(int i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  2320. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  2321. }
  2322. }
  2323. break;
  2324. case SP_SPA:
  2325. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2326. break;
  2327. case SP_SHA:
  2328. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2329. break;
  2330. case SP_SWHOO:
  2331. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2332. break;
  2333. }
  2334. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2335. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2336. 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);
  2337. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2338. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2339. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2340. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2341. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2342. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2343. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2344. }
  2345. if( sd && status_isdead(bl) ) {
  2346. int sp = 0, hp = 0;
  2347. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2348. sp += sd->bonus.sp_gain_value;
  2349. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2350. hp += sd->bonus.hp_gain_value;
  2351. }
  2352. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2353. sp += sd->bonus.long_sp_gain_value;
  2354. hp += sd->bonus.long_hp_gain_value;
  2355. }
  2356. if( attack_type&BF_MAGIC ) {
  2357. sp += sd->bonus.magic_sp_gain_value;
  2358. hp += sd->bonus.magic_hp_gain_value;
  2359. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2360. struct status_change *sc = NULL;
  2361. if( ( sc = status_get_sc(src) ) ) {
  2362. if(sc->data[SC_SPIRIT] &&
  2363. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2364. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  2365. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2366. }
  2367. }
  2368. }
  2369. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2370. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2371. }
  2372. }
  2373. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2374. struct status_change *sc = status_get_sc(bl);
  2375. if (sc && sc->data[SC_DORAM_SVSP] && attack_type&(BF_MAGIC|BF_LONG))
  2376. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2377. }
  2378. // Trigger counter-spells to retaliate against damage causing skills.
  2379. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2380. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2381. {
  2382. for (const auto &it : dstsd->autospell2) {
  2383. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2384. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2385. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2386. continue; // one or more trigger conditions were not fulfilled
  2387. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2388. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2389. autospl_skill_lv = rnd_value( 1, autospl_skill_lv );
  2390. int autospl_rate = it.rate;
  2391. //Physical range attacks only trigger autospells half of the time
  2392. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2393. autospl_rate>>=1;
  2394. dstsd->state.autocast = 1;
  2395. if ( skill_isNotOk(autospl_skill_id, dstsd) ) {
  2396. dstsd->state.autocast = 0;
  2397. continue;
  2398. }
  2399. dstsd->state.autocast = 0;
  2400. if (rnd()%1000 >= autospl_rate)
  2401. continue;
  2402. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2403. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2404. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2405. continue;
  2406. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2407. continue;
  2408. dstsd->state.autocast = 1;
  2409. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2410. switch (type) {
  2411. case CAST_GROUND:
  2412. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2413. break;
  2414. case CAST_NODAMAGE:
  2415. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2416. break;
  2417. case CAST_DAMAGE:
  2418. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2419. break;
  2420. }
  2421. dstsd->state.autocast = 0;
  2422. //Set canact delay. [Skotlex]
  2423. unit_data *ud = unit_bl2ud(bl);
  2424. if (ud) {
  2425. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2426. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2427. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2428. if ( battle_config.display_status_timers && dstsd )
  2429. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2430. }
  2431. }
  2432. }
  2433. }
  2434. // Check for player and pet autobonuses when attacked
  2435. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2436. // Player
  2437. if (!dstsd->autobonus2.empty()) {
  2438. for (auto &it : dstsd->autobonus2) {
  2439. if (it == nullptr)
  2440. continue;
  2441. if (rnd_value(0, 1000) >= it->rate)
  2442. continue;
  2443. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2444. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2445. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2446. continue; // one or more trigger conditions were not fulfilled
  2447. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2448. }
  2449. }
  2450. // Pet
  2451. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2452. for (auto &it : dstsd->pd->autobonus2) {
  2453. if (it == nullptr)
  2454. continue;
  2455. if (rnd_value(0, 1000) >= it->rate)
  2456. continue;
  2457. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2458. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2459. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2460. continue; // one or more trigger conditions were not fulfilled
  2461. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2462. }
  2463. }
  2464. }
  2465. return 0;
  2466. }
  2467. /*=========================================================================
  2468. Breaks equipment. On-non players causes the corresponding strip effect.
  2469. - rate goes from 0 to 10000 (100.00%)
  2470. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2471. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2472. --------------------------------------------------------------------------*/
  2473. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2474. {
  2475. status_change *src_sc = status_get_sc(src);
  2476. // Grant player skills/items the ability to "break" non-player equipment.
  2477. // WS_MELTDOWN is exempt from this check.
  2478. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->data[SC_MELTDOWN]))
  2479. return 0;
  2480. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2481. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2482. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2483. struct status_change *sc = status_get_sc(bl);
  2484. int i;
  2485. TBL_PC *sd;
  2486. sd = BL_CAST(BL_PC, bl);
  2487. if (sc && !sc->count)
  2488. sc = NULL;
  2489. if (sd) {
  2490. if (sd->bonus.unbreakable_equip)
  2491. where &= ~sd->bonus.unbreakable_equip;
  2492. if (sd->bonus.unbreakable)
  2493. rate -= rate*sd->bonus.unbreakable/100;
  2494. if (where&EQP_WEAPON) {
  2495. switch (sd->status.weapon) {
  2496. case W_FIST: //Bare fists should not break :P
  2497. case W_1HAXE:
  2498. case W_2HAXE:
  2499. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2500. case W_2HMACE:
  2501. case W_STAFF:
  2502. case W_2HSTAFF:
  2503. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2504. case W_HUUMA:
  2505. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2506. case W_DOUBLE_DA:
  2507. case W_DOUBLE_SA:
  2508. where &= ~EQP_WEAPON;
  2509. }
  2510. }
  2511. }
  2512. if (flag&BCT_ENEMY) {
  2513. if (battle_config.equip_skill_break_rate != 100)
  2514. rate = rate*battle_config.equip_skill_break_rate/100;
  2515. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2516. if (battle_config.equip_self_break_rate != 100)
  2517. rate = rate*battle_config.equip_self_break_rate/100;
  2518. }
  2519. for (i = 0; i < 6; i++) {
  2520. if (where&where_list[i]) {
  2521. if (sc && sc->count && sc->data[scdef[i]])
  2522. where&=~where_list[i];
  2523. else if (rnd()%10000 >= rate)
  2524. where&=~where_list[i];
  2525. else if (!sd) //Cause Strip effect.
  2526. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2527. }
  2528. }
  2529. if (!where) //Nothing to break.
  2530. return 0;
  2531. if (sd) {
  2532. for (i = 0; i < EQI_MAX; i++) {
  2533. short j = sd->equip_index[i];
  2534. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2535. continue;
  2536. switch(i) {
  2537. case EQI_HEAD_TOP: //Upper Head
  2538. flag = (where&EQP_HELM);
  2539. break;
  2540. case EQI_ARMOR: //Body
  2541. flag = (where&EQP_ARMOR);
  2542. break;
  2543. case EQI_HAND_R: //Left/Right hands
  2544. case EQI_HAND_L:
  2545. flag = (
  2546. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2547. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2548. break;
  2549. case EQI_SHOES:
  2550. flag = (where&EQP_SHOES);
  2551. break;
  2552. case EQI_GARMENT:
  2553. flag = (where&EQP_GARMENT);
  2554. break;
  2555. case EQI_ACC_L:
  2556. flag = (where&EQP_ACC_L);
  2557. break;
  2558. case EQI_ACC_R:
  2559. flag = (where&EQP_ACC_R);
  2560. break;
  2561. case EQI_SHADOW_ARMOR:
  2562. flag = (where&EQP_SHADOW_ARMOR);
  2563. break;
  2564. case EQI_SHADOW_WEAPON:
  2565. flag = (where&EQP_SHADOW_WEAPON);
  2566. break;
  2567. case EQI_SHADOW_SHIELD:
  2568. flag = (where&EQP_SHADOW_SHIELD);
  2569. break;
  2570. case EQI_SHADOW_SHOES:
  2571. flag = (where&EQP_SHADOW_SHOES);
  2572. break;
  2573. case EQI_SHADOW_ACC_R:
  2574. flag = (where&EQP_SHADOW_ACC_R);
  2575. break;
  2576. case EQI_SHADOW_ACC_L:
  2577. flag = (where&EQP_SHADOW_ACC_L);
  2578. break;
  2579. default:
  2580. continue;
  2581. }
  2582. if (flag) {
  2583. sd->inventory.u.items_inventory[j].attribute = 1;
  2584. pc_unequipitem(sd, j, 3);
  2585. }
  2586. }
  2587. clif_equiplist(sd);
  2588. }
  2589. return where; //Return list of pieces broken.
  2590. }
  2591. /**
  2592. * Strip equipment from a target
  2593. * @param src: Source of call
  2594. * @param target: Target to strip
  2595. * @param skill_id: Skill used
  2596. * @param skill_lv: Skill level used
  2597. * @return True on successful strip or false otherwise
  2598. */
  2599. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2600. {
  2601. nullpo_retr(false, src);
  2602. nullpo_retr(false, target);
  2603. struct status_change *tsc = status_get_sc(target);
  2604. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2605. return false;
  2606. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2607. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2608. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2609. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2610. int rate, time, location, mod = 100;
  2611. switch (skill_id) { // Rate
  2612. case RG_STRIPWEAPON:
  2613. case RG_STRIPARMOR:
  2614. case RG_STRIPSHIELD:
  2615. case RG_STRIPHELM:
  2616. case GC_WEAPONCRUSH:
  2617. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2618. mod = 1000;
  2619. break;
  2620. case ST_FULLSTRIP: {
  2621. int min_rate = 50 + 20 * skill_lv;
  2622. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2623. rate = max(min_rate, rate);
  2624. mod = 1000;
  2625. break;
  2626. }
  2627. case GS_DISARM:
  2628. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2629. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2630. break;
  2631. case WL_EARTHSTRAIN: {
  2632. int job_lv = 0;
  2633. if (src->type == BL_PC)
  2634. job_lv = ((TBL_PC*)src)->status.job_level;
  2635. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2636. break;
  2637. }
  2638. case SC_STRIPACCESSARY:
  2639. rate = 12 + 2 * skill_lv;
  2640. break;
  2641. case ABC_STRIP_SHADOW:
  2642. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2643. mod = 1000;
  2644. break;
  2645. default:
  2646. return false;
  2647. }
  2648. if (rnd()%mod >= rate)
  2649. return false;
  2650. switch (skill_id) { // Duration
  2651. case SC_STRIPACCESSARY:
  2652. case GS_DISARM:
  2653. time = skill_get_time(skill_id, skill_lv);
  2654. break;
  2655. case WL_EARTHSTRAIN:
  2656. case RG_STRIPWEAPON:
  2657. case RG_STRIPARMOR:
  2658. case RG_STRIPSHIELD:
  2659. case RG_STRIPHELM:
  2660. case GC_WEAPONCRUSH:
  2661. case ST_FULLSTRIP:
  2662. case ABC_STRIP_SHADOW:
  2663. if (skill_id == WL_EARTHSTRAIN)
  2664. time = skill_get_time2(skill_id, skill_lv);
  2665. else
  2666. time = skill_get_time(skill_id, skill_lv);
  2667. if (target->type == BL_PC)
  2668. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2669. else {
  2670. time += 15000;
  2671. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2672. }
  2673. break;
  2674. }
  2675. switch (skill_id) { // Location
  2676. case GC_WEAPONCRUSH:
  2677. case RG_STRIPWEAPON:
  2678. case GS_DISARM:
  2679. location = EQP_WEAPON;
  2680. break;
  2681. case RG_STRIPARMOR:
  2682. location = EQP_ARMOR;
  2683. break;
  2684. case RG_STRIPSHIELD:
  2685. location = EQP_SHIELD;
  2686. break;
  2687. case RG_STRIPHELM:
  2688. location = EQP_HELM;
  2689. break;
  2690. case ST_FULLSTRIP:
  2691. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2692. break;
  2693. case SC_STRIPACCESSARY:
  2694. location = EQP_ACC;
  2695. break;
  2696. case ABC_STRIP_SHADOW:
  2697. location = EQP_SHADOW_GEAR;
  2698. break;
  2699. }
  2700. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2701. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->data[sc_def[i]])
  2702. location &=~ pos[i];
  2703. }
  2704. if (!location)
  2705. return false;
  2706. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2707. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2708. location &=~ pos[i];
  2709. }
  2710. return location ? true : false;
  2711. }
  2712. /**
  2713. * Used to knock back players, monsters, traps, etc
  2714. * @param src Object that give knock back
  2715. * @param target Object that receive knock back
  2716. * @param count Number of knock back cell requested
  2717. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2718. * @param flag
  2719. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2720. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2721. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2722. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2723. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2724. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2725. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2726. * @return Number of knocked back cells done
  2727. */
  2728. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2729. {
  2730. int dx = 0, dy = 0;
  2731. uint8 checkflag = 0;
  2732. struct status_change *tsc = status_get_sc(target);
  2733. enum e_unit_blown reason = UB_KNOCKABLE;
  2734. nullpo_ret(src);
  2735. nullpo_ret(target);
  2736. if (!count)
  2737. return count; // Actual knockback distance is 0.
  2738. // Create flag needed in unit_blown_immune
  2739. if(src != target)
  2740. checkflag |= 0x1; // Offensive
  2741. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2742. checkflag |= 0x2; // Knockback type
  2743. if(status_get_class_(src) == CLASS_BOSS)
  2744. checkflag |= 0x4; // Boss attack
  2745. // Get reason and check for flags
  2746. reason = unit_blown_immune(target, checkflag);
  2747. switch(reason) {
  2748. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2749. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2750. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2751. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2752. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2753. }
  2754. if (dir == -1) // <optimized>: do the computation here instead of outside
  2755. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2756. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2757. dx = -dirx[dir];
  2758. dy = -diry[dir];
  2759. }
  2760. if (tsc) {
  2761. if (tsc->data[SC_SU_STOOP]) // Any knockback will cancel it.
  2762. status_change_end(target, SC_SU_STOOP);
  2763. if (tsc->data[SC_ROLLINGCUTTER])
  2764. status_change_end(target, SC_ROLLINGCUTTER);
  2765. if (tsc->data[SC_CRESCIVEBOLT])
  2766. status_change_end(target, SC_CRESCIVEBOLT);
  2767. if (tsc->data[SC_SV_ROOTTWIST]) // Shouldn't move.
  2768. return 0;
  2769. }
  2770. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2771. }
  2772. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2773. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2774. // In case of success returns type of reflection, otherwise 0
  2775. // 1 - Regular reflection (Maya)
  2776. // 2 - SL_KAITE reflection
  2777. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2778. {
  2779. struct status_change *sc = status_get_sc(bl);
  2780. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2781. // Deadly Projection null's all magic reflection.
  2782. if (sc && sc->data[SC_DEADLY_DEFEASANCE])
  2783. return 0;
  2784. if (!sc || !sc->data[SC_KYOMU]) { // Kyomu doesn't reflect
  2785. // Item-based reflection - Bypasses Boss check
  2786. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2787. return 1;
  2788. }
  2789. // Magic Mirror reflection - Bypasses Boss check
  2790. if (sc && sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2)
  2791. return 1;
  2792. if( status_get_class_(src) == CLASS_BOSS )
  2793. return 0;
  2794. // status-based reflection
  2795. if( !sc || sc->count == 0 )
  2796. return 0;
  2797. // Kaite reflection - Does not bypass Boss check
  2798. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80)
  2799. #ifdef RENEWAL
  2800. && type // Does not reflect AoE
  2801. #endif
  2802. ) {
  2803. // Kaite only works against non-players if they are low-level.
  2804. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2805. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2806. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2807. status_change_end(bl, SC_KAITE);
  2808. return 2;
  2809. }
  2810. return 0;
  2811. }
  2812. /**
  2813. * Checks whether a skill can be used in combos or not
  2814. * @param skill_id: Target skill
  2815. * @return 0: Skill is not a combo
  2816. * 1: Skill is a normal combo
  2817. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2818. * @author Panikon
  2819. */
  2820. int skill_is_combo(uint16 skill_id) {
  2821. switch(skill_id) {
  2822. case MO_CHAINCOMBO:
  2823. case MO_COMBOFINISH:
  2824. case CH_TIGERFIST:
  2825. case CH_CHAINCRUSH:
  2826. case MO_EXTREMITYFIST:
  2827. case TK_TURNKICK:
  2828. case TK_STORMKICK:
  2829. case TK_DOWNKICK:
  2830. case TK_COUNTER:
  2831. case TK_JUMPKICK:
  2832. case HT_POWER:
  2833. case SR_DRAGONCOMBO:
  2834. return 1;
  2835. case SR_FALLENEMPIRE:
  2836. case SR_TIGERCANNON:
  2837. case SR_GATEOFHELL:
  2838. return 2;
  2839. }
  2840. return 0;
  2841. }
  2842. /*
  2843. * Combo handler, start stop combo status
  2844. */
  2845. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2846. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2847. switch (skill_id) {
  2848. case MH_MIDNIGHT_FRENZY:
  2849. case MH_EQC:
  2850. {
  2851. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2852. short idx = hom_skill_get_index(skill_id2);
  2853. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2854. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2855. if (idx == -1)
  2856. break;
  2857. sd = hd->master;
  2858. hd->homunculus.hskill[idx].flag= flag;
  2859. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2860. }
  2861. break;
  2862. case MO_COMBOFINISH:
  2863. case CH_TIGERFIST:
  2864. case CH_CHAINCRUSH:
  2865. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2866. break;
  2867. case TK_JUMPKICK:
  2868. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2869. break;
  2870. case MO_TRIPLEATTACK:
  2871. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2872. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2873. break;
  2874. case SR_FALLENEMPIRE:
  2875. if (sd){
  2876. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2877. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2878. }
  2879. break;
  2880. }
  2881. }
  2882. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2883. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2884. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2885. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2886. struct status_change_entry *sce;
  2887. TBL_PC *sd = BL_CAST(BL_PC,src);
  2888. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2889. struct status_change *sc = status_get_sc(src);
  2890. if(sc == NULL) return;
  2891. //End previous combo state after skill is invoked
  2892. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2893. switch (skill_id) {
  2894. case TK_TURNKICK:
  2895. case TK_STORMKICK:
  2896. case TK_DOWNKICK:
  2897. case TK_COUNTER:
  2898. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2899. sce->val1 = skill_id; //Update combo-skill
  2900. sce->val3 = skill_id;
  2901. if( sce->timer != INVALID_TIMER )
  2902. delete_timer(sce->timer, status_change_timer);
  2903. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2904. break;
  2905. }
  2906. unit_cancel_combo(src); // Cancel combo wait
  2907. break;
  2908. default:
  2909. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2910. status_change_end(src, SC_COMBO);
  2911. }
  2912. }
  2913. //start new combo
  2914. if (sd) { //player only
  2915. switch (skill_id) {
  2916. case MO_TRIPLEATTACK:
  2917. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2918. duration = 1;
  2919. target_id = 0; // Will target current auto-target instead
  2920. }
  2921. break;
  2922. case MO_CHAINCOMBO:
  2923. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2924. duration = 1;
  2925. target_id = 0; // Will target current auto-target instead
  2926. }
  2927. break;
  2928. case MO_COMBOFINISH:
  2929. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2930. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2931. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2932. duration = 1;
  2933. target_id = 0; // Will target current auto-target instead
  2934. }
  2935. case CH_TIGERFIST:
  2936. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2937. duration = 1;
  2938. target_id = 0; // Will target current auto-target instead
  2939. }
  2940. case CH_CHAINCRUSH:
  2941. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS]) {
  2942. duration = 1;
  2943. target_id = 0; // Will target current auto-target instead
  2944. }
  2945. break;
  2946. case AC_DOUBLE:
  2947. if (pc_checkskill(sd, HT_POWER)) {
  2948. duration = 2000;
  2949. nodelay = 1; //Neither gives walk nor attack delay
  2950. target_id = 0; //Does not need to be used on previous target
  2951. }
  2952. break;
  2953. case SR_DRAGONCOMBO:
  2954. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2955. duration = 1;
  2956. break;
  2957. case SR_FALLENEMPIRE:
  2958. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2959. duration = 1;
  2960. break;
  2961. case SJ_PROMINENCEKICK:
  2962. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2963. duration = 1;
  2964. break;
  2965. }
  2966. }
  2967. else { //other
  2968. switch(skill_id) {
  2969. case MH_TINDER_BREAKER:
  2970. case MH_CBC:
  2971. case MH_SONIC_CRAW:
  2972. case MH_SILVERVEIN_RUSH:
  2973. if(hd->homunculus.spiritball > 0) duration = 2000;
  2974. nodelay = 1;
  2975. break;
  2976. case MH_EQC:
  2977. case MH_MIDNIGHT_FRENZY:
  2978. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2979. nodelay = 1;
  2980. break;
  2981. }
  2982. }
  2983. if (duration) { //Possible to chain
  2984. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2985. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  2986. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2987. clif_combo_delay(src, duration);
  2988. }
  2989. }
  2990. /**
  2991. * Copy skill by Plagiarism or Reproduce
  2992. * @param src: The caster
  2993. * @param bl: The target
  2994. * @param skill_id: Skill that casted
  2995. * @param skill_lv: Skill level of the casted skill
  2996. */
  2997. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2998. {
  2999. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3000. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3001. return;
  3002. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3003. else if (tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  3004. return;
  3005. else {
  3006. uint16 idx;
  3007. uint8 lv;
  3008. skill_id = skill_dummy2skill_id(skill_id);
  3009. //Use skill index, avoiding out-of-bound array [Cydh]
  3010. if (!(idx = skill_get_index(skill_id)))
  3011. return;
  3012. switch (skill_isCopyable(tsd,skill_id)) {
  3013. case 1: //Copied by Plagiarism
  3014. {
  3015. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3016. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  3017. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3018. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3019. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3020. }
  3021. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3022. tsd->cloneskill_idx = idx;
  3023. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3024. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3025. }
  3026. break;
  3027. case 2: //Copied by Reproduce
  3028. {
  3029. struct status_change *tsc = status_get_sc(bl);
  3030. //Already did SC check
  3031. //Skill level copied depends on Reproduce skill that used
  3032. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  3033. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3034. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  3035. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3036. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3037. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3038. }
  3039. //Level dependent and limitation.
  3040. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3041. lv = min(lv,skill_get_max(skill_id));
  3042. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3043. lv = min(lv,skill_lv);
  3044. tsd->reproduceskill_idx = idx;
  3045. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3046. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3047. }
  3048. break;
  3049. default: return;
  3050. }
  3051. tsd->status.skill[idx].id = skill_id;
  3052. tsd->status.skill[idx].lv = lv;
  3053. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3054. clif_addskill(tsd,skill_id);
  3055. }
  3056. }
  3057. /**
  3058. * Knockback the target on skill_attack
  3059. * @param src is the master behind the attack
  3060. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3061. * @param target is the target to be attacked.
  3062. * @param blewcount
  3063. * @param skill_id
  3064. * @param skill_lv
  3065. * @param damage
  3066. * @param tick
  3067. * @param flag can hold a bunch of information:
  3068. */
  3069. 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) {
  3070. int8 dir = -1; // Default direction
  3071. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3072. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3073. if (!blewcount || target == dsrc || status_isdead(target))
  3074. return;
  3075. // Skill specific direction
  3076. switch (skill_id) {
  3077. case MG_FIREWALL:
  3078. case EL_FIRE_MANTLE:
  3079. dir = unit_getdir(target); // Backwards
  3080. break;
  3081. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3082. case NPC_STORMGUST2:
  3083. case WZ_STORMGUST:
  3084. if(!battle_config.stormgust_knockback)
  3085. dir = rnd()%8;
  3086. break;
  3087. case MC_CARTREVOLUTION:
  3088. if (battle_config.cart_revo_knockback)
  3089. dir = 6; // Official servers push target to the West
  3090. break;
  3091. case AC_SHOWER:
  3092. case WL_CRIMSONROCK:
  3093. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3094. dir = map_calc_dir(target, src->x, src->y);
  3095. else
  3096. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3097. break;
  3098. case HT_PHANTASMIC: // issue #1378
  3099. if (status_get_hp(target) - damage <= 0) return;
  3100. break;
  3101. }
  3102. // Blown-specific handling
  3103. switch( skill_id ) {
  3104. case SR_KNUCKLEARROW:
  3105. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3106. // Boss & Immune Knockback stay in place and don't get bonus damage
  3107. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3108. 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)
  3109. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3110. dir_ka = -1;
  3111. break;
  3112. case RL_R_TRIP:
  3113. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3114. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3115. break;
  3116. default:
  3117. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3118. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3119. TBL_SKILL *su = (TBL_SKILL*)target;
  3120. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3121. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3122. }
  3123. break;
  3124. }
  3125. clif_fixpos(target);
  3126. }
  3127. /*
  3128. * =========================================================================
  3129. * Does a skill attack with the given properties.
  3130. * @param src is the master behind the attack (player/mob/pet)
  3131. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3132. * @param bl is the target to be attacked.
  3133. * @param flag can hold a bunch of information:
  3134. * flag&1
  3135. * flag&2 - Disable re-triggered by double casting
  3136. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3137. * flag&8 - SC_COMBO state used to deal bonus damage
  3138. *
  3139. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3140. * (usually holds number of targets, or just 1 for simple splash attacks)
  3141. *
  3142. * flag&0xF000 - Values from enum e_skill_display
  3143. * flag&0x3F0000 - Values from enum e_battle_check_target
  3144. *
  3145. * flag&0x1000000 - Return 0 if damage was reflected
  3146. *-------------------------------------------------------------------------*/
  3147. 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)
  3148. {
  3149. struct Damage dmg;
  3150. struct status_data *sstatus, *tstatus;
  3151. struct status_change *sc, *tsc;
  3152. struct map_session_data *sd, *tsd;
  3153. int64 damage;
  3154. bool rmdamage = false;//magic reflected
  3155. int type;
  3156. enum e_damage_type dmg_type;
  3157. bool shadow_flag = false;
  3158. bool additional_effects = true;
  3159. if(skill_id > 0 && !skill_lv)
  3160. return 0;
  3161. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3162. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3163. nullpo_ret(bl); //Target to be attacked.
  3164. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3165. return 0;
  3166. if (src != dsrc) {
  3167. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3168. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  3169. return 0;
  3170. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3171. //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]
  3172. if (!status_check_skilluse(src, bl, skill_id, 2))
  3173. return 0;
  3174. }
  3175. sd = BL_CAST(BL_PC, src);
  3176. tsd = BL_CAST(BL_PC, bl);
  3177. sstatus = status_get_status_data(src);
  3178. tstatus = status_get_status_data(bl);
  3179. sc= status_get_sc(src);
  3180. tsc= status_get_sc(bl);
  3181. if (tsc && !tsc->count)
  3182. tsc = NULL; //Don't need it.
  3183. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3184. if (tsc && tsc->data[SC_TRICKDEAD])
  3185. return 0;
  3186. #ifndef RENEWAL
  3187. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3188. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3189. return 0;
  3190. #endif
  3191. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3192. //If the damage source is a unit, the damage is not delayed
  3193. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3194. dmg.amotion = 0;
  3195. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3196. // Adjusted to the new system [Skotlex]
  3197. if( src->type == BL_PET ) { // [Valaris]
  3198. struct pet_data *pd = (TBL_PET*)src;
  3199. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3200. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3201. int element = skill_get_ele(skill_id, skill_lv);
  3202. /*if (skill_id == -1) Does it ever worked?
  3203. element = sstatus->rhw.ele;*/
  3204. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3205. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3206. else
  3207. dmg.damage = pd->a_skill->damage; // Fixed damage
  3208. }
  3209. else
  3210. dmg.damage = 1*pd->a_skill->div_;
  3211. dmg.damage2 = 0;
  3212. dmg.div_= pd->a_skill->div_;
  3213. }
  3214. }
  3215. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3216. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3217. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3218. { //Magic reflection, switch caster/target
  3219. struct block_list *tbl = bl;
  3220. rmdamage = true;
  3221. bl = src;
  3222. src = tbl;
  3223. dsrc = tbl;
  3224. sd = BL_CAST(BL_PC, src);
  3225. tsd = BL_CAST(BL_PC, bl);
  3226. tsc = status_get_sc(bl);
  3227. if (tsc && !tsc->count)
  3228. tsc = NULL; //Don't need it.
  3229. /* bugreport:2564 flag&2 disables double casting trigger */
  3230. flag |= 2;
  3231. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3232. flag |= 4;
  3233. //Spirit of Wizard blocks Kaite's reflection
  3234. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  3235. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3236. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3237. if (type >= 0) {
  3238. if ( tsd )
  3239. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3240. dmg.damage = dmg.damage2 = 0;
  3241. dmg.dmg_lv = ATK_MISS;
  3242. tsc->data[SC_SPIRIT]->val3 = skill_id;
  3243. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  3244. }
  3245. } else if( type != 2 ) /* Kaite bypasses */
  3246. additional_effects = false;
  3247. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3248. #if MAGIC_REFLECTION_TYPE
  3249. #ifdef RENEWAL
  3250. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3251. #else
  3252. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3253. // regardless of caster's equipment (Aegis 11.1)
  3254. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3255. #endif
  3256. short s_ele = skill_get_ele(skill_id, skill_lv);
  3257. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3258. s_ele = sstatus->rhw.ele;
  3259. else if (s_ele == ELE_ENDOWED) //Use status element
  3260. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3261. else if( s_ele == ELE_RANDOM) //Use random element
  3262. s_ele = rnd()%ELE_ALL;
  3263. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3264. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  3265. struct status_data *status = status_get_status_data(bl);
  3266. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3267. per /=20; //Uses 20% SP intervals.
  3268. //SP Cost: 1% + 0.5% per every 20% SP
  3269. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3270. status_change_end(bl, SC_ENERGYCOAT);
  3271. //Reduction: 6% + 6% every 20%
  3272. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3273. }
  3274. if (dmg.damage > 0 && tsd && tsd->bonus.reduce_damage_return != 0) {
  3275. dmg.damage -= dmg.damage * tsd->bonus.reduce_damage_return / 100;
  3276. dmg.damage = i64max(dmg.damage, 1);
  3277. }
  3278. }
  3279. #endif
  3280. }
  3281. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  3282. int sp = skill_get_sp(skill_id,skill_lv);
  3283. #ifndef RENEWAL
  3284. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3285. #endif
  3286. dmg.damage = dmg.damage2 = 0;
  3287. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3288. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3289. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3290. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3291. status_heal(bl, 0, sp, 2);
  3292. }
  3293. if( (dmg.damage || dmg.damage2) && tsc && (tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 || tsc->data[SC_NPC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_NPC_HALLUCINATIONWALK]->val3) ) {
  3294. dmg.damage = dmg.damage2 = 0;
  3295. dmg.dmg_lv = ATK_MISS;
  3296. }
  3297. }
  3298. damage = dmg.damage + dmg.damage2;
  3299. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3300. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3301. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->data[SC_CHANGEUNDEAD] )
  3302. damage = 1;
  3303. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  3304. struct block_list *nbl;
  3305. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3306. if( nbl ){ // Only one target is chosen.
  3307. damage = damage / 2; // Deflect half of the damage to a target nearby
  3308. 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);
  3309. }
  3310. }
  3311. //Skill hit type
  3312. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3313. switch( skill_id ) {
  3314. case SC_TRIANGLESHOT:
  3315. if( rnd()%100 > (1 + skill_lv) )
  3316. dmg.blewcount = 0;
  3317. break;
  3318. default:
  3319. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3320. dmg.blewcount = 0; //only pushback when it hit for other
  3321. break;
  3322. }
  3323. switch( skill_id ) {
  3324. case CR_GRANDCROSS:
  3325. case NPC_GRANDDARKNESS:
  3326. if( battle_config.gx_disptype)
  3327. dsrc = src;
  3328. if( src == bl)
  3329. dmg_type = DMG_ENDURE;
  3330. else
  3331. flag|= SD_ANIMATION;
  3332. break;
  3333. case NJ_TATAMIGAESHI: //For correct knockback.
  3334. dsrc = src;
  3335. flag|= SD_ANIMATION;
  3336. break;
  3337. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3338. int level;
  3339. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3340. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3341. }
  3342. break;
  3343. case SL_STIN:
  3344. case SL_STUN:
  3345. if (skill_lv >= 7) {
  3346. struct status_change *sc_cur = status_get_sc(src);
  3347. if (sc_cur && !sc_cur->data[SC_SMA])
  3348. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3349. }
  3350. break;
  3351. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3352. pc_addservantball( *sd );
  3353. break;
  3354. case KN_PIERCE:
  3355. case LK_SPIRALPIERCE:
  3356. case RK_HUNDREDSPEAR:
  3357. case DK_MADNESS_CRUSHER:
  3358. if (sc && sc->data[SC_CHARGINGPIERCE]) {
  3359. if (sc->data[SC_CHARGINGPIERCE_COUNT]) {
  3360. if (sc->data[SC_CHARGINGPIERCE_COUNT]->val1 < 10) // If the charge count is below 10, add 1.
  3361. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->data[SC_CHARGINGPIERCE_COUNT]->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3362. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3363. clif_specialeffect(bl, 1767, AREA);
  3364. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3365. }
  3366. } else // No count status detected? Start charge count at 1.
  3367. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3368. }
  3369. break;
  3370. }
  3371. //combo handling
  3372. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3373. //Display damage.
  3374. switch( skill_id ) {
  3375. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3376. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3377. break;
  3378. //Skills that need be passed as a normal attack for the client to display correctly.
  3379. case HVAN_EXPLOSION:
  3380. case NPC_SELFDESTRUCTION:
  3381. if(src->type == BL_PC)
  3382. dmg.blewcount = 10;
  3383. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3384. // fall through
  3385. case KN_AUTOCOUNTER:
  3386. case NPC_CRITICALSLASH:
  3387. case TF_DOUBLE:
  3388. case GS_CHAINACTION:
  3389. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3390. break;
  3391. case AS_SPLASHER:
  3392. if( flag&SD_ANIMATION ) // the surrounding targets
  3393. 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
  3394. else // the central target doesn't display an animation
  3395. 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
  3396. break;
  3397. case SR_EARTHSHAKER:
  3398. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3399. break;
  3400. case WL_SOULEXPANSION:
  3401. case WL_COMET:
  3402. case NPC_COMET:
  3403. case KO_MUCHANAGE:
  3404. #ifndef RENEWAL
  3405. case NJ_HUUMA:
  3406. #endif
  3407. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3408. break;
  3409. case WL_CHAINLIGHTNING_ATK:
  3410. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3411. break;
  3412. case WL_TETRAVORTEX_FIRE:
  3413. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3414. break;
  3415. case LG_SHIELDPRESS:
  3416. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3417. break;
  3418. case NPC_EARTHQUAKE:
  3419. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3420. break;
  3421. case NPC_DARKPIERCING:
  3422. case EL_FIRE_BOMB:
  3423. case EL_FIRE_BOMB_ATK:
  3424. case EL_FIRE_WAVE:
  3425. case EL_FIRE_WAVE_ATK:
  3426. case EL_FIRE_MANTLE:
  3427. case EL_CIRCLE_OF_FIRE:
  3428. case EL_FIRE_ARROW:
  3429. case EL_ICE_NEEDLE:
  3430. case EL_WATER_SCREW:
  3431. case EL_WATER_SCREW_ATK:
  3432. case EL_WIND_SLASH:
  3433. case EL_TIDAL_WEAPON:
  3434. case EL_ROCK_CRUSHER:
  3435. case EL_ROCK_CRUSHER_ATK:
  3436. case EL_HURRICANE:
  3437. case EL_HURRICANE_ATK:
  3438. case KO_BAKURETSU:
  3439. case GN_HELLS_PLANT_ATK:
  3440. case SU_SV_ROOTTWIST_ATK:
  3441. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3442. break;
  3443. case GN_FIRE_EXPANSION_ACID:
  3444. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3445. break;
  3446. case GN_SLINGITEM_RANGEMELEEATK:
  3447. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3448. break;
  3449. case EL_STONE_RAIN:
  3450. 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);
  3451. break;
  3452. case WM_SEVERE_RAINSTORM_MELEE:
  3453. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3454. break;
  3455. case HT_CLAYMORETRAP:
  3456. case HT_BLASTMINE:
  3457. case HT_FLASHER:
  3458. case HT_FREEZINGTRAP:
  3459. case RA_CLUSTERBOMB:
  3460. case RA_FIRINGTRAP:
  3461. case RA_ICEBOUNDTRAP:
  3462. 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);
  3463. if( dsrc != src ) // avoid damage display redundancy
  3464. break;
  3465. //Fall through
  3466. case HT_LANDMINE:
  3467. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3468. break;
  3469. case WZ_SIGHTBLASTER:
  3470. //Sightblaster should never call clif_skill_damage twice
  3471. 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);
  3472. break;
  3473. case RL_R_TRIP_PLUSATK:
  3474. case RL_S_STORM:
  3475. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3476. break;
  3477. case SU_LUNATICCARROTBEAT:
  3478. case SU_LUNATICCARROTBEAT2:
  3479. case SP_CURSEEXPLOSION:
  3480. case SP_SPA:
  3481. case SP_SHA:
  3482. if (dmg.div_ < 2)
  3483. type = DMG_SPLASH;
  3484. if (!(flag&SD_ANIMATION))
  3485. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3486. // Fall through
  3487. case WM_REVERBERATION:
  3488. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3489. break;
  3490. case SJ_FALLINGSTAR_ATK:
  3491. case SJ_FALLINGSTAR_ATK2:
  3492. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3493. break;
  3494. case SJ_NOVAEXPLOSING:
  3495. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3496. break;
  3497. case DK_HACKANDSLASHER_ATK:
  3498. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3499. break;
  3500. case AG_STORM_CANNON:
  3501. case AG_CRIMSON_ARROW:
  3502. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3503. break;
  3504. case TR_ROSEBLOSSOM_ATK:
  3505. case ABC_FROM_THE_ABYSS_ATK:
  3506. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3507. break;
  3508. case TR_SOUNDBLEND:
  3509. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3510. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3511. else
  3512. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3513. break;
  3514. case AB_DUPLELIGHT_MELEE:
  3515. case AB_DUPLELIGHT_MAGIC:
  3516. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3517. default:
  3518. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3519. dmg_type = DMG_SPLASH;
  3520. if (src->type == BL_SKILL) {
  3521. TBL_SKILL *su = (TBL_SKILL*)src;
  3522. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3523. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3524. break;
  3525. }
  3526. }
  3527. 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);
  3528. break;
  3529. }
  3530. map_freeblock_lock();
  3531. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3532. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3533. skill_do_copy(src,bl,skill_id,skill_lv);
  3534. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3535. { //Skills with can't walk delay also stop normal attacking for that
  3536. //duration when the attack connects. [Skotlex]
  3537. struct unit_data *ud = unit_bl2ud(src);
  3538. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3539. ud->attackabletime = tick + type;
  3540. }
  3541. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3542. // Instant damage
  3543. if( !dmg.amotion ) {
  3544. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD && !tsc->data[SC_WATER_SCREEN_OPTION])
  3545. #ifndef RENEWAL
  3546. || skill_id == HW_GRAVITATION
  3547. #endif
  3548. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3549. status_fix_damage(src,bl,damage,dmg.dmotion,skill_id); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3550. if( !status_isdead(bl) && additional_effects )
  3551. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3552. if( damage > 0 ) //Counter status effects [Skotlex]
  3553. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3554. }
  3555. // Blow!
  3556. if (!(flag&4))
  3557. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3558. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3559. if( dmg.amotion ) {
  3560. if( shadow_flag ) {
  3561. if( !status_isdead(bl) && additional_effects )
  3562. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3563. if( dmg.flag > ATK_BLOCK )
  3564. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3565. } else
  3566. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3567. } else {
  3568. // Trigger monster skill condition for damage skills with no amotion.
  3569. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3570. if (damage > 0)
  3571. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3572. if (skill_id > 0)
  3573. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3574. }
  3575. }
  3576. // Trigger monster skill condition for damage skills.
  3577. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3578. if (damage > 0)
  3579. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3580. if (skill_id > 0)
  3581. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3582. }
  3583. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3584. #ifndef RENEWAL
  3585. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3586. #endif
  3587. ) {
  3588. if (tsc->data[SC_DEVOTION]) {
  3589. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  3590. struct block_list *d_bl = map_id2bl(sce->val1);
  3591. if (d_bl && (
  3592. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3593. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3594. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3595. {
  3596. int64 devotion_damage = damage;
  3597. // Needed to check the devotion master for Rebound Shield status.
  3598. struct status_change *d_sc = status_get_sc(d_bl);
  3599. if (d_sc && d_sc->data[SC_REBOUND_S])
  3600. devotion_damage -= devotion_damage * d_sc->data[SC_REBOUND_S]->val2 / 100;
  3601. if (!rmdamage) {
  3602. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3603. status_fix_damage(NULL, d_bl, devotion_damage, 0, 0);
  3604. } else {
  3605. bool isDevotRdamage = false;
  3606. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3607. isDevotRdamage = true;
  3608. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3609. // This check is only for magical skill.
  3610. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3611. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3612. status_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3613. }
  3614. } else {
  3615. status_change_end(bl, SC_DEVOTION);
  3616. if (!dmg.amotion)
  3617. status_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3618. }
  3619. }
  3620. if (tsc->data[SC_WATER_SCREEN_OPTION]) {
  3621. struct status_change_entry *sce = tsc->data[SC_WATER_SCREEN_OPTION];
  3622. struct block_list *e_bl = map_id2bl(sce->val1);
  3623. if (e_bl) {
  3624. if (!rmdamage) {
  3625. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3626. status_fix_damage(NULL, e_bl, damage, 0, 0);
  3627. } else {
  3628. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3629. status_fix_damage(bl, bl, damage, 0, 0);
  3630. }
  3631. }
  3632. }
  3633. }
  3634. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3635. if( skill_id == RG_INTIMIDATE ) {
  3636. int rate = 50 + skill_lv * 5;
  3637. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3638. if(rnd()%100 < rate)
  3639. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3640. } else if( skill_id == NPC_FATALMENACE ) {
  3641. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3642. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3643. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3644. }
  3645. }
  3646. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3647. dmg.flag |= BF_WEAPON;
  3648. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3649. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3650. {
  3651. if (battle_config.left_cardfix_to_right)
  3652. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3653. else
  3654. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3655. }
  3656. if (sd && tsc && dmg.flag&BF_LONG && tsc->data[SC_WINDSIGN] && rand()%100 < tsc->data[SC_WINDSIGN]->val2)
  3657. status_heal(src, 0, 0, 1, 0);
  3658. if( damage > 0 ) { // Post-damage effects
  3659. switch( skill_id ) {
  3660. case GC_VENOMPRESSURE: {
  3661. struct status_change *ssc = status_get_sc(src);
  3662. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3663. sc_start4(src, bl, (sc_type)ssc->data[SC_POISONINGWEAPON]->val2, 100, ssc->data[SC_POISONINGWEAPON]->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3664. status_change_end(src,SC_POISONINGWEAPON);
  3665. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3666. }
  3667. }
  3668. break;
  3669. }
  3670. if( sd )
  3671. skill_onskillusage(sd, bl, skill_id, tick);
  3672. }
  3673. if (!(flag&2)) {
  3674. switch (skill_id) {
  3675. case MG_COLDBOLT:
  3676. case MG_FIREBOLT:
  3677. case MG_LIGHTNINGBOLT:
  3678. if (sc && sc->data[SC_DOUBLECAST] && rnd() % 100 < sc->data[SC_DOUBLECAST]->val2)
  3679. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3680. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3681. break;
  3682. case SU_BITE:
  3683. case SU_SCRATCH:
  3684. case SU_SV_STEMSPEAR:
  3685. case SU_SCAROFTAROU:
  3686. case SU_PICKYPECK:
  3687. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3688. 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);
  3689. break;
  3690. case ABC_DEFT_STAB:
  3691. if (skill_area_temp[1] == bl->id && rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3692. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3693. break;
  3694. case ABC_FRENZY_SHOT:
  3695. if (rnd()%100 < 4 * skill_lv)// Need official autocast chance. [Rytech]
  3696. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, 2);
  3697. break;
  3698. }
  3699. }
  3700. map_freeblock_unlock();
  3701. if ((flag&0x1000000) && rmdamage)
  3702. return 0; //Should return 0 when damage was reflected
  3703. return damage;
  3704. }
  3705. /*==========================================
  3706. * Sub function for recursive skill call.
  3707. * Checking bl battle flag and display damage
  3708. * then call func with source,target,skill_id,skill_lv,tick,flag
  3709. *------------------------------------------*/
  3710. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3711. int skill_area_sub(struct block_list *bl, va_list ap)
  3712. {
  3713. struct block_list *src;
  3714. uint16 skill_id,skill_lv;
  3715. int flag;
  3716. t_tick tick;
  3717. SkillFunc func;
  3718. nullpo_ret(bl);
  3719. src = va_arg(ap,struct block_list *);
  3720. skill_id = va_arg(ap,int);
  3721. skill_lv = va_arg(ap,int);
  3722. tick = va_arg(ap,t_tick);
  3723. flag = va_arg(ap,int);
  3724. func = va_arg(ap,SkillFunc);
  3725. if (flag&BCT_WOS && src == bl)
  3726. return 0;
  3727. if(battle_check_target(src,bl,flag) > 0) {
  3728. // several splash skills need this initial dummy packet to display correctly
  3729. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3730. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3731. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3732. skill_area_temp[2]++;
  3733. return func(src,bl,skill_id,skill_lv,tick,flag);
  3734. }
  3735. return 0;
  3736. }
  3737. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3738. {
  3739. struct skill_unit *unit;
  3740. uint16 skill_id,g_skill_id;
  3741. unit = (struct skill_unit *)bl;
  3742. if(bl->prev == NULL || bl->type != BL_SKILL)
  3743. return 0;
  3744. if(!unit->alive)
  3745. return 0;
  3746. skill_id = va_arg(ap,int);
  3747. g_skill_id = unit->group->skill_id;
  3748. switch (skill_id) {
  3749. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3750. if(g_skill_id == SA_LANDPROTECTOR)
  3751. break;
  3752. //Fall through
  3753. case MH_STEINWAND:
  3754. case MG_SAFETYWALL:
  3755. case SC_MAELSTROM:
  3756. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3757. return 0;
  3758. break;
  3759. case AL_WARP:
  3760. case HT_SKIDTRAP:
  3761. case MA_SKIDTRAP:
  3762. case HT_LANDMINE:
  3763. case MA_LANDMINE:
  3764. case HT_ANKLESNARE:
  3765. case HT_SHOCKWAVE:
  3766. case HT_SANDMAN:
  3767. case MA_SANDMAN:
  3768. case HT_FLASHER:
  3769. case HT_FREEZINGTRAP:
  3770. case MA_FREEZINGTRAP:
  3771. case HT_BLASTMINE:
  3772. case HT_CLAYMORETRAP:
  3773. case HT_TALKIEBOX:
  3774. #ifndef RENEWAL
  3775. case HP_BASILICA:
  3776. #endif
  3777. case RA_ELECTRICSHOCKER:
  3778. case RA_CLUSTERBOMB:
  3779. case RA_MAGENTATRAP:
  3780. case RA_COBALTTRAP:
  3781. case RA_MAIZETRAP:
  3782. case RA_VERDURETRAP:
  3783. case RA_FIRINGTRAP:
  3784. case RA_ICEBOUNDTRAP:
  3785. case SC_DIMENSIONDOOR:
  3786. case SC_BLOODYLUST:
  3787. case NPC_REVERBERATION:
  3788. case GN_THORNS_TRAP:
  3789. case RL_B_TRAP:
  3790. case SC_ESCAPE:
  3791. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3792. 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)
  3793. return 0;
  3794. break;
  3795. default: //Avoid stacking with same kind of trap. [Skotlex]
  3796. if (g_skill_id != skill_id)
  3797. return 0;
  3798. break;
  3799. }
  3800. return 1;
  3801. }
  3802. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3803. {
  3804. //Non players do not check for the skill's splash-trigger area.
  3805. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3806. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3807. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3808. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3809. return 0;
  3810. }
  3811. range += layout_type;
  3812. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3813. }
  3814. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3815. {
  3816. uint16 skill_id;
  3817. if(bl->prev == NULL)
  3818. return 0;
  3819. skill_id = va_arg(ap,int);
  3820. if( status_isdead(bl) && skill_id != AL_WARP )
  3821. return 0;
  3822. #ifndef RENEWAL
  3823. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3824. return 0;
  3825. #endif
  3826. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3827. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3828. return 1;
  3829. }
  3830. /**
  3831. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3832. * @param bl Object that casted skill
  3833. * @param x Position x of the target
  3834. * @param y Position y of the target
  3835. * @param skill_id The casted skill
  3836. * @param skill_lv The skill Lv
  3837. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3838. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3839. */
  3840. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3841. {
  3842. int range = 0, type;
  3843. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3844. if (isNearNPC)
  3845. range = skill_get_splash(skill_id,skill_lv);
  3846. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3847. if (!isNearNPC || !range) {
  3848. switch (skill_id) { // to be expanded later
  3849. case WZ_ICEWALL:
  3850. range = 2;
  3851. break;
  3852. case SC_MANHOLE:
  3853. range = 0;
  3854. break;
  3855. default: {
  3856. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3857. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3858. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3859. return 0;
  3860. }
  3861. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3862. }
  3863. break;
  3864. }
  3865. }
  3866. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3867. //Check the additional range [Cydh]
  3868. if (isNearNPC && skill_npc_range > 0)
  3869. range += skill_npc_range;
  3870. if (!isNearNPC) { //Doesn't check the NPC range
  3871. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3872. if (bl->type&battle_config.skill_nofootset)
  3873. type = BL_CHAR;
  3874. else if(bl->type == BL_MOB)
  3875. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3876. else
  3877. return 0; //Don't check
  3878. } else
  3879. type = BL_NPC;
  3880. return (!isNearNPC) ?
  3881. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3882. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3883. //isNearNPC is used to check range from NPC
  3884. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3885. }
  3886. /*==========================================
  3887. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3888. * Flag:
  3889. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3890. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3891. *------------------------------------------*/
  3892. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3893. {
  3894. struct status_data *status;
  3895. struct map_session_data *sd = NULL;
  3896. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3897. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3898. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3899. nullpo_retr(0, bl);
  3900. switch( bl->type )
  3901. {
  3902. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3903. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3904. }
  3905. status = status_get_status_data(bl);
  3906. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3907. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3908. if (skill == nullptr)
  3909. return 0;
  3910. // Requirements
  3911. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3912. {
  3913. itemid[i] = skill->require.itemid[i];
  3914. amount[i] = skill->require.amount[i];
  3915. }
  3916. hp = skill->require.hp[skill_lv - 1];
  3917. sp = skill->require.sp[skill_lv - 1];
  3918. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3919. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3920. state = skill->require.state;
  3921. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3922. hp += (status->max_hp * mhp) / 100;
  3923. if( hp_rate > 0 )
  3924. hp += (status->hp * hp_rate) / 100;
  3925. else
  3926. hp += (status->max_hp * (-hp_rate)) / 100;
  3927. if( sp_rate > 0 )
  3928. sp += (status->sp * sp_rate) / 100;
  3929. else
  3930. sp += (status->max_sp * (-sp_rate)) / 100;
  3931. if( !(type&2) )
  3932. {
  3933. if( hp > 0 && status->hp <= (unsigned int)hp )
  3934. {
  3935. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3936. return 0;
  3937. }
  3938. if( sp > 0 && status->sp <= (unsigned int)sp )
  3939. {
  3940. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3941. return 0;
  3942. }
  3943. }
  3944. if( !type )
  3945. switch( state )
  3946. {
  3947. case ST_MOVE_ENABLE:
  3948. if( !unit_can_move(bl) )
  3949. {
  3950. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3951. return 0;
  3952. }
  3953. break;
  3954. }
  3955. if( !(type&1) )
  3956. return 1;
  3957. // Check item existences
  3958. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3959. {
  3960. index[i] = -1;
  3961. if( itemid[i] == 0 ) continue; // No item
  3962. index[i] = pc_search_inventory(sd, itemid[i]);
  3963. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  3964. {
  3965. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  3966. return 0;
  3967. }
  3968. }
  3969. // Consume items
  3970. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3971. {
  3972. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3973. }
  3974. if( type&2 )
  3975. return 1;
  3976. if( sp || hp )
  3977. status_zap(bl, hp, sp);
  3978. return 1;
  3979. }
  3980. /*==========================================
  3981. *
  3982. *------------------------------------------*/
  3983. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3984. {
  3985. switch (skill_id) {
  3986. case RL_QD_SHOT:
  3987. {
  3988. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3989. struct unit_data *ud = unit_bl2ud(src);
  3990. if (ud && ud->target == target->id)
  3991. return 1;
  3992. }
  3993. }
  3994. }
  3995. return 1;
  3996. }
  3997. /*==========================================
  3998. *
  3999. *------------------------------------------*/
  4000. static TIMER_FUNC(skill_timerskill){
  4001. struct block_list *src = map_id2bl(id),*target;
  4002. struct unit_data *ud = unit_bl2ud(src);
  4003. struct skill_timerskill *skl;
  4004. struct skill_unit *unit = NULL;
  4005. int range;
  4006. nullpo_ret(src);
  4007. nullpo_ret(ud);
  4008. skl = ud->skilltimerskill[data];
  4009. nullpo_ret(skl);
  4010. ud->skilltimerskill[data] = NULL;
  4011. do {
  4012. if(src->prev == NULL)
  4013. break; // Source not on Map
  4014. if(skl->target_id) {
  4015. target = map_id2bl(skl->target_id);
  4016. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  4017. target = src; //Required since it has to warp.
  4018. if (skl->skill_id == SR_SKYNETBLOW) {
  4019. skill_area_temp[1] = 0;
  4020. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4021. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4022. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4023. break;
  4024. }
  4025. if(target == NULL)
  4026. break; // Target offline?
  4027. if(target->prev == NULL)
  4028. break; // Target not on Map
  4029. if(src->m != target->m)
  4030. break; // Different Maps
  4031. if(status_isdead(src)) {
  4032. switch(skl->skill_id) {
  4033. case WL_CHAINLIGHTNING_ATK:
  4034. case WL_TETRAVORTEX_FIRE:
  4035. case WL_TETRAVORTEX_WATER:
  4036. case WL_TETRAVORTEX_WIND:
  4037. case WL_TETRAVORTEX_GROUND:
  4038. // For SR_FLASHCOMBO
  4039. case SR_DRAGONCOMBO:
  4040. case SR_FALLENEMPIRE:
  4041. case SR_TIGERCANNON:
  4042. case NPC_DANCINGBLADE_ATK:
  4043. if (src->type != BL_PC)
  4044. continue;
  4045. break; // Exceptions
  4046. default:
  4047. continue; // Caster is Dead
  4048. }
  4049. }
  4050. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4051. break;
  4052. switch(skl->skill_id) {
  4053. case KN_AUTOCOUNTER:
  4054. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4055. break;
  4056. case RG_INTIMIDATE:
  4057. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4058. short x,y;
  4059. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4060. if (target != src && !status_isdead(target))
  4061. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4062. }
  4063. break;
  4064. case BA_FROSTJOKER:
  4065. case DC_SCREAM:
  4066. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4067. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4068. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4069. break;
  4070. case PR_LEXDIVINA:
  4071. if (src->type == BL_MOB) {
  4072. // Monsters use the default duration when casting Lex Divina
  4073. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4074. break;
  4075. }
  4076. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4077. break;
  4078. case PR_STRECOVERY:
  4079. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4080. break;
  4081. case BS_HAMMERFALL:
  4082. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4083. break;
  4084. case MER_LEXDIVINA:
  4085. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4086. break;
  4087. case WZ_WATERBALL:
  4088. {
  4089. //Get the next waterball cell to consume
  4090. struct s_skill_unit_layout *layout;
  4091. int i;
  4092. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4093. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4094. int ux = skl->x + layout->dx[i];
  4095. int uy = skl->y + layout->dy[i];
  4096. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, NULL, 0);
  4097. if (unit)
  4098. break;
  4099. }
  4100. } // Fall through
  4101. case WZ_JUPITEL:
  4102. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4103. if (skl->type > 0 && !status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4104. // Apply canact delay here to prevent hacks (unlimited casting)
  4105. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4106. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4107. }
  4108. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4109. skill_delunit(unit); // Consume unit for next waterball
  4110. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4111. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4112. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4113. } else {
  4114. struct status_change *sc = status_get_sc(src);
  4115. if(sc) {
  4116. if(sc->data[SC_SPIRIT] &&
  4117. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4118. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  4119. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4120. }
  4121. }
  4122. break;
  4123. case NPC_DANCINGBLADE_ATK:
  4124. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4125. if (skl->type < 4) {
  4126. struct block_list *nbl = NULL;
  4127. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4128. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4129. }
  4130. break;
  4131. case WL_CHAINLIGHTNING_ATK: {
  4132. #ifndef RENEWAL
  4133. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4134. #endif
  4135. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4136. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4137. { // Remaining Chains Hit
  4138. struct block_list *nbl = NULL; // Next Target of Chain
  4139. 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.
  4140. splash_target(src), target->id); // Search for a new Target around current one...
  4141. if( nbl == NULL )
  4142. skl->x++;
  4143. else
  4144. skl->x = 0;
  4145. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4146. }
  4147. }
  4148. break;
  4149. case WL_TETRAVORTEX_FIRE:
  4150. case WL_TETRAVORTEX_WATER:
  4151. case WL_TETRAVORTEX_WIND:
  4152. case WL_TETRAVORTEX_GROUND:
  4153. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4154. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4155. if (skl->type >= 3) { // Final Hit
  4156. if (!status_isdead(target)) { // Final Status Effect
  4157. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4158. applyeffects[4] = { 0, 0, 0, 0 },
  4159. i, j = 0, k = 0;
  4160. for(i = 1; i <= 8; i = i + i) {
  4161. if (skl->x&i) {
  4162. applyeffects[j] = effects[k];
  4163. j++;
  4164. }
  4165. k++;
  4166. }
  4167. if (j) {
  4168. i = applyeffects[rnd()%j];
  4169. 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))));
  4170. }
  4171. }
  4172. }
  4173. break;
  4174. case NPC_REVERBERATION_ATK:
  4175. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4176. break;
  4177. case NPC_FATALMENACE:
  4178. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4179. break;
  4180. case SR_WINDMILL:
  4181. if( target->type == BL_PC ) {
  4182. struct map_session_data *tsd = NULL;
  4183. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4184. pc_setsit(tsd);
  4185. skill_sit(tsd, true);
  4186. clif_sitting(&tsd->bl);
  4187. }
  4188. }
  4189. break;
  4190. case SR_KNUCKLEARROW:
  4191. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4192. break;
  4193. case CH_PALMSTRIKE:
  4194. {
  4195. struct status_change* tsc = status_get_sc(target);
  4196. struct status_change* sc = status_get_sc(src);
  4197. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4198. ( sc && sc->option&OPTION_HIDE ) ){
  4199. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4200. break;
  4201. }
  4202. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4203. break;
  4204. }
  4205. // For SR_FLASHCOMBO
  4206. case SR_DRAGONCOMBO:
  4207. case SR_FALLENEMPIRE:
  4208. case SR_TIGERCANNON:
  4209. if( src->type == BL_PC ) {
  4210. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4211. break;
  4212. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4213. }
  4214. break;
  4215. case SU_SV_ROOTTWIST_ATK: {
  4216. struct status_change *tsc = status_get_sc(target);
  4217. if (tsc && tsc->data[SC_SV_ROOTTWIST]) {
  4218. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4219. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4220. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4221. }
  4222. }
  4223. break;
  4224. case NPC_PULSESTRIKE2:
  4225. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4226. break;
  4227. case ABC_DEFT_STAB:
  4228. case ABC_FRENZY_SHOT:
  4229. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4230. break;
  4231. default:
  4232. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4233. break;
  4234. }
  4235. }
  4236. else {
  4237. if(src->m != skl->map)
  4238. break;
  4239. switch( skl->skill_id )
  4240. {
  4241. case GN_CRAZYWEED_ATK:
  4242. {
  4243. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4244. 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);
  4245. }
  4246. case WL_EARTHSTRAIN:
  4247. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4248. break;
  4249. case RL_FIRE_RAIN: {
  4250. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4251. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4252. 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);
  4253. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4254. }
  4255. break;
  4256. case NPC_MAGMA_ERUPTION:
  4257. case NC_MAGMA_ERUPTION:
  4258. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4259. break;
  4260. }
  4261. }
  4262. } while (0);
  4263. //Free skl now that it is no longer needed.
  4264. ers_free(skill_timer_ers, skl);
  4265. return 0;
  4266. }
  4267. /*==========================================
  4268. *
  4269. *------------------------------------------*/
  4270. 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)
  4271. {
  4272. int i;
  4273. struct unit_data *ud;
  4274. nullpo_retr(1, src);
  4275. if (src->prev == NULL)
  4276. return 0;
  4277. ud = unit_bl2ud(src);
  4278. nullpo_retr(1, ud);
  4279. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4280. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4281. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4282. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4283. ud->skilltimerskill[i]->src_id = src->id;
  4284. ud->skilltimerskill[i]->target_id = target;
  4285. ud->skilltimerskill[i]->skill_id = skill_id;
  4286. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4287. ud->skilltimerskill[i]->map = src->m;
  4288. ud->skilltimerskill[i]->x = x;
  4289. ud->skilltimerskill[i]->y = y;
  4290. ud->skilltimerskill[i]->type = type;
  4291. ud->skilltimerskill[i]->flag = flag;
  4292. return 0;
  4293. }
  4294. /*==========================================
  4295. *
  4296. *------------------------------------------*/
  4297. int skill_cleartimerskill (struct block_list *src)
  4298. {
  4299. int i;
  4300. struct unit_data *ud;
  4301. nullpo_ret(src);
  4302. ud = unit_bl2ud(src);
  4303. nullpo_ret(ud);
  4304. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4305. if(ud->skilltimerskill[i]) {
  4306. switch(ud->skilltimerskill[i]->skill_id) {
  4307. case WL_TETRAVORTEX_FIRE:
  4308. case WL_TETRAVORTEX_WATER:
  4309. case WL_TETRAVORTEX_WIND:
  4310. case WL_TETRAVORTEX_GROUND:
  4311. // For SR_FLASHCOMBO
  4312. case SR_DRAGONCOMBO:
  4313. case SR_FALLENEMPIRE:
  4314. case SR_TIGERCANNON:
  4315. if (src->type != BL_PC)
  4316. break;
  4317. continue;
  4318. }
  4319. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4320. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4321. ud->skilltimerskill[i]=NULL;
  4322. }
  4323. }
  4324. return 1;
  4325. }
  4326. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4327. skill_unit *su = (skill_unit*)bl;
  4328. nullpo_ret(su);
  4329. if (bl->type != BL_SKILL)
  4330. return 0;
  4331. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4332. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4333. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4334. su->limit = DIFF_TICK(gettick(), sg->tick);
  4335. sg->unit_id = UNT_USED_TRAPS;
  4336. }
  4337. return 1;
  4338. }
  4339. /**
  4340. * Reveal hidden trap
  4341. **/
  4342. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4343. {
  4344. TBL_SKILL *su = (TBL_SKILL*)bl;
  4345. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4346. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4347. //clif_changetraplook(bl, su->group->unit_id);
  4348. su->hidden = false;
  4349. skill_getareachar_skillunit_visibilty(su, AREA);
  4350. return 1;
  4351. }
  4352. return 0;
  4353. }
  4354. /**
  4355. * Attempt to reveal trap in area
  4356. * @param src Skill caster
  4357. * @param range Affected range
  4358. * @param x
  4359. * @param y
  4360. * TODO: Remove hardcode usages for this function
  4361. **/
  4362. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4363. if (!battle_config.traps_setting)
  4364. return;
  4365. nullpo_retv(src);
  4366. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4367. }
  4368. /*========================================== [Playtester]
  4369. * Process tarot card's effects
  4370. * @param src: Source of the tarot card effect
  4371. * @param target: Target of the tartor card effect
  4372. * @param skill_id: ID of the skill used
  4373. * @param skill_lv: Level of the skill used
  4374. * @param tick: Processing tick time
  4375. * @return Card number
  4376. *------------------------------------------*/
  4377. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4378. {
  4379. int card = 0;
  4380. if (battle_config.tarotcard_equal_chance) {
  4381. //eAthena equal chances
  4382. card = rnd() % 14 + 1;
  4383. }
  4384. else {
  4385. //Official chances
  4386. int rate = rnd() % 100;
  4387. if (rate < 10) card = 1; // THE FOOL
  4388. else if (rate < 20) card = 2; // THE MAGICIAN
  4389. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4390. else if (rate < 37) card = 4; // THE CHARIOT
  4391. else if (rate < 47) card = 5; // STRENGTH
  4392. else if (rate < 62) card = 6; // THE LOVERS
  4393. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4394. else if (rate < 69) card = 8; // THE HANGED MAN
  4395. else if (rate < 74) card = 9; // DEATH
  4396. else if (rate < 82) card = 10; // TEMPERANCE
  4397. else if (rate < 83) card = 11; // THE DEVIL
  4398. else if (rate < 85) card = 12; // THE TOWER
  4399. else if (rate < 90) card = 13; // THE STAR
  4400. else card = 14; // THE SUN
  4401. }
  4402. switch (card) {
  4403. case 1: // THE FOOL - heals SP to 0
  4404. {
  4405. status_percent_damage(src, target, 0, 100, false);
  4406. break;
  4407. }
  4408. case 2: // THE MAGICIAN - matk halved
  4409. {
  4410. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4411. break;
  4412. }
  4413. case 3: // THE HIGH PRIESTESS - all buffs removed
  4414. {
  4415. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4416. break;
  4417. }
  4418. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4419. {
  4420. status_fix_damage(src, target, 1000, 0, skill_id);
  4421. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4422. if (!status_isdead(target))
  4423. {
  4424. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4425. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4426. }
  4427. break;
  4428. }
  4429. case 5: // STRENGTH - atk halved
  4430. {
  4431. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4432. break;
  4433. }
  4434. case 6: // THE LOVERS - 2000HP heal, random teleported
  4435. {
  4436. status_heal(target, 2000, 0, 0);
  4437. if (!map_flag_vs(target->m))
  4438. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4439. break;
  4440. }
  4441. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4442. {
  4443. // Recursive call
  4444. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4445. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4446. break;
  4447. }
  4448. case 8: // THE HANGED MAN - stop, freeze or stoned
  4449. {
  4450. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONEWAIT };
  4451. uint8 rand_eff = rnd() % 3;
  4452. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4453. if (sc[rand_eff] == SC_STONEWAIT)
  4454. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4455. else
  4456. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4457. break;
  4458. }
  4459. case 9: // DEATH - curse, coma and poison
  4460. {
  4461. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4462. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4463. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4464. break;
  4465. }
  4466. case 10: // TEMPERANCE - confusion
  4467. {
  4468. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4469. break;
  4470. }
  4471. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4472. {
  4473. status_fix_damage(src, target, 6666, 0, skill_id);
  4474. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4475. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4476. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4477. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4478. break;
  4479. }
  4480. case 12: // THE TOWER - 4444 damage
  4481. {
  4482. status_fix_damage(src, target, 4444, 0, skill_id);
  4483. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4484. break;
  4485. }
  4486. case 13: // THE STAR - stun
  4487. {
  4488. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4489. break;
  4490. }
  4491. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4492. {
  4493. #ifdef RENEWAL
  4494. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4495. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4496. #endif
  4497. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4498. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4499. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4500. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4501. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4502. return 14; //To make sure a valid number is returned
  4503. }
  4504. }
  4505. return card;
  4506. }
  4507. /*==========================================
  4508. *
  4509. *
  4510. *------------------------------------------*/
  4511. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4512. {
  4513. struct map_session_data *sd = NULL;
  4514. struct status_data *tstatus;
  4515. struct status_change *sc, *tsc;
  4516. if (skill_id > 0 && !skill_lv) return 0;
  4517. nullpo_retr(1, src);
  4518. nullpo_retr(1, bl);
  4519. if (src->m != bl->m)
  4520. return 1;
  4521. if (bl->prev == NULL)
  4522. return 1;
  4523. sd = BL_CAST(BL_PC, src);
  4524. if (status_isdead(bl))
  4525. return 1;
  4526. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4527. { //GTB makes all targetted magic display miss with a single bolt.
  4528. sc_type sct = skill_get_sc(skill_id);
  4529. if(sct != SC_NONE)
  4530. status_change_end(bl, sct);
  4531. 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));
  4532. return 1;
  4533. }
  4534. sc = status_get_sc(src);
  4535. tsc = status_get_sc(bl);
  4536. if (sc && !sc->count)
  4537. sc = NULL; //Unneeded
  4538. if (tsc && !tsc->count)
  4539. tsc = NULL;
  4540. tstatus = status_get_status_data(bl);
  4541. map_freeblock_lock();
  4542. switch(skill_id) {
  4543. case MER_CRASH:
  4544. case SM_BASH:
  4545. case MS_BASH:
  4546. case MC_MAMMONITE:
  4547. case TF_DOUBLE:
  4548. case AC_DOUBLE:
  4549. case MA_DOUBLE:
  4550. case AS_SONICBLOW:
  4551. case KN_PIERCE:
  4552. case ML_PIERCE:
  4553. case KN_SPEARBOOMERANG:
  4554. case TF_POISON:
  4555. case TF_SPRINKLESAND:
  4556. case AC_CHARGEARROW:
  4557. case MA_CHARGEARROW:
  4558. case RG_INTIMIDATE:
  4559. case AM_ACIDTERROR:
  4560. case BA_MUSICALSTRIKE:
  4561. case DC_THROWARROW:
  4562. case BA_DISSONANCE:
  4563. case CR_HOLYCROSS:
  4564. case NPC_DARKCROSS:
  4565. case CR_SHIELDCHARGE:
  4566. case CR_SHIELDBOOMERANG:
  4567. case NPC_PIERCINGATT:
  4568. case NPC_MENTALBREAKER:
  4569. case NPC_RANGEATTACK:
  4570. case NPC_CRITICALSLASH:
  4571. case NPC_COMBOATTACK:
  4572. case NPC_GUIDEDATTACK:
  4573. case NPC_POISON:
  4574. case NPC_RANDOMATTACK:
  4575. case NPC_WATERATTACK:
  4576. case NPC_GROUNDATTACK:
  4577. case NPC_FIREATTACK:
  4578. case NPC_WINDATTACK:
  4579. case NPC_POISONATTACK:
  4580. case NPC_HOLYATTACK:
  4581. case NPC_DARKNESSATTACK:
  4582. case NPC_TELEKINESISATTACK:
  4583. case NPC_UNDEADATTACK:
  4584. case NPC_CHANGEUNDEAD:
  4585. case NPC_ARMORBRAKE:
  4586. case NPC_HELMBRAKE:
  4587. case NPC_SHIELDBRAKE:
  4588. case NPC_BLINDATTACK:
  4589. case NPC_SILENCEATTACK:
  4590. case NPC_STUNATTACK:
  4591. case NPC_PETRIFYATTACK:
  4592. case NPC_CURSEATTACK:
  4593. case NPC_SLEEPATTACK:
  4594. #ifdef RENEWAL
  4595. case CR_ACIDDEMONSTRATION:
  4596. #endif
  4597. case LK_AURABLADE:
  4598. case LK_SPIRALPIERCE:
  4599. case ML_SPIRALPIERCE:
  4600. case CG_ARROWVULCAN:
  4601. case HW_MAGICCRASHER:
  4602. case ITM_TOMAHAWK:
  4603. case CH_CHAINCRUSH:
  4604. case CH_TIGERFIST:
  4605. case PA_SHIELDCHAIN: // Shield Chain
  4606. case PA_SACRIFICE:
  4607. case WS_CARTTERMINATION: // Cart Termination
  4608. case AS_VENOMKNIFE:
  4609. case HT_PHANTASMIC:
  4610. case TK_DOWNKICK:
  4611. case TK_COUNTER:
  4612. case GS_CHAINACTION:
  4613. case GS_TRIPLEACTION:
  4614. #ifndef RENEWAL
  4615. case GS_MAGICALBULLET:
  4616. #endif
  4617. case GS_TRACKING:
  4618. case GS_PIERCINGSHOT:
  4619. case GS_RAPIDSHOWER:
  4620. case GS_DUST:
  4621. case GS_DISARM: // Added disarm. [Reddozen]
  4622. case GS_FULLBUSTER:
  4623. case NJ_SYURIKEN:
  4624. case NJ_KUNAI:
  4625. case ASC_BREAKER:
  4626. case HFLI_MOON: //[orn]
  4627. case HFLI_SBR44: //[orn]
  4628. case NPC_BLEEDING:
  4629. case NPC_CRITICALWOUND:
  4630. case NPC_HELLPOWER:
  4631. case RK_SONICWAVE:
  4632. case AB_DUPLELIGHT_MELEE:
  4633. case RA_AIMEDBOLT:
  4634. case NC_BOOSTKNUCKLE:
  4635. case NC_PILEBUNKER:
  4636. case NC_AXEBOOMERANG:
  4637. case NC_POWERSWING:
  4638. case NPC_MAGMA_ERUPTION:
  4639. case NC_MAGMA_ERUPTION:
  4640. case GC_WEAPONCRUSH:
  4641. case GC_VENOMPRESSURE:
  4642. case SC_TRIANGLESHOT:
  4643. case SC_FEINTBOMB:
  4644. case LG_BANISHINGPOINT:
  4645. case LG_SHIELDPRESS:
  4646. case LG_RAGEBURST:
  4647. case LG_HESPERUSLIT:
  4648. case SR_DRAGONCOMBO:
  4649. case SR_FALLENEMPIRE:
  4650. case SR_CRESCENTELBOW_AUTOSPELL:
  4651. case SR_GATEOFHELL:
  4652. case SR_GENTLETOUCH_QUIET:
  4653. case WM_SEVERE_RAINSTORM_MELEE:
  4654. case WM_GREAT_ECHO:
  4655. case GN_SLINGITEM_RANGEMELEEATK:
  4656. case KO_SETSUDAN:
  4657. case RL_MASS_SPIRAL:
  4658. case RL_BANISHING_BUSTER:
  4659. case RL_SLUGSHOT:
  4660. case RL_AM_BLAST:
  4661. case DK_SERVANTWEAPON_ATK:
  4662. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4663. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4664. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4665. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4666. case ABC_CHAIN_REACTION_SHOT_ATK:
  4667. case ABR_BATTLE_BUSTER:
  4668. case ABR_DUAL_CANNON_FIRE:
  4669. case ABR_INFINITY_BUSTER:
  4670. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4671. break;
  4672. case IG_SHIELD_SHOOTING:
  4673. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4674. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4675. sc_start(src, src, SC_SHIELD_POWER, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4676. break;
  4677. case DK_DRAGONIC_AURA:
  4678. case DK_STORMSLASH:
  4679. case IG_GRAND_JUDGEMENT:
  4680. case CD_EFFLIGO:
  4681. case ABC_FRENZY_SHOT:
  4682. case WH_HAWKRUSH:
  4683. case WH_HAWKBOOMERANG:
  4684. case TR_ROSEBLOSSOM:
  4685. case TR_RHYTHMSHOOTING:
  4686. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4687. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4688. if (skill_id == DK_DRAGONIC_AURA)
  4689. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4690. else if (skill_id == IG_GRAND_JUDGEMENT)
  4691. sc_start(src, src, SC_SPEAR_SCAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  4692. break;
  4693. case SHC_ETERNAL_SLASH:
  4694. if( sc && sc->data[SC_E_SLASH_COUNT] )
  4695. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->data[SC_E_SLASH_COUNT]->val1 ), skill_get_time(skill_id, skill_lv));
  4696. else
  4697. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4698. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4699. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4700. break;
  4701. case SHC_SHADOW_STAB:
  4702. if (sc && (sc->data[SC_CLOAKING] || sc->data[SC_CLOAKINGEXCEED]))
  4703. flag |= 2;// Flag to deal 2 hits.
  4704. status_change_end(src, SC_CLOAKING);
  4705. status_change_end(src, SC_CLOAKINGEXCEED);
  4706. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4707. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4708. break;
  4709. case WH_CRESCIVE_BOLT:
  4710. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4711. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4712. if( sc && sc->data[SC_CRESCIVEBOLT] )
  4713. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->data[SC_CRESCIVEBOLT]->val1 ), skill_get_time(skill_id, skill_lv));
  4714. else
  4715. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4716. break;
  4717. case ABC_UNLUCKY_RUSH:
  4718. // Jump to the target before attacking.
  4719. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4720. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4721. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4722. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4723. break;
  4724. case MO_TRIPLEATTACK:
  4725. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4726. break;
  4727. case LK_HEADCRUSH:
  4728. if (status_get_class_(bl) == CLASS_BOSS) {
  4729. if (sd)
  4730. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4731. break;
  4732. }
  4733. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4734. break;
  4735. case LK_JOINTBEAT:
  4736. flag = 1 << rnd() % 6;
  4737. if (flag != BREAK_NECK && tsc && tsc->data[SC_JOINTBEAT] && tsc->data[SC_JOINTBEAT]->val2 & BREAK_NECK)
  4738. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4739. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4740. 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);
  4741. break;
  4742. case MO_COMBOFINISH:
  4743. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  4744. { //Becomes a splash attack when Soul Linked.
  4745. map_foreachinshootrange(skill_area_sub, bl,
  4746. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4747. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4748. skill_castend_damage_id);
  4749. } else
  4750. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4751. break;
  4752. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4753. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4754. skill_area_temp[1] = 0;
  4755. map_foreachinshootrange(skill_attack_area, src,
  4756. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4757. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4758. break;
  4759. case KN_CHARGEATK:
  4760. {
  4761. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4762. #ifdef RENEWAL
  4763. int dist = skill_get_blewcount(skill_id, skill_lv);
  4764. #else
  4765. unsigned int dist = distance_bl(src, bl);
  4766. #endif
  4767. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4768. // teleport to target (if not on WoE grounds)
  4769. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4770. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4771. // cause damage and knockback if the path to target was a straight one
  4772. if (path) {
  4773. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4774. #ifdef RENEWAL
  4775. if (map_getmapdata(src->m)->flag[MF_PVP])
  4776. dist += 2; // Knockback is 4 on PvP maps
  4777. #endif
  4778. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4779. }
  4780. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4781. // make the caster look in the direction of the target
  4782. unit_setdir(src, (dir+4)%8);
  4783. }
  4784. }
  4785. break;
  4786. case NC_FLAMELAUNCHER:
  4787. skill_area_temp[1] = bl->id;
  4788. if (battle_config.skill_eightpath_algorithm) {
  4789. //Use official AoE algorithm
  4790. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4791. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4792. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4793. } else {
  4794. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4795. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4796. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4797. }
  4798. break;
  4799. #ifndef RENEWAL
  4800. case SN_SHARPSHOOTING:
  4801. flag |= 2; // Flag for specific mob damage formula
  4802. #endif
  4803. case MA_SHARPSHOOTING:
  4804. case NJ_KAMAITACHI:
  4805. case NPC_DARKPIERCING:
  4806. case NPC_ACIDBREATH:
  4807. case NPC_DARKNESSBREATH:
  4808. case NPC_FIREBREATH:
  4809. case NPC_ICEBREATH:
  4810. case NPC_THUNDERBREATH:
  4811. case AG_STORM_CANNON:
  4812. case AG_CRIMSON_ARROW:
  4813. skill_area_temp[1] = bl->id;
  4814. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4815. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4816. if (battle_config.skill_eightpath_algorithm) {
  4817. //Use official AoE algorithm
  4818. if (!(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. #ifndef RENEWAL
  4822. if (skill_id == SN_SHARPSHOOTING)
  4823. flag &= ~2; // Only targets in the splash area are affected
  4824. #endif
  4825. //These skills hit at least the target if the AoE doesn't hit
  4826. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4827. }
  4828. } else {
  4829. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4830. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4831. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4832. }
  4833. if (skill_id == AG_CRIMSON_ARROW)
  4834. skill_attack(skill_get_type(AG_CRIMSON_ARROW_ATK), src, src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4835. break;
  4836. case MO_INVESTIGATE:
  4837. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4838. status_change_end(src, SC_BLADESTOP);
  4839. break;
  4840. case RG_BACKSTAP:
  4841. {
  4842. if (!check_distance_bl(src, bl, 0)) {
  4843. #ifdef RENEWAL
  4844. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4845. short x, y;
  4846. if (dir > 0 && dir < 4)
  4847. x = -1;
  4848. else if (dir > 4)
  4849. x = 1;
  4850. else
  4851. x = 0;
  4852. if (dir > 2 && dir < 6)
  4853. y = -1;
  4854. else if (dir == 7 || dir < 2)
  4855. y = 1;
  4856. else
  4857. y = 0;
  4858. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4859. #else
  4860. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4861. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4862. #endif
  4863. status_change_end(src, SC_HIDING);
  4864. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4865. unit_setdir(bl,dir);
  4866. #ifdef RENEWAL
  4867. clif_blown(src);
  4868. #endif
  4869. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4870. }
  4871. else if (sd)
  4872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4873. }
  4874. }
  4875. break;
  4876. case MO_FINGEROFFENSIVE:
  4877. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4878. if (battle_config.finger_offensive_type && sd) {
  4879. for (int i = 1; i < sd->spiritball_old; i++)
  4880. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4881. }
  4882. status_change_end(src, SC_BLADESTOP);
  4883. break;
  4884. case MO_CHAINCOMBO:
  4885. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4886. status_change_end(src, SC_BLADESTOP);
  4887. break;
  4888. #ifndef RENEWAL
  4889. case NJ_ISSEN:
  4890. #endif
  4891. case MO_EXTREMITYFIST:
  4892. {
  4893. struct block_list *mbl = bl; // For NJ_ISSEN
  4894. short x, y, i = 2; // Move 2 cells (From target)
  4895. short dir = map_calc_dir(src,bl->x,bl->y);
  4896. #ifdef RENEWAL
  4897. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4898. flag |= 1; // Give +100% damage increase
  4899. #endif
  4900. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4901. if (skill_id == MO_EXTREMITYFIST) {
  4902. status_set_sp(src, 0, 0);
  4903. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4904. status_change_end(src, SC_BLADESTOP);
  4905. #ifdef RENEWAL
  4906. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4907. #endif
  4908. } else {
  4909. status_set_hp(src, 1, 0);
  4910. status_change_end(src, SC_NEN);
  4911. status_change_end(src, SC_HIDING);
  4912. }
  4913. if (skill_id == MO_EXTREMITYFIST) {
  4914. mbl = src; // For MO_EXTREMITYFIST
  4915. i = 3; // Move 3 cells (From caster)
  4916. }
  4917. if (dir > 0 && dir < 4)
  4918. x = -i;
  4919. else if (dir > 4)
  4920. x = i;
  4921. else
  4922. x = 0;
  4923. if (dir > 2 && dir < 6)
  4924. y = -i;
  4925. else if (dir == 7 || dir < 2)
  4926. y = i;
  4927. else
  4928. y = 0;
  4929. // Ashura Strike still has slide effect in GVG
  4930. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  4931. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4932. clif_blown(src);
  4933. clif_spiritball(src);
  4934. }
  4935. }
  4936. break;
  4937. case HT_POWER:
  4938. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  4939. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4940. break;
  4941. case SU_PICKYPECK:
  4942. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4943. case SU_BITE:
  4944. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4945. break;
  4946. case SU_SVG_SPIRIT:
  4947. skill_area_temp[1] = bl->id;
  4948. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4949. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4950. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4951. break;
  4952. //Splash attack skills.
  4953. case AS_GRIMTOOTH:
  4954. case MC_CARTREVOLUTION:
  4955. case NPC_SPLASHATTACK:
  4956. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4957. case AS_SPLASHER:
  4958. case HT_BLITZBEAT:
  4959. case AC_SHOWER:
  4960. case MA_SHOWER:
  4961. case MG_NAPALMBEAT:
  4962. case MG_FIREBALL:
  4963. case RG_RAID:
  4964. #ifdef RENEWAL
  4965. case SN_SHARPSHOOTING:
  4966. #endif
  4967. case HW_NAPALMVULCAN:
  4968. case NJ_HUUMA:
  4969. case ASC_METEORASSAULT:
  4970. case GS_SPREADATTACK:
  4971. case NPC_PULSESTRIKE:
  4972. case NPC_PULSESTRIKE2:
  4973. case NPC_HELLJUDGEMENT:
  4974. case NPC_VAMPIRE_GIFT:
  4975. case NPC_MAXPAIN_ATK:
  4976. case NPC_JACKFROST:
  4977. case NPC_REVERBERATION_ATK:
  4978. case NPC_ARROWSTORM:
  4979. case NPC_IGNITIONBREAK:
  4980. case RK_IGNITIONBREAK:
  4981. case RK_HUNDREDSPEAR:
  4982. case AB_JUDEX:
  4983. case AB_ADORAMUS:
  4984. case WL_SOULEXPANSION:
  4985. case WL_CRIMSONROCK:
  4986. case WL_JACKFROST:
  4987. case RA_ARROWSTORM:
  4988. case RA_WUGDASH:
  4989. case NC_VULCANARM:
  4990. case NC_COLDSLOWER:
  4991. case NC_SELFDESTRUCTION:
  4992. case NC_AXETORNADO:
  4993. case GC_ROLLINGCUTTER:
  4994. case GC_COUNTERSLASH:
  4995. case LG_CANNONSPEAR:
  4996. case LG_OVERBRAND:
  4997. case LG_MOONSLASHER:
  4998. case LG_RAYOFGENESIS:
  4999. case NPC_RAYOFGENESIS:
  5000. case LG_EARTHDRIVE:
  5001. case SR_RAMPAGEBLASTER:
  5002. case SR_SKYNETBLOW:
  5003. case SR_WINDMILL:
  5004. case SR_RIDEINLIGHTNING:
  5005. case SO_VARETYR_SPEAR:
  5006. case SO_POISON_BUSTER:
  5007. case GN_CART_TORNADO:
  5008. case GN_CARTCANNON:
  5009. case GN_SPORE_EXPLOSION:
  5010. case GN_DEMONIC_FIRE:
  5011. case GN_FIRE_EXPANSION_ACID:
  5012. case GN_HELLS_PLANT_ATK:
  5013. case KO_HAPPOKUNAI:
  5014. case KO_HUUMARANKA:
  5015. case KO_MUCHANAGE:
  5016. case KO_BAKURETSU:
  5017. case GN_ILLUSIONDOPING:
  5018. case RL_FIREDANCE:
  5019. case RL_S_STORM:
  5020. case RL_R_TRIP:
  5021. case MH_XENO_SLASHER:
  5022. case NC_ARMSCANNON:
  5023. case SU_SCRATCH:
  5024. case SU_LUNATICCARROTBEAT:
  5025. case SU_LUNATICCARROTBEAT2:
  5026. case SJ_FULLMOONKICK:
  5027. case SJ_NEWMOONKICK:
  5028. case SJ_SOLARBURST:
  5029. case SJ_PROMINENCEKICK:
  5030. case SJ_STAREMPEROR:
  5031. case SJ_FALLINGSTAR_ATK2:
  5032. case SP_CURSEEXPLOSION:
  5033. case SP_SHA:
  5034. case SP_SWHOO:
  5035. case DK_SERVANT_W_PHANTOM:
  5036. case DK_SERVANT_W_DEMOL:
  5037. case DK_MADNESS_CRUSHER:
  5038. case AG_DESTRUCTIVE_HURRICANE:
  5039. case AG_SOUL_VC_STRIKE:
  5040. case AG_CRYSTAL_IMPACT:
  5041. case AG_CRYSTAL_IMPACT_ATK:
  5042. case AG_ROCK_DOWN:
  5043. case AG_FROZEN_SLASH:
  5044. case IQ_OLEUM_SANCTUM:
  5045. case IQ_MASSIVE_F_BLASTER:
  5046. case IQ_EXPOSION_BLASTER:
  5047. case IQ_FIRST_BRAND:
  5048. case IQ_SECOND_FLAME:
  5049. case IQ_SECOND_FAITH:
  5050. case IQ_SECOND_JUDGEMENT:
  5051. case IQ_THIRD_PUNISH:
  5052. case IQ_THIRD_FLAME_BOMB:
  5053. case IQ_THIRD_CONSECRATION:
  5054. case IG_OVERSLASH:
  5055. case CD_ARBITRIUM_ATK:
  5056. case CD_PETITIO:
  5057. case CD_FRAMEN:
  5058. case SHC_DANCING_KNIFE:
  5059. case SHC_SAVAGE_IMPACT:
  5060. case SHC_IMPACT_CRATER:
  5061. case SHC_FATAL_SHADOW_CROW:
  5062. case MT_AXE_STOMP:
  5063. case MT_RUSH_QUAKE:
  5064. case MT_A_MACHINE:
  5065. case ABC_ABYSS_DAGGER:
  5066. case ABC_CHAIN_REACTION_SHOT:
  5067. case ABC_DEFT_STAB:
  5068. case WH_GALESTORM:
  5069. case BO_ACIDIFIED_ZONE_WATER:
  5070. case BO_ACIDIFIED_ZONE_GROUND:
  5071. case BO_ACIDIFIED_ZONE_WIND:
  5072. case BO_ACIDIFIED_ZONE_FIRE:
  5073. case TR_ROSEBLOSSOM_ATK:
  5074. case TR_METALIC_FURY:
  5075. case ABC_FROM_THE_ABYSS_ATK:
  5076. case EM_ELEMENTAL_BUSTER_FIRE:
  5077. case EM_ELEMENTAL_BUSTER_WATER:
  5078. case EM_ELEMENTAL_BUSTER_WIND:
  5079. case EM_ELEMENTAL_BUSTER_GROUND:
  5080. case EM_ELEMENTAL_BUSTER_POISON:
  5081. case EM_EL_FLAMEROCK:
  5082. case EM_EL_AGE_OF_ICE:
  5083. case EM_EL_STORM_WIND:
  5084. case EM_EL_AVALANCHE:
  5085. case EM_EL_DEADLY_POISON:
  5086. if( flag&1 ) {//Recursive invocation
  5087. int sflag = skill_area_temp[0] & 0xFFF;
  5088. int heal = 0;
  5089. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5090. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  5091. break; // Under Hovering characters are immune to select trap and ground target skills.
  5092. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5093. break; // No damage should happen if the target is on Land Protector
  5094. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5095. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->data[SC_SERVANT_SIGN] && tsc->data[SC_SERVANT_SIGN]->val1 == src->id))
  5096. break;
  5097. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5098. if (skill_id == ABC_DEFT_STAB && flag&2)
  5099. sflag |= 2;
  5100. if( flag&SD_LEVEL )
  5101. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5102. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5103. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5104. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5105. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5106. break;
  5107. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5108. switch (skill_id) {
  5109. case NPC_VAMPIRE_GIFT:
  5110. if (heal > 0) {
  5111. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5112. status_heal(src, heal, 0, 0);
  5113. }
  5114. break;
  5115. #ifdef RENEWAL
  5116. case SN_SHARPSHOOTING:
  5117. status_change_end(src, SC_CAMOUFLAGE);
  5118. break;
  5119. #endif
  5120. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5121. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5122. break;
  5123. }
  5124. } else {
  5125. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5126. skill_area_temp[0] = 0;
  5127. skill_area_temp[1] = bl->id;
  5128. skill_area_temp[2] = 0;
  5129. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5130. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5131. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5132. break;
  5133. }
  5134. if (skill_id == SP_SWHOO)
  5135. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5136. switch ( skill_id ) {
  5137. case LG_EARTHDRIVE:
  5138. case GN_CARTCANNON:
  5139. case SU_SCRATCH:
  5140. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5141. break;
  5142. #ifdef RENEWAL
  5143. case NJ_HUUMA:
  5144. #endif
  5145. case LG_MOONSLASHER:
  5146. case MH_XENO_SLASHER:
  5147. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5148. break;
  5149. case NPC_REVERBERATION_ATK:
  5150. case NC_ARMSCANNON:
  5151. skill_area_temp[1] = 0;
  5152. starget = splash_target(src);
  5153. break;
  5154. case WL_CRIMSONROCK:
  5155. skill_area_temp[4] = bl->x;
  5156. skill_area_temp[5] = bl->y;
  5157. break;
  5158. case SU_LUNATICCARROTBEAT:
  5159. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5160. skill_id = SU_LUNATICCARROTBEAT2;
  5161. break;
  5162. case DK_SERVANT_W_PHANTOM:
  5163. case SHC_SAVAGE_IMPACT:
  5164. case SHC_FATAL_SHADOW_CROW:
  5165. case MT_RUSH_QUAKE:
  5166. // Jump to the target before attacking.
  5167. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5168. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5169. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5170. break;
  5171. case AG_CRYSTAL_IMPACT_ATK:
  5172. if (sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 5)
  5173. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5174. break;
  5175. case AG_ROCK_DOWN:
  5176. case IQ_FIRST_BRAND:
  5177. case IQ_SECOND_FLAME:
  5178. case IQ_SECOND_FAITH:
  5179. case IQ_SECOND_JUDGEMENT:
  5180. case CD_PETITIO:
  5181. case CD_FRAMEN:
  5182. case ABC_DEFT_STAB:
  5183. case ABC_CHAIN_REACTION_SHOT:
  5184. case EM_EL_FLAMEROCK:
  5185. case EM_EL_AGE_OF_ICE:
  5186. case EM_EL_STORM_WIND:
  5187. case EM_EL_AVALANCHE:
  5188. case EM_EL_DEADLY_POISON:
  5189. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5190. break;
  5191. case IQ_THIRD_PUNISH:
  5192. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5193. if (sd) {
  5194. uint8 limit = 5;
  5195. if (sc && sc->data[SC_RAISINGDRAGON])
  5196. limit += sc->data[SC_RAISINGDRAGON]->val1;
  5197. for (uint8 i = 0; i < limit; i++)
  5198. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5199. }
  5200. break;
  5201. case IQ_THIRD_FLAME_BOMB:
  5202. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5203. if (sd && sd->spiritball / 5 > 1)
  5204. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5205. break;
  5206. case IQ_THIRD_CONSECRATION:
  5207. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5208. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5209. break;
  5210. case IG_OVERSLASH:
  5211. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5212. 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);
  5213. break;
  5214. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5215. 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)
  5216. status_heal(src, 0, 0, 10, 0);
  5217. break;
  5218. case BO_ACIDIFIED_ZONE_WATER:
  5219. case BO_ACIDIFIED_ZONE_GROUND:
  5220. case BO_ACIDIFIED_ZONE_WIND:
  5221. case BO_ACIDIFIED_ZONE_FIRE:
  5222. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5223. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5224. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5225. break;
  5226. case TR_METALIC_FURY:
  5227. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5228. if (tsc && tsc->data[SC_SOUNDBLEND])
  5229. skill_area_temp[0] = 1 + rnd()%4;
  5230. break;
  5231. }
  5232. // if skill damage should be split among targets, count them
  5233. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5234. //special case: Venom Splasher uses a different range for searching than for splashing
  5235. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5236. 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);
  5237. // recursive invocation of skill_castend_damage_id() with flag|1
  5238. 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);
  5239. if (skill_id == RA_ARROWSTORM)
  5240. status_change_end(src, SC_CAMOUFLAGE);
  5241. if( skill_id == AS_SPLASHER ) {
  5242. map_freeblock_unlock(); // Don't consume a second gemstone.
  5243. return 0;
  5244. }
  5245. }
  5246. break;
  5247. case DK_HACKANDSLASHER:
  5248. case DK_HACKANDSLASHER_ATK:
  5249. if (flag & 1) {
  5250. skill_addtimerskill(src, tick + (200 + status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5251. } else {
  5252. skill_area_temp[0] = 0;
  5253. skill_area_temp[1] = bl->id;
  5254. skill_area_temp[2] = 0;
  5255. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5256. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5257. map_foreachinrange(skill_area_sub, bl, skill_get_splash(DK_HACKANDSLASHER_ATK, skill_lv), BL_CHAR|BL_SKILL, src, DK_HACKANDSLASHER_ATK, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5258. }
  5259. break;
  5260. //Place units around target
  5261. case NJ_BAKUENRYU:
  5262. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5263. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5264. break;
  5265. case SM_MAGNUM:
  5266. case MS_MAGNUM:
  5267. if( flag&1 ) {
  5268. // For players, damage depends on distance, so add it to flag if it is > 1
  5269. // Cannot hit hidden targets
  5270. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5271. }
  5272. break;
  5273. #ifdef RENEWAL
  5274. case KN_BRANDISHSPEAR:
  5275. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5276. break;
  5277. #else
  5278. case KN_BRANDISHSPEAR:
  5279. #endif
  5280. case ML_BRANDISH:
  5281. //Coded apart for it needs the flag passed to the damage calculation.
  5282. if (skill_area_temp[1] != bl->id)
  5283. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5284. else
  5285. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5286. break;
  5287. #ifdef RENEWAL
  5288. case KN_BOWLINGBASH:
  5289. if (flag & 1) {
  5290. 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]);
  5291. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5292. } else {
  5293. 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);
  5294. 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);
  5295. }
  5296. break;
  5297. #else
  5298. case KN_BOWLINGBASH:
  5299. #endif
  5300. case MS_BOWLINGBASH:
  5301. {
  5302. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5303. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5304. c = (skill_lv-(flag&0xFFF)+1)/2;
  5305. // Determine the Bowling Bash area depending on configuration
  5306. if (battle_config.bowling_bash_area == 0) {
  5307. // Gutter line system
  5308. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5309. if(min_x < 0) min_x = 0;
  5310. max_x = min_x + 39;
  5311. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5312. if(min_y < 0) min_y = 0;
  5313. max_y = min_y + 39;
  5314. } else if (battle_config.bowling_bash_area == 1) {
  5315. // Gutter line system without demi gutter bug
  5316. min_x = src->x - (src->x)%40;
  5317. max_x = min_x + 39;
  5318. min_y = src->y - (src->y)%40;
  5319. max_y = min_y + 39;
  5320. } else {
  5321. // Area around caster
  5322. min_x = src->x - battle_config.bowling_bash_area;
  5323. max_x = src->x + battle_config.bowling_bash_area;
  5324. min_y = src->y - battle_config.bowling_bash_area;
  5325. max_y = src->y + battle_config.bowling_bash_area;
  5326. }
  5327. // Initialization, break checks, direction
  5328. if((flag&0xFFF) > 0) {
  5329. // Ignore monsters outside area
  5330. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5331. break;
  5332. // Ignore monsters already in list
  5333. if(idb_exists(bowling_db, bl->id))
  5334. break;
  5335. // Random direction
  5336. dir = rnd()%8;
  5337. } else {
  5338. // Create an empty list of already hit targets
  5339. db_clear(bowling_db);
  5340. // Direction is walkpath
  5341. dir = (unit_getdir(src)+4)%8;
  5342. }
  5343. // Add current target to the list of already hit targets
  5344. idb_put(bowling_db, bl->id, bl);
  5345. // Keep moving target in direction square by square
  5346. tx = bl->x;
  5347. ty = bl->y;
  5348. for(i=0;i<c;i++) {
  5349. // Target coordinates (get changed even if knockback fails)
  5350. tx -= dirx[dir];
  5351. ty -= diry[dir];
  5352. // If target cell is a wall then break
  5353. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5354. break;
  5355. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5356. int count;
  5357. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5358. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5359. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5360. (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))) {
  5361. // Recursive call
  5362. 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);
  5363. // Self-collision
  5364. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5365. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5366. break;
  5367. }
  5368. }
  5369. // Original hit or chain hit depending on flag
  5370. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5371. }
  5372. break;
  5373. case KN_SPEARSTAB:
  5374. if(flag&1) {
  5375. if (bl->id==skill_area_temp[1])
  5376. break;
  5377. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5378. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5379. } else {
  5380. int x=bl->x,y=bl->y,i,dir;
  5381. dir = map_calc_dir(bl,src->x,src->y);
  5382. skill_area_temp[1] = bl->id;
  5383. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5384. // all the enemies between the caster and the target are hit, as well as the target
  5385. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5386. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5387. for (i=0;i<4;i++) {
  5388. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5389. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5390. x += dirx[dir];
  5391. y += diry[dir];
  5392. }
  5393. }
  5394. break;
  5395. case TK_TURNKICK:
  5396. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5397. {
  5398. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5399. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5400. map_foreachinallrange(skill_area_sub,bl,
  5401. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5402. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5403. skill_castend_nodamage_id);
  5404. }
  5405. break;
  5406. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5407. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5408. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5409. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5410. break;
  5411. case PR_TURNUNDEAD:
  5412. case ALL_RESURRECTION:
  5413. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5414. break;
  5415. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5416. break;
  5417. case AL_HOLYLIGHT:
  5418. status_change_end(bl, SC_P_ALTER);
  5419. case MG_SOULSTRIKE:
  5420. case NPC_DARKSTRIKE:
  5421. case MG_COLDBOLT:
  5422. case MG_FIREBOLT:
  5423. case MG_LIGHTNINGBOLT:
  5424. case WZ_EARTHSPIKE:
  5425. case AL_HEAL:
  5426. case NPC_DARKTHUNDER:
  5427. case NPC_FIRESTORM:
  5428. case PR_ASPERSIO:
  5429. case MG_FROSTDIVER:
  5430. case WZ_SIGHTBLASTER:
  5431. case WZ_SIGHTRASHER:
  5432. #ifdef RENEWAL
  5433. case PA_PRESSURE:
  5434. #endif
  5435. case NJ_KOUENKA:
  5436. case NJ_HYOUSENSOU:
  5437. case NJ_HUUJIN:
  5438. case AB_HIGHNESSHEAL:
  5439. case AB_DUPLELIGHT_MAGIC:
  5440. case WM_METALICSOUND:
  5441. case KO_KAIHOU:
  5442. case MH_ERASER_CUTTER:
  5443. case AG_ASTRAL_STRIKE:
  5444. case AG_ASTRAL_STRIKE_ATK:
  5445. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5446. case CD_ARBITRIUM:
  5447. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5448. break;
  5449. case IG_JUDGEMENT_CROSS:
  5450. case TR_SOUNDBLEND:
  5451. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5452. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5453. break;
  5454. case AG_DEADLY_PROJECTION:
  5455. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5456. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5457. break;
  5458. case NPC_MAGICALATTACK:
  5459. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5460. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5461. break;
  5462. case HVAN_CAPRICE: //[blackhole89]
  5463. {
  5464. int ran=rnd()%4;
  5465. int sid = 0;
  5466. switch(ran)
  5467. {
  5468. case 0: sid=MG_COLDBOLT; break;
  5469. case 1: sid=MG_FIREBOLT; break;
  5470. case 2: sid=MG_LIGHTNINGBOLT; break;
  5471. case 3: sid=WZ_EARTHSPIKE; break;
  5472. }
  5473. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5474. }
  5475. break;
  5476. case WZ_WATERBALL:
  5477. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5478. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5479. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5480. break;
  5481. case WZ_JUPITEL:
  5482. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5483. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5484. break;
  5485. case PR_BENEDICTIO:
  5486. //Should attack undead and demons. [Skotlex]
  5487. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5488. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5489. break;
  5490. case SJ_NOVAEXPLOSING:
  5491. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5492. // We can end Dimension here since the cooldown code is processed before this point.
  5493. if (sc && sc->data[SC_DIMENSION])
  5494. status_change_end(src, SC_DIMENSION);
  5495. else // Dimension not active? Activate the 2 second skill block penalty.
  5496. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5497. break;
  5498. case SP_SOULEXPLOSION:
  5499. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY])) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5500. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5501. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5502. if (sd)
  5503. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5504. break;
  5505. }
  5506. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5507. break;
  5508. case SL_SMA:
  5509. status_change_end(src, SC_SMA);
  5510. case SL_STIN:
  5511. case SL_STUN:
  5512. case SP_SPA:
  5513. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5514. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5515. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5516. break;
  5517. }
  5518. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5519. break;
  5520. case NPC_DARKBREATH:
  5521. clif_emotion(src,ET_ANGER);
  5522. if (rnd() % 2 == 0)
  5523. break; // 50% chance
  5524. case SN_FALCONASSAULT:
  5525. #ifndef RENEWAL
  5526. case PA_PRESSURE:
  5527. case CR_ACIDDEMONSTRATION:
  5528. #endif
  5529. case TF_THROWSTONE:
  5530. case NPC_SMOKING:
  5531. case GS_FLING:
  5532. case NJ_ZENYNAGE:
  5533. case GN_THORNS_TRAP:
  5534. case RL_B_TRAP:
  5535. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5536. break;
  5537. #ifdef RENEWAL
  5538. case NJ_ISSEN: {
  5539. short x, y;
  5540. short dir = map_calc_dir(src, bl->x, bl->y);
  5541. // Move 2 cells (From target)
  5542. if (dir > 0 && dir < 4)
  5543. x = -2;
  5544. else if (dir > 4)
  5545. x = 2;
  5546. else
  5547. x = 0;
  5548. if (dir > 2 && dir < 6)
  5549. y = -2;
  5550. else if (dir == 7 || dir < 2)
  5551. y = 2;
  5552. else
  5553. y = 0;
  5554. // Doesn't have slide effect in GVG
  5555. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5556. clif_blown(src);
  5557. clif_spiritball(src);
  5558. }
  5559. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5560. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5561. status_change_end(src, SC_NEN);
  5562. status_change_end(src, SC_HIDING);
  5563. }
  5564. break;
  5565. #endif
  5566. case RK_DRAGONBREATH_WATER:
  5567. case RK_DRAGONBREATH:
  5568. case NPC_DRAGONBREATH:
  5569. if( tsc && tsc->data[SC_HIDING] )
  5570. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5571. else {
  5572. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5573. }
  5574. break;
  5575. case NPC_SELFDESTRUCTION:
  5576. if( tsc && tsc->data[SC_HIDING] )
  5577. break;
  5578. case HVAN_EXPLOSION:
  5579. if (src != bl)
  5580. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5581. break;
  5582. // Celest
  5583. case PF_SOULBURN:
  5584. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5585. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5586. if (skill_lv == 5)
  5587. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5588. status_percent_damage(src, bl, 0, 100, false);
  5589. } else {
  5590. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5591. if (skill_lv == 5)
  5592. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5593. status_percent_damage(src, src, 0, 100, false);
  5594. }
  5595. break;
  5596. case NPC_BLOODDRAIN:
  5597. case NPC_ENERGYDRAIN:
  5598. {
  5599. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5600. src, src, bl, skill_id, skill_lv, tick, flag);
  5601. if (heal > 0){
  5602. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5603. status_heal(src, heal, 0, 0);
  5604. }
  5605. }
  5606. break;
  5607. case GS_BULLSEYE:
  5608. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5609. break;
  5610. case NJ_KASUMIKIRI:
  5611. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5612. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5613. break;
  5614. case NJ_KIRIKAGE:
  5615. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5616. { //You don't move on GVG grounds.
  5617. short x, y;
  5618. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5619. if (unit_movepos(src, x, y, 0, 0)) {
  5620. clif_blown(src);
  5621. }
  5622. }
  5623. status_change_end(src, SC_HIDING);
  5624. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5625. break;
  5626. case RK_PHANTOMTHRUST:
  5627. case NPC_PHANTOMTHRUST:
  5628. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5629. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5630. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5631. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5632. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5633. break;
  5634. case RK_WINDCUTTER:
  5635. case RK_STORMBLAST:
  5636. if( flag&1 )
  5637. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5638. else {
  5639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5640. 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);
  5641. }
  5642. break;
  5643. case GC_DARKILLUSION:
  5644. {
  5645. short x, y;
  5646. short dir = map_calc_dir(src,bl->x,bl->y);
  5647. if( dir > 0 && dir < 4) x = 2;
  5648. else if( dir > 4 ) x = -2;
  5649. else x = 0;
  5650. if( dir > 2 && dir < 6 ) y = 2;
  5651. else if( dir == 7 || dir < 2 ) y = -2;
  5652. else y = 0;
  5653. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5654. clif_blown(src);
  5655. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5656. if( rnd()%100 < 4 * skill_lv )
  5657. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5658. }
  5659. }
  5660. break;
  5661. case GC_CROSSRIPPERSLASHER:
  5662. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  5663. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  5664. else
  5665. {
  5666. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5667. }
  5668. break;
  5669. case GC_CROSSIMPACT:
  5670. if (skill_check_unit_movepos(0, src, bl->x, bl->y, 1, 1)) {
  5671. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_IGNORE_NO_KNOCKBACK); // Target position is actually one cell next to the target
  5672. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5673. } else {
  5674. if (sd)
  5675. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  5676. }
  5677. break;
  5678. case GC_PHANTOMMENACE:
  5679. if (flag&1) { // Only Hits Invisible Targets
  5680. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5681. status_change_end(bl, SC_CLOAKINGEXCEED);
  5682. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5683. }
  5684. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5685. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5686. }
  5687. break;
  5688. case GC_DARKCROW:
  5689. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5690. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5691. break;
  5692. case WL_DRAINLIFE:
  5693. {
  5694. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5695. int rate = 70 + 5 * skill_lv;
  5696. heal = heal * (5 + 5 * skill_lv) / 100;
  5697. if( bl->type == BL_SKILL )
  5698. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5699. if( heal && rnd()%100 < rate )
  5700. {
  5701. status_heal(src, heal, 0, 0);
  5702. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  5703. }
  5704. }
  5705. break;
  5706. case WL_TETRAVORTEX_FIRE:
  5707. case WL_TETRAVORTEX_WATER:
  5708. case WL_TETRAVORTEX_WIND:
  5709. case WL_TETRAVORTEX_GROUND:
  5710. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5711. break;
  5712. case WL_TETRAVORTEX:
  5713. if (sd == nullptr) { // Monster usage
  5714. uint8 i = 0;
  5715. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5716. { WL_TETRAVORTEX_WIND, 4 },
  5717. { WL_TETRAVORTEX_WATER, 2 },
  5718. { WL_TETRAVORTEX_GROUND, 8 } };
  5719. for (const auto &skill : tetra_skills) {
  5720. if (skill_lv > 5) {
  5721. skill_area_temp[0] = i;
  5722. skill_area_temp[1] = skill[1];
  5723. 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);
  5724. } else
  5725. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5726. i++;
  5727. }
  5728. } else if (sc) { // No SC? No spheres
  5729. int i, k = 0;
  5730. if (sc->data[SC_SPHERE_5]) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5731. status_change_end(src, SC_SPHERE_1);
  5732. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5733. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5734. continue;
  5735. uint16 subskill = 0;
  5736. switch (sc->data[static_cast<sc_type>(i)]->val1) {
  5737. case WLS_FIRE:
  5738. subskill = WL_TETRAVORTEX_FIRE;
  5739. k |= 1;
  5740. break;
  5741. case WLS_WIND:
  5742. subskill = WL_TETRAVORTEX_WIND;
  5743. k |= 4;
  5744. break;
  5745. case WLS_WATER:
  5746. subskill = WL_TETRAVORTEX_WATER;
  5747. k |= 2;
  5748. break;
  5749. case WLS_STONE:
  5750. subskill = WL_TETRAVORTEX_GROUND;
  5751. k |= 8;
  5752. break;
  5753. }
  5754. if (skill_lv > 5) {
  5755. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5756. skill_area_temp[1] = k;
  5757. 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);
  5758. } else
  5759. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5760. status_change_end(src, static_cast<sc_type>(i));
  5761. }
  5762. }
  5763. break;
  5764. case WL_RELEASE:
  5765. if (sc == nullptr)
  5766. break;
  5767. if (sd) {
  5768. int i;
  5769. #ifndef RENEWAL
  5770. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5771. #endif
  5772. if (skill_lv == 1) { // SpellBook
  5773. if (sc->data[SC_FREEZE_SP] == nullptr)
  5774. break;
  5775. bool found_spell = false;
  5776. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5777. if (sc->data[i] != nullptr) {
  5778. found_spell = true;
  5779. break;
  5780. }
  5781. }
  5782. if (!found_spell)
  5783. break;
  5784. // Now extract the data from the preserved spell
  5785. uint16 pres_skill_id = sc->data[i]->val1;
  5786. uint16 pres_skill_lv = sc->data[i]->val2;
  5787. uint16 point = sc->data[i]->val3;
  5788. status_change_end(src, static_cast<sc_type>(i));
  5789. if( sc->data[SC_FREEZE_SP]->val2 > point )
  5790. sc->data[SC_FREEZE_SP]->val2 -= point;
  5791. else // Last spell to be released
  5792. status_change_end(src, SC_FREEZE_SP);
  5793. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  5794. break;
  5795. // Get the requirement for the preserved skill
  5796. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5797. switch( skill_get_casttype(pres_skill_id) )
  5798. {
  5799. case CAST_GROUND:
  5800. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5801. break;
  5802. case CAST_NODAMAGE:
  5803. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5804. break;
  5805. case CAST_DAMAGE:
  5806. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5807. break;
  5808. }
  5809. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5810. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5811. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5812. if( cooldown > 0 )
  5813. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5814. } else { // Summoned Balls
  5815. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5816. if (sc->data[static_cast<sc_type>(i)] == nullptr)
  5817. continue;
  5818. int skele = WL_RELEASE - 5 + sc->data[static_cast<sc_type>(i)]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5819. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5820. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->data[static_cast<sc_type>(i)]->val2, BF_MAGIC, flag | SD_LEVEL);
  5821. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5822. }
  5823. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5824. }
  5825. }
  5826. break;
  5827. case WL_FROSTMISTY:
  5828. // Causes Freezing status through walls.
  5829. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5830. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5831. // Doesn't deal damage through non-shootable walls.
  5832. 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)) )
  5833. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5834. break;
  5835. case WL_HELLINFERNO:
  5836. if (flag & 1) {
  5837. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5838. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5839. } else {
  5840. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5841. 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);
  5842. }
  5843. break;
  5844. case RA_WUGSTRIKE:
  5845. if( sd && pc_isridingwug(sd) ){
  5846. short x[8]={0,-1,-1,-1,0,1,1,1};
  5847. short y[8]={1,1,0,-1,-1,-1,0,1};
  5848. uint8 dir = map_calc_dir(bl, src->x, src->y);
  5849. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  5850. clif_blown(src);
  5851. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5852. }
  5853. break;
  5854. }
  5855. case RA_WUGBITE:
  5856. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  5857. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5858. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  5859. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5860. break;
  5861. case RA_SENSITIVEKEEN:
  5862. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  5863. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  5864. status_change_end(bl, SC_CLOAKINGEXCEED);
  5865. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5866. }
  5867. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5868. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5869. } else {
  5870. skill_unit *su = BL_CAST(BL_SKILL, bl);
  5871. std::shared_ptr<s_skill_unit_group> sg;
  5872. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  5873. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5874. {
  5875. struct item item_tmp;
  5876. memset(&item_tmp,0,sizeof(item_tmp));
  5877. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  5878. item_tmp.identify = 1;
  5879. if( item_tmp.nameid )
  5880. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  5881. }
  5882. skill_delunit(su);
  5883. }
  5884. }
  5885. break;
  5886. case NC_INFRAREDSCAN:
  5887. if( flag&1 ) {
  5888. status_change_end(bl, SC_HIDING);
  5889. status_change_end(bl, SC_CLOAKING);
  5890. status_change_end(bl, SC_CLOAKINGEXCEED);
  5891. status_change_end(bl, SC_CAMOUFLAGE);
  5892. status_change_end(bl, SC_NEWMOON);
  5893. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5894. status_change_end(bl, SC__SHADOWFORM);
  5895. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  5896. } else {
  5897. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5898. 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);
  5899. }
  5900. break;
  5901. case SC_FATALMENACE:
  5902. if( flag&1 )
  5903. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5904. else {
  5905. 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);
  5906. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5907. }
  5908. break;
  5909. case NPC_FATALMENACE: // todo should it teleport the target ?
  5910. if( flag&1 )
  5911. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5912. else {
  5913. short x, y;
  5914. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  5915. // Destination area
  5916. skill_area_temp[4] = x;
  5917. skill_area_temp[5] = y;
  5918. 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);
  5919. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  5920. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  5921. }
  5922. break;
  5923. case LG_PINPOINTATTACK:
  5924. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5925. clif_blown(src);
  5926. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5927. break;
  5928. case SR_KNUCKLEARROW:
  5929. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  5930. dir_ka = map_calc_dir(bl, src->x, src->y);
  5931. // Has slide effect
  5932. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  5933. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  5934. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  5935. break;
  5936. case SR_HOWLINGOFLION:
  5937. status_change_end(bl, SC_SWINGDANCE);
  5938. status_change_end(bl, SC_SYMPHONYOFLOVER);
  5939. status_change_end(bl, SC_MOONLITSERENADE);
  5940. status_change_end(bl, SC_RUSHWINDMILL);
  5941. status_change_end(bl, SC_ECHOSONG);
  5942. status_change_end(bl, SC_HARMONIZE);
  5943. status_change_end(bl, SC_NETHERWORLD);
  5944. status_change_end(bl, SC_VOICEOFSIREN);
  5945. status_change_end(bl, SC_DEEPSLEEP);
  5946. status_change_end(bl, SC_SIRCLEOFNATURE);
  5947. status_change_end(bl, SC_GLOOMYDAY);
  5948. status_change_end(bl, SC_GLOOMYDAY_SK);
  5949. status_change_end(bl, SC_SONGOFMANA);
  5950. status_change_end(bl, SC_DANCEWITHWUG);
  5951. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  5952. status_change_end(bl, SC_LERADSDEW);
  5953. status_change_end(bl, SC_MELODYOFSINK);
  5954. status_change_end(bl, SC_BEYONDOFWARCRY);
  5955. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  5956. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5957. break;
  5958. case SR_EARTHSHAKER:
  5959. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  5960. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5961. status_change_end(bl, SC_CLOAKINGEXCEED);
  5962. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  5963. status_change_end(bl, SC__SHADOWFORM);
  5964. } else {
  5965. 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);
  5966. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5967. }
  5968. break;
  5969. case SR_TIGERCANNON:
  5970. if (flag & 1) {
  5971. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5972. } else if (sd) {
  5973. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE && !sc->data[SC_FLASHCOMBO])
  5974. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  5975. 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);
  5976. }
  5977. break;
  5978. case WM_REVERBERATION:
  5979. if (flag & 1)
  5980. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5981. else {
  5982. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5983. 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);
  5984. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  5985. }
  5986. break;
  5987. case NPC_POISON_BUSTER:
  5988. if( tsc && tsc->data[SC_POISON] ) {
  5989. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5990. status_change_end(bl, SC_POISON);
  5991. }
  5992. else if( sd )
  5993. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5994. break;
  5995. case KO_JYUMONJIKIRI: {
  5996. short x, y;
  5997. short dir = map_calc_dir(src,bl->x,bl->y);
  5998. if (dir > 0 && dir < 4)
  5999. x = 2;
  6000. else if (dir > 4)
  6001. x = -2;
  6002. else
  6003. x = 0;
  6004. if (dir > 2 && dir < 6)
  6005. y = 2;
  6006. else if (dir == 7 || dir < 2)
  6007. y = -2;
  6008. else
  6009. y = 0;
  6010. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6011. clif_blown(src);
  6012. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6013. }
  6014. }
  6015. break;
  6016. case EL_FIRE_BOMB:
  6017. case EL_FIRE_WAVE:
  6018. case EL_WATER_SCREW:
  6019. case EL_HURRICANE:
  6020. case EL_TYPOON_MIS:
  6021. if( flag&1 )
  6022. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6023. else {
  6024. int i = skill_get_splash(skill_id,skill_lv);
  6025. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6026. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6027. if( rnd()%100 < 30 )
  6028. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6029. else
  6030. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6031. }
  6032. break;
  6033. case EL_ROCK_CRUSHER:
  6034. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6035. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6036. if( rnd()%100 < 50 )
  6037. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6038. else
  6039. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6040. break;
  6041. case EL_STONE_RAIN:
  6042. if( flag&1 )
  6043. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6044. else {
  6045. int i = skill_get_splash(skill_id,skill_lv);
  6046. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6047. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6048. if( rnd()%100 < 30 )
  6049. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6050. else
  6051. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6052. }
  6053. break;
  6054. case EL_FIRE_ARROW:
  6055. case EL_ICE_NEEDLE:
  6056. case EL_WIND_SLASH:
  6057. case EL_STONE_HAMMER:
  6058. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6059. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6060. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6061. break;
  6062. case EL_TIDAL_WEAPON:
  6063. if( src->type == BL_ELEM ) {
  6064. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6065. struct status_change *tsc_ele = status_get_sc(&ele->bl);
  6066. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6067. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6068. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6069. if( (tsc_ele && tsc_ele->data[type2]) || (tsc && tsc->data[type]) ) {
  6070. status_change_end(battle_get_master(src),type);
  6071. status_change_end(src,type2);
  6072. }
  6073. if( rnd()%100 < 50 )
  6074. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6075. else {
  6076. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6077. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6078. }
  6079. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6080. }
  6081. break;
  6082. //recursive homon skill
  6083. case MH_MAGMA_FLOW:
  6084. case MH_HEILIGE_STANGE:
  6085. if(flag&1){
  6086. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6087. break;//chance to not trigger atk for magma
  6088. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6089. }
  6090. else
  6091. 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);
  6092. break;
  6093. case MH_STAHL_HORN:
  6094. case MH_NEEDLE_OF_PARALYZE:
  6095. case MH_SONIC_CRAW:
  6096. case MH_MIDNIGHT_FRENZY:
  6097. case MH_SILVERVEIN_RUSH:
  6098. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6099. break;
  6100. case MH_TINDER_BREAKER:
  6101. case MH_CBC:
  6102. case MH_EQC:
  6103. {
  6104. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6105. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6106. sc_type type;
  6107. if( skill_id == MH_TINDER_BREAKER ){
  6108. type = SC_TINDER_BREAKER2;
  6109. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6110. clif_blown(src);
  6111. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6112. }
  6113. }else if( skill_id == MH_CBC ){
  6114. type = SC_CBC;
  6115. }else if( skill_id == MH_EQC ){
  6116. type = SC_EQC;
  6117. }
  6118. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6119. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6120. }
  6121. break;
  6122. case RL_H_MINE:
  6123. if (!(flag&1)) {
  6124. // Direct attack
  6125. if (!sd || !sd->flicker) {
  6126. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6127. 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);
  6128. break;
  6129. }
  6130. // Triggered by RL_FLICKER
  6131. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  6132. // Splash damage around it!
  6133. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6134. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6135. flag |= 1; // Don't consume requirement
  6136. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  6137. status_change_end(bl, SC_H_MINE);
  6138. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6139. }
  6140. }
  6141. else
  6142. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6143. if (sd && sd->flicker)
  6144. flag |= 1; // Don't consume requirement
  6145. break;
  6146. case RL_QD_SHOT:
  6147. if (skill_area_temp[1] == bl->id)
  6148. break;
  6149. if (flag&1 && tsc && tsc->data[SC_C_MARKER])
  6150. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6151. break;
  6152. case RL_D_TAIL:
  6153. case RL_HAMMER_OF_GOD:
  6154. if (flag&1)
  6155. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6156. else {
  6157. if (sd && tsc && tsc->data[SC_C_MARKER]) {
  6158. int i;
  6159. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6160. if (i < MAX_SKILL_CRIMSON_MARKER)
  6161. flag |= 8;
  6162. }
  6163. if (skill_id == RL_HAMMER_OF_GOD)
  6164. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6165. else
  6166. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6167. 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);
  6168. }
  6169. break;
  6170. case SU_SCAROFTAROU:
  6171. 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?
  6172. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6173. break;
  6174. case SU_SV_STEMSPEAR:
  6175. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6176. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6177. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6178. break;
  6179. case 0:/* no skill - basic/normal attack */
  6180. if(sd) {
  6181. if (flag & 3){
  6182. if (bl->id != skill_area_temp[1])
  6183. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6184. } else {
  6185. skill_area_temp[1] = bl->id;
  6186. map_foreachinallrange(skill_area_sub, bl,
  6187. sd->bonus.splash_range, BL_CHAR,
  6188. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6189. skill_castend_damage_id);
  6190. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6191. }
  6192. }
  6193. break;
  6194. case SJ_FALLINGSTAR_ATK:
  6195. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6196. if (tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 1) { // Mark placed by a player.
  6197. int8 i = 0;
  6198. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6199. if (i < MAX_STELLAR_MARKS) {
  6200. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6201. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6202. }
  6203. }
  6204. } else if ( tsc && tsc->data[SC_FLASHKICK] && tsc->data[SC_FLASHKICK]->val4 == 2 ) { // Mark placed by a monster.
  6205. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6206. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6207. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6208. }
  6209. break;
  6210. case SJ_FLASHKICK: {
  6211. struct map_session_data *tsd = BL_CAST(BL_PC, bl);
  6212. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6213. // Only players and monsters can be tagged....I think??? [Rytech]
  6214. // Lets only allow players and monsters to use this skill for safety reasons.
  6215. if ((!tsd && !tmd) || !sd && !md) {
  6216. if (sd)
  6217. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6218. break;
  6219. }
  6220. // Check if the target is already tagged by another source.
  6221. if ((tsd && tsd->sc.data[SC_FLASHKICK] && tsd->sc.data[SC_FLASHKICK]->val1 != src->id) || (tmd && tmd->sc.data[SC_FLASHKICK] && tmd->sc.data[SC_FLASHKICK]->val1 != src->id)) { // Same as the above check, but for monsters.
  6222. // Can't tag a player that was already tagged from another source.
  6223. if (sd)
  6224. clif_skill_fail(sd,skill_id, USESKILL_FAIL, 0);
  6225. map_freeblock_unlock();
  6226. return 1;
  6227. }
  6228. if (sd) { // Tagging the target.
  6229. int i;
  6230. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6231. if (i == MAX_STELLAR_MARKS) {
  6232. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6233. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6234. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  6235. map_freeblock_unlock();
  6236. return 1;
  6237. }
  6238. }
  6239. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6240. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6241. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6242. 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.
  6243. sd->stellar_mark[i] = bl->id;
  6244. // Val4 flags if the status was applied by a player or a monster.
  6245. // This will be important for other skills that work together with this one.
  6246. // 1 = Player, 2 = Monster.
  6247. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6248. // apply the status here. We can't pass this data to skill_additional_effect.
  6249. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6250. }
  6251. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6252. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6253. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6254. }
  6255. }
  6256. break;
  6257. case NPC_VENOMIMPRESS:
  6258. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6259. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6260. break;
  6261. default:
  6262. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6263. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6264. 0, abs(skill_get_num(skill_id, skill_lv)),
  6265. skill_id, skill_lv, skill_get_hit(skill_id));
  6266. map_freeblock_unlock();
  6267. return 1;
  6268. }
  6269. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  6270. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6271. map_freeblock_unlock();
  6272. if( sd && !(flag&1) )
  6273. {// ensure that the skill last-cast tick is recorded
  6274. sd->canskill_tick = gettick();
  6275. if( sd->state.arrow_atk )
  6276. {// consume arrow on last invocation to this skill.
  6277. battle_consume_ammo(sd, skill_id, skill_lv);
  6278. }
  6279. // perform skill requirement consumption
  6280. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6281. }
  6282. return 0;
  6283. }
  6284. /**
  6285. * Give a song's buff/debuff or damage to all targets around
  6286. * @param target: Target
  6287. * @param ap: Argument list
  6288. * @return 1 on success or 0 otherwise
  6289. */
  6290. static int skill_apply_songs(struct block_list* target, va_list ap)
  6291. {
  6292. int flag = va_arg(ap, int);
  6293. struct block_list* src = va_arg(ap, struct block_list*);
  6294. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6295. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6296. t_tick tick = va_arg(ap, t_tick);
  6297. if (flag & BCT_WOS && src == target)
  6298. return 0;
  6299. if (battle_check_target(src, target, flag) > 0) {
  6300. switch (skill_id) {
  6301. // Attack type songs
  6302. case BA_DISSONANCE:
  6303. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6304. return 1;
  6305. case DC_UGLYDANCE:
  6306. case BD_LULLABY:
  6307. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6308. default: // Buff/Debuff type songs
  6309. if (skill_id == CG_HERMODE && src->id != target->id)
  6310. status_change_clear_buffs(target, SCCB_BUFFS); // Should dispell only allies.
  6311. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6312. }
  6313. }
  6314. return 0;
  6315. }
  6316. /**
  6317. * Calculate a song's bonus values
  6318. * @param src: Caster
  6319. * @param skill_id: Song skill ID
  6320. * @param skill_lv: Song skill level
  6321. * @param tick: Timer tick
  6322. * @return Number of targets or 0 otherwise
  6323. */
  6324. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6325. {
  6326. nullpo_ret(src);
  6327. if (src->type != BL_PC) {
  6328. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6329. return 0;
  6330. }
  6331. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6332. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6333. return 0;
  6334. }
  6335. struct map_session_data* sd = BL_CAST(BL_PC, src);
  6336. int flag = BCT_PARTY;
  6337. switch (skill_id) {
  6338. case BD_ROKISWEIL:
  6339. flag = BCT_ENEMY | BCT_WOS;
  6340. break;
  6341. case BD_LULLABY:
  6342. case BD_ETERNALCHAOS:
  6343. case BA_DISSONANCE:
  6344. case DC_UGLYDANCE:
  6345. case DC_DONTFORGETME:
  6346. flag = BCT_ENEMY;
  6347. break;
  6348. case CG_HERMODE:
  6349. flag |= BCT_GUILD;
  6350. break;
  6351. }
  6352. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6353. sd->skill_id_dance = skill_id;
  6354. sd->skill_lv_dance = skill_lv;
  6355. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6356. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6357. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6358. }
  6359. /**
  6360. * Use no-damage skill from 'src' to 'bl
  6361. * @param src Caster
  6362. * @param bl Target of the skill, bl maybe same with src for self skill
  6363. * @param skill_id
  6364. * @param skill_lv
  6365. * @param tick
  6366. * @param flag Various value, &1: Recursive effect
  6367. **/
  6368. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6369. {
  6370. struct map_session_data *sd, *dstsd;
  6371. struct mob_data *md, *dstmd;
  6372. struct homun_data *hd;
  6373. s_mercenary_data *mer;
  6374. struct status_data *sstatus, *tstatus;
  6375. struct status_change *tsc;
  6376. struct status_change_entry *tsce;
  6377. int i = 0;
  6378. enum sc_type type;
  6379. if(skill_id > 0 && !skill_lv) return 0; // celest
  6380. nullpo_retr(1, src);
  6381. nullpo_retr(1, bl);
  6382. if (src->m != bl->m)
  6383. return 1;
  6384. sd = BL_CAST(BL_PC, src);
  6385. hd = BL_CAST(BL_HOM, src);
  6386. md = BL_CAST(BL_MOB, src);
  6387. mer = BL_CAST(BL_MER, src);
  6388. dstsd = BL_CAST(BL_PC, bl);
  6389. dstmd = BL_CAST(BL_MOB, bl);
  6390. if(bl->prev == NULL)
  6391. return 1;
  6392. if(status_isdead(src))
  6393. return 1;
  6394. if( src != bl && status_isdead(bl) ) {
  6395. switch( skill_id ) { // Skills that may be cast on dead targets
  6396. case NPC_WIDESOULDRAIN:
  6397. case PR_REDEMPTIO:
  6398. case ALL_RESURRECTION:
  6399. case WM_DEADHILLHERE:
  6400. case WE_ONEFOREVER:
  6401. break;
  6402. default:
  6403. return 1;
  6404. }
  6405. }
  6406. tstatus = status_get_status_data(bl);
  6407. sstatus = status_get_status_data(src);
  6408. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6409. switch (skill_id) {
  6410. case HLIF_HEAL: //[orn]
  6411. if (bl->type != BL_HOM) {
  6412. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  6413. break ;
  6414. }
  6415. case AL_HEAL:
  6416. case ALL_RESURRECTION:
  6417. case PR_ASPERSIO:
  6418. case AB_HIGHNESSHEAL:
  6419. //Apparently only player casted skills can be offensive like this.
  6420. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6421. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6422. //Offensive heal does not works on non-enemies. [Skotlex]
  6423. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6424. return 0;
  6425. }
  6426. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6427. }
  6428. break;
  6429. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6430. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6431. case MH_STEINWAND: {
  6432. struct block_list *s_src = battle_get_master(src);
  6433. short ret = 0;
  6434. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6435. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6436. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6437. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6438. if (hd)
  6439. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6440. return ret;
  6441. }
  6442. break;
  6443. default:
  6444. //Skill is actually ground placed.
  6445. if (src == bl && skill_get_unit_id(skill_id))
  6446. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6447. }
  6448. type = skill_get_sc(skill_id);
  6449. tsc = status_get_sc(bl);
  6450. tsce = (tsc && type != SC_NONE)?tsc->data[type]:NULL;
  6451. if (src!=bl && type > SC_NONE &&
  6452. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6453. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6454. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6455. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6456. map_freeblock_lock();
  6457. switch(skill_id)
  6458. {
  6459. case HLIF_HEAL: //[orn]
  6460. case AL_HEAL:
  6461. case AB_HIGHNESSHEAL:
  6462. {
  6463. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6464. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6465. heal = 0;
  6466. if( tsc && tsc->count ) {
  6467. if( tsc->data[SC_KAITE] && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6468. if (--tsc->data[SC_KAITE]->val2 <= 0)
  6469. status_change_end(bl, SC_KAITE);
  6470. if (src == bl)
  6471. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6472. else {
  6473. bl = src;
  6474. dstsd = sd;
  6475. }
  6476. }
  6477. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  6478. heal = 0; //Needed so that it actually displays 0 when healing.
  6479. }
  6480. if (skill_id == AL_HEAL)
  6481. status_change_end(bl, SC_BITESCAR);
  6482. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6483. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  6484. heal = ~heal + 1;
  6485. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6486. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6487. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6488. if (heal_get_jobexp <= 0)
  6489. heal_get_jobexp = 1;
  6490. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6491. }
  6492. }
  6493. break;
  6494. case CD_REPARATIO: {
  6495. if (bl->type != BL_PC) { // Only works on players.
  6496. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  6497. break;
  6498. }
  6499. int heal_amount = 0;
  6500. if (!status_isimmune(bl))
  6501. heal_amount = tstatus->max_hp;
  6502. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6503. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6504. status_heal(bl, heal_amount, 0, 0);
  6505. }
  6506. break;
  6507. case PR_REDEMPTIO:
  6508. if (sd && !(flag&1)) {
  6509. if (sd->status.party_id == 0) {
  6510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6511. break;
  6512. }
  6513. skill_area_temp[0] = 0;
  6514. party_foreachsamemap(skill_area_sub,
  6515. sd,skill_get_splash(skill_id, skill_lv),
  6516. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6517. skill_castend_nodamage_id);
  6518. if (skill_area_temp[0] == 0) {
  6519. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6520. break;
  6521. }
  6522. #ifndef RENEWAL
  6523. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6524. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6525. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6526. 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);
  6527. }
  6528. status_set_sp(src, 0, 0);
  6529. #endif
  6530. status_set_hp(src, 1, 0);
  6531. break;
  6532. } else if (status_isdead(bl) && flag&1) { //Revive
  6533. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6534. skill_lv = 3; //Resurrection level 3 is used
  6535. } else //Invalid target, skip resurrection.
  6536. break;
  6537. case ALL_RESURRECTION:
  6538. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6539. { //No reviving in WoE grounds!
  6540. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6541. break;
  6542. }
  6543. if (!status_isdead(bl))
  6544. break;
  6545. {
  6546. int per = 0, sper = 0;
  6547. if (tsc && tsc->data[SC_HELLPOWER]) {
  6548. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6549. break;
  6550. }
  6551. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6552. break;
  6553. switch(skill_lv){
  6554. case 1: per=10; break;
  6555. case 2: per=30; break;
  6556. case 3: per=50; break;
  6557. case 4: per=80; break;
  6558. }
  6559. if(dstsd && dstsd->special_state.restart_full_recover)
  6560. per = sper = 100;
  6561. if (status_revive(bl, per, sper))
  6562. {
  6563. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6564. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6565. {
  6566. t_exp exp = 0,jexp = 0;
  6567. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6568. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6569. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6570. if (exp < 1) exp = 1;
  6571. }
  6572. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6573. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6574. if (jexp < 1) jexp = 1;
  6575. }
  6576. if(exp > 0 || jexp > 0)
  6577. pc_gainexp (sd, bl, exp, jexp, 0);
  6578. }
  6579. }
  6580. }
  6581. break;
  6582. case AL_DECAGI:
  6583. case MER_DECAGI:
  6584. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6585. 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)));
  6586. break;
  6587. case AL_CRUCIS:
  6588. if (flag&1)
  6589. 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));
  6590. else {
  6591. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6592. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6593. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6594. }
  6595. break;
  6596. case SP_SOULCURSE:
  6597. if (flag&1)
  6598. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6599. else {
  6600. 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);
  6601. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6602. }
  6603. break;
  6604. case PR_LEXDIVINA:
  6605. case MER_LEXDIVINA:
  6606. if (tsce)
  6607. status_change_end(bl, type);
  6608. else
  6609. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6610. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6611. break;
  6612. case SA_ABRACADABRA:
  6613. if (abra_db.empty()) {
  6614. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6615. break;
  6616. }
  6617. else {
  6618. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6619. do {
  6620. auto abra_spell = abra_db.random();
  6621. abra_skill_id = abra_spell->skill_id;
  6622. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6623. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6624. break;
  6625. }
  6626. } while (checked++ < checked_max);
  6627. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6628. if( sd )
  6629. {// player-casted
  6630. sd->state.abra_flag = 1;
  6631. sd->skillitem = abra_skill_id;
  6632. sd->skillitemlv = abra_skill_lv;
  6633. sd->skillitem_keep_requirement = false;
  6634. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6635. }
  6636. else
  6637. {// mob-casted
  6638. struct unit_data *ud = unit_bl2ud(src);
  6639. int inf = skill_get_inf(abra_skill_id);
  6640. if (!ud) break;
  6641. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6642. if (src->type == BL_PET)
  6643. bl = (struct block_list*)((TBL_PET*)src)->master;
  6644. if (!bl) bl = src;
  6645. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6646. } else { //Assume offensive skills
  6647. int target_id = 0;
  6648. if (ud->target)
  6649. target_id = ud->target;
  6650. else switch (src->type) {
  6651. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6652. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6653. }
  6654. if (!target_id)
  6655. break;
  6656. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6657. bl = map_id2bl(target_id);
  6658. if (!bl) bl = src;
  6659. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6660. } else
  6661. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6662. }
  6663. }
  6664. }
  6665. break;
  6666. case SA_COMA:
  6667. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6668. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6669. break;
  6670. case SA_FULLRECOVERY:
  6671. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6672. if (status_isimmune(bl))
  6673. break;
  6674. status_percent_heal(bl, 100, 100);
  6675. break;
  6676. case NPC_ALLHEAL:
  6677. {
  6678. int heal;
  6679. if( status_isimmune(bl) )
  6680. break;
  6681. heal = status_percent_heal(bl, 100, 0);
  6682. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  6683. if( dstmd )
  6684. { // Reset Damage Logs
  6685. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6686. dstmd->tdmg = 0;
  6687. }
  6688. }
  6689. break;
  6690. case SA_SUMMONMONSTER:
  6691. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6692. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6693. break;
  6694. case SA_LEVELUP:
  6695. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6696. if (sd && pc_nextbaseexp(sd))
  6697. pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6698. break;
  6699. case SA_INSTANTDEATH:
  6700. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6701. status_kill(src);
  6702. break;
  6703. case SA_QUESTION:
  6704. clif_emotion(src,ET_QUESTION);
  6705. case SA_GRAVITY:
  6706. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6707. break;
  6708. case SA_CLASSCHANGE:
  6709. case SA_MONOCELL:
  6710. if (dstmd)
  6711. {
  6712. int class_;
  6713. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6714. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6715. break;
  6716. }
  6717. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6718. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6719. mob_class_change(dstmd,class_);
  6720. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6721. 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 };
  6722. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6723. if (tsc->data[i]) status_change_end(bl, (sc_type)i);
  6724. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6725. if (tsc->data[scs[i]]) status_change_end(bl, scs[i]);
  6726. }
  6727. }
  6728. break;
  6729. case SA_DEATH:
  6730. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6732. break;
  6733. }
  6734. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6735. status_kill(bl);
  6736. break;
  6737. case SA_REVERSEORCISH:
  6738. case ALL_REVERSEORCISH:
  6739. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6740. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6741. break;
  6742. case SA_FORTUNE:
  6743. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6744. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  6745. break;
  6746. case SA_TAMINGMONSTER:
  6747. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6748. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6749. pet_catch_process1(sd, dstmd->mob_id);
  6750. }
  6751. break;
  6752. case CR_PROVIDENCE:
  6753. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6754. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6755. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6756. map_freeblock_unlock();
  6757. return 1;
  6758. }
  6759. }
  6760. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6761. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6762. break;
  6763. case CG_MARIONETTE:
  6764. {
  6765. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->data[SC_CURSE] || tsc->data[SC_QUAGMIRE])) )
  6766. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6767. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6768. map_freeblock_unlock();
  6769. return 1;
  6770. }
  6771. status_change* sc = status_get_sc(src);
  6772. if( sc && tsc )
  6773. {
  6774. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  6775. {
  6776. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6777. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6778. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6779. }
  6780. else
  6781. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  6782. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  6783. {
  6784. status_change_end(src, SC_MARIONETTE);
  6785. status_change_end(bl, SC_MARIONETTE2);
  6786. }
  6787. else
  6788. {
  6789. if( sd )
  6790. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6791. map_freeblock_unlock();
  6792. return 1;
  6793. }
  6794. }
  6795. }
  6796. break;
  6797. case RG_CLOSECONFINE:
  6798. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6799. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  6800. break;
  6801. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  6802. case SA_FROSTWEAPON:
  6803. case SA_LIGHTNINGLOADER:
  6804. case SA_SEISMICWEAPON:
  6805. if (dstsd && dstsd->status.weapon == W_FIST) {
  6806. if (sd)
  6807. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6808. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6809. break;
  6810. }
  6811. #ifdef RENEWAL
  6812. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6813. #else
  6814. // 100% success rate at lv4 & 5, but lasts longer at lv5
  6815. 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)))) {
  6816. if (dstsd){
  6817. short index = dstsd->equip_index[EQI_HAND_R];
  6818. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  6819. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  6820. }
  6821. if (sd)
  6822. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6823. }
  6824. #endif
  6825. break;
  6826. case PR_ASPERSIO:
  6827. if (sd && dstmd) {
  6828. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6829. break;
  6830. }
  6831. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6832. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6833. break;
  6834. case ITEM_ENCHANTARMS:
  6835. 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)));
  6836. break;
  6837. case TK_SEVENWIND:
  6838. switch(skill_get_ele(skill_id,skill_lv)) {
  6839. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  6840. case ELE_WIND : type = SC_WINDWEAPON; break;
  6841. case ELE_WATER : type = SC_WATERWEAPON; break;
  6842. case ELE_FIRE : type = SC_FIREWEAPON; break;
  6843. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  6844. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  6845. case ELE_HOLY : type = SC_ASPERSIO; break;
  6846. }
  6847. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6848. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6849. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6850. break;
  6851. case PR_KYRIE:
  6852. case MER_KYRIE:
  6853. case SU_TUNAPARTY:
  6854. case SU_GROOMING:
  6855. case SU_CHATTERING:
  6856. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6857. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6858. break;
  6859. //Passive Magnum, should had been casted on yourself.
  6860. case SM_MAGNUM:
  6861. case MS_MAGNUM:
  6862. skill_area_temp[1] = 0;
  6863. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  6864. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6865. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  6866. // Initiate 20% of your damage becomes fire element.
  6867. #ifdef RENEWAL
  6868. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,3,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  6869. #else
  6870. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  6871. #endif
  6872. break;
  6873. case TK_JUMPKICK:
  6874. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  6875. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  6876. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  6877. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6878. clif_blown(src);
  6879. }
  6880. } else
  6881. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6882. break;
  6883. case PR_BENEDICTIO:
  6884. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  6885. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  6886. break;
  6887. case AL_INCAGI:
  6888. case AL_BLESSING:
  6889. case MER_INCAGI:
  6890. case MER_BLESSING:
  6891. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6892. if (dstsd != nullptr && tsc && tsc->data[SC_CHANGEUNDEAD]) {
  6893. if (tstatus->hp > 1)
  6894. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  6895. break;
  6896. }
  6897. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6898. break;
  6899. case PR_SLOWPOISON:
  6900. case PR_LEXAETERNA:
  6901. #ifndef RENEWAL
  6902. case PR_IMPOSITIO:
  6903. case PR_SUFFRAGIUM:
  6904. #endif
  6905. case LK_BERSERK:
  6906. case MS_BERSERK:
  6907. case KN_TWOHANDQUICKEN:
  6908. case KN_ONEHAND:
  6909. case MER_QUICKEN:
  6910. case CR_SPEARQUICKEN:
  6911. case CR_REFLECTSHIELD:
  6912. case MS_REFLECTSHIELD:
  6913. case AS_POISONREACT:
  6914. #ifndef RENEWAL
  6915. case MC_LOUD:
  6916. #endif
  6917. case MG_ENERGYCOAT:
  6918. case MO_EXPLOSIONSPIRITS:
  6919. case MO_STEELBODY:
  6920. case MO_BLADESTOP:
  6921. case LK_AURABLADE:
  6922. case LK_PARRYING:
  6923. case MS_PARRYING:
  6924. case LK_CONCENTRATION:
  6925. #ifdef RENEWAL
  6926. case HP_BASILICA:
  6927. #endif
  6928. case WS_CARTBOOST:
  6929. case SN_SIGHT:
  6930. case WS_MELTDOWN:
  6931. case WS_OVERTHRUSTMAX:
  6932. case ST_REJECTSWORD:
  6933. case HW_MAGICPOWER:
  6934. case PF_MEMORIZE:
  6935. case PA_SACRIFICE:
  6936. #ifndef RENEWAL
  6937. case ASC_EDP:
  6938. #endif
  6939. case PF_DOUBLECASTING:
  6940. case SG_SUN_COMFORT:
  6941. case SG_MOON_COMFORT:
  6942. case SG_STAR_COMFORT:
  6943. case GS_MADNESSCANCEL:
  6944. case GS_ADJUSTMENT:
  6945. case GS_INCREASING:
  6946. #ifdef RENEWAL
  6947. case GS_MAGICALBULLET:
  6948. #endif
  6949. case NJ_KASUMIKIRI:
  6950. case NJ_UTSUSEMI:
  6951. case NJ_NEN:
  6952. case NPC_DEFENDER:
  6953. case NPC_MAGICMIRROR:
  6954. case ST_PRESERVE:
  6955. case NPC_KEEPING:
  6956. case NPC_WEAPONBRAKER:
  6957. case NPC_BARRIER:
  6958. case NPC_INVINCIBLE:
  6959. case NPC_INVINCIBLEOFF:
  6960. case MER_INVINCIBLEOFF2:
  6961. case RK_DEATHBOUND:
  6962. case AB_EXPIATIO:
  6963. case AB_DUPLELIGHT:
  6964. case AB_SECRAMENT:
  6965. case AB_OFFERTORIUM:
  6966. case NC_ACCELERATION:
  6967. case NC_HOVERING:
  6968. case NC_SHAPESHIFT:
  6969. case WL_MARSHOFABYSS:
  6970. case WL_RECOGNIZEDSPELL:
  6971. case GC_VENOMIMPRESS:
  6972. case SC_DEADLYINFECT:
  6973. case LG_EXEEDBREAK:
  6974. case LG_PRESTIGE:
  6975. case LG_INSPIRATION:
  6976. case SR_CRESCENTELBOW:
  6977. case SR_LIGHTNINGWALK:
  6978. case GN_CARTBOOST:
  6979. case GN_BLOOD_SUCKER:
  6980. case GN_HELLS_PLANT:
  6981. case KO_MEIKYOUSISUI:
  6982. case ALL_ODINS_POWER:
  6983. case ALL_FULL_THROTTLE:
  6984. case RA_UNLIMIT:
  6985. case WL_TELEKINESIS_INTENSE:
  6986. case RL_HEAT_BARREL:
  6987. case RL_P_ALTER:
  6988. case RL_E_CHAIN:
  6989. case SU_FRESHSHRIMP:
  6990. case SU_ARCLOUSEDASH:
  6991. case NPC_MAXPAIN:
  6992. case SP_SOULREAPER:
  6993. case SJ_LIGHTOFMOON:
  6994. case SJ_LIGHTOFSTAR:
  6995. case SJ_FALLINGSTAR:
  6996. case SJ_LIGHTOFSUN:
  6997. case SJ_BOOKOFDIMENSION:
  6998. case NPC_HALLUCINATIONWALK:
  6999. case DK_CHARGINGPIERCE:
  7000. case DK_VIGOR:
  7001. case AG_CLIMAX:
  7002. case IQ_POWERFUL_FAITH:
  7003. case IQ_FIRM_FAITH:
  7004. case IQ_SINCERE_FAITH:
  7005. case IQ_FIRST_FAITH_POWER:
  7006. case IQ_JUDGE:
  7007. case IQ_THIRD_EXOR_FLAME:
  7008. case IG_REBOUND_SHIELD:
  7009. case IG_HOLY_SHIELD:
  7010. case CD_ARGUTUS_VITA:
  7011. case CD_ARGUTUS_TELUM:
  7012. case CD_PRESENS_ACIES:
  7013. case CD_RELIGIO:
  7014. case CD_BENEDICTUM:
  7015. case SHC_SHADOW_EXCEED:
  7016. case SHC_POTENT_VENOM:
  7017. case SHC_ENCHANTING_SHADOW:
  7018. case MT_D_MACHINE:
  7019. case ABC_ABYSS_SLAYER:
  7020. case WH_WIND_SIGN:
  7021. case WH_CALAMITYGALE:
  7022. case BO_RESEARCHREPORT:
  7023. case TR_MYSTIC_SYMPHONY:
  7024. case TR_KVASIR_SONATA:
  7025. case EM_SPELL_ENCHANTING:
  7026. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7027. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7028. break;
  7029. #ifdef RENEWAL
  7030. // EDP also give +25% WATK poison pseudo element to user.
  7031. case ASC_EDP:
  7032. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7033. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7034. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,5,25,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7035. break;
  7036. #endif
  7037. case LG_SHIELDSPELL:
  7038. if (skill_lv == 1)
  7039. type = SC_SHIELDSPELL_HP;
  7040. else if (skill_lv == 2)
  7041. type = SC_SHIELDSPELL_SP;
  7042. else
  7043. type = SC_SHIELDSPELL_ATK;
  7044. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7045. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7046. break;
  7047. case DK_SERVANTWEAPON:
  7048. case ABC_FROM_THE_ABYSS:
  7049. 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)));
  7050. break;
  7051. case TR_SOUNDBLEND:
  7052. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7053. 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)));
  7054. break;
  7055. case AG_VIOLENT_QUAKE:
  7056. case AG_ALL_BLOOM:
  7057. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7058. break;
  7059. case AG_DESTRUCTIVE_HURRICANE:
  7060. case AG_CRYSTAL_IMPACT:
  7061. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7062. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7063. } else {
  7064. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7065. status_change *sc = status_get_sc(src);
  7066. if (sc && sc->data[SC_CLIMAX])
  7067. climax_lv = sc->data[SC_CLIMAX]->val1;
  7068. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7069. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7070. splash_size = 9; // 19x19
  7071. else if(skill_id == AG_CRYSTAL_IMPACT)
  7072. splash_size = AREA_SIZE; // 29x29 - Entire screen.
  7073. }
  7074. skill_area_temp[1] = 0;
  7075. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7076. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7077. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7078. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7079. 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);
  7080. else {
  7081. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7082. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7083. 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);
  7084. }
  7085. }
  7086. break;
  7087. case CD_MEDIALE_VOTUM:
  7088. case CD_DILECTIO_HEAL:
  7089. if (flag & 1) {
  7090. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7091. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7092. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7093. status_heal(bl, heal_amount, 0, 0);
  7094. } else if (sd)
  7095. 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);
  7096. } else {
  7097. if (skill_id == CD_MEDIALE_VOTUM)
  7098. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7099. else { // Dilectio Heal
  7100. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7101. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7102. }
  7103. }
  7104. break;
  7105. case CD_COMPETENTIA:
  7106. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7107. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7108. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7109. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7110. status_heal(bl, hp_amount, 0, 0);
  7111. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7112. status_heal(bl, 0, sp_amount, 0);
  7113. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7114. } else if (sd)
  7115. 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);
  7116. break;
  7117. case BO_ADVANCE_PROTECTION:
  7118. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7119. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7120. map_freeblock_unlock(); // Don't consume item requirements
  7121. return 0;
  7122. }
  7123. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7124. break;
  7125. case EM_ACTIVITY_BURN:
  7126. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7127. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7128. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7129. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7130. } else
  7131. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7132. break;
  7133. case EM_INCREASING_ACTIVITY:
  7134. if (bl->type == BL_PC) {
  7135. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7136. status_heal(bl, 0, 0, 20 + 5 * skill_lv, 0);
  7137. } else
  7138. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7139. break;
  7140. case SJ_GRAVITYCONTROL: {
  7141. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7142. if (bl->type == BL_PC)
  7143. fall_damage += dstsd->weight / 10 - tstatus->def;
  7144. else // Monster's don't have weight. Put something in its place.
  7145. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7146. fall_damage = max(1, fall_damage);
  7147. 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)));
  7148. }
  7149. break;
  7150. case NPC_HALLUCINATION:
  7151. case NPC_HELLPOWER:
  7152. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7153. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7154. break;
  7155. case KN_AUTOCOUNTER:
  7156. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7157. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7158. break;
  7159. case SO_STRIKING:
  7160. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7161. int bonus = 0;
  7162. if (dstsd) {
  7163. short index = dstsd->equip_index[EQI_HAND_R];
  7164. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7165. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7166. }
  7167. 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)));
  7168. } else if (sd)
  7169. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  7170. break;
  7171. case NPC_STOP:
  7172. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7173. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7174. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7175. break;
  7176. case HP_ASSUMPTIO:
  7177. if( sd && dstmd )
  7178. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7179. else
  7180. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7181. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7182. break;
  7183. case MG_SIGHT:
  7184. case MER_SIGHT:
  7185. case AL_RUWACH:
  7186. case WZ_SIGHTBLASTER:
  7187. case NPC_WIDESIGHT:
  7188. case NPC_STONESKIN:
  7189. case NPC_ANTIMAGIC:
  7190. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7191. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7192. break;
  7193. case HLIF_AVOID:
  7194. case HAMI_DEFENCE:
  7195. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7196. 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
  7197. break;
  7198. case NJ_BUNSINJYUTSU:
  7199. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7200. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7201. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7202. status_change_end(bl, SC_NEN);
  7203. break;
  7204. /* Was modified to only affect targetted char. [Skotlex]
  7205. case HP_ASSUMPTIO:
  7206. if (flag&1)
  7207. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7208. else
  7209. {
  7210. map_foreachinallrange(skill_area_sub, bl,
  7211. skill_get_splash(skill_id, skill_lv), BL_PC,
  7212. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7213. skill_castend_nodamage_id);
  7214. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7215. }
  7216. break;
  7217. */
  7218. case SM_ENDURE:
  7219. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7220. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7221. break;
  7222. case AS_ENCHANTPOISON:
  7223. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7224. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7225. }else{
  7226. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7227. if( sd != nullptr ){
  7228. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  7229. }
  7230. }
  7231. break;
  7232. case LK_TENSIONRELAX:
  7233. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7234. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7235. skill_get_time(skill_id,skill_lv)));
  7236. break;
  7237. case MC_CHANGECART:
  7238. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7239. break;
  7240. case MC_CARTDECORATE:
  7241. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7242. if( sd ) {
  7243. clif_SelectCart(sd);
  7244. }
  7245. break;
  7246. case TK_MISSION:
  7247. if (sd) {
  7248. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7249. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7250. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7251. break;
  7252. }
  7253. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7254. if (!id) {
  7255. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7256. break;
  7257. }
  7258. sd->mission_mobid = id;
  7259. sd->mission_count = 0;
  7260. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7261. clif_mission_info(sd, id, 0);
  7262. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7263. }
  7264. break;
  7265. case AC_CONCENTRATION:
  7266. {
  7267. int splash = skill_get_splash(skill_id, skill_lv);
  7268. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7269. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7270. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7271. map_foreachinallrange( status_change_timer_sub, src,
  7272. splash, BL_CHAR, src, NULL, type, tick);
  7273. }
  7274. break;
  7275. case SM_PROVOKE:
  7276. case SM_SELFPROVOKE:
  7277. case MER_PROVOKE:
  7278. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7279. map_freeblock_unlock();
  7280. return 1;
  7281. }
  7282. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7283. 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))))
  7284. {
  7285. if( sd )
  7286. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7287. map_freeblock_unlock();
  7288. return 0;
  7289. }
  7290. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7291. unit_skillcastcancel(bl, 2);
  7292. if( dstmd )
  7293. {
  7294. dstmd->state.provoke_flag = src->id;
  7295. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7296. }
  7297. break;
  7298. case ML_DEVOTION:
  7299. case CR_DEVOTION:
  7300. {
  7301. int count, lv;
  7302. if( !dstsd || (!sd && !mer) )
  7303. { // Only players can be devoted
  7304. if( sd )
  7305. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7306. break;
  7307. }
  7308. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7309. lv = -lv;
  7310. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7311. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  7312. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7313. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7314. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWER cannot be devoted.
  7315. {
  7316. if( sd )
  7317. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7318. map_freeblock_unlock();
  7319. return 1;
  7320. }
  7321. i = 0;
  7322. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7323. if( sd )
  7324. { // Player Devoting Player
  7325. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7326. if( i == count )
  7327. {
  7328. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7329. if( i == count )
  7330. { // No free slots, skill Fail
  7331. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7332. map_freeblock_unlock();
  7333. return 1;
  7334. }
  7335. }
  7336. sd->devotion[i] = bl->id;
  7337. }
  7338. else
  7339. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7340. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7341. 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)));
  7342. clif_devotion(src, NULL);
  7343. }
  7344. break;
  7345. case SP_SOULUNITY: {
  7346. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7347. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7348. if (!dstsd || !sd) { // Only put player's souls in unity.
  7349. if (sd)
  7350. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7351. break;
  7352. }
  7353. if (dstsd->sc.data[type] && dstsd->sc.data[type]->val2 != src->id) { // Fail if a player is in unity with another source.
  7354. if (sd)
  7355. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7356. map_freeblock_unlock();
  7357. return 1;
  7358. }
  7359. if (sd) { // Unite player's soul with caster's soul.
  7360. i = 0;
  7361. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7362. if (i == count) {
  7363. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7364. if(i == count) { // No more free slots? Fail the skill.
  7365. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7366. map_freeblock_unlock();
  7367. return 1;
  7368. }
  7369. }
  7370. sd->united_soul[i] = bl->id;
  7371. }
  7372. 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)));
  7373. } else if (sd)
  7374. 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);
  7375. }
  7376. break;
  7377. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7378. // Only players and monsters can be marked....I think??? [Rytech]
  7379. // Lets only allow players and monsters to use this skill for safety reasons.
  7380. if ((!dstsd && !dstmd) || !sd && !md) {
  7381. if (sd)
  7382. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7383. break;
  7384. }
  7385. // Check if the target is already marked by another source.
  7386. if (tsc && tsc->data[type] && tsc->data[type]->val1 != src->id) {
  7387. if (sd)
  7388. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7389. map_freeblock_unlock();
  7390. return 1;
  7391. }
  7392. // Mark the target.
  7393. if( sd ){
  7394. int8 count = MAX_SERVANT_SIGN;
  7395. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7396. if (i == count) {
  7397. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7398. if (i == count) { // Max number of targets marked. Fail the skill.
  7399. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  7400. map_freeblock_unlock();
  7401. return 1;
  7402. }
  7403. // Add the ID of the marked target to the player's sign list.
  7404. sd->servant_sign[i] = bl->id;
  7405. }
  7406. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7407. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7408. } else if (md) // Monster's cant track with this skill. Just give the status.
  7409. 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)));
  7410. break;
  7411. case MO_CALLSPIRITS:
  7412. if(sd) {
  7413. int limit = skill_lv;
  7414. if( sd->sc.data[SC_RAISINGDRAGON] )
  7415. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  7416. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7417. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7418. }
  7419. break;
  7420. case CH_SOULCOLLECT:
  7421. if(sd) {
  7422. int limit = 5;
  7423. if( sd->sc.data[SC_RAISINGDRAGON] )
  7424. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  7425. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7426. for (i = 0; i < limit; i++)
  7427. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7428. }
  7429. break;
  7430. case MO_KITRANSLATION:
  7431. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7432. //Require will define how many spiritballs will be transferred
  7433. struct s_skill_condition require;
  7434. require = skill_get_requirement(sd,skill_id,skill_lv);
  7435. pc_delspiritball(sd,require.spiritball,0);
  7436. for (i = 0; i < require.spiritball; i++)
  7437. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7438. } else {
  7439. if(sd)
  7440. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7441. map_freeblock_unlock();
  7442. return 0;
  7443. }
  7444. break;
  7445. case TK_TURNKICK:
  7446. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7447. if (skill_area_temp[1] != bl->id) {
  7448. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7449. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7450. }
  7451. break;
  7452. case MO_ABSORBSPIRITS:
  7453. i = 0;
  7454. 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
  7455. ((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]
  7456. if (dstsd->spiritball > 0) {
  7457. i = dstsd->spiritball * 7;
  7458. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7459. }
  7460. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7461. i += dstsd->spiritcharm * 7;
  7462. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7463. }
  7464. } 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]
  7465. i = 2 * dstmd->level;
  7466. mob_target(dstmd,src,0);
  7467. } else {
  7468. if (sd)
  7469. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7470. break;
  7471. }
  7472. if (i) status_heal(src, 0, i, 3);
  7473. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7474. break;
  7475. case AC_MAKINGARROW:
  7476. if(sd) {
  7477. clif_arrow_create_list(sd);
  7478. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7479. }
  7480. break;
  7481. case AM_PHARMACY:
  7482. if(sd) {
  7483. clif_skill_produce_mix_list(sd,skill_id,22);
  7484. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7485. }
  7486. break;
  7487. case SA_CREATECON:
  7488. if(sd) {
  7489. clif_elementalconverter_list(sd);
  7490. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7491. }
  7492. break;
  7493. case BS_HAMMERFALL:
  7494. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7495. break;
  7496. case RG_RAID:
  7497. skill_area_temp[1] = 0;
  7498. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7499. map_foreachinrange(skill_area_sub, bl,
  7500. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7501. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7502. skill_castend_damage_id);
  7503. status_change_end(src, SC_HIDING);
  7504. break;
  7505. //List of self skills that give damage around caster
  7506. case ASC_METEORASSAULT:
  7507. case GS_SPREADATTACK:
  7508. case RK_WINDCUTTER:
  7509. case RK_STORMBLAST:
  7510. case NC_AXETORNADO:
  7511. case GC_COUNTERSLASH:
  7512. case SR_SKYNETBLOW:
  7513. case SR_RAMPAGEBLASTER:
  7514. case SR_HOWLINGOFLION:
  7515. case LG_CANNONSPEAR:
  7516. case LG_OVERBRAND:
  7517. case NPC_RAYOFGENESIS:
  7518. case LG_RAYOFGENESIS:
  7519. case KO_HAPPOKUNAI:
  7520. case RL_FIREDANCE:
  7521. case RL_R_TRIP:
  7522. case SJ_FULLMOONKICK:
  7523. case SJ_NEWMOONKICK:
  7524. case SJ_SOLARBURST:
  7525. case SJ_STAREMPEROR:
  7526. case SJ_FALLINGSTAR_ATK:
  7527. case DK_SERVANT_W_DEMOL:
  7528. case AG_FROZEN_SLASH:
  7529. case IQ_OLEUM_SANCTUM:
  7530. case IQ_MASSIVE_F_BLASTER:
  7531. case IQ_EXPOSION_BLASTER:
  7532. case SHC_IMPACT_CRATER:
  7533. case MT_AXE_STOMP:
  7534. case ABC_ABYSS_DAGGER:
  7535. {
  7536. struct status_change *sc = status_get_sc(src);
  7537. int starget = BL_CHAR|BL_SKILL;
  7538. if (skill_id == SR_HOWLINGOFLION)
  7539. starget = splash_target(src);
  7540. if (skill_id == SJ_NEWMOONKICK) {
  7541. if (tsce) {
  7542. status_change_end(bl, type);
  7543. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7544. break;
  7545. } else
  7546. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7547. }
  7548. if (skill_id == SJ_STAREMPEROR && sc && sc->data[SC_DIMENSION]) {
  7549. if (sd) {
  7550. // Remove old shields if any exist.
  7551. pc_delspiritball(sd, sd->spiritball, 0);
  7552. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7553. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7554. }
  7555. status_change_end(src, SC_DIMENSION);
  7556. }
  7557. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7558. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7559. skill_area_temp[1] = 0;
  7560. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7561. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7562. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7563. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7564. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7565. }
  7566. break;
  7567. case SHC_DANCING_KNIFE:
  7568. case MT_A_MACHINE:
  7569. if (flag & 1) {
  7570. skill_area_temp[1] = 0;
  7571. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7572. pc_setstand(sd, true);
  7573. skill_sit(sd, false);
  7574. }
  7575. 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);
  7576. } else {
  7577. if (skill_id == MT_A_MACHINE && dstsd) {
  7578. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7579. if (lv > battle_config.attack_machine_level_difference) {
  7580. if (sd)
  7581. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7582. map_freeblock_unlock();
  7583. return 0;
  7584. }
  7585. }
  7586. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7587. }
  7588. break;
  7589. case EM_ELEMENTAL_BUSTER: {
  7590. if (sd == nullptr)
  7591. break;
  7592. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7593. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7594. map_freeblock_unlock();
  7595. return 0;
  7596. }
  7597. uint16 buster_element;
  7598. switch (sd->ed->elemental.class_) {
  7599. case ELEMENTALID_ARDOR:
  7600. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7601. break;
  7602. case ELEMENTALID_DILUVIO:
  7603. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7604. break;
  7605. case ELEMENTALID_PROCELLA:
  7606. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7607. break;
  7608. case ELEMENTALID_TERREMOTUS:
  7609. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7610. break;
  7611. case ELEMENTALID_SERPENS:
  7612. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7613. break;
  7614. }
  7615. skill_area_temp[1] = 0;
  7616. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7617. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7618. 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);
  7619. }
  7620. break;
  7621. case NPC_IGNITIONBREAK:
  7622. case RK_IGNITIONBREAK:
  7623. skill_area_temp[1] = 0;
  7624. #if PACKETVER >= 20180207
  7625. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7626. #else
  7627. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7628. #endif
  7629. 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);
  7630. break;
  7631. case SR_TIGERCANNON:
  7632. case SR_WINDMILL:
  7633. case GN_CART_TORNADO:
  7634. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7635. case SR_EARTHSHAKER:
  7636. case NC_INFRAREDSCAN:
  7637. case NPC_VAMPIRE_GIFT:
  7638. case NPC_HELLJUDGEMENT:
  7639. case NPC_PULSESTRIKE:
  7640. case LG_MOONSLASHER:
  7641. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7642. break;
  7643. #ifdef RENEWAL
  7644. case KN_BRANDISHSPEAR:
  7645. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7646. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7647. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7648. skill_castend_damage_id);
  7649. break;
  7650. #else
  7651. case KN_BRANDISHSPEAR:
  7652. #endif
  7653. case ML_BRANDISH:
  7654. skill_area_temp[1] = bl->id;
  7655. if(skill_lv >= 10)
  7656. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7657. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7658. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7659. skill_castend_damage_id);
  7660. if(skill_lv >= 7)
  7661. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7662. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7663. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7664. skill_castend_damage_id);
  7665. if(skill_lv >= 4)
  7666. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7667. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7668. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7669. skill_castend_damage_id);
  7670. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7671. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7672. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7673. skill_castend_damage_id);
  7674. break;
  7675. case WZ_SIGHTRASHER:
  7676. //Passive side of the attack.
  7677. status_change_end(src, SC_SIGHT);
  7678. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7679. map_foreachinshootrange(skill_area_sub,src,
  7680. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7681. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7682. skill_castend_damage_id);
  7683. break;
  7684. case WZ_FROSTNOVA:
  7685. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7686. skill_area_temp[1] = 0;
  7687. map_foreachinshootrange(skill_attack_area, src,
  7688. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7689. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7690. break;
  7691. case HVAN_EXPLOSION: //[orn]
  7692. case NPC_SELFDESTRUCTION:
  7693. //Self Destruction hits everyone in range (allies+enemies)
  7694. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7695. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7696. BCT_ENEMY:BCT_ALL;
  7697. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7698. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7699. map_foreachinshootrange(skill_area_sub, bl,
  7700. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7701. src, skill_id, skill_lv, tick, flag|i,
  7702. skill_castend_damage_id);
  7703. if(map_addblock(src)) {
  7704. map_freeblock_unlock();
  7705. return 1;
  7706. }
  7707. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7708. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7709. struct homun_data *hd = (struct homun_data *)src;
  7710. if (hd != nullptr) {
  7711. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7712. if (hd->master)
  7713. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy / 100);
  7714. }
  7715. }
  7716. break;
  7717. case AL_ANGELUS:
  7718. #ifdef RENEWAL
  7719. case PR_SUFFRAGIUM:
  7720. case PR_IMPOSITIO:
  7721. #endif
  7722. case PR_MAGNIFICAT:
  7723. case PR_GLORIA:
  7724. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7725. // Animations don't play when outside visible range
  7726. if (check_distance_bl(src, bl, AREA_SIZE))
  7727. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  7728. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7729. }
  7730. else if (sd)
  7731. 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);
  7732. break;
  7733. #ifdef RENEWAL
  7734. case MC_LOUD:
  7735. #endif
  7736. case SN_WINDWALK:
  7737. case CASH_BLESSING:
  7738. case CASH_INCAGI:
  7739. case CASH_ASSUMPTIO:
  7740. case WM_FRIGG_SONG:
  7741. case NV_HELPANGEL:
  7742. case IG_GUARDIAN_SHIELD:
  7743. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  7744. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  7745. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7746. else if (sd)
  7747. {
  7748. if (skill_id == IG_ULTIMATE_SACRIFICE)
  7749. status_set_hp(src, 1, 0);
  7750. 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);
  7751. }
  7752. break;
  7753. case MER_MAGNIFICAT:
  7754. if( mer != NULL )
  7755. {
  7756. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7757. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  7758. 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);
  7759. else if( mer->master && !(flag&1) )
  7760. 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)));
  7761. }
  7762. break;
  7763. case BS_ADRENALINE:
  7764. case BS_ADRENALINE2:
  7765. case BS_WEAPONPERFECT:
  7766. case BS_OVERTHRUST:
  7767. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  7768. int weapontype = skill_get_weapontype(skill_id);
  7769. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  7770. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  7771. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  7772. }
  7773. } else if (sd) {
  7774. party_foreachsamemap(skill_area_sub,
  7775. sd,skill_get_splash(skill_id, skill_lv),
  7776. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7777. skill_castend_nodamage_id);
  7778. }
  7779. break;
  7780. case BS_MAXIMIZE:
  7781. case NV_TRICKDEAD:
  7782. case CR_DEFENDER:
  7783. case ML_DEFENDER:
  7784. case CR_AUTOGUARD:
  7785. case ML_AUTOGUARD:
  7786. case TK_READYSTORM:
  7787. case TK_READYDOWN:
  7788. case TK_READYTURN:
  7789. case TK_READYCOUNTER:
  7790. case TK_DODGE:
  7791. case CR_SHRINK:
  7792. case SG_FUSION:
  7793. case GS_GATLINGFEVER:
  7794. case SJ_LUNARSTANCE:
  7795. case SJ_STARSTANCE:
  7796. case SJ_UNIVERSESTANCE:
  7797. case SJ_SUNSTANCE:
  7798. case SP_SOULCOLLECT:
  7799. case IG_GUARD_STANCE:
  7800. case IG_ATTACK_STANCE:
  7801. if( tsce )
  7802. {
  7803. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7804. map_freeblock_unlock();
  7805. return 0;
  7806. }
  7807. if( skill_id == SP_SOULCOLLECT ){
  7808. 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)));
  7809. }else{
  7810. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7811. }
  7812. break;
  7813. case SL_KAITE:
  7814. case SL_KAAHI:
  7815. case SL_KAIZEL:
  7816. case SL_KAUPE:
  7817. case SP_KAUTE:
  7818. if (sd) {
  7819. if (!dstsd || !(
  7820. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  7821. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  7822. dstsd->status.char_id == sd->status.char_id ||
  7823. dstsd->status.char_id == sd->status.partner_id ||
  7824. dstsd->status.char_id == sd->status.child ||
  7825. (skill_id == SP_KAUTE && dstsd->sc.data[SC_SOULUNITY])
  7826. )) {
  7827. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  7828. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7829. break;
  7830. }
  7831. }
  7832. if (skill_id == SP_KAUTE) {
  7833. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  7834. if (sd)
  7835. clif_skill_fail(sd,skill_id, USESKILL_FAIL,0);
  7836. break;
  7837. }
  7838. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7839. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  7840. } else
  7841. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7842. break;
  7843. case SM_AUTOBERSERK:
  7844. case MER_AUTOBERSERK:
  7845. if( tsce )
  7846. i = status_change_end(bl, type);
  7847. else
  7848. i = sc_start(src,bl,type,100,skill_lv,60000);
  7849. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  7850. break;
  7851. case TF_HIDING:
  7852. case ST_CHASEWALK:
  7853. case KO_YAMIKUMO:
  7854. if (tsce)
  7855. {
  7856. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  7857. map_freeblock_unlock();
  7858. return 0;
  7859. }
  7860. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7861. break;
  7862. case TK_RUN:
  7863. if (tsce)
  7864. {
  7865. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  7866. map_freeblock_unlock();
  7867. return 0;
  7868. }
  7869. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  7870. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  7871. clif_walkok(sd); // So aegis has to resend the walk ok.
  7872. break;
  7873. case AS_CLOAKING:
  7874. case GC_CLOAKINGEXCEED:
  7875. case LG_FORCEOFVANGUARD:
  7876. case SC_REPRODUCE:
  7877. case SC_INVISIBILITY:
  7878. case RA_CAMOUFLAGE:
  7879. if (tsce) {
  7880. i = status_change_end(bl, type);
  7881. if( i )
  7882. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7883. else if( sd )
  7884. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7885. map_freeblock_unlock();
  7886. return 0;
  7887. }
  7888. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7889. if( i )
  7890. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  7891. else if( sd )
  7892. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7893. break;
  7894. case CG_SPECIALSINGER:
  7895. if (tsc && tsc->data[SC_ENSEMBLEFATIGUE]) {
  7896. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7897. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  7898. }
  7899. break;
  7900. case BD_ADAPTATION:
  7901. #ifdef RENEWAL
  7902. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7903. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7904. #else
  7905. if(tsc && tsc->data[SC_DANCING]){
  7906. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7907. status_change_end(bl, SC_DANCING);
  7908. }
  7909. #endif
  7910. break;
  7911. case BA_FROSTJOKER:
  7912. case DC_SCREAM:
  7913. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7914. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  7915. if (md) {
  7916. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  7917. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  7918. char temp[70];
  7919. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  7920. clif_disp_overhead(&md->bl,temp);
  7921. }
  7922. break;
  7923. case BA_PANGVOICE:
  7924. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  7925. #ifdef RENEWAL
  7926. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  7927. #endif
  7928. break;
  7929. case DC_WINKCHARM:
  7930. if( dstsd ) {
  7931. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  7932. #ifdef RENEWAL
  7933. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  7934. #endif
  7935. } else
  7936. if( dstmd )
  7937. {
  7938. if( status_get_lv(src) > status_get_lv(bl)
  7939. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  7940. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  7941. 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)));
  7942. else
  7943. {
  7944. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7945. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7946. }
  7947. }
  7948. break;
  7949. #ifdef RENEWAL
  7950. case BD_LULLABY:
  7951. case BD_RICHMANKIM:
  7952. case BD_ETERNALCHAOS:
  7953. case BD_DRUMBATTLEFIELD:
  7954. case BD_RINGNIBELUNGEN:
  7955. case BD_ROKISWEIL:
  7956. case BD_INTOABYSS:
  7957. case BD_SIEGFRIED:
  7958. case BA_DISSONANCE:
  7959. case BA_POEMBRAGI:
  7960. case BA_WHISTLE:
  7961. case BA_ASSASSINCROSS:
  7962. case BA_APPLEIDUN:
  7963. case DC_UGLYDANCE:
  7964. case DC_HUMMING:
  7965. case DC_DONTFORGETME:
  7966. case DC_FORTUNEKISS:
  7967. case DC_SERVICEFORYOU:
  7968. skill_castend_song(src, skill_id, skill_lv, tick);
  7969. break;
  7970. #endif
  7971. case TF_STEAL:
  7972. if(sd) {
  7973. if(pc_steal_item(sd,bl,skill_lv))
  7974. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7975. else
  7976. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  7977. }
  7978. break;
  7979. case RG_STEALCOIN:
  7980. if(sd) {
  7981. if(pc_steal_coin(sd,bl))
  7982. {
  7983. dstmd->state.provoke_flag = src->id;
  7984. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7986. }
  7987. else
  7988. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7989. }
  7990. break;
  7991. case MG_STONECURSE:
  7992. {
  7993. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  7994. if (sd)
  7995. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7996. break;
  7997. }
  7998. if(status_isimmune(bl) || !tsc)
  7999. break;
  8000. int32 brate = 0;
  8001. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  8002. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  8003. 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)))
  8004. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8005. else if(sd) {
  8006. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8007. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8008. if (skill_lv > 5)
  8009. { // not to consume items
  8010. map_freeblock_unlock();
  8011. return 0;
  8012. }
  8013. }
  8014. }
  8015. break;
  8016. case NV_FIRSTAID:
  8017. clif_skill_nodamage(src,bl,skill_id,5,1);
  8018. status_heal(bl,5,0,0);
  8019. break;
  8020. case AL_CURE:
  8021. if(status_isimmune(bl)) {
  8022. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8023. break;
  8024. }
  8025. status_change_end(bl, SC_SILENCE);
  8026. status_change_end(bl, SC_BLIND);
  8027. status_change_end(bl, SC_CONFUSION);
  8028. status_change_end(bl, SC_BITESCAR);
  8029. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8030. break;
  8031. case TF_DETOXIFY:
  8032. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8033. status_change_end(bl, SC_POISON);
  8034. status_change_end(bl, SC_DPOISON);
  8035. break;
  8036. case PR_STRECOVERY:
  8037. if(status_isimmune(bl)) {
  8038. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8039. break;
  8040. }
  8041. if (tsc) {
  8042. status_change_end(bl, SC_FREEZE);
  8043. status_change_end(bl, SC_STONEWAIT);
  8044. status_change_end(bl, SC_STONE);
  8045. status_change_end(bl, SC_SLEEP);
  8046. status_change_end(bl, SC_STUN);
  8047. status_change_end(bl, SC_WHITEIMPRISON);
  8048. status_change_end(bl, SC_STASIS);
  8049. status_change_end(bl, SC_NETHERWORLD);
  8050. }
  8051. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8052. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8053. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8054. if(dstmd)
  8055. mob_unlocktarget(dstmd,tick);
  8056. break;
  8057. // Mercenary Supportive Skills
  8058. case MER_BENEDICTION:
  8059. status_change_end(bl, SC_CURSE);
  8060. status_change_end(bl, SC_BLIND);
  8061. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8062. break;
  8063. case MER_COMPRESS:
  8064. status_change_end(bl, SC_BLEEDING);
  8065. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8066. break;
  8067. case MER_MENTALCURE:
  8068. status_change_end(bl, SC_CONFUSION);
  8069. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8070. break;
  8071. case MER_RECUPERATE:
  8072. status_change_end(bl, SC_POISON);
  8073. status_change_end(bl, SC_DPOISON);
  8074. status_change_end(bl, SC_SILENCE);
  8075. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8076. break;
  8077. case MER_REGAIN:
  8078. status_change_end(bl, SC_SLEEP);
  8079. status_change_end(bl, SC_STUN);
  8080. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8081. break;
  8082. case MER_TENDER:
  8083. status_change_end(bl, SC_FREEZE);
  8084. status_change_end(bl, SC_STONE);
  8085. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8086. break;
  8087. case MER_SCAPEGOAT:
  8088. if( mer && mer->master )
  8089. {
  8090. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8091. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8092. }
  8093. break;
  8094. case MER_ESTIMATION:
  8095. if( !mer )
  8096. break;
  8097. sd = mer->master;
  8098. case WZ_ESTIMATION:
  8099. if( sd == NULL )
  8100. break;
  8101. if( dstsd )
  8102. { // Fail on Players
  8103. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8104. break;
  8105. }
  8106. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8107. clif_skill_estimation(sd, bl);
  8108. if( skill_id == MER_ESTIMATION )
  8109. sd = NULL;
  8110. break;
  8111. case BS_REPAIRWEAPON:
  8112. if(sd && dstsd)
  8113. clif_item_repair_list(sd,dstsd,skill_lv);
  8114. break;
  8115. case MC_IDENTIFY:
  8116. if(sd) {
  8117. clif_item_identify_list(sd);
  8118. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8119. map_freeblock_unlock();
  8120. return 1;
  8121. }
  8122. else { // consume sp only if succeeded
  8123. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8124. status_zap(src,0,req.sp);
  8125. }
  8126. }
  8127. break;
  8128. // Weapon Refining [Celest]
  8129. case WS_WEAPONREFINE:
  8130. if(sd)
  8131. clif_item_refine_list(sd);
  8132. break;
  8133. case MC_VENDING:
  8134. if(sd)
  8135. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8136. if ( !pc_can_give_items(sd) )
  8137. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8138. else {
  8139. sd->state.prevend = 1;
  8140. sd->state.workinprogress = WIP_DISABLE_ALL;
  8141. sd->vend_skill_lv = skill_lv;
  8142. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8143. if (i < MAX_CART)
  8144. intif_storage_save(sd, &sd->cart);
  8145. else
  8146. clif_openvendingreq(sd,2+skill_lv);
  8147. }
  8148. }
  8149. break;
  8150. case AL_TELEPORT:
  8151. case ALL_ODINS_RECALL:
  8152. if(sd)
  8153. {
  8154. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8155. clif_skill_teleportmessage(sd,0);
  8156. break;
  8157. }
  8158. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8159. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8160. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8161. break;
  8162. }
  8163. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8164. sd->hd->blockskill.clear();
  8165. sd->hd->blockskill.shrink_to_fit();
  8166. }
  8167. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8168. {
  8169. if( skill_lv == 1 )
  8170. pc_randomwarp(sd,CLR_TELEPORT);
  8171. else
  8172. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  8173. break;
  8174. }
  8175. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8176. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8177. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  8178. else
  8179. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  8180. } else
  8181. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8182. break;
  8183. case NPC_EXPULSION:
  8184. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8185. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8186. break;
  8187. case AL_HOLYWATER:
  8188. if(sd) {
  8189. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8190. struct skill_unit* su;
  8191. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, NULL, 0)) != NULL)
  8192. skill_delunit(su);
  8193. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8194. }
  8195. else
  8196. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8197. }
  8198. break;
  8199. case TF_PICKSTONE:
  8200. if(sd) {
  8201. unsigned char eflag;
  8202. struct item item_tmp;
  8203. struct block_list tbl;
  8204. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8205. memset(&item_tmp,0,sizeof(item_tmp));
  8206. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8207. item_tmp.nameid = ITEMID_STONE;
  8208. item_tmp.identify = 1;
  8209. tbl.id = 0;
  8210. // Commented because of duplicate animation [Lemongrass]
  8211. // At the moment this displays the pickup animation a second time
  8212. // If this is required in older clients, we need to add a version check here
  8213. //clif_takeitem(&sd->bl,&tbl);
  8214. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8215. if(eflag) {
  8216. clif_additem(sd,0,0,eflag);
  8217. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8218. }
  8219. }
  8220. break;
  8221. case ASC_CDP:
  8222. if(sd) {
  8223. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8224. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8225. else
  8226. clif_skill_fail(sd,skill_id,USESKILL_FAIL_STUFF_INSUFFICIENT,0);
  8227. }
  8228. break;
  8229. case RG_STRIPWEAPON:
  8230. case RG_STRIPSHIELD:
  8231. case RG_STRIPARMOR:
  8232. case RG_STRIPHELM:
  8233. case ST_FULLSTRIP:
  8234. case GC_WEAPONCRUSH:
  8235. case SC_STRIPACCESSARY:
  8236. case ABC_STRIP_SHADOW: {
  8237. bool i;
  8238. //Special message when trying to use strip on FCP [Jobbie]
  8239. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  8240. {
  8241. clif_gospel_info(sd, 0x28);
  8242. break;
  8243. }
  8244. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8245. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8246. //Nothing stripped.
  8247. if( sd && !i )
  8248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8249. break;
  8250. }
  8251. case AM_BERSERKPITCHER:
  8252. case AM_POTIONPITCHER:
  8253. {
  8254. int j,hp = 0,sp = 0;
  8255. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8256. map_freeblock_unlock();
  8257. return 1;
  8258. }
  8259. if( sd ) {
  8260. int x,bonus=100;
  8261. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8262. x = skill_lv%11 - 1;
  8263. j = pc_search_inventory(sd, require.itemid[x]);
  8264. if (j < 0 || require.itemid[x] <= 0) {
  8265. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8266. map_freeblock_unlock();
  8267. return 1;
  8268. }
  8269. if (sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8270. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8271. map_freeblock_unlock();
  8272. return 1;
  8273. }
  8274. if( skill_id == AM_BERSERKPITCHER ) {
  8275. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8277. map_freeblock_unlock();
  8278. return 1;
  8279. }
  8280. }
  8281. potion_flag = 1;
  8282. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8283. potion_target = bl->id;
  8284. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8285. potion_flag = potion_target = 0;
  8286. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  8287. bonus += sd->status.base_level;
  8288. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8289. hp = tstatus->max_hp * potion_per_hp / 100;
  8290. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8291. if( dstsd ) {
  8292. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8293. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8294. }
  8295. } else {
  8296. if( potion_hp > 0 ) {
  8297. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8298. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8299. if( dstsd )
  8300. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8301. }
  8302. if( potion_sp > 0 ) {
  8303. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8304. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  8305. if( dstsd )
  8306. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8307. }
  8308. }
  8309. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8310. hp += hp * bonus / 100;
  8311. }
  8312. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8313. sp += sp * bonus / 100;
  8314. }
  8315. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8316. hp += hp * j / 100;
  8317. sp += sp * j / 100;
  8318. }
  8319. } else {
  8320. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8321. switch (skill_lv) {
  8322. case 1: hp = 45; break;
  8323. case 2: hp = 105; break;
  8324. case 3: hp = 175; break;
  8325. default: hp = 325; break;
  8326. }
  8327. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8328. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  8329. if( dstsd )
  8330. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8331. }
  8332. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8333. hp += hp * j / 100;
  8334. sp += sp * j / 100;
  8335. }
  8336. // Final heal increased by HPlus.
  8337. // Is this the right place for this??? [Rytech]
  8338. // Can HPlus also affect SP recovery???
  8339. if (sd && sstatus->hplus > 0) {
  8340. hp += hp * sstatus->hplus / 100;
  8341. sp += sp * sstatus->hplus / 100;
  8342. }
  8343. if (tsc && tsc->count) {
  8344. uint8 penalty = 0;
  8345. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  8346. hp += hp / 10;
  8347. sp += sp / 10;
  8348. }
  8349. if (tsc->data[SC_CRITICALWOUND])
  8350. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  8351. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3)
  8352. penalty += 20;
  8353. if (tsc->data[SC_NORECOVER_STATE])
  8354. penalty = 100;
  8355. if (penalty > 0) {
  8356. hp -= hp * penalty / 100;
  8357. sp -= sp * penalty / 100;
  8358. }
  8359. }
  8360. #ifdef RENEWAL
  8361. if (bl->type == BL_HOM)
  8362. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8363. #endif
  8364. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8365. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8366. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  8367. if( sp > 0 )
  8368. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  8369. if (tsc) {
  8370. #ifdef RENEWAL
  8371. if (tsc->data[SC_EXTREMITYFIST2])
  8372. sp = 0;
  8373. #endif
  8374. if (tsc->data[SC_NORECOVER_STATE]) {
  8375. hp = 0;
  8376. sp = 0;
  8377. }
  8378. }
  8379. status_heal(bl,hp,sp,0);
  8380. }
  8381. break;
  8382. case AM_CP_WEAPON:
  8383. case AM_CP_SHIELD:
  8384. case AM_CP_ARMOR:
  8385. case AM_CP_HELM:
  8386. {
  8387. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8388. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8389. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8390. map_freeblock_unlock(); // Don't consume item requirements
  8391. return 0;
  8392. }
  8393. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8394. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8395. }
  8396. break;
  8397. case AM_TWILIGHT1:
  8398. if (sd) {
  8399. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8400. //Prepare 200 White Potions.
  8401. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8402. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8403. }
  8404. break;
  8405. case AM_TWILIGHT2:
  8406. if (sd) {
  8407. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8408. //Prepare 200 Slim White Potions.
  8409. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8410. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8411. }
  8412. break;
  8413. case AM_TWILIGHT3:
  8414. if (sd) {
  8415. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8416. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8417. if( ebottle >= 0 )
  8418. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8419. //check if you can produce all three, if not, then fail:
  8420. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8421. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8422. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8423. || ebottle < 200 //200 empty bottle are required at total.
  8424. ) {
  8425. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8426. break;
  8427. }
  8428. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8429. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8430. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8431. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8432. }
  8433. break;
  8434. case SA_DISPELL:
  8435. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8436. 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))
  8437. break; // Outside PvP it should only affect party members and no skill fail message
  8438. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8439. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8440. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8441. || rnd()%100 >= 50+10*skill_lv)
  8442. {
  8443. if (sd)
  8444. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8445. break;
  8446. }
  8447. if(status_isimmune(bl))
  8448. break;
  8449. //Remove bonus_script by Dispell
  8450. if (dstsd)
  8451. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8452. if(!tsc || !tsc->count)
  8453. break;
  8454. //Statuses that can't be Dispelled
  8455. for (const auto &it : status_db) {
  8456. sc_type status = static_cast<sc_type>(it.first);
  8457. if (!tsc->data[status])
  8458. continue;
  8459. if (it.second->flag[SCF_NODISPELL])
  8460. continue;
  8461. switch (status) {
  8462. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8463. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8464. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8465. case SC_FORTUNE: case SC_SERVICE4U:
  8466. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  8467. continue; //If in song area don't end it, even if config enabled
  8468. break;
  8469. case SC_ASSUMPTIO:
  8470. if( bl->type == BL_MOB )
  8471. continue;
  8472. break;
  8473. }
  8474. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8475. tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8476. status_change_end(bl, status);
  8477. }
  8478. break;
  8479. }
  8480. //Affect all targets on splash area.
  8481. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8482. src, skill_id, skill_lv, tick, flag|1,
  8483. skill_castend_damage_id);
  8484. break;
  8485. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8486. {
  8487. 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
  8488. #ifdef RENEWAL
  8489. |BLOWN_DONT_SEND_PACKET
  8490. #endif
  8491. ));
  8492. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8493. #ifdef RENEWAL
  8494. if(blew_count > 0)
  8495. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8496. #else
  8497. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8498. #endif
  8499. }
  8500. break;
  8501. case TK_HIGHJUMP:
  8502. {
  8503. int x,y, dir = unit_getdir(src);
  8504. struct map_data *mapdata = &map[src->m];
  8505. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8506. if( mapdata->flag[MF_NOTELEPORT] &&
  8507. !(mapdata->flag[MF_BATTLEGROUND] || mapdata_flag_gvg2(mapdata) )
  8508. ) {
  8509. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8510. break;
  8511. } else if(dir%2) {
  8512. //Diagonal
  8513. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8514. y = src->y + diry[dir]*(skill_lv*4)/3;
  8515. } else {
  8516. x = src->x + dirx[dir]*skill_lv*2;
  8517. y = src->y + diry[dir]*skill_lv*2;
  8518. }
  8519. int x1 = x + dirx[dir];
  8520. int y1 = y + diry[dir];
  8521. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8522. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8523. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8524. unit_movepos(src, x, y, 1, 0))
  8525. clif_blown(src);
  8526. }
  8527. break;
  8528. case SA_CASTCANCEL:
  8529. case SO_SPELLFIST:
  8530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8531. unit_skillcastcancel(src,1);
  8532. if(sd) {
  8533. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8534. if( skill_id == SO_SPELLFIST ){
  8535. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8536. sd->skill_id_old = sd->skill_lv_old = 0;
  8537. break;
  8538. }
  8539. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8540. if(sp < 0) sp = 0;
  8541. status_zap(src, 0, sp);
  8542. }
  8543. break;
  8544. case SA_SPELLBREAKER:
  8545. {
  8546. int sp;
  8547. if(tsc && tsc->data[SC_MAGICROD]) {
  8548. sp = skill_get_sp(skill_id,skill_lv);
  8549. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  8550. if(sp < 1) sp = 1;
  8551. status_heal(bl,0,sp,2);
  8552. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  8553. } else {
  8554. struct unit_data *ud = unit_bl2ud(bl);
  8555. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  8556. if (!ud || ud->skilltimer == INVALID_TIMER)
  8557. break; //Nothing to cancel.
  8558. bl_skill_id = ud->skill_id;
  8559. bl_skill_lv = ud->skill_lv;
  8560. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8561. if (rnd()%100 < 90)
  8562. {
  8563. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8564. break;
  8565. }
  8566. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  8567. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  8568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8569. unit_skillcastcancel(bl,0);
  8570. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  8571. status_zap(bl, hp, sp);
  8572. if (hp && skill_lv >= 5)
  8573. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  8574. else
  8575. hp = 0;
  8576. if (sp) //Recover some of the SP used
  8577. sp = sp*(25*(skill_lv-1))/100;
  8578. if(hp || sp)
  8579. status_heal(src, hp, sp, 2);
  8580. }
  8581. }
  8582. break;
  8583. case SA_MAGICROD:
  8584. #ifdef RENEWAL
  8585. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8586. #endif
  8587. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8588. break;
  8589. case SA_AUTOSPELL:
  8590. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8591. if (sd) {
  8592. sd->state.workinprogress = WIP_DISABLE_ALL;
  8593. clif_autospell(sd,skill_lv);
  8594. } else {
  8595. int maxlv=1,spellid=0;
  8596. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8597. if(skill_lv >= 10) {
  8598. spellid = MG_FROSTDIVER;
  8599. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  8600. // maxlv = 10;
  8601. // else
  8602. maxlv = skill_lv - 9;
  8603. }
  8604. else if(skill_lv >=8) {
  8605. spellid = MG_FIREBALL;
  8606. maxlv = skill_lv - 7;
  8607. }
  8608. else if(skill_lv >=5) {
  8609. spellid = MG_SOULSTRIKE;
  8610. maxlv = skill_lv - 4;
  8611. }
  8612. else if(skill_lv >=2) {
  8613. int i_rnd = rnd()%3;
  8614. spellid = spellarray[i_rnd];
  8615. maxlv = skill_lv - 1;
  8616. }
  8617. else if(skill_lv > 0) {
  8618. spellid = MG_NAPALMBEAT;
  8619. maxlv = 3;
  8620. }
  8621. if(spellid > 0)
  8622. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8623. skill_get_time(SA_AUTOSPELL,skill_lv));
  8624. }
  8625. break;
  8626. case BS_GREED:
  8627. if(sd){
  8628. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8629. map_foreachinallrange(skill_greed,bl,
  8630. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8631. }
  8632. break;
  8633. case SA_ELEMENTWATER:
  8634. case SA_ELEMENTFIRE:
  8635. case SA_ELEMENTGROUND:
  8636. case SA_ELEMENTWIND:
  8637. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8638. break;
  8639. case NPC_ATTRICHANGE:
  8640. case NPC_CHANGEWATER:
  8641. case NPC_CHANGEGROUND:
  8642. case NPC_CHANGEFIRE:
  8643. case NPC_CHANGEWIND:
  8644. case NPC_CHANGEPOISON:
  8645. case NPC_CHANGEHOLY:
  8646. case NPC_CHANGEDARKNESS:
  8647. case NPC_CHANGETELEKINESIS:
  8648. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8649. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8650. skill_get_time(skill_id, skill_lv)));
  8651. break;
  8652. case NPC_PROVOCATION:
  8653. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8654. if (md) mob_unlocktarget(md, tick);
  8655. break;
  8656. case NPC_REBIRTH:
  8657. if( md && md->state.rebirth )
  8658. break; // only works once
  8659. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8660. break;
  8661. case NPC_DARKBLESSING:
  8662. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8663. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8664. break;
  8665. case NPC_LICK:
  8666. status_zap(bl, 0, 100);
  8667. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8668. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8669. break;
  8670. case NPC_SUICIDE:
  8671. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8672. status_kill(src); //When suiciding, neither exp nor drops is given.
  8673. break;
  8674. case NPC_SUMMONSLAVE:
  8675. case NPC_SUMMONMONSTER:
  8676. case NPC_DEATHSUMMON:
  8677. if(md && md->skill_idx >= 0)
  8678. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8679. break;
  8680. case NPC_CALLSLAVE:
  8681. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8682. break;
  8683. case NPC_RANDOMMOVE:
  8684. if (md) {
  8685. md->next_walktime = tick - 1;
  8686. if (md->special_state.ai == AI_SPHERE)
  8687. unit_escape(&md->bl, bl, 7, 2);
  8688. else
  8689. mob_randomwalk(md,tick);
  8690. }
  8691. break;
  8692. case NPC_SPEEDUP:
  8693. {
  8694. // or does it increase casting rate? just a guess xD
  8695. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8696. if (i_type > SC_ASPDPOTION3)
  8697. i_type = SC_ASPDPOTION3;
  8698. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8699. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8700. }
  8701. break;
  8702. case NPC_REVENGE:
  8703. // not really needed... but adding here anyway ^^
  8704. if (md && md->master_id > 0) {
  8705. struct block_list *mbl, *tbl;
  8706. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  8707. (tbl = battle_gettargeted(mbl)) == NULL)
  8708. break;
  8709. md->state.provoke_flag = tbl->id;
  8710. mob_target(md, tbl, sstatus->rhw.range);
  8711. }
  8712. break;
  8713. case NPC_RUN:
  8714. if (md) {
  8715. block_list* tbl = map_id2bl(md->target_id);
  8716. if (tbl) {
  8717. mob_unlocktarget(md, tick);
  8718. unit_escape(src, tbl, skill_lv > 1 ? skill_lv : AREA_SIZE, 2); // Send distance in skill level > 1
  8719. }
  8720. }
  8721. break;
  8722. case NPC_TRANSFORMATION:
  8723. case NPC_METAMORPHOSIS:
  8724. if(md && md->skill_idx >= 0) {
  8725. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  8726. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  8727. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  8728. if (class_) mob_class_change(md, class_);
  8729. }
  8730. break;
  8731. case NPC_EMOTION_ON:
  8732. case NPC_EMOTION:
  8733. //val[0] is the emotion to use.
  8734. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  8735. //val[1] 'sets' the mode
  8736. //val[2] adds to the current mode
  8737. //val[3] removes from the current mode
  8738. //val[4] if set, asks to delete the previous mode change.
  8739. if(md && md->skill_idx >= 0 && tsc)
  8740. {
  8741. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  8742. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  8743. status_change_end(bl, type);
  8744. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  8745. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  8746. mob_unlocktarget(md,tick);
  8747. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  8748. sc_start4(src,src, type, 100, skill_lv,
  8749. md->db->skill[md->skill_idx]->val[1],
  8750. md->db->skill[md->skill_idx]->val[2],
  8751. md->db->skill[md->skill_idx]->val[3],
  8752. skill_get_time(skill_id, skill_lv));
  8753. //Reset aggressive state depending on resulting mode
  8754. if (!battle_config.npc_emotion_behavior)
  8755. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  8756. }
  8757. break;
  8758. case NPC_POWERUP:
  8759. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  8760. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8761. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8762. break;
  8763. case NPC_AGIUP:
  8764. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  8765. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8766. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  8767. break;
  8768. case NPC_INVISIBLE:
  8769. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  8770. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8771. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  8772. break;
  8773. case NPC_SIEGEMODE:
  8774. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  8775. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8776. break;
  8777. case WE_MALE: {
  8778. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  8779. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  8780. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  8781. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  8782. }
  8783. }
  8784. break;
  8785. case WE_FEMALE: {
  8786. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  8787. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  8788. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  8789. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  8790. }
  8791. }
  8792. break;
  8793. // parent-baby skills
  8794. case WE_BABY:
  8795. if(sd){
  8796. struct map_session_data *f_sd = pc_get_father(sd);
  8797. struct map_session_data *m_sd = pc_get_mother(sd);
  8798. if( (!f_sd && !m_sd) // if neither was found
  8799. || (sd->status.party_id != 0 && //not in same party
  8800. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  8801. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  8802. ))
  8803. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  8804. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  8805. ) {
  8806. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8807. map_freeblock_unlock();
  8808. return 0;
  8809. }
  8810. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  8811. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8812. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8813. }
  8814. break;
  8815. case WE_CALLALLFAMILY:
  8816. if (sd) {
  8817. struct map_session_data *p_sd = pc_get_partner(sd);
  8818. struct map_session_data *c_sd = pc_get_child(sd);
  8819. if (!p_sd && !c_sd) { // Fail if no family members are found
  8820. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8821. map_freeblock_unlock();
  8822. return 1;
  8823. }
  8824. // Partner must be on the same map and in same party
  8825. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  8826. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8827. // Child must be on the same map and in same party as the parent casting
  8828. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  8829. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  8830. }
  8831. break;
  8832. case WE_ONEFOREVER:
  8833. if (sd) {
  8834. struct map_session_data *p_sd = pc_get_partner(sd);
  8835. struct map_session_data *c_sd = pc_get_child(sd);
  8836. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  8837. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8838. map_freeblock_unlock();
  8839. return 1;
  8840. }
  8841. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  8842. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8843. break;
  8844. }
  8845. if (status_isdead(bl)) {
  8846. int per = 30, sper = 0;
  8847. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8848. break;
  8849. if (tsc && tsc->data[SC_HELLPOWER])
  8850. break;
  8851. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  8852. break;
  8853. if (dstsd->special_state.restart_full_recover)
  8854. per = sper = 100;
  8855. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  8856. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8857. }
  8858. }
  8859. break;
  8860. case WE_CHEERUP:
  8861. if (sd) {
  8862. struct map_session_data *f_sd = pc_get_father(sd);
  8863. struct map_session_data *m_sd = pc_get_mother(sd);
  8864. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  8865. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8866. map_freeblock_unlock();
  8867. return 1;
  8868. }
  8869. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  8870. if (dstsd == f_sd || dstsd == m_sd)
  8871. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8872. } else
  8873. 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);
  8874. }
  8875. break;
  8876. case PF_HPCONVERSION:
  8877. {
  8878. int hp, sp;
  8879. hp = sstatus->max_hp/10;
  8880. sp = hp * 10 * skill_lv / 100;
  8881. if (!status_charge(src,hp,0)) {
  8882. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8883. break;
  8884. }
  8885. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8886. status_heal(bl,0,sp,2);
  8887. }
  8888. break;
  8889. case MA_REMOVETRAP:
  8890. case HT_REMOVETRAP:
  8891. {
  8892. skill_unit* su = BL_CAST(BL_SKILL, bl);
  8893. std::shared_ptr<s_skill_unit_group> sg;
  8894. std::shared_ptr<s_skill_db> skill_group;
  8895. // Mercenaries can remove any trap
  8896. // Players can only remove their own traps or traps on Vs maps.
  8897. 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] )
  8898. {
  8899. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8900. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  8901. { // prevent picking up expired traps
  8902. if( battle_config.skill_removetrap_type )
  8903. { // get back all items used to deploy the trap
  8904. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  8905. {
  8906. if( skill_group->require.itemid[i] > 0 )
  8907. {
  8908. int flag2;
  8909. struct item item_tmp;
  8910. memset(&item_tmp,0,sizeof(item_tmp));
  8911. item_tmp.nameid = skill_group->require.itemid[i];
  8912. item_tmp.identify = 1;
  8913. item_tmp.amount = skill_group->require.amount[i];
  8914. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  8915. clif_additem(sd,0,0,flag2);
  8916. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8917. }
  8918. }
  8919. }
  8920. }
  8921. else
  8922. { // get back 1 trap
  8923. struct item item_tmp;
  8924. memset(&item_tmp,0,sizeof(item_tmp));
  8925. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  8926. item_tmp.identify = 1;
  8927. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  8928. {
  8929. clif_additem(sd,0,0,flag);
  8930. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8931. }
  8932. }
  8933. }
  8934. skill_delunit(su);
  8935. }else if(sd)
  8936. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8937. }
  8938. break;
  8939. case HT_SPRINGTRAP:
  8940. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8941. {
  8942. struct skill_unit *su=NULL;
  8943. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  8944. switch(su->group->unit_id){
  8945. case UNT_ANKLESNARE: // ankle snare
  8946. if (su->group->val2 != 0)
  8947. // if it is already trapping something don't spring it,
  8948. // remove trap should be used instead
  8949. break;
  8950. // otherwise fallthrough to below
  8951. case UNT_BLASTMINE:
  8952. case UNT_SKIDTRAP:
  8953. case UNT_LANDMINE:
  8954. case UNT_SHOCKWAVE:
  8955. case UNT_SANDMAN:
  8956. case UNT_FLASHER:
  8957. case UNT_FREEZINGTRAP:
  8958. case UNT_CLAYMORETRAP:
  8959. case UNT_TALKIEBOX:
  8960. su->group->unit_id = UNT_USED_TRAPS;
  8961. clif_changetraplook(bl, UNT_USED_TRAPS);
  8962. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  8963. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  8964. }
  8965. }
  8966. }
  8967. break;
  8968. case BD_ENCORE:
  8969. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8970. if(sd)
  8971. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  8972. break;
  8973. case TR_RETROSPECTION:
  8974. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8975. if (sd)
  8976. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  8977. break;
  8978. case AS_SPLASHER:
  8979. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  8980. // Renewal dropped the 3/4 hp requirement
  8981. #ifndef RENEWAL
  8982. || tstatus-> hp > tstatus->max_hp*3/4
  8983. #endif
  8984. ) {
  8985. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8986. map_freeblock_unlock();
  8987. return 1;
  8988. }
  8989. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8990. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  8991. #ifndef RENEWAL
  8992. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  8993. #endif
  8994. break;
  8995. case PF_MINDBREAKER:
  8996. {
  8997. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  8998. map_freeblock_unlock();
  8999. return 1;
  9000. }
  9001. if (tsce)
  9002. { //HelloKitty2 (?) explained that this silently fails when target is
  9003. //already inflicted. [Skotlex]
  9004. map_freeblock_unlock();
  9005. return 1;
  9006. }
  9007. //Has a 55% + skill_lv*5% success chance.
  9008. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9009. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9010. {
  9011. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9012. map_freeblock_unlock();
  9013. return 0;
  9014. }
  9015. unit_skillcastcancel(bl,0);
  9016. if (dstmd)
  9017. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9018. }
  9019. break;
  9020. case PF_SOULCHANGE:
  9021. {
  9022. unsigned int sp1 = 0, sp2 = 0;
  9023. if (dstmd) {
  9024. if (dstmd->state.soul_change_flag) {
  9025. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9026. break;
  9027. }
  9028. dstmd->state.soul_change_flag = 1;
  9029. sp2 = sstatus->max_sp * 3 /100;
  9030. status_heal(src, 0, sp2, 2);
  9031. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9032. break;
  9033. }
  9034. sp1 = sstatus->sp;
  9035. sp2 = tstatus->sp;
  9036. #ifdef RENEWAL
  9037. sp1 = sp1 / 2;
  9038. sp2 = sp2 / 2;
  9039. if (tsc && tsc->data[SC_EXTREMITYFIST2])
  9040. sp1 = tstatus->sp;
  9041. #endif
  9042. if (tsc && tsc->data[SC_NORECOVER_STATE])
  9043. sp1 = tstatus->sp;
  9044. status_set_sp(src, sp2, 3);
  9045. status_set_sp(bl, sp1, 3);
  9046. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9047. }
  9048. break;
  9049. // Slim Pitcher
  9050. case CR_SLIMPITCHER:
  9051. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9052. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9053. break;
  9054. if (potion_hp || potion_sp) {
  9055. int hp = potion_hp, sp = potion_sp;
  9056. hp = hp * (100 + (tstatus->vit<<1))/100;
  9057. sp = sp * (100 + (tstatus->int_<<1))/100;
  9058. if (dstsd) {
  9059. if (hp)
  9060. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9061. if (sp)
  9062. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9063. }
  9064. if (tsc && tsc->count) {
  9065. uint8 penalty = 0;
  9066. if (tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  9067. hp += hp / 10;
  9068. sp += sp / 10;
  9069. }
  9070. if (tsc->data[SC_CRITICALWOUND])
  9071. penalty += tsc->data[SC_CRITICALWOUND]->val2;
  9072. if (tsc->data[SC_DEATHHURT] && tsc->data[SC_DEATHHURT]->val3 == 1)
  9073. penalty += 20;
  9074. if (tsc->data[SC_NORECOVER_STATE])
  9075. penalty = 100;
  9076. if (penalty > 0) {
  9077. hp -= hp * penalty / 100;
  9078. sp -= sp * penalty / 100;
  9079. }
  9080. }
  9081. if(hp > 0)
  9082. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  9083. if(sp > 0)
  9084. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  9085. status_heal(bl,hp,sp,0);
  9086. }
  9087. break;
  9088. // Full Chemical Protection
  9089. case CR_FULLPROTECTION:
  9090. {
  9091. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9092. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9093. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9094. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9095. continue;
  9096. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9097. s++;
  9098. }
  9099. if( sd && !s ){
  9100. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9101. map_freeblock_unlock(); // Don't consume item requirements
  9102. return 0;
  9103. }
  9104. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9105. }
  9106. break;
  9107. case RG_CLEANER: //AppleGirl
  9108. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9109. break;
  9110. #ifndef RENEWAL
  9111. case CG_LONGINGFREEDOM:
  9112. {
  9113. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  9114. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9115. {
  9116. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9117. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9118. }
  9119. }
  9120. break;
  9121. #endif
  9122. case CG_TAROTCARD:
  9123. {
  9124. int card = -1;
  9125. if (tsc && tsc->data[SC_TAROTCARD]) {
  9126. //Target currently has the SUN tarot card effect and is immune to any other effect
  9127. map_freeblock_unlock();
  9128. return 0;
  9129. }
  9130. if( rnd() % 100 > skill_lv * 8 ||
  9131. #ifndef RENEWAL
  9132. (tsc && tsc->data[SC_BASILICA]) ||
  9133. #endif
  9134. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9135. if( sd )
  9136. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9137. map_freeblock_unlock();
  9138. return 0;
  9139. }
  9140. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9141. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9142. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9143. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9144. }
  9145. break;
  9146. case SL_ALCHEMIST:
  9147. case SL_ASSASIN:
  9148. case SL_BARDDANCER:
  9149. case SL_BLACKSMITH:
  9150. case SL_CRUSADER:
  9151. case SL_HUNTER:
  9152. case SL_KNIGHT:
  9153. case SL_MONK:
  9154. case SL_PRIEST:
  9155. case SL_ROGUE:
  9156. case SL_SAGE:
  9157. case SL_SOULLINKER:
  9158. case SL_STAR:
  9159. case SL_SUPERNOVICE:
  9160. case SL_WIZARD:
  9161. case SL_HIGH:
  9162. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9163. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9164. // 1% chance to erase death count on successful cast
  9165. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9166. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9167. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9168. status_calc_pc( dstsd, SCO_NONE );
  9169. }
  9170. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9171. }else{
  9172. if( sd ){
  9173. clif_skill_fail( sd, skill_id, USESKILL_FAIL_LEVEL, 0 );
  9174. }
  9175. }
  9176. break;
  9177. case SP_SOULGOLEM:
  9178. case SP_SOULSHADOW:
  9179. case SP_SOULFALCON:
  9180. case SP_SOULFAIRY:
  9181. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9182. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9183. }else{
  9184. if( sd ){
  9185. clif_skill_fail( sd, skill_id, USESKILL_FAIL, 0 );
  9186. }
  9187. }
  9188. break;
  9189. case SP_SOULREVOLVE:
  9190. if (!(tsc && (tsc->data[SC_SPIRIT] || tsc->data[SC_SOULGOLEM] || tsc->data[SC_SOULSHADOW] || tsc->data[SC_SOULFALCON] || tsc->data[SC_SOULFAIRY]))) {
  9191. if (sd)
  9192. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  9193. break;
  9194. }
  9195. status_heal(bl, 0, 50*skill_lv, 2);
  9196. status_change_end(bl, SC_SPIRIT);
  9197. status_change_end(bl, SC_SOULGOLEM);
  9198. status_change_end(bl, SC_SOULSHADOW);
  9199. status_change_end(bl, SC_SOULFALCON);
  9200. status_change_end(bl, SC_SOULFAIRY);
  9201. break;
  9202. case SL_SWOO:
  9203. if (tsce) {
  9204. if(sd)
  9205. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9206. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9207. status_change_end(bl, SC_SWOO);
  9208. break;
  9209. }
  9210. case SL_SKA: // [marquis007]
  9211. case SL_SKE:
  9212. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9213. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9214. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9215. break;
  9216. }
  9217. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9218. if (skill_id == SL_SKE)
  9219. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9220. break;
  9221. // New guild skills [Celest]
  9222. case GD_BATTLEORDER:
  9223. case GD_REGENERATION:
  9224. case GD_RESTORE:
  9225. case GD_EMERGENCY_MOVE:
  9226. if(flag&1) {
  9227. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9228. if( skill_id == GD_RESTORE )
  9229. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9230. else
  9231. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9232. }
  9233. } else if (status_get_guild_id(src)) {
  9234. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9235. map_foreachinallrange(skill_area_sub, src,
  9236. skill_get_splash(skill_id, skill_lv), BL_PC,
  9237. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9238. skill_castend_nodamage_id);
  9239. if (sd)
  9240. #ifdef RENEWAL
  9241. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9242. #else
  9243. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9244. #endif
  9245. }
  9246. break;
  9247. case GD_EMERGENCYCALL:
  9248. case GD_ITEMEMERGENCYCALL:
  9249. {
  9250. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9251. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9252. uint8 j = 0, calls = 0, called = 0;
  9253. struct guild *g;
  9254. // i don't know if it actually summons in a circle, but oh well. ;P
  9255. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9256. if (!g)
  9257. break;
  9258. if (skill_id == GD_ITEMEMERGENCYCALL)
  9259. switch (skill_lv) {
  9260. case 1: calls = 7; break;
  9261. case 2: calls = 12; break;
  9262. case 3: calls = 20; break;
  9263. default: calls = 0; break;
  9264. }
  9265. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9266. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  9267. if (j > 8)
  9268. j = 0;
  9269. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9270. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9271. continue;
  9272. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9273. continue;
  9274. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9275. dx[j] = dy[j] = 0;
  9276. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9277. called++;
  9278. }
  9279. }
  9280. if (sd)
  9281. #ifdef RENEWAL
  9282. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9283. #else
  9284. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9285. #endif
  9286. }
  9287. break;
  9288. case GD_CHARGESHOUT_FLAG:
  9289. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9290. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9291. if (md) {
  9292. sd->guild->chargeshout_flag_id = md->bl.id;
  9293. md->master_id = src->id;
  9294. if (md->deletetimer != INVALID_TIMER)
  9295. delete_timer(md->deletetimer, mob_timer_delete);
  9296. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9297. mob_spawn(md);
  9298. }
  9299. }
  9300. break;
  9301. case GD_CHARGESHOUT_BEATING:
  9302. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9303. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9304. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9305. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9306. else
  9307. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9308. } else
  9309. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9310. break;
  9311. case SG_FEEL:
  9312. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9313. if (sd) {
  9314. if(!sd->feel_map[skill_lv-1].index)
  9315. clif_feel_req(sd->fd,sd, skill_lv);
  9316. else
  9317. clif_feel_info(sd, skill_lv-1, 1);
  9318. }
  9319. break;
  9320. case SG_HATE:
  9321. if (sd) {
  9322. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9323. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9324. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9325. }
  9326. break;
  9327. case SJ_DOCUMENT:
  9328. if (sd) {
  9329. switch (skill_lv) {
  9330. case 1:
  9331. pc_resetfeel(sd);
  9332. break;
  9333. case 2:
  9334. pc_resethate(sd);
  9335. break;
  9336. case 3:
  9337. pc_resetfeel(sd);
  9338. pc_resethate(sd);
  9339. break;
  9340. }
  9341. }
  9342. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9343. break;
  9344. case GS_GLITTERING:
  9345. if(sd) {
  9346. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9347. if(rnd()%100 < (20+10*skill_lv))
  9348. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9349. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9350. pc_delspiritball(sd,1,0);
  9351. }
  9352. break;
  9353. case GS_CRACKER:
  9354. /* per official standards, this skill works on players and mobs. */
  9355. if (sd && (dstsd || dstmd))
  9356. {
  9357. i =65 -5*distance_bl(src,bl); //Base rate
  9358. if (i < 30) i = 30;
  9359. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9360. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9361. }
  9362. break;
  9363. case AM_CALLHOMUN: //[orn]
  9364. if (sd && !hom_call(sd))
  9365. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9366. #ifdef RENEWAL
  9367. else if (sd && hom_is_active(sd->hd))
  9368. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9369. #endif
  9370. break;
  9371. case AM_REST:
  9372. if (sd) {
  9373. if (hom_vaporize(sd,HOM_ST_REST))
  9374. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9375. else
  9376. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9377. }
  9378. break;
  9379. case HAMI_CASTLE: //[orn]
  9380. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9381. int x = src->x, y = src->y;
  9382. if (hd)
  9383. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9384. // Move source
  9385. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9386. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9387. clif_blown(src);
  9388. // Move target
  9389. if (unit_movepos(bl,x,y,0,0)) {
  9390. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9391. clif_blown(bl);
  9392. }
  9393. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9394. }
  9395. }
  9396. else if (hd && hd->master) // Failed
  9397. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  9398. else if (sd)
  9399. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9400. break;
  9401. case HVAN_CHAOTIC: //[orn]
  9402. {
  9403. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9404. int r = rnd()%100;
  9405. i = (skill_lv-1)%5;
  9406. if(r<per[i][0]) //Self
  9407. bl = src;
  9408. else if(r<per[i][1]) //Master
  9409. bl = battle_get_master(src);
  9410. else //Enemy
  9411. bl = map_id2bl(battle_gettarget(src));
  9412. if (!bl) bl = src;
  9413. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9414. //Eh? why double skill packet?
  9415. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9416. clif_skill_nodamage(src,bl,skill_id,i,1);
  9417. status_heal(bl, i, 0, 0);
  9418. }
  9419. break;
  9420. //Homun single-target support skills [orn]
  9421. case HAMI_BLOODLUST:
  9422. case HFLI_FLEET:
  9423. case HFLI_SPEED:
  9424. case HLIF_CHANGE:
  9425. case MH_ANGRIFFS_MODUS:
  9426. case MH_GOLDENE_FERSE:
  9427. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9428. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9429. if (hd)
  9430. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9431. break;
  9432. case NPC_DRAGONFEAR:
  9433. if (flag&1) {
  9434. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9435. int j;
  9436. j = i = rnd()%ARRAYLENGTH(sc);
  9437. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9438. i++;
  9439. if ( i == ARRAYLENGTH(sc) )
  9440. i = 0;
  9441. if (i == j)
  9442. break;
  9443. }
  9444. break;
  9445. }
  9446. case NPC_WIDEBLEEDING:
  9447. case NPC_WIDECONFUSE:
  9448. case NPC_WIDECURSE:
  9449. case NPC_WIDEFREEZE:
  9450. case NPC_WIDESLEEP:
  9451. case NPC_WIDESILENCE:
  9452. case NPC_WIDESTONE:
  9453. case NPC_WIDESTUN:
  9454. case NPC_SLOWCAST:
  9455. case NPC_WIDEHELLDIGNITY:
  9456. case NPC_WIDEHEALTHFEAR:
  9457. case NPC_WIDEBODYBURNNING:
  9458. case NPC_WIDEFROSTMISTY:
  9459. case NPC_WIDECOLD:
  9460. case NPC_WIDE_DEEP_SLEEP:
  9461. case NPC_WIDESIREN:
  9462. case NPC_WIDEWEB:
  9463. if (flag&1){
  9464. switch ( type ) {
  9465. case SC_BURNING:
  9466. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9467. break;
  9468. case SC_STONEWAIT:
  9469. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9470. break;
  9471. default:
  9472. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9473. }
  9474. }
  9475. else {
  9476. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9477. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9478. map_foreachinallrange(skill_area_sub, bl,
  9479. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9480. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9481. skill_castend_nodamage_id);
  9482. }
  9483. break;
  9484. case NPC_WIDESOULDRAIN:
  9485. if (flag&1)
  9486. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9487. else {
  9488. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9489. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9490. map_foreachinallrange(skill_area_sub, bl,
  9491. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9492. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9493. skill_castend_nodamage_id);
  9494. }
  9495. break;
  9496. case NPC_FIRESTORM: {
  9497. int sflag = flag;
  9498. if( skill_lv > 1 )
  9499. sflag |= 4;
  9500. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9501. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9502. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9503. }
  9504. break;
  9505. case ALL_PARTYFLEE:
  9506. if( sd && !(flag&1) ) {
  9507. if( !sd->status.party_id ) {
  9508. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9509. break;
  9510. }
  9511. 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);
  9512. } else
  9513. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9514. break;
  9515. case NPC_TALK:
  9516. case ALL_WEWISH:
  9517. case ALL_CATCRY:
  9518. case ALL_DREAM_SUMMERNIGHT:
  9519. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9520. break;
  9521. case ALL_BUYING_STORE:
  9522. if( sd )
  9523. {// players only, skill allows 5 buying slots
  9524. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9525. }
  9526. break;
  9527. case RK_ENCHANTBLADE:
  9528. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9529. 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)));
  9530. break;
  9531. case RK_DRAGONHOWLING:
  9532. if( flag&1)
  9533. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9534. else
  9535. {
  9536. skill_area_temp[2] = 0;
  9537. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9538. map_foreachinallrange(skill_area_sub, src,
  9539. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9540. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9541. skill_castend_nodamage_id);
  9542. }
  9543. break;
  9544. case LG_EARTHDRIVE: {
  9545. int dummy = 1;
  9546. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9547. i = skill_get_splash(skill_id,skill_lv);
  9548. 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);
  9549. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9550. }
  9551. break;
  9552. case RK_LUXANIMA:
  9553. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9554. case RK_GIANTGROWTH:
  9555. case RK_STONEHARDSKIN:
  9556. case RK_VITALITYACTIVATION:
  9557. case RK_ABUNDANCE:
  9558. case RK_CRUSHSTRIKE:
  9559. case RK_REFRESH:
  9560. case RK_MILLENNIUMSHIELD:
  9561. if (sd) {
  9562. uint8 rune_level = 1; // RK_GIANTGROWTH
  9563. if (skill_id == RK_VITALITYACTIVATION)
  9564. rune_level = 2;
  9565. else if (skill_id == RK_STONEHARDSKIN)
  9566. rune_level = 4;
  9567. else if (skill_id == RK_ABUNDANCE)
  9568. rune_level = 6;
  9569. else if (skill_id == RK_CRUSHSTRIKE)
  9570. rune_level = 7;
  9571. else if (skill_id == RK_REFRESH)
  9572. rune_level = 8;
  9573. else if (skill_id == RK_MILLENNIUMSHIELD)
  9574. rune_level = 9;
  9575. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9576. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9577. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9578. else if (skill_id == RK_STONEHARDSKIN)
  9579. clif_skill_fail(sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  9580. } else
  9581. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9582. }
  9583. break;
  9584. case NPC_MILLENNIUMSHIELD:
  9585. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9586. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9587. break;
  9588. case RK_FIGHTINGSPIRIT: {
  9589. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9590. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9591. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9592. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9593. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9594. break;
  9595. }
  9596. case GC_ROLLINGCUTTER:
  9597. {
  9598. short count = 1;
  9599. skill_area_temp[2] = 0;
  9600. 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);
  9601. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  9602. { // Every time the skill is casted the status change is reseted adding a counter.
  9603. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  9604. if( count > 10 )
  9605. count = 10; // Max coounter
  9606. status_change_end(bl, SC_ROLLINGCUTTER);
  9607. }
  9608. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9609. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9610. }
  9611. break;
  9612. case GC_WEAPONBLOCKING:
  9613. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  9614. status_change_end(bl, SC_WEAPONBLOCKING);
  9615. else
  9616. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9617. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9618. break;
  9619. case GC_CREATENEWPOISON:
  9620. if( sd )
  9621. {
  9622. clif_skill_produce_mix_list(sd,skill_id,25);
  9623. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9624. }
  9625. break;
  9626. case GC_POISONINGWEAPON:
  9627. if( sd ) {
  9628. clif_poison_list(sd,skill_lv);
  9629. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9630. }
  9631. break;
  9632. case GC_ANTIDOTE:
  9633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9634. if( tsc )
  9635. {
  9636. status_change_end(bl, SC_PARALYSE);
  9637. status_change_end(bl, SC_PYREXIA);
  9638. status_change_end(bl, SC_DEATHHURT);
  9639. status_change_end(bl, SC_LEECHESEND);
  9640. status_change_end(bl, SC_VENOMBLEED);
  9641. status_change_end(bl, SC_MAGICMUSHROOM);
  9642. status_change_end(bl, SC_TOXIN);
  9643. status_change_end(bl, SC_OBLIVIONCURSE);
  9644. }
  9645. break;
  9646. case GC_PHANTOMMENACE:
  9647. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9648. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9649. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9650. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9651. break;
  9652. case GC_HALLUCINATIONWALK:
  9653. {
  9654. int heal = status_get_max_hp(bl) / 10;
  9655. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9656. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9657. break;
  9658. }
  9659. if( !status_charge(bl,heal,0) )
  9660. {
  9661. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  9662. break;
  9663. }
  9664. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9665. }
  9666. break;
  9667. case AB_ANCILLA:
  9668. if( sd ) {
  9669. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9670. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9671. }
  9672. break;
  9673. case AB_CLEMENTIA:
  9674. case AB_CANTO:
  9675. {
  9676. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9677. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9678. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  9679. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9680. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9681. else if( sd )
  9682. 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);
  9683. }
  9684. break;
  9685. case AB_PRAEFATIO:
  9686. case AB_RENOVATIO:
  9687. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9688. if (skill_id == AB_PRAEFATIO)
  9689. 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)));
  9690. else
  9691. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9692. } else if( sd )
  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. break;
  9695. case AB_CHEAL:
  9696. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  9697. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9698. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  9699. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  9700. if( partycount > 1 )
  9701. i += (i / 100) * (partycount * 10) / 4;
  9702. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  9703. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  9704. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9705. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9706. i = ~i + 1;
  9707. status_heal(bl, i, 0, 0);
  9708. }
  9709. } else if( sd )
  9710. 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);
  9711. break;
  9712. case NPC_CHEAL:
  9713. if( flag&1 ) {
  9714. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  9715. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  9716. if (status_isimmune(bl))
  9717. i = 0;
  9718. clif_skill_nodamage(src, bl, skill_id, i, 1);
  9719. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  9720. i = ~i + 1;
  9721. status_heal(bl, i, 0, 0);
  9722. }
  9723. }
  9724. else {
  9725. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  9726. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9727. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9728. }
  9729. break;
  9730. case AB_ORATIO:
  9731. if( flag&1 )
  9732. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  9733. else {
  9734. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9735. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9736. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9737. }
  9738. break;
  9739. case AB_LAUDAAGNUS:
  9740. if( flag&1 || !sd || !sd->status.party_id ) {
  9741. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  9742. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  9743. // Success Chance: (60 + 10 * Skill Level) %
  9744. if( rnd()%100 > 60+10*skill_lv ) break;
  9745. status_change_end(bl, SC_FREEZE);
  9746. status_change_end(bl, SC_STONE);
  9747. status_change_end(bl, SC_BLIND);
  9748. status_change_end(bl, SC_BURNING);
  9749. status_change_end(bl, SC_FREEZING);
  9750. status_change_end(bl, SC_CRYSTALIZE);
  9751. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9752. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9753. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9754. } else if( sd )
  9755. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9756. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9757. break;
  9758. case AB_LAUDARAMUS:
  9759. if( flag&1 || !sd || !sd->status.party_id ) {
  9760. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  9761. // Success Chance: (60 + 10 * Skill Level) %
  9762. if( rnd()%100 > 60+10*skill_lv ) break;
  9763. status_change_end(bl, SC_SLEEP);
  9764. status_change_end(bl, SC_STUN);
  9765. status_change_end(bl, SC_MANDRAGORA);
  9766. status_change_end(bl, SC_SILENCE);
  9767. status_change_end(bl, SC_DEEPSLEEP);
  9768. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  9769. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  9770. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9771. } else if( sd )
  9772. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  9773. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9774. break;
  9775. case AB_CLEARANCE:
  9776. 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]
  9777. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  9778. break;
  9779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9780. if(rnd()%100 >= 60 + 8 * skill_lv) {
  9781. if (sd)
  9782. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9783. break;
  9784. }
  9785. if(status_isimmune(bl))
  9786. break;
  9787. //Remove bonus_script by Clearance
  9788. if (dstsd)
  9789. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  9790. if(!tsc || !tsc->count)
  9791. break;
  9792. //Statuses change that can't be removed by Cleareance
  9793. for (const auto &it : status_db) {
  9794. sc_type status = static_cast<sc_type>(it.first);
  9795. if (!tsc->data[status])
  9796. continue;
  9797. if (it.second->flag[SCF_NOCLEARANCE])
  9798. continue;
  9799. switch (status) {
  9800. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9801. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9802. case SC_FORTUNE: case SC_SERVICE4U:
  9803. if (!battle_config.dispel_song || tsc->data[status]->val4 == 0)
  9804. continue; //If in song area don't end it, even if config enabled
  9805. break;
  9806. case SC_ASSUMPTIO:
  9807. if (bl->type == BL_MOB)
  9808. continue;
  9809. break;
  9810. }
  9811. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9812. tsc->data[status]->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9813. status_change_end(bl,status);
  9814. }
  9815. break;
  9816. }
  9817. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  9818. break;
  9819. case AB_SILENTIUM:
  9820. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  9821. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  9822. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  9823. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9824. break;
  9825. case WL_STASIS:
  9826. if (flag&1)
  9827. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9828. else {
  9829. struct map_data *mapdata = map_getmapdata(src->m);
  9830. 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);
  9831. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9832. }
  9833. break;
  9834. case NPC_DANCINGBLADE:
  9835. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  9836. break;
  9837. case WL_CHAINLIGHTNING:
  9838. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  9839. break;
  9840. case WL_WHITEIMPRISON:
  9841. 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.
  9842. {
  9843. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  9844. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  9845. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  9846. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  9847. if( sd )
  9848. skill_blockpc_start(sd,skill_id,4000);
  9849. if( !(tsc && tsc->data[type]) ){
  9850. 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));
  9851. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  9852. if( !i )
  9853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9854. }
  9855. }else
  9856. if( sd )
  9857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  9858. break;
  9859. case NPC_JACKFROST:
  9860. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9861. 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);
  9862. break;
  9863. case WL_SIENNAEXECRATE:
  9864. if( status_isimmune(bl) || !tsc )
  9865. break;
  9866. if( flag&1 ) {
  9867. if( bl->id == skill_area_temp[1] )
  9868. break; // Already work on this target
  9869. 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));
  9870. } else {
  9871. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  9872. // IroWiki says Rate should be reduced by target stats, but currently unknown
  9873. if( rnd()%100 < rate ) { // Success on First Target
  9874. 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)) ) {
  9875. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9876. skill_area_temp[1] = bl->id;
  9877. 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);
  9878. }
  9879. // Doesn't send failure packet if it fails on defense.
  9880. }
  9881. else if( sd ) // Failure on Rate
  9882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9883. }
  9884. break;
  9885. case WL_SUMMONFB:
  9886. case WL_SUMMONBL:
  9887. case WL_SUMMONWB:
  9888. case WL_SUMMONSTONE:
  9889. {
  9890. status_change *sc = status_get_sc(src);
  9891. if (sc == nullptr)
  9892. break;
  9893. e_wl_spheres element;
  9894. switch (skill_id) { // Set val2. The SC element for this ball
  9895. case WL_SUMMONFB:
  9896. element = WLS_FIRE;
  9897. break;
  9898. case WL_SUMMONBL:
  9899. element = WLS_WIND;
  9900. break;
  9901. case WL_SUMMONWB:
  9902. element = WLS_WATER;
  9903. break;
  9904. case WL_SUMMONSTONE:
  9905. element = WLS_STONE;
  9906. break;
  9907. }
  9908. if (skill_lv == 1) {
  9909. sc_type sphere = SC_NONE;
  9910. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9911. if (sc->data[i] == nullptr) {
  9912. sphere = static_cast<sc_type>(i); // Take the free SC
  9913. break;
  9914. }
  9915. }
  9916. if (sphere == SC_NONE) {
  9917. if (sd) // No free slots to put SC
  9918. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  9919. break;
  9920. }
  9921. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9922. } else {
  9923. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  9924. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  9925. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  9926. }
  9927. }
  9928. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  9929. }
  9930. break;
  9931. case WL_READING_SB_READING:
  9932. if (sd) {
  9933. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  9934. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING, 0);
  9935. break;
  9936. }
  9937. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9938. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  9939. }
  9940. break;
  9941. case RA_FEARBREEZE:
  9942. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9943. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9944. break;
  9945. case RA_WUGMASTERY:
  9946. if( sd ) {
  9947. if( !pc_iswug(sd) )
  9948. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9949. else
  9950. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9951. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9952. }
  9953. break;
  9954. case RA_WUGRIDER:
  9955. if( sd ) {
  9956. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  9957. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  9958. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  9959. } else if( pc_isridingwug(sd) ) {
  9960. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  9961. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  9962. }
  9963. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9964. }
  9965. break;
  9966. case RA_WUGDASH:
  9967. if( tsce ) {
  9968. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  9969. map_freeblock_unlock();
  9970. return 0;
  9971. }
  9972. if( sd && pc_isridingwug(sd) ) {
  9973. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  9974. clif_walkok(sd);
  9975. }
  9976. break;
  9977. case RA_SENSITIVEKEEN:
  9978. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9979. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9980. 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);
  9981. break;
  9982. case NC_F_SIDESLIDE:
  9983. case NC_B_SIDESLIDE:
  9984. {
  9985. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  9986. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  9987. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9988. }
  9989. break;
  9990. case NC_SELFDESTRUCTION:
  9991. if( sd ) {
  9992. if( pc_ismadogear(sd) )
  9993. pc_setmadogear(sd, false);
  9994. skill_area_temp[1] = 0;
  9995. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9996. 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);
  9997. status_set_sp(src, 0, 0);
  9998. skill_clear_unitgroup(src);
  9999. }
  10000. break;
  10001. case NC_EMERGENCYCOOL:
  10002. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10003. if (sd) {
  10004. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10005. int16 limit[] = { -45, -75, -105 };
  10006. i = 0;
  10007. for (const auto &reqItem : req.eqItem) {
  10008. if (pc_search_inventory(sd, reqItem) != -1)
  10009. break;
  10010. i++;
  10011. }
  10012. pc_overheat(*sd, limit[min(i, 2)]);
  10013. }
  10014. break;
  10015. case NC_ANALYZE:
  10016. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10017. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10018. break;
  10019. case NC_MAGNETICFIELD:
  10020. if (flag & 1) {
  10021. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10022. } else {
  10023. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10024. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10025. 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);
  10026. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10027. }
  10028. break;
  10029. case NC_REPAIR:
  10030. if( sd ) {
  10031. int heal, hp = 0;
  10032. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10033. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  10034. break;
  10035. }
  10036. switch(skill_lv) {
  10037. case 1: hp = 4; break;
  10038. case 2: hp = 7; break;
  10039. case 3: hp = 13; break;
  10040. case 4: hp = 17; break;
  10041. case 5: default: hp = 23; break;
  10042. }
  10043. heal = dstsd->status.max_hp * hp / 100;
  10044. status_heal(bl,heal,0,2);
  10045. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10046. }
  10047. break;
  10048. case NC_DISJOINT:
  10049. {
  10050. if( bl->type != BL_MOB ) break;
  10051. md = map_id2md(bl->id);
  10052. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10053. status_kill(bl);
  10054. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10055. }
  10056. break;
  10057. case SC_AUTOSHADOWSPELL:
  10058. if( sd ) {
  10059. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10060. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10061. {
  10062. 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]
  10063. clif_autoshadowspell_list(sd);
  10064. clif_skill_nodamage(src,bl,skill_id,1,1);
  10065. }
  10066. else
  10067. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  10068. }
  10069. break;
  10070. case SC_SHADOWFORM:
  10071. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10072. 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))) )
  10073. dstsd->shadowform_id = src->id;
  10074. }
  10075. else if( sd )
  10076. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10077. break;
  10078. case SC_BODYPAINT:
  10079. if( flag&1 ) {
  10080. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD])) {
  10081. status_change_end(bl,SC_HIDING);
  10082. status_change_end(bl,SC_CLOAKING);
  10083. status_change_end(bl,SC_CLOAKINGEXCEED);
  10084. status_change_end(bl,SC_CAMOUFLAGE);
  10085. status_change_end(bl,SC_NEWMOON);
  10086. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10087. status_change_end(bl, SC__SHADOWFORM);
  10088. }
  10089. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10090. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10091. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10092. } else {
  10093. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10094. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10095. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10096. }
  10097. break;
  10098. case SC_ENERVATION:
  10099. case SC_GROOMY:
  10100. case SC_LAZINESS:
  10101. case SC_UNLUCKY:
  10102. case SC_WEAKNESS:
  10103. if( !(tsc && tsc->data[type]) ) {
  10104. int rate;
  10105. if (status_get_class_(bl) == CLASS_BOSS)
  10106. break;
  10107. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10108. - (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));
  10109. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10110. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10111. } else if( sd )
  10112. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10113. break;
  10114. case SC_IGNORANCE:
  10115. if( !(tsc && tsc->data[type]) ) {
  10116. int rate;
  10117. if (status_get_class_(bl) == CLASS_BOSS)
  10118. break;
  10119. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10120. - (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));
  10121. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10122. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10123. int sp = 100 * skill_lv;
  10124. if( dstmd )
  10125. sp = dstmd->level;
  10126. if( !dstmd )
  10127. status_zap(bl, 0, sp);
  10128. status_heal(src, 0, sp / 2, 3);
  10129. } else if( sd )
  10130. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10131. } else if( sd )
  10132. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10133. break;
  10134. case LG_TRAMPLE:
  10135. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10136. if (rnd()%100 < (25 + 25 * skill_lv))
  10137. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10138. status_change_end(bl, SC_SV_ROOTTWIST);
  10139. break;
  10140. case LG_REFLECTDAMAGE:
  10141. if( tsc && tsc->data[type] )
  10142. status_change_end(bl,type);
  10143. else
  10144. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10145. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10146. break;
  10147. case LG_PIETY:
  10148. if( flag&1 )
  10149. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10150. else {
  10151. skill_area_temp[2] = 0;
  10152. 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);
  10153. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10154. }
  10155. break;
  10156. case SR_CURSEDCIRCLE:
  10157. if( flag&1 ) {
  10158. if( status_get_class_(bl) == CLASS_BOSS )
  10159. break;
  10160. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10161. if( bl->type == BL_MOB )
  10162. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10163. clif_bladestop(src, bl->id, 1);
  10164. map_freeblock_unlock();
  10165. return 1;
  10166. }
  10167. } else {
  10168. int count = 0;
  10169. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10170. 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
  10171. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10172. if( sd ) pc_delspiritball(sd, count, 0);
  10173. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10174. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10175. }
  10176. break;
  10177. case NPC_SR_CURSEDCIRCLE:
  10178. if( flag&1 ) {
  10179. if( status_get_class_(bl) == CLASS_BOSS )
  10180. break;
  10181. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10182. if( bl->type == BL_MOB )
  10183. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10184. clif_bladestop(src, bl->id, 1);
  10185. map_freeblock_unlock();
  10186. return 1;
  10187. }
  10188. } else {
  10189. int count = 0;
  10190. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10191. 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
  10192. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10193. if( sd ) pc_delspiritball(sd, count, 0);
  10194. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10195. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10196. }
  10197. break;
  10198. case SR_RAISINGDRAGON:
  10199. if( sd ) {
  10200. short max = 5 + skill_lv;
  10201. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10202. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10203. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10204. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10205. }
  10206. break;
  10207. case SR_ASSIMILATEPOWER:
  10208. if (flag&1) {
  10209. i = 0;
  10210. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10211. if (dstsd->spiritball > 0) {
  10212. i = dstsd->spiritball;
  10213. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10214. }
  10215. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10216. i += dstsd->spiritcharm;
  10217. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10218. }
  10219. }
  10220. if (i)
  10221. status_percent_heal(src, 0, i);
  10222. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10223. } else {
  10224. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10225. 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);
  10226. }
  10227. break;
  10228. case SR_POWERVELOCITY:
  10229. if( !dstsd )
  10230. break;
  10231. if( sd && dstsd->spiritball <= 5 ) {
  10232. for(i = 0; i <= 5; i++) {
  10233. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10234. pc_delspiritball(sd, sd->spiritball, 0);
  10235. }
  10236. }
  10237. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10238. break;
  10239. case SR_GENTLETOUCH_CURE:
  10240. {
  10241. unsigned int heal;
  10242. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10243. heal = 0;
  10244. else {
  10245. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10246. status_heal(bl, heal, 0, 0);
  10247. }
  10248. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10249. status_change_end(bl, SC_STONE);
  10250. status_change_end(bl, SC_FREEZE);
  10251. status_change_end(bl, SC_STUN);
  10252. status_change_end(bl, SC_POISON);
  10253. status_change_end(bl, SC_SILENCE);
  10254. status_change_end(bl, SC_BLIND);
  10255. status_change_end(bl, SC_HALLUCINATION);
  10256. }
  10257. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10258. }
  10259. break;
  10260. case SR_GENTLETOUCH_ENERGYGAIN:
  10261. case SR_GENTLETOUCH_CHANGE:
  10262. case SR_GENTLETOUCH_REVITALIZE:
  10263. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10264. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10265. break;
  10266. case SR_FLASHCOMBO: {
  10267. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10268. const int delay[] = { 0, 750, 1250 };
  10269. if (sd) // Disable attacking/acting/moving for skill's duration.
  10270. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10271. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10272. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10273. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10274. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10275. }
  10276. break;
  10277. case WA_SWING_DANCE:
  10278. case WA_MOONLIT_SERENADE:
  10279. case WA_SYMPHONY_OF_LOVER:
  10280. case MI_RUSH_WINDMILL:
  10281. case MI_ECHOSONG:
  10282. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10284. 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));
  10285. } else if( sd ) {
  10286. 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);
  10287. 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));
  10288. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10289. }
  10290. break;
  10291. case MI_HARMONIZE:
  10292. if( src != bl )
  10293. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10294. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10295. break;
  10296. case WM_DEADHILLHERE:
  10297. if( bl->type == BL_PC ) {
  10298. if( !status_isdead(bl) )
  10299. break;
  10300. int heal = tstatus->sp;
  10301. if( heal <= 0 )
  10302. heal = 1;
  10303. tstatus->hp = heal;
  10304. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10305. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10306. pc_revive((TBL_PC*)bl,heal,0);
  10307. clif_resurrection(bl,1);
  10308. }
  10309. break;
  10310. case WM_VOICEOFSIREN:
  10311. if (flag&1)
  10312. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10313. else {
  10314. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10315. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10316. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10317. 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);
  10318. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10319. }
  10320. break;
  10321. case WM_GLOOMYDAY:
  10322. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10323. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10324. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10325. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10326. { // !TODO: Which skills aren't boosted anymore?
  10327. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10328. break;
  10329. }
  10330. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10331. break;
  10332. case WM_SATURDAY_NIGHT_FEVER:
  10333. if( flag&1 ) {
  10334. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10335. } else if (sd) {
  10336. 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?
  10337. 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);
  10338. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10339. }
  10340. }
  10341. break;
  10342. case WM_SIRCLEOFNATURE:
  10343. case WM_SONG_OF_MANA:
  10344. case WM_DANCE_WITH_WUG:
  10345. case WM_LERADS_DEW:
  10346. case WM_UNLIMITED_HUMMING_VOICE:
  10347. if( flag&1 ) { // These affect to to all party members near the caster.
  10348. struct status_change *sc = status_get_sc(src);
  10349. if( sc && sc->data[type] ) {
  10350. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10351. }
  10352. } else if( sd ) {
  10353. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10354. 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);
  10355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10356. }
  10357. break;
  10358. case WM_MELODYOFSINK:
  10359. if( flag&1 ) {
  10360. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10361. } else { // These affect to all targets around the caster.
  10362. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10363. 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);
  10364. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10365. }
  10366. }
  10367. break;
  10368. case WM_BEYOND_OF_WARCRY:
  10369. if( flag&1 ) {
  10370. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10371. } else { // These affect to all targets around the caster.
  10372. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10373. 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);
  10374. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10375. }
  10376. }
  10377. break;
  10378. case WM_SOUND_OF_DESTRUCTION:
  10379. if (flag&1) {
  10380. 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
  10381. } else {
  10382. 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);
  10383. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10384. }
  10385. break;
  10386. case WM_RANDOMIZESPELL:
  10387. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10388. status_change_end(bl, SC_SONGOFMANA);
  10389. status_change_end(bl, SC_DANCEWITHWUG);
  10390. status_change_end(bl, SC_LERADSDEW);
  10391. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10392. status_change_end(bl, SC_BEYONDOFWARCRY);
  10393. status_change_end(bl, SC_MELODYOFSINK);
  10394. status_change_end(bl, SC_BEYONDOFWARCRY);
  10395. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10396. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10397. }
  10398. break;
  10399. case RETURN_TO_ELDICASTES:
  10400. case ALL_GUARDIAN_RECALL:
  10401. case ECLAGE_RECALL:
  10402. case ALL_PRONTERA_RECALL:
  10403. if( sd )
  10404. {
  10405. short x=0, y=0; // Destiny position.
  10406. unsigned short mapindex=0;
  10407. switch(skill_id){
  10408. default:
  10409. case RETURN_TO_ELDICASTES:
  10410. x = 198;
  10411. y = 187;
  10412. mapindex = mapindex_name2id(MAP_DICASTES);
  10413. break;
  10414. case ALL_GUARDIAN_RECALL:
  10415. x = 44;
  10416. y = 151;
  10417. mapindex = mapindex_name2id(MAP_MORA);
  10418. break;
  10419. case ECLAGE_RECALL:
  10420. x = 47;
  10421. y = 31;
  10422. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10423. break;
  10424. case ALL_PRONTERA_RECALL:
  10425. if(skill_lv == 1) {
  10426. x = 115;
  10427. y = 72;
  10428. }
  10429. else if(skill_lv == 2) {
  10430. x = 159;
  10431. y = 192;
  10432. }
  10433. mapindex = mapindex_name2id(MAP_PRONTERA);
  10434. break;
  10435. }
  10436. if(!mapindex)
  10437. { //Given map not found?
  10438. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10439. map_freeblock_unlock();
  10440. return 0;
  10441. }
  10442. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10443. }
  10444. break;
  10445. case ECL_SNOWFLIP:
  10446. case ECL_PEONYMAMY:
  10447. case ECL_SADAGUI:
  10448. case ECL_SEQUOIADUST:
  10449. switch(skill_id){
  10450. case ECL_SNOWFLIP:
  10451. status_change_end(bl, SC_SLEEP);
  10452. status_change_end(bl, SC_BLEEDING);
  10453. status_change_end(bl, SC_BURNING);
  10454. status_change_end(bl, SC_DEEPSLEEP);
  10455. break;
  10456. case ECL_PEONYMAMY:
  10457. status_change_end(bl, SC_FREEZE);
  10458. status_change_end(bl, SC_FREEZING);
  10459. status_change_end(bl, SC_CRYSTALIZE);
  10460. break;
  10461. case ECL_SADAGUI:
  10462. status_change_end(bl, SC_STUN);
  10463. status_change_end(bl, SC_CONFUSION);
  10464. status_change_end(bl, SC_HALLUCINATION);
  10465. status_change_end(bl, SC_FEAR);
  10466. break;
  10467. case ECL_SEQUOIADUST:
  10468. status_change_end(bl, SC_STONE);
  10469. status_change_end(bl, SC_POISON);
  10470. status_change_end(bl, SC_CURSE);
  10471. status_change_end(bl, SC_BLIND);
  10472. status_change_end(bl, SC_ORCISH);
  10473. status_change_end(bl, SC_DECREASEAGI);
  10474. break;
  10475. }
  10476. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10477. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10478. break;
  10479. case GM_SANDMAN:
  10480. if( tsc ) {
  10481. if( tsc->opt1 == OPT1_SLEEP )
  10482. tsc->opt1 = 0;
  10483. else
  10484. tsc->opt1 = OPT1_SLEEP;
  10485. clif_changeoption(bl);
  10486. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10487. }
  10488. break;
  10489. case SO_ARRULLO:
  10490. {
  10491. 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;
  10492. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10493. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10494. }
  10495. break;
  10496. case WM_LULLABY_DEEPSLEEP:
  10497. if (flag&1) {
  10498. 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);
  10499. 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
  10500. sc_start(src, bl, type, rate, skill_lv, duration);
  10501. } else {
  10502. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10503. 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);
  10504. }
  10505. break;
  10506. case SO_SUMMON_AGNI:
  10507. case SO_SUMMON_AQUA:
  10508. case SO_SUMMON_VENTUS:
  10509. case SO_SUMMON_TERA:
  10510. if( sd ) {
  10511. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10512. // Remove previous elemental first.
  10513. if( sd->ed )
  10514. elemental_delete(sd->ed);
  10515. // Summoning the new one.
  10516. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10518. break;
  10519. }
  10520. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10521. }
  10522. break;
  10523. case SO_EL_CONTROL:
  10524. if( sd ) {
  10525. int mode;
  10526. if( !sd->ed ) break;
  10527. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10528. elemental_delete(sd->ed);
  10529. break;
  10530. }
  10531. switch( skill_lv ) {// Select mode bassed on skill level used.
  10532. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10533. case 2: mode = EL_MODE_ASSIST; break;
  10534. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10535. }
  10536. if( !elemental_change_mode(sd->ed,mode) ) {
  10537. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10538. break;
  10539. }
  10540. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10541. }
  10542. break;
  10543. case SO_EL_ACTION:
  10544. if( sd ) {
  10545. int duration = 3000;
  10546. if( !sd->ed )
  10547. break;
  10548. switch(sd->ed->db->class_) {
  10549. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10550. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10551. duration = 6000;
  10552. break;
  10553. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10554. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10555. duration = 9000;
  10556. break;
  10557. }
  10558. sd->skill_id_old = skill_id;
  10559. elemental_action(sd->ed, bl, tick);
  10560. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10561. skill_blockpc_start(sd, skill_id, duration);
  10562. }
  10563. break;
  10564. case SO_EL_CURE:
  10565. if( sd ) {
  10566. s_elemental_data *ed = sd->ed;
  10567. int s_hp, s_sp;
  10568. if( !ed )
  10569. break;
  10570. s_hp = sd->battle_status.hp * 10 / 100;
  10571. s_sp = sd->battle_status.sp * 10 / 100;
  10572. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10573. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10574. break;
  10575. }
  10576. status_heal(&ed->bl,s_hp,s_sp,3);
  10577. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10578. }
  10579. break;
  10580. case GN_CHANGEMATERIAL:
  10581. case SO_EL_ANALYSIS:
  10582. if( sd ) {
  10583. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10584. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10585. }
  10586. break;
  10587. case NPC_MANDRAGORA:
  10588. case GN_MANDRAGORA:
  10589. if( flag&1 ) {
  10590. int rate;
  10591. if (skill_id == NPC_MANDRAGORA)
  10592. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10593. else
  10594. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10595. if (rate < 10)
  10596. rate = 10;
  10597. if (bl->type == BL_MOB || (tsc && tsc->data[type]))
  10598. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10599. if (rnd()%100 < rate) {
  10600. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10601. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10602. }
  10603. } else {
  10604. 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);
  10605. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10606. }
  10607. break;
  10608. case GN_SLINGITEM:
  10609. if( sd ) {
  10610. i = sd->equip_index[EQI_AMMO];
  10611. if( i < 0 )
  10612. break; // No ammo.
  10613. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10614. if( ammo_id == 0 )
  10615. break;
  10616. sd->itemid = ammo_id;
  10617. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10618. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10619. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10620. 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);
  10621. else
  10622. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10623. } else //Otherwise, it fails, shows animation and removes items.
  10624. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  10625. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10626. switch (ammo_id) {
  10627. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10628. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10629. status_percent_heal(bl, 1, 0);
  10630. break;
  10631. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10632. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10633. status_percent_heal(bl, 2, 0);
  10634. break;
  10635. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10636. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10637. status_percent_heal(bl, 5, 0);
  10638. break;
  10639. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10640. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10641. status_percent_heal(bl, 0, 2);
  10642. break;
  10643. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10644. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10645. status_percent_heal(bl, 0, 4);
  10646. break;
  10647. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10648. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10649. status_percent_heal(bl, 0, 8);
  10650. break;
  10651. default:
  10652. if (dstsd)
  10653. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10654. break;
  10655. }
  10656. }
  10657. }
  10658. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10659. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10660. break;
  10661. case GN_MIX_COOKING:
  10662. case GN_MAKEBOMB:
  10663. case GN_S_PHARMACY:
  10664. if( sd ) {
  10665. int qty = 1;
  10666. sd->skill_id_old = skill_id;
  10667. sd->skill_lv_old = skill_lv;
  10668. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10669. qty = 10;
  10670. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10671. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10672. }
  10673. break;
  10674. case EL_CIRCLE_OF_FIRE:
  10675. case EL_PYROTECHNIC:
  10676. case EL_HEATER:
  10677. case EL_TROPIC:
  10678. case EL_AQUAPLAY:
  10679. case EL_COOLER:
  10680. case EL_CHILLY_AIR:
  10681. case EL_GUST:
  10682. case EL_BLAST:
  10683. case EL_WILD_STORM:
  10684. case EL_PETROLOGY:
  10685. case EL_CURSED_SOIL:
  10686. case EL_UPHEAVAL:
  10687. case EL_FIRE_CLOAK:
  10688. case EL_WATER_DROP:
  10689. case EL_WIND_CURTAIN:
  10690. case EL_SOLID_SKIN:
  10691. case EL_STONE_SHIELD:
  10692. case EL_WIND_STEP:
  10693. case EM_EL_FLAMETECHNIC:
  10694. case EM_EL_FLAMEARMOR:
  10695. case EM_EL_COLD_FORCE:
  10696. case EM_EL_CRYSTAL_ARMOR:
  10697. case EM_EL_GRACE_BREEZE:
  10698. case EM_EL_EYES_OF_STORM:
  10699. case EM_EL_EARTH_CARE:
  10700. case EM_EL_STRONG_PROTECTION:
  10701. case EM_EL_DEEP_POISONING:
  10702. case EM_EL_POISON_SHIELD:
  10703. {
  10704. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10705. if( ele ) {
  10706. sc_type type2 = (sc_type)(type-1);
  10707. struct status_change *sc = status_get_sc(&ele->bl);
  10708. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10709. status_change_end(src,type);
  10710. status_change_end(bl,type2);
  10711. } else {
  10712. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10713. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  10714. 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);
  10715. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  10716. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  10717. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10718. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10719. }
  10720. }
  10721. }
  10722. break;
  10723. case EL_FIRE_MANTLE:
  10724. case EL_WATER_BARRIER:
  10725. case EL_ZEPHYR:
  10726. case EL_POWER_OF_GAIA:
  10727. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10728. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  10729. break;
  10730. case EL_WATER_SCREEN: {
  10731. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  10732. if( ele ) {
  10733. struct status_change *sc = status_get_sc(&ele->bl);
  10734. sc_type type2 = (sc_type)(type-1);
  10735. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10736. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  10737. status_change_end(bl,type);
  10738. status_change_end(src,type2);
  10739. } else {
  10740. // This not heals at the end.
  10741. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10742. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10743. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  10744. }
  10745. }
  10746. }
  10747. break;
  10748. case KO_KAHU_ENTEN:
  10749. case KO_HYOUHU_HUBUKI:
  10750. case KO_KAZEHU_SEIRAN:
  10751. case KO_DOHU_KOUKAI:
  10752. if (sd) {
  10753. int ele_type = skill_get_ele(skill_id,skill_lv);
  10754. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10755. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  10756. }
  10757. break;
  10758. case KO_ZANZOU:
  10759. if(sd){
  10760. struct mob_data *md2;
  10761. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  10762. if( md2 )
  10763. {
  10764. md2->master_id = src->id;
  10765. md2->special_state.ai = AI_ZANZOU;
  10766. if( md2->deletetimer != INVALID_TIMER )
  10767. delete_timer(md2->deletetimer, mob_timer_delete);
  10768. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  10769. mob_spawn( md2 );
  10770. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  10771. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10772. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  10773. }
  10774. }
  10775. break;
  10776. case KO_KYOUGAKU:
  10777. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  10778. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10779. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10780. }else if( sd )
  10781. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10782. break;
  10783. case KO_JYUSATSU:
  10784. if( dstsd && tsc && !tsc->data[type] &&
  10785. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  10786. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10787. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  10788. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  10789. if( status_get_lv(bl) <= status_get_lv(src) )
  10790. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  10791. }else if( sd )
  10792. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10793. break;
  10794. case KO_GENWAKU:
  10795. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  10796. int x = src->x, y = src->y;
  10797. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  10798. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10799. break;
  10800. }
  10801. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  10802. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10803. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  10804. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  10805. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  10806. clif_blown(src);
  10807. if (!unit_blown_immune(bl, 0x1)) {
  10808. unit_movepos(bl,x,y,0,0);
  10809. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  10810. clif_sitting(bl); //Avoid sitting sync problem
  10811. clif_blown(bl);
  10812. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  10813. }
  10814. }
  10815. }
  10816. break;
  10817. case OB_AKAITSUKI:
  10818. case OB_OBOROGENSOU:
  10819. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  10820. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  10821. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10822. break;
  10823. }
  10824. case KO_IZAYOI:
  10825. case OB_ZANGETSU:
  10826. case KG_KYOMU:
  10827. case KG_KAGEMUSYA:
  10828. case SP_SOULDIVISION:
  10829. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  10830. if (bl->type != BL_PC) {
  10831. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  10832. break;
  10833. }
  10834. }
  10835. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10836. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10837. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10838. break;
  10839. case KG_KAGEHUMI:
  10840. if( flag&1 ){
  10841. if (bl->type != BL_PC)
  10842. break;
  10843. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] || tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])) {
  10844. status_change_end(bl, SC_HIDING);
  10845. status_change_end(bl, SC_CLOAKING);
  10846. status_change_end(bl, SC_CLOAKINGEXCEED);
  10847. status_change_end(bl, SC_CAMOUFLAGE);
  10848. status_change_end(bl, SC_NEWMOON);
  10849. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  10850. status_change_end(bl, SC__SHADOWFORM);
  10851. status_change_end(bl, SC_MARIONETTE);
  10852. status_change_end(bl, SC_HARMONIZE);
  10853. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10854. }
  10855. }else{
  10856. 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);
  10857. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10858. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10859. }
  10860. break;
  10861. case MH_SILENT_BREEZE:
  10862. {
  10863. int heal = 5 * status_get_lv(&hd->bl) +
  10864. #ifdef RENEWAL
  10865. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  10866. #else
  10867. status_base_matk_min(&hd->battle_status);
  10868. #endif
  10869. //Silences the homunculus and target
  10870. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10871. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  10872. //Recover the target's HP
  10873. status_heal(bl,heal,0,3);
  10874. //Removes these SC from target
  10875. if (tsc) {
  10876. const enum sc_type scs[] = {
  10877. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  10878. };
  10879. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10880. if (tsc->data[scs[i]]) status_change_end(bl, scs[i]);
  10881. }
  10882. if (hd)
  10883. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10884. }
  10885. break;
  10886. case MH_OVERED_BOOST:
  10887. if (hd && battle_get_master(src)) {
  10888. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10889. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10890. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10891. }
  10892. break;
  10893. case MH_GRANITIC_ARMOR:
  10894. case MH_PYROCLASTIC:
  10895. if(hd) {
  10896. struct block_list *s_bl = battle_get_master(src);
  10897. 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
  10898. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10899. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10900. }
  10901. break;
  10902. case MH_LIGHT_OF_REGENE: //self
  10903. if(hd) {
  10904. struct block_list *s_bl = battle_get_master(src);
  10905. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10906. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  10907. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10908. }
  10909. break;
  10910. case MH_STYLE_CHANGE:
  10911. if(hd){
  10912. struct status_change_entry *sce;
  10913. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  10914. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  10915. else sce->val1 = MH_MD_FIGHTING;
  10916. //if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) { // Aegis does not show any message when switching fighting style
  10917. // char output[128];
  10918. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  10919. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  10920. //}
  10921. }
  10922. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  10923. }
  10924. break;
  10925. case MH_PAIN_KILLER:
  10926. bl = battle_get_master(src);
  10927. if (bl != nullptr)
  10928. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10929. if (hd)
  10930. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10931. break;
  10932. case MH_MAGMA_FLOW:
  10933. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10934. if (hd)
  10935. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10936. break;
  10937. case MH_SUMMON_LEGION: {
  10938. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  10939. int qty[5] = {3 , 3 , 4 , 4 , 5};
  10940. struct mob_data *sum_md;
  10941. int i_slave,c=0;
  10942. int maxcount = qty[skill_lv-1];
  10943. 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);
  10944. if(c >= maxcount) {
  10945. map_freeblock_unlock();
  10946. return 0; //max qty already spawned
  10947. }
  10948. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  10949. 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);
  10950. if (sum_md) {
  10951. sum_md->master_id = src->id;
  10952. sum_md->special_state.ai = AI_LEGION;
  10953. if (sum_md->deletetimer != INVALID_TIMER)
  10954. delete_timer(sum_md->deletetimer, mob_timer_delete);
  10955. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  10956. mob_spawn(sum_md); //Now it is ready for spawning.
  10957. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  10958. }
  10959. }
  10960. if (hd)
  10961. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  10962. }
  10963. break;
  10964. case RL_RICHS_COIN:
  10965. if (sd) {
  10966. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10967. for (i = 0; i < 10; i++)
  10968. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10969. }
  10970. break;
  10971. case RL_C_MARKER:
  10972. if (sd) {
  10973. // If marked by someone else remove it
  10974. if (tsce && tsce->val2 != src->id)
  10975. status_change_end(bl, type);
  10976. // Check if marked before
  10977. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  10978. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10979. // Find empty slot
  10980. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  10981. if (i == MAX_SKILL_CRIMSON_MARKER) {
  10982. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10983. break;
  10984. }
  10985. }
  10986. sd->c_marker[i] = bl->id;
  10987. 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);
  10988. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10989. }
  10990. // If mob casts this, at least SC_C_MARKER as debuff
  10991. else {
  10992. 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);
  10993. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10994. }
  10995. break;
  10996. case RL_QD_SHOT:
  10997. if (sd) {
  10998. skill_area_temp[1] = bl->id;
  10999. // Check surrounding
  11000. 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);
  11001. if (skill_area_temp[0])
  11002. 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);
  11003. // Main target always receives damage
  11004. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11005. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11006. } else {
  11007. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11008. 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);
  11009. }
  11010. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11011. skill_area_temp[0] = 0;
  11012. skill_area_temp[1] = 0;
  11013. break;
  11014. case RL_FLICKER:
  11015. if (sd) {
  11016. sd->flicker = true;
  11017. skill_area_temp[1] = 0;
  11018. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11019. // Detonate RL_B_TRAP
  11020. if (pc_checkskill(sd, RL_B_TRAP))
  11021. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11022. // Detonate RL_H_MINE
  11023. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11024. 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);
  11025. sd->flicker = false;
  11026. }
  11027. break;
  11028. case SO_ELEMENTAL_SHIELD:
  11029. if (!sd || sd->status.party_id == 0 || flag&1) {
  11030. if (sd && sd->status.party_id == 0) {
  11031. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11032. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11033. elemental_delete(sd->ed);
  11034. }
  11035. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11036. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11037. }
  11038. else {
  11039. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11040. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11041. elemental_delete(sd->ed);
  11042. 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);
  11043. }
  11044. break;
  11045. case SU_HIDE:
  11046. if (tsce) {
  11047. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11048. status_change_end(bl, type);
  11049. map_freeblock_unlock();
  11050. return 0;
  11051. }
  11052. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11053. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11054. break;
  11055. case SU_STOOP:
  11056. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11057. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11058. break;
  11059. case SU_SV_ROOTTWIST:
  11060. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11061. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11062. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  11063. break;
  11064. }
  11065. if (tsc && tsc->count && tsc->data[type]) // Refresh the status only if it's already active.
  11066. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11067. else {
  11068. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11069. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11070. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11071. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11072. }
  11073. break;
  11074. case SU_TUNABELLY:
  11075. {
  11076. unsigned int heal = 0;
  11077. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11078. heal = 0;
  11079. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11080. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11081. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11082. status_heal(bl, heal, 0, 0);
  11083. }
  11084. break;
  11085. case SU_BUNCHOFSHRIMP:
  11086. case SU_HISS:
  11087. case SU_PURRING:
  11088. case SU_MEOWMEOW:
  11089. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11090. int duration = skill_get_time(skill_id, skill_lv);
  11091. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11092. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11093. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11094. } else if (sd) {
  11095. 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);
  11096. }
  11097. break;
  11098. case SU_SHRIMPARTY:
  11099. if (sd == NULL || sd->status.party_id == 0 || flag&1) {
  11100. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11101. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11102. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11103. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11104. }
  11105. } else if (sd)
  11106. 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);
  11107. break;
  11108. case SU_POWEROFFLOCK:
  11109. if (flag&1) {
  11110. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11111. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11112. } else {
  11113. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11114. if (battle_config.skill_wall_check)
  11115. 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);
  11116. else
  11117. 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);
  11118. }
  11119. break;
  11120. case ALL_EQSWITCH:
  11121. if( sd ){
  11122. clif_equipswitch_reply( sd, false );
  11123. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11124. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11125. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11126. }
  11127. }
  11128. }
  11129. break;
  11130. case AB_VITUPERATUM:
  11131. if (flag&1)
  11132. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11133. else {
  11134. 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);
  11135. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11136. }
  11137. break;
  11138. case AB_CONVENIO:
  11139. if (sd) {
  11140. party_data *p = party_search(sd->status.party_id);
  11141. int i = 0, count = 0;
  11142. // Only usable in party
  11143. if (p == nullptr) {
  11144. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11145. break;
  11146. }
  11147. // Only usable as party leader.
  11148. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11149. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11150. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11151. break;
  11152. }
  11153. // Do the teleport part
  11154. for (i = 0; i < MAX_PARTY; ++i) {
  11155. map_session_data *pl_sd = p->data[i].sd;
  11156. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11157. sd->bl.m != pl_sd->bl.m)
  11158. continue;
  11159. // Respect /call configuration
  11160. if( pl_sd->status.disable_call ){
  11161. continue;
  11162. }
  11163. 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))) {
  11164. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11165. count++;
  11166. }
  11167. }
  11168. if (!count)
  11169. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11170. }
  11171. break;
  11172. case NPC_PULSESTRIKE2:
  11173. for (int i = 0; i < 3; i++)
  11174. 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);
  11175. break;
  11176. case BO_THE_WHOLE_PROTECTION:
  11177. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11178. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11179. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11180. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11181. continue;
  11182. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11183. }
  11184. } else if (sd) {
  11185. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11186. 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);
  11187. }
  11188. break;
  11189. case TR_MUSICAL_INTERLUDE:
  11190. case TR_JAWAII_SERENADE:
  11191. case TR_PRON_MARCH:
  11192. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11193. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11194. else if (sd) {
  11195. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11196. sd->skill_id_song = skill_id;
  11197. sd->skill_lv_song = skill_lv;
  11198. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11199. flag |= 2;
  11200. 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);
  11201. }
  11202. break;
  11203. case TR_GEF_NOCTURN:
  11204. case TR_AIN_RHAPSODY:
  11205. if (flag & 1)
  11206. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11207. else if (sd) {
  11208. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11209. sd->skill_id_song = skill_id;
  11210. sd->skill_lv_song = skill_lv;
  11211. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11212. flag |= 2;
  11213. 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);
  11214. }
  11215. break;
  11216. case TR_ROKI_CAPRICCIO:
  11217. case TR_NIPELHEIM_REQUIEM:
  11218. if (flag & 1) { // Need official success chances.
  11219. uint16 success_chance = 5 * skill_lv;
  11220. if (flag & 2)
  11221. success_chance *= 2;
  11222. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11223. if (skill_id == TR_ROKI_CAPRICCIO) {
  11224. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11225. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11226. } else { // TR_NIPELHEIM_REQUIEM
  11227. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11228. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11229. }
  11230. } else if (sd) {
  11231. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11232. sd->skill_id_song = skill_id;
  11233. sd->skill_lv_song = skill_lv;
  11234. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11235. flag |= 2;
  11236. 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);
  11237. }
  11238. break;
  11239. case ABR_NET_REPAIR:
  11240. case ABR_NET_SUPPORT:
  11241. if (flag & 1) {
  11242. int heal_amount;
  11243. if (skill_id == ABR_NET_REPAIR) {
  11244. heal_amount = tstatus->max_hp * 10 / 100;
  11245. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11246. status_heal(bl, heal_amount, 0, 0);
  11247. } else { // ABR_NET_SUPPORT
  11248. heal_amount = tstatus->max_sp * 3 / 100;
  11249. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11250. status_heal(bl, 0, heal_amount, 0);
  11251. }
  11252. } else {
  11253. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11254. 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);
  11255. }
  11256. break;
  11257. case WH_HAWK_M:
  11258. if (sd) {
  11259. if (!pc_isfalcon(sd))
  11260. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11261. else
  11262. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11263. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11264. }
  11265. break;
  11266. case EM_SUMMON_ELEMENTAL_ARDOR:
  11267. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11268. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11269. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11270. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11271. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11272. if (sd == nullptr)
  11273. break;
  11274. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11275. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11276. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11277. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11278. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11279. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11280. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11281. // Remove the old elemental before summoning the super one.
  11282. elemental_delete(sd->ed);
  11283. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11284. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11285. break;
  11286. } else // Elemental summoned. Buff the player with the bonus.
  11287. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11288. } else {
  11289. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11290. break;
  11291. }
  11292. }
  11293. break;
  11294. case EM_ELEMENTAL_VEIL:
  11295. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11296. if (sd == nullptr)
  11297. break;
  11298. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11299. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11300. else
  11301. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  11302. break;
  11303. case MT_M_MACHINE:
  11304. case BO_BIONIC_PHARMACY:
  11305. if (sd) {
  11306. sd->skill_id_old = skill_id;
  11307. sd->skill_lv_old = skill_lv;
  11308. if (skill_id == MT_M_MACHINE)
  11309. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11310. else // BO_BIONIC_PHARMACY
  11311. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11312. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11313. }
  11314. break;
  11315. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11316. case MT_SUMMON_ABR_DUAL_CANNON:
  11317. case MT_SUMMON_ABR_MOTHER_NET:
  11318. case MT_SUMMON_ABR_INFINITY: {
  11319. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11320. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11321. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11322. 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);
  11323. if (md) {
  11324. md->master_id = src->id;
  11325. md->special_state.ai = AI_ABR;
  11326. if (md->deletetimer != INVALID_TIMER)
  11327. delete_timer(md->deletetimer, mob_timer_delete);
  11328. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11329. mob_spawn(md);
  11330. }
  11331. }
  11332. break;
  11333. case BO_WOODENWARRIOR:
  11334. case BO_WOODEN_FAIRY:
  11335. case BO_CREEPER:
  11336. 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.
  11337. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11338. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11339. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11340. 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);
  11341. if (md) {
  11342. md->master_id = src->id;
  11343. md->special_state.ai = AI_BIONIC;
  11344. if (md->deletetimer != INVALID_TIMER)
  11345. delete_timer(md->deletetimer, mob_timer_delete);
  11346. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11347. mob_spawn(md);
  11348. }
  11349. }
  11350. break;
  11351. #ifdef RENEWAL
  11352. case CG_HERMODE:
  11353. skill_castend_song(src, skill_id, skill_lv, tick);
  11354. break;
  11355. #endif
  11356. default: {
  11357. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11358. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11359. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11360. map_freeblock_unlock();
  11361. return 1;
  11362. }
  11363. }
  11364. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11365. struct status_change *sc = status_get_sc(src);
  11366. if (sc && sc->data[SC_CURSEDCIRCLE_ATKER]) // Should only remove after the skill had been casted.
  11367. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11368. }
  11369. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11370. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11371. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11372. }
  11373. if( sd && !(flag&1) )
  11374. {// ensure that the skill last-cast tick is recorded
  11375. sd->canskill_tick = gettick();
  11376. if( sd->state.arrow_atk )
  11377. {// consume arrow on last invocation to this skill.
  11378. battle_consume_ammo(sd, skill_id, skill_lv);
  11379. }
  11380. skill_onskillusage(sd, bl, skill_id, tick);
  11381. // perform skill requirement consumption
  11382. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11383. }
  11384. map_freeblock_unlock();
  11385. return 0;
  11386. }
  11387. /**
  11388. * Checking that causing skill failed
  11389. * @param src Caster
  11390. * @param target Target
  11391. * @param skill_id
  11392. * @param skill_lv
  11393. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11394. **/
  11395. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11396. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11397. int inf = skill->inf;
  11398. struct status_change *tsc = status_get_sc(target);
  11399. 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)
  11400. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11401. switch (skill_id) {
  11402. case AL_HEAL:
  11403. case AL_INCAGI:
  11404. case AL_DECAGI:
  11405. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11406. case AB_RENOVATIO:
  11407. case AB_HIGHNESSHEAL:
  11408. if (tsc && tsc->option&OPTION_MADOGEAR)
  11409. return USESKILL_FAIL_TOTARGET;
  11410. break;
  11411. case RG_BACKSTAP:
  11412. {
  11413. #ifndef RENEWAL
  11414. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11415. if (map_check_dir(dir, t_dir))
  11416. return USESKILL_FAIL_MAX;
  11417. #endif
  11418. if (check_distance_bl(src, target, 0))
  11419. return USESKILL_FAIL_MAX;
  11420. }
  11421. break;
  11422. case PR_TURNUNDEAD:
  11423. {
  11424. struct status_data *tstatus = status_get_status_data(target);
  11425. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11426. return USESKILL_FAIL_MAX;
  11427. }
  11428. break;
  11429. case PR_LEXDIVINA:
  11430. case MER_LEXDIVINA:
  11431. {
  11432. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11433. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE]))
  11434. return USESKILL_FAIL_LEVEL;
  11435. else
  11436. return -1; //Works on silenced allies
  11437. }
  11438. break;
  11439. case RA_WUGSTRIKE:
  11440. // Check if path can be reached
  11441. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11442. return USESKILL_FAIL_MAX;
  11443. break;
  11444. case MG_NAPALMBEAT:
  11445. case MG_FIREBALL:
  11446. case HT_BLITZBEAT:
  11447. case AS_GRIMTOOTH:
  11448. case MO_COMBOFINISH:
  11449. case NC_VULCANARM:
  11450. case SR_TIGERCANNON:
  11451. // These can damage traps, but can't target traps directly
  11452. if (target->type == BL_SKILL) {
  11453. TBL_SKILL *su = (TBL_SKILL*)target;
  11454. if (!su || !su->group)
  11455. return USESKILL_FAIL_MAX;
  11456. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11457. return USESKILL_FAIL_MAX;
  11458. }
  11459. break;
  11460. case IQ_SECOND_FLAME:
  11461. case IQ_SECOND_FAITH:
  11462. case IQ_SECOND_JUDGEMENT:
  11463. if (!tsc || !(tsc->data[SC_FIRST_BRAND] || tsc->data[SC_SECOND_BRAND]))
  11464. return USESKILL_FAIL_LEVEL;
  11465. break;
  11466. case IQ_THIRD_PUNISH:
  11467. case IQ_THIRD_FLAME_BOMB:
  11468. case IQ_THIRD_CONSECRATION:
  11469. if (!tsc || !tsc->data[SC_SECOND_BRAND])
  11470. return USESKILL_FAIL_LEVEL;
  11471. break;
  11472. }
  11473. if (inf&INF_ATTACK_SKILL ||
  11474. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11475. ) // Casted through combo.
  11476. inf = BCT_ENEMY; //Offensive skill.
  11477. else if (skill->inf2[INF2_NOTARGETENEMY])
  11478. inf = BCT_NOENEMY;
  11479. else
  11480. inf = 0;
  11481. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11482. inf |=
  11483. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11484. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11485. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11486. inf &= ~BCT_NEUTRAL;
  11487. }
  11488. switch (skill_id) {
  11489. // Cannot be casted to Emperium
  11490. case WZ_ESTIMATION:
  11491. case SL_SKE:
  11492. case SL_SKA:
  11493. case RK_PHANTOMTHRUST:
  11494. case NPC_PHANTOMTHRUST:
  11495. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11496. return USESKILL_FAIL_MAX;
  11497. break;
  11498. }
  11499. if (inf && battle_check_target(src, target, inf) <= 0) {
  11500. switch(skill_id) {
  11501. case RK_PHANTOMTHRUST:
  11502. case NPC_PHANTOMTHRUST:
  11503. case AB_CLEARANCE:
  11504. return USESKILL_FAIL_TOTARGET;
  11505. default:
  11506. return USESKILL_FAIL_LEVEL;
  11507. }
  11508. }
  11509. // Fogwall makes all offensive-type targetted skills fail at 75%
  11510. // Jump Kick can still fail even though you can jump to friendly targets.
  11511. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  11512. return USESKILL_FAIL_LEVEL;
  11513. return -1;
  11514. }
  11515. TIMER_FUNC( skill_keep_using ){
  11516. struct map_session_data* sd = map_id2sd( id );
  11517. if( sd && sd->skill_keep_using.skill_id ){
  11518. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11519. sd->skill_keep_using.tid = INVALID_TIMER;
  11520. }
  11521. return 0;
  11522. }
  11523. /**
  11524. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11525. * @param tid
  11526. * @param tick
  11527. * @param data
  11528. **/
  11529. TIMER_FUNC(skill_castend_id){
  11530. struct block_list *target, *src;
  11531. struct map_session_data *sd;
  11532. struct mob_data *md;
  11533. struct unit_data *ud;
  11534. struct status_change *sc = NULL;
  11535. int flag = 0;
  11536. src = map_id2bl(id);
  11537. if( src == NULL )
  11538. {
  11539. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  11540. return 0;// not found
  11541. }
  11542. ud = unit_bl2ud(src);
  11543. if( ud == NULL )
  11544. {
  11545. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  11546. return 0;// ???
  11547. }
  11548. sd = BL_CAST(BL_PC, src);
  11549. md = BL_CAST(BL_MOB, src);
  11550. if( src->prev == NULL ) {
  11551. ud->skilltimer = INVALID_TIMER;
  11552. return 0;
  11553. }
  11554. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11555. if( ud->skilltimer != tid ) {
  11556. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11557. ud->skilltimer = INVALID_TIMER;
  11558. return 0;
  11559. }
  11560. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11561. {// restore original walk speed
  11562. ud->skilltimer = INVALID_TIMER;
  11563. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11564. } else
  11565. ud->skilltimer = INVALID_TIMER;
  11566. }
  11567. if (ud->skilltarget == id)
  11568. target = src;
  11569. else
  11570. target = map_id2bl(ud->skilltarget);
  11571. // Use a do so that you can break out of it when the skill fails.
  11572. do {
  11573. bool fail = false;
  11574. int8 res = USESKILL_FAIL_LEVEL;
  11575. if (!target || target->prev == NULL)
  11576. break;
  11577. if (src->m != target->m || status_isdead(src))
  11578. break;
  11579. //These should become skill_castend_pos
  11580. switch (ud->skill_id) {
  11581. case WE_CALLPARTNER:
  11582. if (sd)
  11583. clif_callpartner(sd);
  11584. case WE_CALLPARENT:
  11585. if (sd) {
  11586. struct map_session_data *f_sd = pc_get_father(sd);
  11587. struct map_session_data *m_sd = pc_get_mother(sd);
  11588. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  11589. fail = true;
  11590. break;
  11591. }
  11592. }
  11593. case WE_CALLBABY:
  11594. if (sd) {
  11595. struct map_session_data *c_sd = pc_get_child(sd);
  11596. if (c_sd && c_sd->state.autotrade) {
  11597. fail = true;
  11598. break;
  11599. }
  11600. }
  11601. case AM_RESURRECTHOMUN:
  11602. case PF_SPIDERWEB:
  11603. {
  11604. //Find a random spot to place the skill. [Skotlex]
  11605. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  11606. ud->skillx = target->x + splash;
  11607. ud->skilly = target->y + splash;
  11608. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  11609. ud->skillx = target->x;
  11610. ud->skilly = target->y;
  11611. }
  11612. ud->skilltimer = tid;
  11613. return skill_castend_pos(tid,tick,id,data);
  11614. }
  11615. case GN_WALLOFTHORN:
  11616. case SC_ESCAPE:
  11617. case WL_FROSTMISTY:
  11618. case SU_CN_POWDERING:
  11619. case AG_RAIN_OF_CRYSTAL:
  11620. ud->skillx = target->x;
  11621. ud->skilly = target->y;
  11622. ud->skilltimer = tid;
  11623. return skill_castend_pos(tid,tick,id,data);
  11624. }
  11625. // Failing
  11626. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  11627. if (sd && res != USESKILL_FAIL_MAX)
  11628. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  11629. break;
  11630. }
  11631. //Avoid doing double checks for instant-cast skills.
  11632. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  11633. break;
  11634. if(md) {
  11635. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11636. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11637. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11638. }
  11639. if (src != target && battle_config.skill_add_range &&
  11640. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  11641. {
  11642. if (sd) {
  11643. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11644. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  11645. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11646. }
  11647. break;
  11648. }
  11649. #ifdef OFFICIAL_WALKPATH
  11650. 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))
  11651. {
  11652. if (sd) {
  11653. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  11654. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  11655. }
  11656. break;
  11657. }
  11658. #endif
  11659. if( sd )
  11660. {
  11661. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11662. break;
  11663. else {
  11664. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  11665. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  11666. // Give AP
  11667. if (add_ap > 0) {
  11668. switch (ud->skill_id) {
  11669. case TR_ROSEBLOSSOM:
  11670. case TR_RHYTHMSHOOTING:
  11671. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  11672. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  11673. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  11674. break;
  11675. case TR_GEF_NOCTURN:
  11676. case TR_ROKI_CAPRICCIO:
  11677. case TR_AIN_RHAPSODY:
  11678. case TR_MUSICAL_INTERLUDE:
  11679. case TR_JAWAII_SERENADE:
  11680. case TR_NIPELHEIM_REQUIEM:
  11681. case TR_PRON_MARCH:
  11682. if (sd->skill_id_old == TR_RETROSPECTION) {
  11683. add_ap += add_ap * 50 / 100;
  11684. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  11685. }
  11686. break;
  11687. }
  11688. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11689. }
  11690. 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) {
  11691. clif_skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
  11692. break; // Show a skill fail message (Damage type consumes requirements)
  11693. }
  11694. }
  11695. }
  11696. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11697. break;
  11698. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  11699. ud->state.running = 0;
  11700. status_change_end(src, SC_RUN);
  11701. flag = 1;
  11702. }
  11703. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  11704. unit_stop_walking(src,1);
  11705. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11706. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11707. if (sd) { //Cooldown application
  11708. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  11709. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11710. }
  11711. if( battle_config.display_status_timers && sd )
  11712. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11713. if( sd )
  11714. {
  11715. switch( ud->skill_id )
  11716. {
  11717. case GS_DESPERADO:
  11718. case RL_FIREDANCE:
  11719. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  11720. break;
  11721. case KN_BRANDISHSPEAR:
  11722. case CR_GRANDCROSS: {
  11723. sc_type type;
  11724. if (ud->skill_id == KN_BRANDISHSPEAR)
  11725. type = SC_STRIPWEAPON;
  11726. else
  11727. type = SC_STRIPSHIELD;
  11728. if ((sc = status_get_sc(src)) && sc->data[type]) {
  11729. const struct TimerData* timer = get_timer(sc->data[type]->timer);
  11730. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  11731. break;
  11732. }
  11733. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  11734. break;
  11735. }
  11736. }
  11737. }
  11738. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  11739. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11740. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11741. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  11742. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  11743. map_freeblock_lock();
  11744. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  11745. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11746. else
  11747. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  11748. 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) ){
  11749. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  11750. }
  11751. sc = status_get_sc(src);
  11752. if(sc && sc->count) {
  11753. if (ud->skill_id != RA_CAMOUFLAGE)
  11754. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11755. if(sc->data[SC_SPIRIT] &&
  11756. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  11757. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  11758. ud->skill_id != WZ_WATERBALL)
  11759. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  11760. #ifndef RENEWAL
  11761. if( sc->data[SC_DANCING] && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  11762. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  11763. #endif
  11764. }
  11765. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  11766. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11767. if (ud->skilltimer == INVALID_TIMER) {
  11768. if(md) md->skill_idx = -1;
  11769. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  11770. ud->skill_lv = ud->skilltarget = 0;
  11771. }
  11772. map_freeblock_unlock();
  11773. return 1;
  11774. } while(0);
  11775. //Skill failed.
  11776. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  11777. { //When Asura fails... (except when it fails from Wall of Fog)
  11778. //Consume SP/spheres
  11779. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  11780. status_set_sp(src, 0, 0);
  11781. sc = &sd->sc;
  11782. if (sc->count)
  11783. { //End states
  11784. status_change_end(src, SC_EXPLOSIONSPIRITS);
  11785. status_change_end(src, SC_BLADESTOP);
  11786. #ifdef RENEWAL
  11787. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  11788. #endif
  11789. }
  11790. if( target && target->m == src->m ) { //Move character to target anyway.
  11791. short x, y;
  11792. short dir = map_calc_dir(src,target->x,target->y);
  11793. //Move 3 cells (From Caster)
  11794. if( dir > 0 && dir < 4 )
  11795. x = -3;
  11796. else if( dir > 4 )
  11797. x = 3;
  11798. else
  11799. x = 0;
  11800. if( dir > 2 && dir < 6 )
  11801. y = -3;
  11802. else if( dir == 7 || dir < 2 )
  11803. y = 3;
  11804. else
  11805. y = 0;
  11806. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  11807. clif_blown(src);
  11808. clif_spiritball(src);
  11809. }
  11810. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  11811. }
  11812. }
  11813. ud->skill_id = ud->skilltarget = 0;
  11814. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11815. ud->canact_tick = tick;
  11816. //You can't place a skill failed packet here because it would be
  11817. //sent in ALL cases, even cases where skill_check_condition fails
  11818. //which would lead to double 'skill failed' messages u.u [Skotlex]
  11819. if (sd) {
  11820. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11821. if (sd->skill_keep_using.skill_id > 0) {
  11822. sd->skill_keep_using.skill_id = 0;
  11823. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  11824. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  11825. sd->skill_keep_using.tid = INVALID_TIMER;
  11826. }
  11827. }
  11828. } else if (md)
  11829. md->skill_idx = -1;
  11830. return 0;
  11831. }
  11832. /*==========================================
  11833. *
  11834. *------------------------------------------*/
  11835. TIMER_FUNC(skill_castend_pos){
  11836. struct block_list* src = map_id2bl(id);
  11837. struct map_session_data *sd;
  11838. struct unit_data *ud = unit_bl2ud(src);
  11839. struct mob_data *md;
  11840. nullpo_ret(ud);
  11841. sd = BL_CAST(BL_PC , src);
  11842. md = BL_CAST(BL_MOB, src);
  11843. if( src->prev == NULL ) {
  11844. ud->skilltimer = INVALID_TIMER;
  11845. return 0;
  11846. }
  11847. if( ud->skilltimer != tid )
  11848. {
  11849. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  11850. ud->skilltimer = INVALID_TIMER;
  11851. return 0;
  11852. }
  11853. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  11854. {// restore original walk speed
  11855. ud->skilltimer = INVALID_TIMER;
  11856. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11857. } else
  11858. ud->skilltimer = INVALID_TIMER;
  11859. do {
  11860. if( status_isdead(src) )
  11861. break;
  11862. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  11863. break;
  11864. if(tid != INVALID_TIMER)
  11865. { //Avoid double checks on instant cast skills. [Skotlex]
  11866. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  11867. break;
  11868. if (battle_config.skill_add_range &&
  11869. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  11870. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  11871. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  11872. break;
  11873. }
  11874. }
  11875. if( sd )
  11876. {
  11877. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  11878. break;
  11879. else {
  11880. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  11881. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  11882. // Give AP
  11883. if (add_ap > 0) {
  11884. switch (ud->skill_id) {
  11885. case WH_DEEPBLINDTRAP:
  11886. case WH_SOLIDTRAP:
  11887. case WH_SWIFTTRAP:
  11888. case WH_FLAMETRAP:
  11889. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  11890. add_ap += 1;
  11891. break;
  11892. }
  11893. status_heal(&sd->bl, 0, 0, add_ap, 0);
  11894. }
  11895. }
  11896. }
  11897. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  11898. break;
  11899. if(md) {
  11900. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  11901. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  11902. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  11903. }
  11904. if(battle_config.skill_log && battle_config.skill_log&src->type)
  11905. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  11906. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  11907. if (ud->walktimer != INVALID_TIMER)
  11908. unit_stop_walking(src,1);
  11909. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  11910. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  11911. if (sd) { //Cooldown application
  11912. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  11913. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  11914. }
  11915. if( battle_config.display_status_timers && sd )
  11916. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  11917. // if( sd )
  11918. // {
  11919. // switch( ud->skill_id )
  11920. // {
  11921. // case ????:
  11922. // sd->canequip_tick = tick + ????;
  11923. // break;
  11924. // }
  11925. // }
  11926. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  11927. map_freeblock_lock();
  11928. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  11929. if (ud->skill_id != RA_CAMOUFLAGE)
  11930. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  11931. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  11932. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11933. if (ud->skilltimer == INVALID_TIMER) {
  11934. if (md) md->skill_idx = -1;
  11935. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  11936. ud->skill_lv = ud->skillx = ud->skilly = 0;
  11937. }
  11938. map_freeblock_unlock();
  11939. return 1;
  11940. } while(0);
  11941. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  11942. ud->canact_tick = tick;
  11943. ud->skill_id = ud->skill_lv = 0;
  11944. if(sd)
  11945. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  11946. else if(md)
  11947. md->skill_idx = -1;
  11948. return 0;
  11949. }
  11950. /* skill count without self */
  11951. static int skill_count_wos(struct block_list *bl,va_list ap) {
  11952. struct block_list* src = va_arg(ap, struct block_list*);
  11953. if( src->id != bl->id ) {
  11954. return 1;
  11955. }
  11956. return 0;
  11957. }
  11958. /*==========================================
  11959. *
  11960. *------------------------------------------*/
  11961. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  11962. {
  11963. struct map_session_data* sd;
  11964. struct status_change* sc;
  11965. struct status_change_entry *sce;
  11966. std::shared_ptr<s_skill_unit_group> sg;
  11967. enum sc_type type;
  11968. int i;
  11969. //if(skill_lv <= 0) return 0;
  11970. if(skill_id > 0 && !skill_lv) return 0; // celest
  11971. nullpo_ret(src);
  11972. if(status_isdead(src))
  11973. return 0;
  11974. sd = BL_CAST(BL_PC, src);
  11975. sc = status_get_sc(src);
  11976. type = skill_get_sc(skill_id);
  11977. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  11978. switch (skill_id) { //Skill effect.
  11979. case WZ_METEOR:
  11980. case WZ_ICEWALL:
  11981. case MO_BODYRELOCATION:
  11982. case CR_CULTIVATION:
  11983. case HW_GANBANTEIN:
  11984. case LG_EARTHDRIVE:
  11985. case SC_ESCAPE:
  11986. case SU_CN_METEOR:
  11987. break; //Effect is displayed on respective switch case.
  11988. default:
  11989. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  11990. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11991. else
  11992. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  11993. }
  11994. switch(skill_id)
  11995. {
  11996. case PR_BENEDICTIO:
  11997. skill_area_temp[1] = src->id;
  11998. i = skill_get_splash(skill_id, skill_lv);
  11999. map_foreachinallarea(skill_area_sub,
  12000. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12001. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12002. skill_castend_nodamage_id);
  12003. map_foreachinallarea(skill_area_sub,
  12004. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12005. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12006. skill_castend_damage_id);
  12007. break;
  12008. case BS_HAMMERFALL:
  12009. i = skill_get_splash(skill_id, skill_lv);
  12010. map_foreachinallarea(skill_area_sub,
  12011. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12012. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12013. skill_castend_nodamage_id);
  12014. break;
  12015. case HT_DETECTING:
  12016. i = skill_get_splash(skill_id, skill_lv);
  12017. map_foreachinallarea( status_change_timer_sub,
  12018. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12019. src,NULL,SC_SIGHT,tick);
  12020. skill_reveal_trap_inarea(src, i, x, y);
  12021. break;
  12022. case SR_RIDEINLIGHTNING:
  12023. i = skill_get_splash(skill_id, skill_lv);
  12024. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12025. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12026. break;
  12027. case NPC_LEX_AETERNA:
  12028. i = skill_get_splash(skill_id, skill_lv);
  12029. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12030. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12031. break;
  12032. case SA_VOLCANO:
  12033. case SA_DELUGE:
  12034. case SA_VIOLENTGALE:
  12035. { //Does not consumes if the skill is already active. [Skotlex]
  12036. std::shared_ptr<s_skill_unit_group> sg2;
  12037. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12038. {
  12039. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12040. {
  12041. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12042. return 0; // not to consume items
  12043. }
  12044. else
  12045. sg2->limit = 0; //Disable it.
  12046. }
  12047. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12048. break;
  12049. }
  12050. // Skill Unit Setting
  12051. case MG_SAFETYWALL: {
  12052. int dummy = 1;
  12053. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12054. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12055. return 0; // Don't consume gems if cast on Land Protector
  12056. }
  12057. }
  12058. case MG_FIREWALL:
  12059. case MG_THUNDERSTORM:
  12060. case AL_PNEUMA:
  12061. case WZ_FIREPILLAR:
  12062. case WZ_QUAGMIRE:
  12063. case WZ_VERMILION:
  12064. case WZ_STORMGUST:
  12065. case WZ_HEAVENDRIVE:
  12066. case PR_SANCTUARY:
  12067. case PR_MAGNUS:
  12068. case CR_GRANDCROSS:
  12069. case NPC_GRANDDARKNESS:
  12070. case HT_SKIDTRAP:
  12071. case MA_SKIDTRAP:
  12072. case HT_LANDMINE:
  12073. case MA_LANDMINE:
  12074. case HT_ANKLESNARE:
  12075. case HT_SHOCKWAVE:
  12076. case HT_SANDMAN:
  12077. case MA_SANDMAN:
  12078. case HT_FLASHER:
  12079. case HT_FREEZINGTRAP:
  12080. case MA_FREEZINGTRAP:
  12081. case HT_BLASTMINE:
  12082. case HT_CLAYMORETRAP:
  12083. case AS_VENOMDUST:
  12084. case AM_DEMONSTRATION:
  12085. case PF_FOGWALL:
  12086. case PF_SPIDERWEB:
  12087. case HT_TALKIEBOX:
  12088. case WE_CALLPARTNER:
  12089. case WE_CALLPARENT:
  12090. case WE_CALLBABY:
  12091. case SA_LANDPROTECTOR:
  12092. #ifndef RENEWAL
  12093. case BD_LULLABY:
  12094. case BD_RICHMANKIM:
  12095. case BD_ETERNALCHAOS:
  12096. case BD_DRUMBATTLEFIELD:
  12097. case BD_RINGNIBELUNGEN:
  12098. case BD_ROKISWEIL:
  12099. case BD_INTOABYSS:
  12100. case BD_SIEGFRIED:
  12101. case BA_DISSONANCE:
  12102. case BA_POEMBRAGI:
  12103. case BA_WHISTLE:
  12104. case BA_ASSASSINCROSS:
  12105. case BA_APPLEIDUN:
  12106. case DC_UGLYDANCE:
  12107. case DC_HUMMING:
  12108. case DC_DONTFORGETME:
  12109. case DC_FORTUNEKISS:
  12110. case DC_SERVICEFORYOU:
  12111. #endif
  12112. case CG_MOONLIT:
  12113. case GS_DESPERADO:
  12114. case NJ_KAENSIN:
  12115. case NJ_BAKUENRYU:
  12116. case NJ_SUITON:
  12117. case NJ_HYOUSYOURAKU:
  12118. case NJ_RAIGEKISAI:
  12119. case NJ_KAMAITACHI:
  12120. #ifdef RENEWAL
  12121. case HW_GRAVITATION:
  12122. #endif
  12123. case NPC_EVILLAND:
  12124. case NPC_VENOMFOG:
  12125. case NPC_COMET:
  12126. case NPC_WIDESUCK:
  12127. case NPC_ICEMINE:
  12128. case NPC_FLAMECROSS:
  12129. case NPC_HELLBURNING:
  12130. case NPC_REVERBERATION:
  12131. case WL_COMET:
  12132. case RA_ELECTRICSHOCKER:
  12133. case RA_CLUSTERBOMB:
  12134. case RA_MAGENTATRAP:
  12135. case RA_COBALTTRAP:
  12136. case RA_MAIZETRAP:
  12137. case RA_VERDURETRAP:
  12138. case RA_FIRINGTRAP:
  12139. case RA_ICEBOUNDTRAP:
  12140. case SC_MANHOLE:
  12141. case SC_DIMENSIONDOOR:
  12142. case SC_CHAOSPANIC:
  12143. case SC_MAELSTROM:
  12144. case SC_BLOODYLUST:
  12145. case WM_POEMOFNETHERWORLD:
  12146. case SO_PSYCHIC_WAVE:
  12147. case NPC_PSYCHIC_WAVE:
  12148. case SO_VACUUM_EXTREME:
  12149. case GN_THORNS_TRAP:
  12150. case SO_EARTHGRAVE:
  12151. case SO_DIAMONDDUST:
  12152. case SO_FIRE_INSIGNIA:
  12153. case SO_WATER_INSIGNIA:
  12154. case SO_WIND_INSIGNIA:
  12155. case SO_EARTH_INSIGNIA:
  12156. case KO_ZENKAI:
  12157. case MH_LAVA_SLIDE:
  12158. case MH_VOLCANIC_ASH:
  12159. case MH_POISON_MIST:
  12160. case MH_STEINWAND:
  12161. case MH_XENO_SLASHER:
  12162. case LG_KINGS_GRACE:
  12163. case SJ_BOOKOFCREATINGSTAR:
  12164. case RL_B_TRAP:
  12165. case NPC_STORMGUST2:
  12166. case AG_RAIN_OF_CRYSTAL:
  12167. case AG_MYSTERY_ILLUSION:
  12168. case AG_STRANTUM_TREMOR:
  12169. case AG_TORNADO_STORM:
  12170. case AG_FLORAL_FLARE_ROAD:
  12171. case IG_CROSS_RAIN:
  12172. case CD_PNEUMATICUS_PROCELLA:
  12173. case ABC_ABYSS_STRIKE:
  12174. case ABC_ABYSS_SQUARE:
  12175. case WH_DEEPBLINDTRAP:
  12176. case WH_SOLIDTRAP:
  12177. case WH_SWIFTTRAP:
  12178. case WH_FLAMETRAP:
  12179. case BO_ACIDIFIED_ZONE_WATER:
  12180. case BO_ACIDIFIED_ZONE_GROUND:
  12181. case BO_ACIDIFIED_ZONE_WIND:
  12182. case BO_ACIDIFIED_ZONE_FIRE:
  12183. case EM_DIAMOND_STORM:
  12184. case EM_LIGHTNING_LAND:
  12185. case EM_VENOM_SWAMP:
  12186. case EM_CONFLAGRATION:
  12187. case EM_TERRA_DRIVE:
  12188. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12189. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12190. case GN_WALLOFTHORN:
  12191. case GN_DEMONIC_FIRE:
  12192. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12193. break;
  12194. case WZ_ICEWALL:
  12195. flag|=1;
  12196. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12197. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12198. break;
  12199. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12200. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12201. flag|=1;
  12202. break;
  12203. case NPC_EARTHQUAKE:
  12204. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12205. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12206. break;
  12207. #ifndef RENEWAL
  12208. case HP_BASILICA:
  12209. if( sc->data[SC_BASILICA] ) {
  12210. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12211. return 0;
  12212. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12213. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12214. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  12215. return 0;
  12216. }
  12217. skill_clear_unitgroup(src);
  12218. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12219. flag|=1;
  12220. }
  12221. break;
  12222. #endif
  12223. #ifndef RENEWAL
  12224. case CG_HERMODE:
  12225. skill_clear_unitgroup(src);
  12226. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12227. sc_start4(src,src,SC_DANCING,100,
  12228. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12229. flag|=1;
  12230. #endif
  12231. break;
  12232. case RG_CLEANER: // [Valaris]
  12233. i = skill_get_splash(skill_id, skill_lv);
  12234. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12235. break;
  12236. case SO_WARMER:
  12237. case SO_CLOUD_KILL:
  12238. case NPC_CLOUD_KILL:
  12239. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12240. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12241. break;
  12242. case SU_CN_POWDERING:
  12243. case SU_NYANGGRASS:
  12244. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12245. if (skill_id == SU_CN_POWDERING)
  12246. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12247. else
  12248. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12249. }
  12250. flag |= 1;
  12251. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12252. break;
  12253. case SU_CN_METEOR:
  12254. if (sd) {
  12255. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12256. skill_id = SU_CN_METEOR2;
  12257. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12258. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12259. }
  12260. // Fall through
  12261. case WZ_METEOR:
  12262. {
  12263. int area = skill_get_splash(skill_id, skill_lv);
  12264. short tmpx = 0, tmpy = 0;
  12265. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12266. // Creates a random Cell in the Splash Area
  12267. tmpx = x - area + rnd() % (area * 2 + 1);
  12268. tmpy = y - area + rnd() % (area * 2 + 1);
  12269. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12270. }
  12271. }
  12272. break;
  12273. case AL_WARP:
  12274. if(sd)
  12275. {
  12276. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12277. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  12278. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  12279. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  12280. );
  12281. }
  12282. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  12283. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12284. return 0; // not to consume item.
  12285. case MO_BODYRELOCATION:
  12286. if (unit_movepos(src, x, y, 2, 1)) {
  12287. #if PACKETVER >= 20111005
  12288. clif_snap(src, src->x, src->y);
  12289. #else
  12290. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12291. #endif
  12292. if (sd)
  12293. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12294. }
  12295. break;
  12296. case NJ_SHADOWJUMP:
  12297. 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.
  12298. clif_blown(src);
  12299. status_change_end(src, SC_HIDING);
  12300. break;
  12301. case AM_SPHEREMINE:
  12302. case AM_CANNIBALIZE:
  12303. {
  12304. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12305. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12306. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12307. struct mob_data *md;
  12308. // Correct info, don't change any of this! [celest]
  12309. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12310. if (md) {
  12311. md->master_id = src->id;
  12312. md->special_state.ai = ai;
  12313. if( md->deletetimer != INVALID_TIMER )
  12314. delete_timer(md->deletetimer, mob_timer_delete);
  12315. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12316. mob_spawn (md); //Now it is ready for spawning.
  12317. }
  12318. }
  12319. break;
  12320. // Slim Pitcher [Celest]
  12321. case CR_SLIMPITCHER:
  12322. if (sd) {
  12323. int i_lv = 0, j = 0;
  12324. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12325. i_lv = skill_lv%11 - 1;
  12326. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12327. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12328. {
  12329. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12330. return 1;
  12331. }
  12332. potion_flag = 1;
  12333. potion_hp = 0;
  12334. potion_sp = 0;
  12335. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12336. potion_flag = 0;
  12337. //Apply skill bonuses
  12338. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12339. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12340. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12341. + pc_skillheal_bonus(sd, skill_id);
  12342. potion_hp = potion_hp * (100+i_lv)/100;
  12343. potion_sp = potion_sp * (100+i_lv)/100;
  12344. // Final heal increased by HPlus.
  12345. // Is this the right place for this??? [Rytech]
  12346. // Can HPlus also affect SP recovery???
  12347. status_data *sstatus = status_get_status_data(src);
  12348. if (sstatus && sstatus->hplus > 0) {
  12349. potion_hp += potion_hp * sstatus->hplus / 100;
  12350. potion_sp += potion_sp * sstatus->hplus / 100;
  12351. }
  12352. if(potion_hp > 0 || potion_sp > 0) {
  12353. i_lv = skill_get_splash(skill_id, skill_lv);
  12354. map_foreachinallarea(skill_area_sub,
  12355. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12356. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12357. skill_castend_nodamage_id);
  12358. }
  12359. } else {
  12360. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12361. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12362. potion_flag = 1;
  12363. potion_hp = 0;
  12364. potion_sp = 0;
  12365. run_script(item->script,0,src->id,0);
  12366. potion_flag = 0;
  12367. potion_hp = potion_hp * (100+id)/100;
  12368. potion_sp = potion_sp * (100+id)/100;
  12369. if(potion_hp > 0 || potion_sp > 0) {
  12370. id = skill_get_splash(skill_id, skill_lv);
  12371. map_foreachinallarea(skill_area_sub,
  12372. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12373. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12374. skill_castend_nodamage_id);
  12375. }
  12376. }
  12377. break;
  12378. case HW_GANBANTEIN:
  12379. if (rnd()%100 < 80) {
  12380. int dummy = 1;
  12381. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12382. i = skill_get_splash(skill_id, skill_lv);
  12383. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12384. } else {
  12385. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12386. return 1;
  12387. }
  12388. break;
  12389. #ifndef RENEWAL
  12390. case HW_GRAVITATION:
  12391. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12392. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12393. flag|=1;
  12394. break;
  12395. #endif
  12396. // Plant Cultivation [Celest]
  12397. case CR_CULTIVATION:
  12398. if (sd) {
  12399. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12400. {
  12401. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12402. return 1;
  12403. }
  12404. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12405. if (rnd()%100 < 50) {
  12406. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12407. } else {
  12408. TBL_MOB* md = NULL;
  12409. int t, mob_id;
  12410. if (skill_lv == 1)
  12411. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12412. else {
  12413. int rand_val = rnd() % 100;
  12414. if (rand_val < 30)
  12415. mob_id = MOBID_GREEN_PLANT;
  12416. else if (rand_val < 55)
  12417. mob_id = MOBID_RED_PLANT;
  12418. else if (rand_val < 80)
  12419. mob_id = MOBID_YELLOW_PLANT;
  12420. else if (rand_val < 90)
  12421. mob_id = MOBID_WHITE_PLANT;
  12422. else if (rand_val < 98)
  12423. mob_id = MOBID_BLUE_PLANT;
  12424. else
  12425. mob_id = MOBID_SHINING_PLANT;
  12426. }
  12427. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12428. if (!md)
  12429. break;
  12430. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12431. {
  12432. if( md->deletetimer != INVALID_TIMER )
  12433. delete_timer(md->deletetimer, mob_timer_delete);
  12434. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12435. }
  12436. mob_spawn(md);
  12437. }
  12438. }
  12439. break;
  12440. case SG_SUN_WARM:
  12441. case SG_MOON_WARM:
  12442. case SG_STAR_WARM:
  12443. skill_clear_unitgroup(src);
  12444. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12445. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12446. flag|=1;
  12447. break;
  12448. case PA_GOSPEL:
  12449. if (sce && sce->val4 == BCT_SELF)
  12450. {
  12451. status_change_end(src, SC_GOSPEL);
  12452. return 0;
  12453. }
  12454. else
  12455. {
  12456. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12457. if (!sg) break;
  12458. if (sce)
  12459. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12460. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12461. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12462. }
  12463. break;
  12464. case NJ_TATAMIGAESHI:
  12465. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12466. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12467. break;
  12468. case AM_RESURRECTHOMUN: //[orn]
  12469. if (sd)
  12470. {
  12471. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12472. {
  12473. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12474. break;
  12475. }
  12476. }
  12477. break;
  12478. case AC_SHOWER:
  12479. status_change_end(src, SC_CAMOUFLAGE);
  12480. case MA_SHOWER:
  12481. case NC_COLDSLOWER:
  12482. case RK_DRAGONBREATH:
  12483. case RK_DRAGONBREATH_WATER:
  12484. case NPC_DRAGONBREATH:
  12485. case WL_FROSTMISTY:
  12486. case RL_HAMMER_OF_GOD:
  12487. // Cast center might be relevant later (e.g. for knockback direction)
  12488. skill_area_temp[4] = x;
  12489. skill_area_temp[5] = y;
  12490. i = skill_get_splash(skill_id,skill_lv);
  12491. 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);
  12492. break;
  12493. case SO_ARRULLO:
  12494. i = skill_get_splash(skill_id,skill_lv);
  12495. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12496. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12497. break;
  12498. case GC_POISONSMOKE:
  12499. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  12500. if( sd )
  12501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  12502. return 0;
  12503. }
  12504. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12505. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12506. break;
  12507. case AB_EPICLESIS:
  12508. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12509. i = skill_get_splash(skill_id, skill_lv);
  12510. 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);
  12511. }
  12512. break;
  12513. case WL_EARTHSTRAIN:
  12514. {
  12515. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12516. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12517. for( w = 1; w <= wave; w++ )
  12518. {
  12519. switch( dir ){
  12520. case 0: case 1: case 7: sy = y + w; break;
  12521. case 3: case 4: case 5: sy = y - w; break;
  12522. case 2: sx = x - w; break;
  12523. case 6: sx = x + w; break;
  12524. }
  12525. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12526. }
  12527. }
  12528. break;
  12529. case RA_DETONATOR:
  12530. i = skill_get_splash(skill_id, skill_lv);
  12531. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12532. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12533. break;
  12534. case NC_NEUTRALBARRIER:
  12535. case NC_STEALTHFIELD:
  12536. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  12537. skill_clear_unitgroup(src);
  12538. return 0;
  12539. }
  12540. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12541. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  12542. 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));
  12543. }
  12544. break;
  12545. case NC_SILVERSNIPER:
  12546. {
  12547. struct mob_data *md;
  12548. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12549. if( md ) {
  12550. md->master_id = src->id;
  12551. md->special_state.ai = AI_FAW;
  12552. if( md->deletetimer != INVALID_TIMER )
  12553. delete_timer(md->deletetimer, mob_timer_delete);
  12554. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12555. mob_spawn(md);
  12556. }
  12557. }
  12558. break;
  12559. case NC_MAGICDECOY:
  12560. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  12561. break;
  12562. case SC_FEINTBOMB: {
  12563. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  12564. if( group == nullptr || group->unit == nullptr ) {
  12565. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12566. return 1;
  12567. }
  12568. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  12569. 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
  12570. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  12571. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12572. }
  12573. break;
  12574. case SC_ESCAPE:
  12575. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12576. 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
  12577. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12578. flag |= 1;
  12579. break;
  12580. case LG_BANDING:
  12581. if( sc && sc->data[SC_BANDING] )
  12582. status_change_end(src,SC_BANDING);
  12583. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL )
  12584. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12585. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12586. break;
  12587. case WM_DOMINION_IMPULSE:
  12588. i = skill_get_splash(skill_id, skill_lv);
  12589. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  12590. break;
  12591. case WM_GREAT_ECHO:
  12592. i = skill_get_splash(skill_id,skill_lv);
  12593. 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);
  12594. break;
  12595. case WM_SEVERE_RAINSTORM:
  12596. flag |= 1;
  12597. if (sd)
  12598. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  12599. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12600. break;
  12601. case GN_CRAZYWEED: {
  12602. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  12603. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  12604. int x1 = x - area + rnd()%(area * 2 + 1);
  12605. int y1 = y - area + rnd()%(area * 2 + 1);
  12606. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  12607. }
  12608. }
  12609. break;
  12610. case GN_FIRE_EXPANSION: {
  12611. struct unit_data* ud = unit_bl2ud(src);
  12612. if (!ud) break;
  12613. 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; };
  12614. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  12615. if (it != ud->skillunits.end()) {
  12616. auto* unit_group = it->get();
  12617. skill_unit* su = unit_group->unit;
  12618. switch (skill_lv) {
  12619. case 1: {
  12620. // TODO:
  12621. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  12622. skill_delunit(su);
  12623. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  12624. flag |= 1;
  12625. }
  12626. break;
  12627. case 2:
  12628. 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);
  12629. if (su != NULL)
  12630. skill_delunit(su);
  12631. break;
  12632. case 3:
  12633. skill_delunit(su);
  12634. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  12635. flag |= 1;
  12636. break;
  12637. case 4:
  12638. skill_delunit(su);
  12639. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  12640. flag |= 1;
  12641. break;
  12642. case 5: {
  12643. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  12644. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  12645. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  12646. 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);
  12647. if (su != NULL)
  12648. skill_delunit(su);
  12649. }
  12650. break;
  12651. }
  12652. }
  12653. }
  12654. break;
  12655. case SO_FIREWALK:
  12656. case SO_ELECTRICWALK:
  12657. case NPC_FIREWALK:
  12658. case NPC_ELECTRICWALK:
  12659. if( sc && sc->data[type] )
  12660. status_change_end(src,type);
  12661. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  12662. break;
  12663. case KO_MAKIBISHI:
  12664. for( i = 0; i < (skill_lv+2); i++ ) {
  12665. x = src->x - 1 + rnd()%3;
  12666. y = src->y - 1 + rnd()%3;
  12667. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12668. }
  12669. break;
  12670. case KO_MUCHANAGE: {
  12671. struct status_data *sstatus;
  12672. int rate = 0;
  12673. sstatus = status_get_status_data(src);
  12674. i = skill_get_splash(skill_id,skill_lv);
  12675. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  12676. if( rate < 0 )
  12677. rate = 0;
  12678. 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);
  12679. if( rnd()%100 < rate )
  12680. 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);
  12681. }
  12682. break;
  12683. case RL_FALLEN_ANGEL:
  12684. if (unit_movepos(src,x,y,1,1)) {
  12685. clif_snap(src, src->x, src->y);
  12686. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  12687. } else {
  12688. if (sd)
  12689. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12690. }
  12691. break;
  12692. case RL_FIRE_RAIN: {
  12693. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  12694. int sx = x = src->x, sy = y = src->y;
  12695. for (w = 0; w <= wave; w++) {
  12696. switch (dir) {
  12697. case DIR_NORTH:
  12698. case DIR_NORTHWEST:
  12699. case DIR_NORTHEAST:
  12700. sy = y + w;
  12701. break;
  12702. case DIR_WEST:
  12703. sx = x - w;
  12704. break;
  12705. case DIR_SOUTHWEST:
  12706. case DIR_SOUTH:
  12707. case DIR_SOUTHEAST:
  12708. sy = y - w;
  12709. break;
  12710. case DIR_EAST:
  12711. sx = x + w;
  12712. break;
  12713. }
  12714. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  12715. }
  12716. }
  12717. break;
  12718. case NPC_MAGMA_ERUPTION:
  12719. case NC_MAGMA_ERUPTION:
  12720. // 1st, AoE 'slam' damage
  12721. i = skill_get_splash(skill_id, skill_lv);
  12722. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12723. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  12724. // 2nd, AoE 'eruption' unit
  12725. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  12726. break;
  12727. case SU_LOPE:
  12728. {
  12729. uint8 dir = map_calc_dir(src, x, y);
  12730. // Fails on noteleport maps, except for GvG and BG maps
  12731. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  12732. x = src->x;
  12733. y = src->y;
  12734. }
  12735. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  12736. 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))
  12737. clif_blown(src);
  12738. }
  12739. break;
  12740. case AG_ASTRAL_STRIKE:
  12741. i = skill_get_splash(skill_id, skill_lv);
  12742. 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);
  12743. flag |= 1;
  12744. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12745. break;
  12746. case AG_VIOLENT_QUAKE:
  12747. case AG_ALL_BLOOM: {
  12748. int area = skill_get_splash(skill_id, skill_lv);
  12749. int unit_time = skill_get_time(skill_id, skill_lv);
  12750. int unit_interval = skill_get_unit_interval(skill_id);
  12751. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  12752. // Grab Climax's effect level if active.
  12753. // This affects the behavior of certain skills in certain ways.
  12754. if (sc && sc->data[SC_CLIMAX])
  12755. climax_lv = sc->data[SC_CLIMAX]->val1;
  12756. if (skill_id == AG_VIOLENT_QUAKE) {
  12757. sub_skill = AG_VIOLENT_QUAKE_ATK;
  12758. // Fixes rising rocks spawn area to 7x7.
  12759. if (climax_lv == 5)
  12760. area = 3;
  12761. } else { // AG_ALL_BLOOM
  12762. sub_skill = AG_ALL_BLOOM_ATK;
  12763. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  12764. unit_time /= 2;
  12765. unit_interval /= 2;
  12766. }
  12767. }
  12768. // Displays the earthquake / flower garden.
  12769. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12770. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  12771. i = skill_get_splash(skill_id, skill_lv);
  12772. 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);
  12773. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  12774. tmpx = x - area + rnd() % (area * 2 + 1);
  12775. tmpy = y - area + rnd() % (area * 2 + 1);
  12776. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12777. 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.
  12778. tmpx = x - area + rnd() % (area * 2 + 1);
  12779. tmpy = y - area + rnd() % (area * 2 + 1);
  12780. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  12781. }
  12782. }
  12783. // One final attack the size of the flower garden is dealt after
  12784. // all rose buds explode if Climax level 5 is active.
  12785. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  12786. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  12787. }
  12788. break;
  12789. default:
  12790. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  12791. return 1;
  12792. }
  12793. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  12794. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12795. if( sd )
  12796. {// ensure that the skill last-cast tick is recorded
  12797. sd->canskill_tick = gettick();
  12798. if( sd->state.arrow_atk && !(flag&1) )
  12799. {// consume arrow if this is a ground skill
  12800. battle_consume_ammo(sd, skill_id, skill_lv);
  12801. }
  12802. skill_onskillusage(sd, NULL, skill_id, tick);
  12803. // perform skill requirement consumption
  12804. skill_consume_requirement(sd,skill_id,skill_lv,2);
  12805. }
  12806. return 0;
  12807. }
  12808. /*==========================================
  12809. *
  12810. *------------------------------------------*/
  12811. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  12812. {
  12813. nullpo_ret(sd);
  12814. //Simplify skill_failed code.
  12815. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  12816. if(skill_id != sd->menuskill_id)
  12817. return 0;
  12818. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  12819. skill_failed(sd);
  12820. return 0;
  12821. }
  12822. if( sd->sc.cant.cast ) {
  12823. skill_failed(sd);
  12824. return 0;
  12825. }
  12826. pc_stop_attack(sd);
  12827. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  12828. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  12829. if(strcmp(mapname,"cancel")==0) {
  12830. skill_failed(sd);
  12831. return 0;
  12832. }
  12833. switch(skill_id)
  12834. {
  12835. case AL_TELEPORT:
  12836. case ALL_ODINS_RECALL:
  12837. //The storage window is closed automatically by the client when there's
  12838. //any kind of map change, so we need to restore it automatically
  12839. //bugreport:8027
  12840. if(strcmp(mapname,"Random") == 0)
  12841. pc_randomwarp(sd,CLR_TELEPORT);
  12842. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  12843. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  12844. clif_refresh_storagewindow(sd);
  12845. break;
  12846. case AL_WARP:
  12847. {
  12848. const struct point *p[4];
  12849. std::shared_ptr<s_skill_unit_group> group;
  12850. int i, lv, wx, wy;
  12851. int maxcount=0;
  12852. int x,y;
  12853. unsigned short mapindex;
  12854. mapindex = mapindex_name2id((char*)mapname);
  12855. if(!mapindex) { //Given map not found?
  12856. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12857. skill_failed(sd);
  12858. return 0;
  12859. }
  12860. p[0] = &sd->status.save_point;
  12861. p[1] = &sd->status.memo_point[0];
  12862. p[2] = &sd->status.memo_point[1];
  12863. p[3] = &sd->status.memo_point[2];
  12864. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  12865. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  12866. if (maxcount == 0) {
  12867. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  12868. skill_failed(sd);
  12869. return 0;
  12870. }
  12871. }
  12872. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  12873. wx = sd->menuskill_val>>16;
  12874. wy = sd->menuskill_val&0xffff;
  12875. if( lv <= 0 ) return 0;
  12876. if( lv > 4 ) lv = 4; // crash prevention
  12877. // check if the chosen map exists in the memo list
  12878. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  12879. if( i < lv ) {
  12880. x=p[i]->x;
  12881. y=p[i]->y;
  12882. } else {
  12883. skill_failed(sd);
  12884. return 0;
  12885. }
  12886. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  12887. { // This checks versus skill_id/skill_lv...
  12888. skill_failed(sd);
  12889. return 0;
  12890. }
  12891. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  12892. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  12893. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  12894. skill_failed(sd);
  12895. return 0;
  12896. }
  12897. group->val1 = (group->val1<<16)|(short)0;
  12898. // record the destination coordinates
  12899. group->val2 = (x<<16)|y;
  12900. group->val3 = mapindex;
  12901. }
  12902. break;
  12903. }
  12904. sd->menuskill_id = sd->menuskill_val = 0;
  12905. return 0;
  12906. #undef skill_failed
  12907. }
  12908. /// transforms 'target' skill unit into dissonance (if conditions are met)
  12909. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  12910. {
  12911. struct skill_unit* target = (struct skill_unit*)bl;
  12912. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  12913. int flag = va_arg(ap, int);
  12914. if (src == target)
  12915. return 0;
  12916. if (!target->group || !(target->group->state.song_dance&0x1))
  12917. return 0;
  12918. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  12919. return 0;
  12920. if (flag) //Set dissonance
  12921. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  12922. else //Remove dissonance
  12923. target->val2 &= ~(1 << UF_ENSEMBLE);
  12924. skill_getareachar_skillunit_visibilty(target, AREA);
  12925. return 1;
  12926. }
  12927. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  12928. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  12929. //When 1, this unit has been positioned, so start the cancel effect.
  12930. int skill_dance_overlap(struct skill_unit* unit, int flag)
  12931. {
  12932. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  12933. return 0;
  12934. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  12935. return 0; //Nothing to remove, this unit is not overlapped.
  12936. if (unit->val1 != unit->group->skill_id)
  12937. { //Reset state
  12938. unit->val1 = unit->group->skill_id;
  12939. unit->val2 &= ~(1 << UF_ENSEMBLE);
  12940. }
  12941. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  12942. }
  12943. /**
  12944. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  12945. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  12946. * @param flag 0 Convert
  12947. * @param flag 1 Revert
  12948. * @return true success
  12949. * @TODO: This should be completely removed later and rewritten
  12950. * The entire execution of the overlapping songs instances is dirty and hacked together
  12951. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  12952. */
  12953. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  12954. {
  12955. static int prevflag = 1; // by default the backup is empty
  12956. static s_skill_unit_group backup;
  12957. std::shared_ptr<s_skill_unit_group> group;
  12958. if( unit == nullptr || (group = unit->group) == nullptr )
  12959. return false;
  12960. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  12961. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  12962. return false;
  12963. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  12964. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  12965. flag ? "read an empty backup" : "write to a full backup",
  12966. group->skill_id, group->skill_lv, group->src_id);
  12967. return false;
  12968. }
  12969. prevflag = flag;
  12970. if (!flag) { //Transform
  12971. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  12972. // backup
  12973. backup.skill_id = group->skill_id;
  12974. backup.skill_lv = group->skill_lv;
  12975. backup.unit_id = group->unit_id;
  12976. backup.target_flag = group->target_flag;
  12977. backup.bl_flag = group->bl_flag;
  12978. backup.interval = group->interval;
  12979. // replace
  12980. group->skill_id = skill_id;
  12981. group->skill_lv = 1;
  12982. group->unit_id = skill_get_unit_id(skill_id);
  12983. group->target_flag = skill_get_unit_target(skill_id);
  12984. group->bl_flag = skill_get_unit_bl_target(skill_id);
  12985. group->interval = skill_get_unit_interval(skill_id);
  12986. } else { //Restore
  12987. group->skill_id = backup.skill_id;
  12988. group->skill_lv = backup.skill_lv;
  12989. group->unit_id = backup.unit_id;
  12990. group->target_flag = backup.target_flag;
  12991. group->bl_flag = backup.bl_flag;
  12992. group->interval = backup.interval;
  12993. }
  12994. return true;
  12995. }
  12996. /**
  12997. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  12998. * @param src Object that triggers the skill
  12999. * @param skill_id Skill ID
  13000. * @param skill_lv Skill level of used skill
  13001. * @param x Position x
  13002. * @param y Position y
  13003. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13004. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13005. * @return s_skill_unit_group
  13006. */
  13007. 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)
  13008. {
  13009. std::shared_ptr<s_skill_unit_group> group;
  13010. int i, val1 = 0, val2 = 0, val3 = 0;
  13011. t_tick limit;
  13012. int link_group_id = 0;
  13013. int target, interval, range;
  13014. t_itemid req_item = 0;
  13015. struct s_skill_unit_layout *layout;
  13016. struct map_session_data *sd;
  13017. struct status_data *status;
  13018. struct status_change *sc;
  13019. int active_flag = 1;
  13020. int subunt = 0;
  13021. bool hidden = false;
  13022. struct map_data *mapdata;
  13023. nullpo_retr(nullptr, src);
  13024. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13025. mapdata = map_getmapdata(src->m);
  13026. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13027. range = skill_get_unit_range(skill_id,skill_lv);
  13028. interval = skill->unit_interval;
  13029. target = skill_get_unit_target(skill_id);
  13030. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13031. sd = BL_CAST(BL_PC, src);
  13032. status = status_get_status_data(src);
  13033. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13034. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13035. switch( skill_id ) {
  13036. case MH_STEINWAND:
  13037. val2 = 4 + skill_lv;
  13038. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13039. break;
  13040. case MG_SAFETYWALL:
  13041. val2 = skill_lv + 1;
  13042. #ifdef RENEWAL
  13043. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13044. #endif
  13045. break;
  13046. case MG_FIREWALL:
  13047. if(sc && sc->data[SC_VIOLENTGALE])
  13048. limit = limit*3/2;
  13049. val2 = 4+skill_lv;
  13050. break;
  13051. case AL_WARP:
  13052. val1=skill_lv+6;
  13053. if(!(flag&1))
  13054. limit=2000;
  13055. else // previous implementation (not used anymore)
  13056. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13057. if( src->type != BL_SKILL ) return nullptr;
  13058. group = ((TBL_SKILL*)src)->group;
  13059. src = map_id2bl(group->src_id);
  13060. if( !src ) return nullptr;
  13061. val2 = group->val2; //Copy the (x,y) position you warp to
  13062. val3 = group->val3; //as well as the mapindex to warp to.
  13063. }
  13064. break;
  13065. #ifndef RENEWAL
  13066. case HP_BASILICA:
  13067. val1 = src->id; // Store caster id.
  13068. break;
  13069. #endif
  13070. case PR_SANCTUARY:
  13071. case NPC_EVILLAND:
  13072. val1=skill_lv+3;
  13073. break;
  13074. case WZ_METEOR:
  13075. case SU_CN_METEOR:
  13076. case SU_CN_METEOR2:
  13077. limit = flag;
  13078. flag = 0; // Flag should not influence anything else for these skills
  13079. break;
  13080. case WZ_FIREPILLAR:
  13081. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13082. return nullptr;
  13083. if((flag&1)!=0)
  13084. limit=1000;
  13085. val1=skill_lv+2;
  13086. break;
  13087. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13088. case AM_DEMONSTRATION:
  13089. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13090. target = BCT_ALL;
  13091. break;
  13092. case HT_SKIDTRAP:
  13093. case MA_SKIDTRAP:
  13094. //Save position of caster
  13095. val1 = ((src->x)<<16)|(src->y);
  13096. case HT_ANKLESNARE:
  13097. case HT_SHOCKWAVE:
  13098. case HT_SANDMAN:
  13099. case MA_SANDMAN:
  13100. case HT_CLAYMORETRAP:
  13101. case HT_LANDMINE:
  13102. case MA_LANDMINE:
  13103. case HT_FLASHER:
  13104. case HT_FREEZINGTRAP:
  13105. case MA_FREEZINGTRAP:
  13106. case HT_BLASTMINE:
  13107. case RA_ELECTRICSHOCKER:
  13108. case RA_CLUSTERBOMB:
  13109. case RA_MAGENTATRAP:
  13110. case RA_COBALTTRAP:
  13111. case RA_MAIZETRAP:
  13112. case RA_VERDURETRAP:
  13113. case RA_FIRINGTRAP:
  13114. case RA_ICEBOUNDTRAP:
  13115. case RL_B_TRAP:
  13116. case SC_ESCAPE:
  13117. {
  13118. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13119. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13120. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13121. req_item = req.itemid[i];
  13122. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13123. break;
  13124. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13125. target = BCT_ALL;
  13126. }
  13127. break;
  13128. case SA_LANDPROTECTOR:
  13129. case SA_VOLCANO:
  13130. case SA_DELUGE:
  13131. case SA_VIOLENTGALE:
  13132. case SC_CHAOSPANIC:
  13133. {
  13134. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13135. if (old_sg != nullptr)
  13136. { //HelloKitty confirmed that these are interchangeable,
  13137. //so you can change element and not consume gemstones.
  13138. if ((
  13139. old_sg->skill_id == SA_VOLCANO ||
  13140. old_sg->skill_id == SA_DELUGE ||
  13141. old_sg->skill_id == SA_VIOLENTGALE
  13142. ) && old_sg->limit > 0)
  13143. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13144. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13145. if (limit < 0) //This can happen...
  13146. limit = skill_get_time(skill_id,skill_lv);
  13147. }
  13148. skill_clear_group(src,1);
  13149. }
  13150. break;
  13151. }
  13152. case BA_WHISTLE:
  13153. val1 = skill_lv + status->agi / 10; // Flee increase
  13154. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13155. if (sd) {
  13156. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13157. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13158. }
  13159. break;
  13160. case DC_HUMMING:
  13161. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13162. if (sd)
  13163. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13164. break;
  13165. case BA_POEMBRAGI:
  13166. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13167. //For some reason at level 10 the base delay reduction is 50%.
  13168. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13169. if (sd) {
  13170. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13171. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13172. }
  13173. break;
  13174. case DC_DONTFORGETME:
  13175. #ifdef RENEWAL
  13176. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13177. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13178. #else
  13179. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13180. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13181. #endif
  13182. if (sd) {
  13183. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13184. #ifdef RENEWAL
  13185. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13186. #else
  13187. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13188. #endif
  13189. }
  13190. val1 *= 10; //Because 10 is actually 1% aspd
  13191. break;
  13192. case DC_SERVICEFORYOU:
  13193. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13194. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13195. if (sd) {
  13196. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13197. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13198. }
  13199. break;
  13200. case BA_ASSASSINCROSS:
  13201. if (sd)
  13202. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13203. val1 += 5 + skill_lv + (status->agi / 20);
  13204. val1 *= 10; // ASPD works with 1000 as 100%
  13205. break;
  13206. case DC_FORTUNEKISS:
  13207. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13208. val1 *= 10; //Because every 10 crit is an actual cri point.
  13209. if (sd)
  13210. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13211. break;
  13212. case BD_DRUMBATTLEFIELD:
  13213. val1 = (skill_lv+1)*25; //Atk increase
  13214. val2 = (skill_lv+1)*2; //Def increase
  13215. break;
  13216. case BD_RINGNIBELUNGEN:
  13217. val1 = (skill_lv+2)*25; //Atk increase
  13218. break;
  13219. case BD_RICHMANKIM:
  13220. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13221. break;
  13222. case BD_SIEGFRIED:
  13223. val1 = 55 + skill_lv*5; //Elemental Resistance
  13224. val2 = skill_lv*10; //Status ailment resistance
  13225. break;
  13226. case WE_CALLPARTNER:
  13227. if (sd) val1 = sd->status.partner_id;
  13228. break;
  13229. case WE_CALLPARENT:
  13230. if (sd) {
  13231. val1 = sd->status.father;
  13232. val2 = sd->status.mother;
  13233. }
  13234. break;
  13235. case WE_CALLBABY:
  13236. if (sd) val1 = sd->status.child;
  13237. break;
  13238. case NJ_KAENSIN:
  13239. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13240. val2 = (skill_lv+1)/2 + 4;
  13241. break;
  13242. case NJ_SUITON:
  13243. skill_clear_group(src, 1);
  13244. break;
  13245. case GS_GROUNDDRIFT:
  13246. {
  13247. // Ground Drift Element is decided when it's placed.
  13248. int ele = skill_get_ele(skill_id, skill_lv);
  13249. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13250. if (ele == ELE_RANDOM)
  13251. val1 = element[rnd()%5]; // Use random from available unit visual?
  13252. else if (ele == ELE_ENDOWED)
  13253. val1 = status_get_attack_sc_element(src,sc);
  13254. else if (ele == ELE_WEAPON) {
  13255. val1 = status->rhw.ele;
  13256. if (sc && sc->data[SC_ENCHANTARMS])
  13257. val1 = sc->data[SC_ENCHANTARMS]->val1;
  13258. }
  13259. switch (val1) {
  13260. case ELE_FIRE:
  13261. subunt++;
  13262. case ELE_WATER:
  13263. subunt++;
  13264. case ELE_POISON:
  13265. subunt++;
  13266. case ELE_DARK:
  13267. subunt++;
  13268. case ELE_WIND:
  13269. break;
  13270. default:
  13271. subunt = rnd()%5;
  13272. break;
  13273. }
  13274. break;
  13275. }
  13276. case GC_POISONSMOKE:
  13277. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  13278. return nullptr;
  13279. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  13280. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  13281. limit = skill_get_time(skill_id, skill_lv);
  13282. break;
  13283. case NPC_COMET:
  13284. case WL_COMET:
  13285. if (sc) {
  13286. sc->comet_x = x;
  13287. sc->comet_y = y;
  13288. }
  13289. break;
  13290. case GD_LEADERSHIP:
  13291. case GD_GLORYWOUNDS:
  13292. case GD_SOULCOLD:
  13293. case GD_HAWKEYES:
  13294. limit = 1000000;//it doesn't matter
  13295. break;
  13296. case LG_BANDING:
  13297. limit = -1;
  13298. break;
  13299. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13300. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13301. target = BCT_ALL;
  13302. case WM_SEVERE_RAINSTORM:
  13303. case SO_WATER_INSIGNIA:
  13304. case SO_FIRE_INSIGNIA:
  13305. case SO_WIND_INSIGNIA:
  13306. case SO_EARTH_INSIGNIA:
  13307. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13308. return nullptr;
  13309. break;
  13310. case SO_CLOUD_KILL:
  13311. case NPC_CLOUD_KILL:
  13312. skill_clear_group(src, 4);
  13313. break;
  13314. case SO_WARMER:
  13315. skill_clear_group(src, 8);
  13316. break;
  13317. case SO_FIREWALK:
  13318. case SO_ELECTRICWALK:
  13319. limit = skill_get_time2(skill_id, skill_lv);
  13320. break;
  13321. case GN_WALLOFTHORN:
  13322. // Turns to Firewall
  13323. if( flag&1 )
  13324. limit = 3000;
  13325. val3 = (x<<16)|y;
  13326. break;
  13327. case GN_DEMONIC_FIRE:
  13328. if (flag) { // Fire Expansion level 1
  13329. limit = flag + 10000;
  13330. flag = 0;
  13331. }
  13332. break;
  13333. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13334. case GN_FIRE_EXPANSION_TEAR_GAS:
  13335. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13336. break;
  13337. case KO_ZENKAI:
  13338. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13339. val1 = sd->spiritcharm;
  13340. val2 = sd->spiritcharm_type;
  13341. limit = 6000 * val1;
  13342. subunt = sd->spiritcharm_type - 1;
  13343. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13344. }
  13345. break;
  13346. #ifndef RENEWAL
  13347. case HW_GRAVITATION:
  13348. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  13349. link_group_id = sc->data[SC_GRAVITATION]->val4;
  13350. break;
  13351. #endif
  13352. case SO_VACUUM_EXTREME:
  13353. // Coordinates
  13354. val1 = x;
  13355. val2 = y;
  13356. val3 = 0; // Suck target at n seconds.
  13357. break;
  13358. case MH_POISON_MIST:
  13359. case MH_LAVA_SLIDE:
  13360. skill_clear_group(src, 1);
  13361. break;
  13362. case MH_VOLCANIC_ASH:
  13363. if (!map_flag_vs(src->m))
  13364. target = BCT_ENEMY;
  13365. break;
  13366. case AG_VIOLENT_QUAKE:
  13367. case AG_ALL_BLOOM:
  13368. if (sc && sc->data[SC_CLIMAX]) {
  13369. if (skill_id == AG_ALL_BLOOM && sc->data[SC_CLIMAX]->val1 == 1)
  13370. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13371. else if (sc->data[SC_CLIMAX]->val1 == 4)
  13372. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13373. }
  13374. break;
  13375. case AG_VIOLENT_QUAKE_ATK:
  13376. case AG_ALL_BLOOM_ATK:
  13377. case AG_ALL_BLOOM_ATK2:
  13378. limit = flag;
  13379. flag = 0;
  13380. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->data[SC_CLIMAX] && sc->data[SC_CLIMAX]->val1 == 2)
  13381. range = 4; // Rising rocks splash is increased to 9x9.
  13382. break;
  13383. case WH_DEEPBLINDTRAP:
  13384. case WH_SOLIDTRAP:
  13385. case WH_SWIFTTRAP:
  13386. case WH_FLAMETRAP:
  13387. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13388. break;
  13389. }
  13390. // Init skill unit group
  13391. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13392. if (group == nullptr)
  13393. return nullptr;
  13394. group->val1 = val1;
  13395. group->val2 = val2;
  13396. group->val3 = val3;
  13397. group->link_group_id = link_group_id;
  13398. group->target_flag = target;
  13399. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13400. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13401. 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
  13402. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13403. group->item_id = req_item;
  13404. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13405. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13406. active_flag = 0;
  13407. // Put message for Talkie Box & Graffiti
  13408. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13409. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13410. if (sd)
  13411. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13412. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13413. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13414. }
  13415. // Dance skill
  13416. if (group->state.song_dance) {
  13417. if(sd) {
  13418. sd->skill_id_dance = skill_id;
  13419. sd->skill_lv_dance = skill_lv;
  13420. }
  13421. if (
  13422. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13423. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13424. )
  13425. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13426. }
  13427. // Set skill unit
  13428. limit = group->limit;
  13429. for( i = 0; i < layout->count; i++ ) {
  13430. struct skill_unit *unit;
  13431. int ux = x + layout->dx[i];
  13432. int uy = y + layout->dy[i];
  13433. int unit_val1 = skill_lv;
  13434. int unit_val2 = 0;
  13435. int alive = 1;
  13436. // are the coordinates out of range?
  13437. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13438. continue;
  13439. }
  13440. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13441. continue; // don't place skill units on walls (except for songs/dances/encores)
  13442. 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) )
  13443. continue; // no path between cell and caster
  13444. switch( skill_id ) {
  13445. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  13446. case HT_LANDMINE:
  13447. case MA_LANDMINE:
  13448. case HT_ANKLESNARE:
  13449. case HT_SHOCKWAVE:
  13450. case HT_SANDMAN:
  13451. case MA_SANDMAN:
  13452. case HT_FLASHER:
  13453. case HT_FREEZINGTRAP:
  13454. case MA_FREEZINGTRAP:
  13455. case HT_SKIDTRAP:
  13456. case MA_SKIDTRAP:
  13457. case HT_CLAYMORETRAP:
  13458. case HT_BLASTMINE:
  13459. case SC_ESCAPE:
  13460. unit_val1 = 3500;
  13461. break;
  13462. case MG_FIREWALL:
  13463. case NJ_KAENSIN:
  13464. unit_val2 = group->val2;
  13465. break;
  13466. case CR_GRANDCROSS:
  13467. case NPC_GRANDDARKNESS:
  13468. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  13469. break;
  13470. case WZ_ICEWALL:
  13471. unit_val1 = 200 + 200*skill_lv;
  13472. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  13473. break;
  13474. case WZ_WATERBALL:
  13475. //Check if there are cells that can be turned into waterball units
  13476. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  13477. || (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)
  13478. break; //Turn water, deluge or suiton into waterball cell
  13479. continue;
  13480. case GS_DESPERADO:
  13481. unit_val1 = abs(layout->dx[i]);
  13482. unit_val2 = abs(layout->dy[i]);
  13483. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  13484. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  13485. if (unit_val1) unit_val1--;
  13486. unit_val1 = 36 -12*unit_val1;
  13487. } else //Diagonal edges
  13488. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  13489. if (unit_val1 < 1) unit_val1 = 1;
  13490. unit_val2 = 0;
  13491. break;
  13492. case NPC_REVERBERATION:
  13493. unit_val1 = 1 + skill_lv;
  13494. break;
  13495. case WM_POEMOFNETHERWORLD:
  13496. unit_val1 = 1 + skill_lv;
  13497. break;
  13498. case GN_WALLOFTHORN:
  13499. if (flag&1) // Turned become Firewall
  13500. break;
  13501. unit_val1 = 2000 + 2000 * skill_lv; // HP
  13502. unit_val2 = 20; // Max hits
  13503. break;
  13504. case RL_B_TRAP:
  13505. unit_val1 = 3500;
  13506. unit_val2 = 0;
  13507. break;
  13508. default:
  13509. if (group->state.song_dance&0x1)
  13510. 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
  13511. break;
  13512. }
  13513. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  13514. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  13515. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  13516. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  13517. // Check active cell to failing or remove current unit
  13518. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  13519. if( !alive )
  13520. continue;
  13521. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  13522. unit->limit = limit;
  13523. unit->range = range;
  13524. if (skill_id == PF_FOGWALL && alive == 2)
  13525. { //Double duration of cells on top of Deluge/Suiton
  13526. unit->limit *= 2;
  13527. group->limit = unit->limit;
  13528. }
  13529. // Execute on all targets standing on this cell
  13530. if (range == 0 && active_flag)
  13531. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  13532. }
  13533. if (!group->alive_count)
  13534. { //No cells? Something that was blocked completely by Land Protector?
  13535. skill_delunitgroup(group);
  13536. return nullptr;
  13537. }
  13538. //success, unit created.
  13539. switch( skill_id ) {
  13540. case NJ_TATAMIGAESHI: //Store number of tiles.
  13541. group->val1 = group->alive_count;
  13542. break;
  13543. }
  13544. return group;
  13545. }
  13546. /*==========================================
  13547. *
  13548. *------------------------------------------*/
  13549. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13550. {
  13551. skill_unit_onplace(unit, bl, tick);
  13552. }
  13553. /**
  13554. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  13555. * while skill unit initialized or moved (such by knock back).
  13556. * As a follow of skill_unit_effect flag &1
  13557. * @param unit
  13558. * @param bl Target
  13559. * @param tick
  13560. */
  13561. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13562. {
  13563. struct block_list *ss; // Actual source that cast the skill unit
  13564. struct status_change *sc;
  13565. struct status_change_entry *sce;
  13566. struct status_data *tstatus;
  13567. enum sc_type type;
  13568. uint16 skill_id;
  13569. nullpo_ret(unit);
  13570. nullpo_ret(bl);
  13571. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  13572. return 0;
  13573. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13574. if (sg == nullptr)
  13575. return 0;
  13576. nullpo_ret(ss = map_id2bl(sg->src_id));
  13577. tstatus = status_get_status_data(bl);
  13578. 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) ||
  13579. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  13580. return 0; //AoE skills are ineffective. [Skotlex]
  13581. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  13582. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  13583. return 0; //Songs don't work in Basilica
  13584. sc = status_get_sc(bl);
  13585. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  13586. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  13587. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  13588. status_change_end(bl, SC_VACUUM_EXTREME);
  13589. if (sc && sc->data[SC_HOVERING] && skill->inf2[INF2_IGNOREHOVERING])
  13590. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  13591. type = skill_get_sc(sg->skill_id);
  13592. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  13593. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  13594. switch (sg->unit_id) {
  13595. case UNT_SPIDERWEB:
  13596. if (sc) {
  13597. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  13598. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  13599. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  13600. const struct TimerData* td;
  13601. struct map_data *mapdata = map_getmapdata(bl->m);
  13602. if (mapdata_flag_vs(mapdata))
  13603. sec /= 2;
  13604. if (sc->data[type]) {
  13605. if (sc->data[type]->val2 && sc->data[type]->val3 && sc->data[type]->val4) {
  13606. //Already triple affected, immune
  13607. sg->limit = DIFF_TICK(tick, sg->tick);
  13608. break;
  13609. }
  13610. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  13611. if (mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 3)
  13612. sec *= (sc->data[type]->val1 + 1);
  13613. else if(!mapdata_flag_vs(mapdata) && sc->data[type]->val1 < 2)
  13614. sec *= (sc->data[type]->val1 + 1);
  13615. //Add group id to status change
  13616. if (sc->data[type]->val2 == 0)
  13617. sc->data[type]->val2 = sg->group_id;
  13618. else if (sc->data[type]->val3 == 0)
  13619. sc->data[type]->val3 = sg->group_id;
  13620. else if (sc->data[type]->val4 == 0)
  13621. sc->data[type]->val4 = sg->group_id;
  13622. //Overwrite status change with new duration
  13623. if ((td = get_timer(sc->data[type]->timer))!=NULL)
  13624. status_change_start(ss, bl, type, 10000, sc->data[type]->val1 + 1, sc->data[type]->val2, sc->data[type]->val3, sc->data[type]->val4,
  13625. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  13626. }
  13627. else {
  13628. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  13629. td = sc->data[type] ? get_timer(sc->data[type]->timer) : NULL;
  13630. if (td)
  13631. sec = DIFF_TICK(td->tick, tick);
  13632. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  13633. clif_fixpos(bl);
  13634. }
  13635. else
  13636. sec = 3000; //Couldn't trap it?
  13637. }
  13638. sg->val2 = bl->id;
  13639. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  13640. }
  13641. break;
  13642. case UNT_SAFETYWALL:
  13643. if (!sce)
  13644. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  13645. break;
  13646. case UNT_BLOODYLUST:
  13647. if (sg->src_id == bl->id)
  13648. break; //Does not affect the caster.
  13649. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  13650. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  13651. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  13652. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  13653. break;
  13654. case UNT_PNEUMA:
  13655. if (!sce)
  13656. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13657. break;
  13658. case UNT_CHAOSPANIC:
  13659. 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);
  13660. break;
  13661. case UNT_WARP_WAITING: {
  13662. int working = sg->val1&0xffff;
  13663. if(bl->type==BL_PC && !working){
  13664. struct map_session_data *sd = (struct map_session_data *)bl;
  13665. if((!sd->chatID || battle_config.chat_warpportal)
  13666. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  13667. {
  13668. int x = sg->val2>>16;
  13669. int y = sg->val2&0xffff;
  13670. int count = sg->val1>>16;
  13671. unsigned short m = sg->val3;
  13672. if( --count <= 0 )
  13673. skill_delunitgroup(sg);
  13674. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  13675. working = 1;/* we break it because officials break it, lovely stuff. */
  13676. sg->val1 = (count<<16)|working;
  13677. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  13678. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  13679. }
  13680. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  13681. int16 m = map_mapindex2mapid(sg->val3);
  13682. if (m < 0) break; //Map not available on this map-server.
  13683. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  13684. }
  13685. }
  13686. break;
  13687. case UNT_QUAGMIRE:
  13688. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  13689. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  13690. break;
  13691. case UNT_VOLCANO:
  13692. case UNT_DELUGE:
  13693. case UNT_VIOLENTGALE:
  13694. case UNT_FIRE_INSIGNIA:
  13695. case UNT_WATER_INSIGNIA:
  13696. case UNT_WIND_INSIGNIA:
  13697. case UNT_EARTH_INSIGNIA:
  13698. if(!sce)
  13699. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13700. break;
  13701. case UNT_WATER_BARRIER:
  13702. case UNT_ZEPHYR:
  13703. case UNT_POWER_OF_GAIA:
  13704. if (bl->id == ss->id)
  13705. break; // Doesn't affect the Elemental
  13706. if (!sce)
  13707. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13708. break;
  13709. case UNT_SUITON:
  13710. if(!sce)
  13711. sc_start4(ss, bl,type,100,sg->skill_lv,
  13712. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  13713. 0,0,sg->limit);
  13714. break;
  13715. case UNT_HERMODE:
  13716. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  13717. status_change_clear_buffs(bl, SCCB_BUFFS); //Should dispell only allies.
  13718. case UNT_RICHMANKIM:
  13719. case UNT_ETERNALCHAOS:
  13720. case UNT_DRUMBATTLEFIELD:
  13721. case UNT_RINGNIBELUNGEN:
  13722. case UNT_ROKISWEIL:
  13723. case UNT_INTOABYSS:
  13724. case UNT_SIEGFRIED:
  13725. //Needed to check when a dancer/bard leaves their ensemble area.
  13726. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13727. return skill_id;
  13728. if (!sce)
  13729. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13730. break;
  13731. case UNT_WHISTLE:
  13732. case UNT_ASSASSINCROSS:
  13733. case UNT_POEMBRAGI:
  13734. case UNT_APPLEIDUN:
  13735. case UNT_HUMMING:
  13736. case UNT_DONTFORGETME:
  13737. case UNT_FORTUNEKISS:
  13738. case UNT_SERVICEFORYOU:
  13739. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  13740. return 0;
  13741. if (!sc) return 0;
  13742. if (!sce)
  13743. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  13744. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  13745. sce->val4 = 0; //remove the mark that we stepped out
  13746. delete_timer(sce->timer, status_change_timer);
  13747. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  13748. }
  13749. break;
  13750. case UNT_FOGWALL:
  13751. if (!sce)
  13752. {
  13753. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  13754. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  13755. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  13756. }
  13757. break;
  13758. #ifndef RENEWAL
  13759. case UNT_GRAVITATION:
  13760. if (!sce)
  13761. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  13762. break;
  13763. case UNT_BASILICA:
  13764. {
  13765. int i = battle_check_target(bl, bl, BCT_ENEMY);
  13766. if (i > 0) {
  13767. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  13768. break;
  13769. }
  13770. if (!sce && i <= 0)
  13771. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  13772. }
  13773. break;
  13774. #endif
  13775. case UNT_MOONLIT:
  13776. //Knockback out of area if affected char isn't in Moonlit effect
  13777. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  13778. break;
  13779. if (ss == bl) //Also needed to prevent infinite loop crash.
  13780. break;
  13781. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  13782. break;
  13783. case UNT_REVERBERATION:
  13784. if (sg->src_id == bl->id)
  13785. break; //Does not affect the caster.
  13786. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  13787. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  13788. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  13789. sg->unit_id = UNT_USED_TRAPS;
  13790. break;
  13791. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  13792. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  13793. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  13794. break;
  13795. case UNT_FIRE_EXPANSION_TEAR_GAS:
  13796. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  13797. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  13798. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  13799. break;
  13800. case UNT_VOLCANIC_ASH:
  13801. if (!sce)
  13802. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  13803. break;
  13804. case UNT_KINGS_GRACE:
  13805. if (!sce) {
  13806. int state = 0;
  13807. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  13808. state |= BCT_GUILD;
  13809. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  13810. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  13811. }
  13812. break;
  13813. case UNT_STEALTHFIELD:
  13814. if( bl->id == sg->src_id )
  13815. break; // Doesn't work on self (video shows that)
  13816. if (!sce)
  13817. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  13818. break;
  13819. case UNT_NEUTRALBARRIER:
  13820. if (!sce)
  13821. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  13822. break;
  13823. case UNT_WARMER:
  13824. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  13825. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  13826. break;
  13827. case UNT_CATNIPPOWDER:
  13828. if (sg->src_id == bl->id)
  13829. break; // Does not affect the caster or Boss.
  13830. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  13831. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13832. break;
  13833. case UNT_NYANGGRASS:
  13834. if (!sce)
  13835. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  13836. break;
  13837. case UNT_CREATINGSTAR:
  13838. if (!sce)
  13839. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  13840. break;
  13841. case UNT_GD_LEADERSHIP:
  13842. case UNT_GD_GLORYWOUNDS:
  13843. case UNT_GD_SOULCOLD:
  13844. case UNT_GD_HAWKEYES:
  13845. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  13846. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  13847. break;
  13848. }
  13849. return skill_id;
  13850. }
  13851. /**
  13852. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  13853. * @param unit Skill unit
  13854. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  13855. * @param tick
  13856. */
  13857. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  13858. {
  13859. struct block_list *ss;
  13860. TBL_PC* tsd;
  13861. struct status_data *tstatus;
  13862. struct status_change *sc, *tsc;
  13863. struct skill_unit_group_tickset *ts;
  13864. enum sc_type type;
  13865. uint16 skill_id;
  13866. t_tick diff = 0;
  13867. nullpo_ret(unit);
  13868. nullpo_ret(bl);
  13869. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  13870. return 0;
  13871. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  13872. if (sg == nullptr)
  13873. return 0;
  13874. nullpo_ret(ss = map_id2bl(sg->src_id));
  13875. tsd = BL_CAST(BL_PC, bl);
  13876. tsc = status_get_sc(bl);
  13877. sc = status_get_sc(ss);
  13878. tstatus = status_get_status_data(bl);
  13879. type = skill_get_sc(sg->skill_id);
  13880. skill_id = sg->skill_id;
  13881. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  13882. if (sc && sc->data[SC_VOICEOFSIREN] && sc->data[SC_VOICEOFSIREN]->val2 == bl->id && inf2[INF2_ISTRAP])
  13883. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  13884. if (tsc && tsc->data[SC_HOVERING] && inf2[INF2_IGNOREHOVERING])
  13885. return 0; // Under Hovering characters are immune to trap and ground target skills.
  13886. if (sg->interval == -1) {
  13887. switch (sg->unit_id) {
  13888. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  13889. case UNT_FIREPILLAR_ACTIVE:
  13890. case UNT_ELECTRICSHOCKER:
  13891. case UNT_MANHOLE:
  13892. return 0;
  13893. default:
  13894. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  13895. return 0;
  13896. }
  13897. }
  13898. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  13899. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  13900. diff = DIFF_TICK(tick,ts->tick);
  13901. if (diff < 0)
  13902. return 0;
  13903. ts->tick = tick+sg->interval;
  13904. }
  13905. // Wall of Thorn damaged by Fire element unit [Cydh]
  13906. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  13907. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  13908. struct skill_unit *su = (struct skill_unit *)bl;
  13909. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  13910. 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);
  13911. su->group->limit = sg->limit = 0;
  13912. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  13913. return skill_id;
  13914. }
  13915. }
  13916. switch (sg->unit_id) {
  13917. // Units that deals simple attack
  13918. case UNT_GRAVITATION:
  13919. case UNT_EARTHSTRAIN:
  13920. case UNT_FIREWALK:
  13921. case UNT_ELECTRICWALK:
  13922. case UNT_PSYCHIC_WAVE:
  13923. case UNT_LAVA_SLIDE:
  13924. case UNT_MAKIBISHI:
  13925. case UNT_VENOMFOG:
  13926. case UNT_ICEMINE:
  13927. case UNT_FLAMECROSS:
  13928. case UNT_HELLBURNING:
  13929. case UNT_RAIN_OF_CRYSTAL:
  13930. case UNT_MYSTERY_ILLUSION:
  13931. case UNT_STRANTUM_TREMOR:
  13932. case UNT_TORNADO_STORM:
  13933. case UNT_FLORAL_FLARE_ROAD:
  13934. case UNT_CROSS_RAIN:
  13935. case UNT_PNEUMATICUS_PROCELLA:
  13936. case UNT_LIGHTNING_LAND:
  13937. case UNT_VENOM_SWAMP:
  13938. case UNT_CONFLAGRATION:
  13939. case UNT_DEEPBLINDTRAP:
  13940. case UNT_SOLIDTRAP:
  13941. case UNT_SWIFTTRAP:
  13942. case UNT_FLAMETRAP:
  13943. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13944. break;
  13945. case UNT_DUMMYSKILL:
  13946. switch (sg->skill_id) {
  13947. case SG_SUN_WARM: //SG skills [Komurka]
  13948. case SG_MOON_WARM:
  13949. case SG_STAR_WARM: {
  13950. int count = 0;
  13951. const int x = bl->x, y = bl->y;
  13952. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  13953. do {
  13954. if( bl->type == BL_PC )
  13955. status_zap(bl, 0, 15); // sp damage to players
  13956. else // mobs
  13957. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  13958. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  13959. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  13960. } else { //should end when out of sp.
  13961. sg->limit = DIFF_TICK(tick,sg->tick);
  13962. break;
  13963. }
  13964. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  13965. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  13966. }
  13967. break;
  13968. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  13969. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  13970. if (tsc)
  13971. tsc->sg_counter++; //SG hit counter.
  13972. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  13973. tsc->sg_counter=0; //Attack absorbed.
  13974. break;
  13975. #endif
  13976. case GS_DESPERADO:
  13977. if (rnd()%100 < unit->val1)
  13978. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13979. break;
  13980. case NPC_COMET:
  13981. case WL_COMET:
  13982. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  13983. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13984. break;
  13985. case NPC_WIDESUCK: {
  13986. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13987. if (heal > 0) {
  13988. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  13989. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  13990. status_heal(ss,heal,0,0);
  13991. }
  13992. }
  13993. break;
  13994. case CR_GRANDCROSS:
  13995. case NPC_GRANDDARKNESS:
  13996. if(!battle_config.gx_allhit)
  13997. unit->val1--;
  13998. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  13999. break;
  14000. default:
  14001. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14002. }
  14003. break;
  14004. case UNT_FIREWALL:
  14005. case UNT_KAEN: {
  14006. int count = 0;
  14007. const int x = bl->x, y = bl->y;
  14008. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14009. break;
  14010. //Take into account these hit more times than the timer interval can handle.
  14011. do
  14012. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14013. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14014. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14015. if (unit->val2 <= 0)
  14016. skill_delunit(unit);
  14017. }
  14018. break;
  14019. case UNT_SANCTUARY:
  14020. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14021. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14022. 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) )
  14023. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14024. } else {
  14025. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14026. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14027. #ifdef RENEWAL
  14028. if (md && md->mob_id == MOBID_EMPERIUM)
  14029. break;
  14030. #endif
  14031. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14032. break;
  14033. if( tstatus->hp >= tstatus->max_hp )
  14034. break;
  14035. if( status_isimmune(bl) )
  14036. heal = 0;
  14037. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14038. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  14039. heal = ~heal + 1;
  14040. status_heal(bl, heal, 0, 0);
  14041. }
  14042. break;
  14043. case UNT_EVILLAND:
  14044. //Will heal demon and undead element monsters, but not players.
  14045. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14046. { //Damage enemies
  14047. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14048. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14049. } else {
  14050. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14051. if (tstatus->hp >= tstatus->max_hp)
  14052. break;
  14053. if (status_isimmune(bl))
  14054. heal = 0;
  14055. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14056. status_heal(bl, heal, 0, 0);
  14057. }
  14058. break;
  14059. case UNT_MAGNUS:
  14060. #ifndef RENEWAL
  14061. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14062. break;
  14063. #endif
  14064. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14065. break;
  14066. case UNT_FIREPILLAR_WAITING:
  14067. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14068. skill_delunit(unit);
  14069. break;
  14070. case UNT_SKIDTRAP: {
  14071. //Knockback away from position of user during placement [Playtester]
  14072. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14073. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14074. sg->unit_id = UNT_USED_TRAPS;
  14075. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14076. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14077. //Target will be stopped for 3 seconds
  14078. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14079. }
  14080. break;
  14081. case UNT_ANKLESNARE:
  14082. case UNT_MANHOLE:
  14083. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14084. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14085. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14086. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  14087. if( td )
  14088. sec = DIFF_TICK(td->tick, tick);
  14089. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14090. || !unit_blown_immune(bl,0x1) )
  14091. {
  14092. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14093. clif_fixpos(bl);
  14094. }
  14095. sg->val2 = bl->id;
  14096. } else
  14097. sec = 3000; //Couldn't trap it?
  14098. if (sg->unit_id == UNT_ANKLESNARE) {
  14099. clif_skillunit_update(&unit->bl);
  14100. /**
  14101. * If you're snared from a trap that was invisible this makes the trap be
  14102. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14103. * bugreport:3961
  14104. **/
  14105. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14106. }
  14107. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14108. sg->interval = -1;
  14109. unit->range = 0;
  14110. }
  14111. break;
  14112. case UNT_EARTHQUAKE:
  14113. sg->val1++; // Hit count
  14114. 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));
  14115. break;
  14116. case UNT_ELECTRICSHOCKER:
  14117. if( bl->id != ss->id ) {
  14118. 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) ) {
  14119. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14120. clif_fixpos(bl);
  14121. }
  14122. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14123. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14124. }
  14125. break;
  14126. case UNT_VENOMDUST:
  14127. if(tsc && !tsc->data[type])
  14128. 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);
  14129. break;
  14130. case UNT_LANDMINE:
  14131. //Land Mine only hits single target
  14132. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14133. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14134. sg->limit = 1500;
  14135. break;
  14136. case UNT_MAGENTATRAP:
  14137. case UNT_COBALTTRAP:
  14138. case UNT_MAIZETRAP:
  14139. case UNT_VERDURETRAP:
  14140. if( bl->type == BL_PC )// it won't work on players
  14141. break;
  14142. case UNT_FIRINGTRAP:
  14143. case UNT_ICEBOUNDTRAP:
  14144. case UNT_CLUSTERBOMB:
  14145. if( bl->id == ss->id )// it won't trigger on caster
  14146. break;
  14147. case UNT_BLASTMINE:
  14148. case UNT_SHOCKWAVE:
  14149. case UNT_SANDMAN:
  14150. case UNT_FLASHER:
  14151. case UNT_FREEZINGTRAP:
  14152. case UNT_FIREPILLAR_ACTIVE:
  14153. case UNT_CLAYMORETRAP:
  14154. {
  14155. int bl_flag = sg->bl_flag;
  14156. if (tsc && tsc->data[SC__MANHOLE])
  14157. break;
  14158. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14159. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14160. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14161. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14162. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14163. sg->limit = DIFF_TICK(tick, sg->tick) +
  14164. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14165. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14166. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14167. }
  14168. break;
  14169. case UNT_TALKIEBOX:
  14170. if (sg->src_id == bl->id)
  14171. break;
  14172. if (sg->val2 == 0) {
  14173. clif_talkiebox(&unit->bl, sg->valstr);
  14174. sg->unit_id = UNT_USED_TRAPS;
  14175. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14176. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14177. sg->val2 = -1;
  14178. }
  14179. break;
  14180. case UNT_LULLABY:
  14181. if (ss->id == bl->id)
  14182. break;
  14183. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14184. break;
  14185. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14186. if (ss->id != bl->id)
  14187. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14188. break;
  14189. case UNT_DISSONANCE:
  14190. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14191. break;
  14192. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14193. int heal;
  14194. #ifdef RENEWAL
  14195. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14196. if (md && md->mob_id == MOBID_EMPERIUM)
  14197. break;
  14198. #endif
  14199. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  14200. break; // affects self only when soullinked
  14201. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14202. if (tsc->data[SC_AKAITSUKI] && heal)
  14203. heal = ~heal + 1;
  14204. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14205. status_heal(bl, heal, 0, 0);
  14206. }
  14207. break;
  14208. case UNT_TATAMIGAESHI:
  14209. case UNT_DEMONSTRATION:
  14210. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14211. break;
  14212. case UNT_GOSPEL:
  14213. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14214. break;
  14215. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14216. { // Support Effect only on party, not guild
  14217. int heal;
  14218. int i = rnd() % 13; // Positive buff count
  14219. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14220. switch (i)
  14221. {
  14222. case 0: // Heal 1000~9999 HP
  14223. heal = rnd() % 9000 + 1000;
  14224. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14225. status_heal(bl, heal, 0, 0);
  14226. break;
  14227. case 1: // End all negative status
  14228. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14229. if (tsd) clif_gospel_info(tsd, 0x15);
  14230. break;
  14231. case 2: // Immunity to all status
  14232. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14233. if (tsd) clif_gospel_info(tsd, 0x16);
  14234. break;
  14235. case 3: // MaxHP +100%
  14236. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14237. if (tsd) clif_gospel_info(tsd, 0x17);
  14238. break;
  14239. case 4: // MaxSP +100%
  14240. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14241. if (tsd) clif_gospel_info(tsd, 0x18);
  14242. break;
  14243. case 5: // All stats +20
  14244. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14245. if (tsd) clif_gospel_info(tsd, 0x19);
  14246. break;
  14247. case 6: // Level 10 Blessing
  14248. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14249. break;
  14250. case 7: // Level 10 Increase AGI
  14251. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14252. break;
  14253. case 8: // Enchant weapon with Holy element
  14254. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14255. if (tsd) clif_gospel_info(tsd, 0x1c);
  14256. break;
  14257. case 9: // Enchant armor with Holy element
  14258. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14259. if (tsd) clif_gospel_info(tsd, 0x1d);
  14260. break;
  14261. case 10: // DEF +25%
  14262. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14263. if (tsd) clif_gospel_info(tsd, 0x1e);
  14264. break;
  14265. case 11: // ATK +100%
  14266. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14267. if (tsd) clif_gospel_info(tsd, 0x1f);
  14268. break;
  14269. case 12: // HIT/Flee +50
  14270. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14271. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14272. if (tsd) clif_gospel_info(tsd, 0x20);
  14273. break;
  14274. }
  14275. }
  14276. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14277. { // Offensive Effect
  14278. int i = rnd() % 10; // Negative buff count
  14279. switch (i)
  14280. {
  14281. case 0: // Deal 3000~7999 damage reduced by DEF
  14282. case 1: // Deal 1500~5499 damage unreducable
  14283. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14284. break;
  14285. case 2: // Curse
  14286. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14287. break;
  14288. case 3: // Blind
  14289. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14290. break;
  14291. case 4: // Poison
  14292. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14293. break;
  14294. case 5: // Level 10 Provoke
  14295. clif_skill_nodamage(NULL, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14296. break;
  14297. case 6: // DEF -100%
  14298. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14299. break;
  14300. case 7: // ATK -100%
  14301. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14302. break;
  14303. case 8: // Flee -100%
  14304. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14305. break;
  14306. case 9: // Speed/ASPD -25%
  14307. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14308. break;
  14309. }
  14310. }
  14311. break;
  14312. #ifndef RENEWAL
  14313. case UNT_BASILICA:
  14314. {
  14315. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14316. if (i > 0) {
  14317. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14318. break;
  14319. }
  14320. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  14321. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14322. }
  14323. break;
  14324. #endif
  14325. case UNT_GROUNDDRIFT_WIND:
  14326. case UNT_GROUNDDRIFT_DARK:
  14327. case UNT_GROUNDDRIFT_POISON:
  14328. case UNT_GROUNDDRIFT_WATER:
  14329. case UNT_GROUNDDRIFT_FIRE:
  14330. map_foreachinrange(skill_trap_splash,&unit->bl,
  14331. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14332. &unit->bl,tick);
  14333. sg->unit_id = UNT_USED_TRAPS;
  14334. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14335. sg->limit=DIFF_TICK(tick,sg->tick);
  14336. break;
  14337. case UNT_POISONSMOKE:
  14338. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 50 )
  14339. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14340. break;
  14341. case UNT_EPICLESIS:
  14342. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14343. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14344. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14345. int hp, sp;
  14346. switch( sg->skill_lv ) {
  14347. case 1: case 2: hp = 3; sp = 2; break;
  14348. case 3: case 4: hp = 4; sp = 3; break;
  14349. case 5: default: hp = 5; sp = 4; break;
  14350. }
  14351. hp = tstatus->max_hp * hp / 100;
  14352. sp = tstatus->max_sp * sp / 100;
  14353. if (tstatus->hp < tstatus->max_hp)
  14354. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14355. if (tstatus->sp < tstatus->max_sp)
  14356. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14357. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  14358. hp = ~hp + 1;
  14359. status_heal(bl, hp, sp, 3);
  14360. }
  14361. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14362. // Doesn't remove Invisibility or Chase Walk.
  14363. status_change_end(bl,SC_HIDING);
  14364. status_change_end(bl,SC_CLOAKING);
  14365. status_change_end(bl,SC_CLOAKINGEXCEED);
  14366. status_change_end(bl,SC_CAMOUFLAGE);
  14367. status_change_end(bl,SC_NEWMOON);
  14368. if (tsc && tsc->data[SC__SHADOWFORM] && rnd() % 100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  14369. status_change_end(bl, SC__SHADOWFORM);
  14370. }
  14371. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14372. }
  14373. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14374. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14375. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14376. break;
  14377. case UNT_DIMENSIONDOOR:
  14378. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14379. pc_randomwarp(tsd,CLR_TELEPORT);
  14380. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14381. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14382. break;
  14383. case UNT_REVERBERATION:
  14384. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14385. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14386. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14387. sg->unit_id = UNT_USED_TRAPS;
  14388. break;
  14389. case UNT_SEVERE_RAINSTORM:
  14390. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14391. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14392. break;
  14393. case UNT_NETHERWORLD:
  14394. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14395. if (!(tsc && tsc->data[type])) {
  14396. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14397. sg->limit = DIFF_TICK(tick,sg->tick);
  14398. sg->unit_id = UNT_USED_TRAPS;
  14399. }
  14400. }
  14401. break;
  14402. case UNT_THORNS_TRAP:
  14403. if( tsc ) {
  14404. if( !sg->val2 ) {
  14405. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14406. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14407. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  14408. if( td )
  14409. sec = DIFF_TICK(td->tick, tick);
  14410. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14411. clif_fixpos(bl);
  14412. sg->val2 = bl->id;
  14413. } else
  14414. sec = 3000; // Couldn't trap it?
  14415. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14416. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  14417. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14418. }
  14419. break;
  14420. case UNT_WALLOFTHORN:
  14421. if (unit->val2-- <= 0) // Max hit reached
  14422. break;
  14423. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14424. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  14425. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  14426. 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);
  14427. break;
  14428. case UNT_DEMONIC_FIRE:
  14429. switch( sg->val2 ) {
  14430. case 1:
  14431. default:
  14432. 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));
  14433. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  14434. break;
  14435. }
  14436. break;
  14437. case UNT_ZEPHYR:
  14438. if (ss == bl)
  14439. break; // Doesn't affect the Elemental
  14440. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  14441. break;
  14442. case UNT_CLOUD_KILL:
  14443. if (tsc && !tsc->data[type])
  14444. 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);
  14445. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14446. break;
  14447. case UNT_VACUUM_EXTREME:
  14448. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_NPC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  14449. (tsc->data[SC_VACUUM_EXTREME_POSTDELAY] && tsc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  14450. return 0;
  14451. // Apply effect and suck targets one-by-one each n seconds
  14452. 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)));
  14453. break;
  14454. case UNT_BANDING:
  14455. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  14456. 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));
  14457. break;
  14458. case UNT_FIRE_MANTLE:
  14459. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14460. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14461. break;
  14462. case UNT_ZENKAI_WATER:
  14463. case UNT_ZENKAI_LAND:
  14464. case UNT_ZENKAI_FIRE:
  14465. case UNT_ZENKAI_WIND:
  14466. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  14467. switch( sg->unit_id ) {
  14468. case UNT_ZENKAI_WATER:
  14469. switch (rnd()%2 + 1) {
  14470. case 1:
  14471. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14472. break;
  14473. case 2:
  14474. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14475. break;
  14476. }
  14477. break;
  14478. case UNT_ZENKAI_LAND:
  14479. switch (rnd()%2 + 1) {
  14480. case 1:
  14481. 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));
  14482. break;
  14483. case 2:
  14484. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  14485. break;
  14486. }
  14487. break;
  14488. case UNT_ZENKAI_FIRE:
  14489. 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));
  14490. break;
  14491. case UNT_ZENKAI_WIND:
  14492. switch (rnd()%3 + 1) {
  14493. case 1:
  14494. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14495. break;
  14496. case 2:
  14497. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14498. break;
  14499. case 3:
  14500. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  14501. break;
  14502. }
  14503. break;
  14504. }
  14505. } else
  14506. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  14507. break;
  14508. case UNT_POISON_MIST:
  14509. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14510. 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);
  14511. break;
  14512. case UNT_CHAOSPANIC:
  14513. if (tsc && tsc->data[type])
  14514. break;
  14515. 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);
  14516. break;
  14517. case UNT_B_TRAP:
  14518. if (tsc && tsc->data[type])
  14519. break;
  14520. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14521. unit->val2++; // Mark as ever been used
  14522. break;
  14523. case UNT_FIRE_RAIN:
  14524. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  14525. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  14526. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  14527. break;
  14528. case UNT_MAGMA_ERUPTION:
  14529. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14530. if (sg->skill_id == NC_MAGMA_ERUPTION)
  14531. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14532. else
  14533. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  14534. break;
  14535. case UNT_ACIDIFIED_ZONE_WATER:
  14536. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  14537. break;
  14538. case UNT_ACIDIFIED_ZONE_GROUND:
  14539. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  14540. break;
  14541. case UNT_ACIDIFIED_ZONE_WIND:
  14542. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  14543. break;
  14544. case UNT_ACIDIFIED_ZONE_FIRE:
  14545. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  14546. break;
  14547. case UNT_ASTRAL_STRIKE:
  14548. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  14549. break;
  14550. case UNT_ABYSS_SQUARE: {
  14551. short flag = 0;
  14552. // Check to see if the caster is in the AoE.
  14553. if (distance_bl(ss, &unit->bl) <= unit->range)
  14554. flag |= 2; // If yes, skill hits twice.
  14555. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  14556. }
  14557. break;
  14558. }
  14559. if (bl->type == BL_MOB && ss != bl)
  14560. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  14561. return skill_id;
  14562. }
  14563. /**
  14564. * Triggered when a char steps out of a skill unit
  14565. * @param src Skill unit from char moved out
  14566. * @param bl Char
  14567. * @param tick
  14568. */
  14569. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  14570. {
  14571. struct status_change *sc;
  14572. struct status_change_entry *sce;
  14573. enum sc_type type;
  14574. nullpo_ret(src);
  14575. nullpo_ret(bl);
  14576. std::shared_ptr<s_skill_unit_group> sg = src->group;
  14577. if (sg == nullptr)
  14578. return 0;
  14579. sc = status_get_sc(bl);
  14580. type = skill_get_sc(sg->skill_id);
  14581. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14582. if (bl->prev == NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  14583. return 0;
  14584. switch(sg->unit_id){
  14585. case UNT_SAFETYWALL:
  14586. case UNT_PNEUMA:
  14587. case UNT_EPICLESIS://Arch Bishop
  14588. if (sce)
  14589. status_change_end(bl, type);
  14590. break;
  14591. #ifndef RENEWAL
  14592. case UNT_BASILICA:
  14593. if (sce && sce->val4 != bl->id)
  14594. status_change_end(bl, type);
  14595. break;
  14596. #endif
  14597. case UNT_HERMODE: //Clear Hermode if the owner moved.
  14598. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  14599. status_change_end(bl, type);
  14600. break;
  14601. case UNT_DISSONANCE:
  14602. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  14603. {
  14604. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  14605. if(skill_get_inf2(i, INF2_ISSONG)) {
  14606. type = skill_get_sc(i);
  14607. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14608. if(sce)
  14609. return i;
  14610. }
  14611. }
  14612. }
  14613. case UNT_WHISTLE:
  14614. case UNT_ASSASSINCROSS:
  14615. case UNT_POEMBRAGI:
  14616. case UNT_APPLEIDUN:
  14617. case UNT_HUMMING:
  14618. case UNT_DONTFORGETME:
  14619. case UNT_FORTUNEKISS:
  14620. case UNT_SERVICEFORYOU:
  14621. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  14622. return -1;
  14623. }
  14624. return sg->skill_id;
  14625. }
  14626. /**
  14627. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  14628. * @param skill_id Skill ID
  14629. * @param bl A char
  14630. * @param tick
  14631. */
  14632. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  14633. {
  14634. struct status_change *sc;
  14635. struct status_change_entry *sce;
  14636. enum sc_type type;
  14637. sc = status_get_sc(bl);
  14638. if (sc && !sc->count)
  14639. sc = NULL;
  14640. type = skill_get_sc(skill_id);
  14641. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14642. switch (skill_id)
  14643. {
  14644. case WZ_QUAGMIRE:
  14645. if (bl->type==BL_MOB)
  14646. break;
  14647. if (sce)
  14648. status_change_end(bl, type);
  14649. break;
  14650. case BD_LULLABY:
  14651. case BD_RICHMANKIM:
  14652. case BD_ETERNALCHAOS:
  14653. case BD_DRUMBATTLEFIELD:
  14654. case BD_RINGNIBELUNGEN:
  14655. case BD_ROKISWEIL:
  14656. case BD_INTOABYSS:
  14657. case BD_SIEGFRIED:
  14658. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  14659. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  14660. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  14661. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  14662. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  14663. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  14664. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  14665. status_change_end(bl, SC_DANCING);
  14666. }
  14667. case MH_STEINWAND:
  14668. case MG_SAFETYWALL:
  14669. case AL_PNEUMA:
  14670. case SA_VOLCANO:
  14671. case SA_DELUGE:
  14672. case SA_VIOLENTGALE:
  14673. case CG_HERMODE:
  14674. #ifndef RENEWAL
  14675. case HW_GRAVITATION:
  14676. case HP_BASILICA:
  14677. #endif
  14678. case NJ_SUITON:
  14679. case SC_MAELSTROM:
  14680. case EL_WATER_BARRIER:
  14681. case EL_ZEPHYR:
  14682. case EL_POWER_OF_GAIA:
  14683. case SO_WARMER:
  14684. case SO_FIRE_INSIGNIA:
  14685. case SO_WATER_INSIGNIA:
  14686. case SO_WIND_INSIGNIA:
  14687. case SO_EARTH_INSIGNIA:
  14688. case SJ_BOOKOFCREATINGSTAR:
  14689. case SC_BLOODYLUST:
  14690. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14691. case GN_FIRE_EXPANSION_TEAR_GAS:
  14692. case LG_KINGS_GRACE:
  14693. case NC_STEALTHFIELD:
  14694. case NC_NEUTRALBARRIER:
  14695. case SU_NYANGGRASS:
  14696. if (sce)
  14697. status_change_end(bl, type);
  14698. break;
  14699. case BA_DISSONANCE:
  14700. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  14701. {
  14702. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  14703. if(skill_get_inf2(i, INF2_ISSONG)){
  14704. type = skill_get_sc(i);
  14705. sce = (sc && type != SC_NONE)?sc->data[type]:NULL;
  14706. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  14707. delete_timer(sce->timer, status_change_timer);
  14708. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14709. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  14710. }
  14711. }
  14712. }
  14713. }
  14714. break;
  14715. case BA_POEMBRAGI:
  14716. case BA_WHISTLE:
  14717. case BA_ASSASSINCROSS:
  14718. case BA_APPLEIDUN:
  14719. case DC_HUMMING:
  14720. case DC_DONTFORGETME:
  14721. case DC_FORTUNEKISS:
  14722. case DC_SERVICEFORYOU:
  14723. if (sce)
  14724. {
  14725. delete_timer(sce->timer, status_change_timer);
  14726. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  14727. //not possible on our current implementation.
  14728. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  14729. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  14730. }
  14731. break;
  14732. case PF_FOGWALL:
  14733. if (sce)
  14734. {
  14735. status_change_end(bl, type);
  14736. if ((sce=sc->data[SC_BLIND]))
  14737. {
  14738. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  14739. status_change_end(bl, SC_BLIND);
  14740. else {
  14741. delete_timer(sce->timer, status_change_timer);
  14742. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  14743. }
  14744. }
  14745. }
  14746. break;
  14747. case GD_LEADERSHIP:
  14748. case GD_GLORYWOUNDS:
  14749. case GD_SOULCOLD:
  14750. case GD_HAWKEYES:
  14751. if( !(sce && sce->val4) )
  14752. status_change_end(bl, type);
  14753. break;
  14754. }
  14755. return skill_id;
  14756. }
  14757. /*==========================================
  14758. * Invoked when a unit cell has been placed/removed/deleted.
  14759. * flag values:
  14760. * flag&1: Invoke onplace function (otherwise invoke onout)
  14761. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  14762. * flag&8: Recursive
  14763. *------------------------------------------*/
  14764. static int skill_unit_effect(struct block_list* bl, va_list ap)
  14765. {
  14766. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  14767. t_tick tick = va_arg(ap,t_tick);
  14768. unsigned int flag = va_arg(ap,unsigned int);
  14769. uint16 skill_id;
  14770. bool dissonance = false;
  14771. bool isTarget = false;
  14772. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  14773. return 0;
  14774. std::shared_ptr<s_skill_unit_group> group = unit->group;
  14775. if (group == nullptr)
  14776. return 0;
  14777. if( !(flag&8) ) {
  14778. dissonance = skill_dance_switch(unit, 0);
  14779. //Target-type check.
  14780. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  14781. }
  14782. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  14783. skill_id = group->skill_id;
  14784. if( isTarget ){
  14785. if( flag&1 )
  14786. skill_unit_onplace(unit,bl,tick);
  14787. else {
  14788. if( skill_unit_onout(unit,bl,tick) == -1 )
  14789. return 0; // Don't let a Bard/Dancer update their own song timer
  14790. }
  14791. if( flag&4 )
  14792. skill_unit_onleft(skill_id, bl, tick);
  14793. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  14794. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  14795. if( dissonance ) {
  14796. skill_dance_switch(unit, 1);
  14797. //we placed a dissonance, let's update
  14798. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  14799. }
  14800. return 0;
  14801. }
  14802. /**
  14803. * Check skill unit while receiving damage
  14804. * @param unit Skill unit
  14805. * @param damage Received damage
  14806. * @return Damage
  14807. */
  14808. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  14809. {
  14810. nullpo_ret(unit);
  14811. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14812. if (sg == nullptr)
  14813. return 0;
  14814. switch( sg->unit_id ) {
  14815. case UNT_BLASTMINE:
  14816. case UNT_SKIDTRAP:
  14817. case UNT_LANDMINE:
  14818. case UNT_SHOCKWAVE:
  14819. case UNT_SANDMAN:
  14820. case UNT_FLASHER:
  14821. case UNT_CLAYMORETRAP:
  14822. case UNT_FREEZINGTRAP:
  14823. case UNT_ANKLESNARE:
  14824. case UNT_ICEWALL:
  14825. case UNT_WALLOFTHORN:
  14826. case UNT_REVERBERATION:
  14827. case UNT_NETHERWORLD:
  14828. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  14829. break;
  14830. default:
  14831. damage = 0;
  14832. break;
  14833. }
  14834. return damage;
  14835. }
  14836. /**
  14837. * Check char condition around the skill caster
  14838. * @param bl Char around area
  14839. * @param *c Counter for 'valid' condition found
  14840. * @param *p_sd Stores 'rid' of char found
  14841. * @param skill_id Skill ID
  14842. * @param skill_lv Level of used skill
  14843. */
  14844. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  14845. {
  14846. int *c, skill_id;
  14847. struct block_list *src;
  14848. struct map_session_data *sd;
  14849. struct map_session_data *tsd;
  14850. int *p_sd; //Contains the list of characters found.
  14851. nullpo_ret(bl);
  14852. nullpo_ret(tsd=(struct map_session_data*)bl);
  14853. nullpo_ret(src=va_arg(ap,struct block_list *));
  14854. nullpo_ret(sd=(struct map_session_data*)src);
  14855. c=va_arg(ap,int *);
  14856. p_sd = va_arg(ap, int *);
  14857. skill_id = va_arg(ap,int);
  14858. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14859. if (skill_id == PR_BENEDICTIO) {
  14860. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  14861. return 0;
  14862. }
  14863. else if (is_chorus) {
  14864. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  14865. return 0;
  14866. }
  14867. else if (*c >= 1) // Check for one companion for all other cases.
  14868. return 0;
  14869. if (bl == src)
  14870. return 0;
  14871. if(pc_isdead(tsd))
  14872. return 0;
  14873. if (tsd->sc.cant.cast)
  14874. return 0;
  14875. if( is_chorus ) {
  14876. if( tsd->status.party_id && sd->status.party_id &&
  14877. tsd->status.party_id == sd->status.party_id &&
  14878. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  14879. p_sd[(*c)++] = tsd->bl.id;
  14880. return 1;
  14881. } else {
  14882. switch(skill_id) {
  14883. case PR_BENEDICTIO: {
  14884. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  14885. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  14886. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  14887. && sd->status.sp >= 10)
  14888. p_sd[(*c)++]=tsd->bl.id;
  14889. return 1;
  14890. }
  14891. case AB_ADORAMUS:
  14892. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  14893. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  14894. p_sd[(*c)++] = tsd->bl.id;
  14895. return 1;
  14896. case TR_GEF_NOCTURN:
  14897. case TR_ROKI_CAPRICCIO:
  14898. case TR_AIN_RHAPSODY:
  14899. case TR_MUSICAL_INTERLUDE:
  14900. case TR_JAWAII_SERENADE:
  14901. case TR_NIPELHEIM_REQUIEM:
  14902. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  14903. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  14904. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  14905. p_sd[(*c)++] = tsd->bl.id;
  14906. return 1;
  14907. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  14908. {
  14909. uint16 skill_lv;
  14910. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  14911. return 0;
  14912. if (sd->status.sex != tsd->status.sex &&
  14913. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  14914. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  14915. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  14916. sd->status.party_id && tsd->status.party_id &&
  14917. sd->status.party_id == tsd->status.party_id &&
  14918. !tsd->sc.data[SC_DANCING])
  14919. {
  14920. p_sd[(*c)++]=tsd->bl.id;
  14921. return skill_lv;
  14922. }
  14923. }
  14924. break;
  14925. }
  14926. }
  14927. return 0;
  14928. }
  14929. /**
  14930. * Checks and stores partners for ensemble skills [Skotlex]
  14931. * Max partners is 2.
  14932. * @param sd Caster
  14933. * @param skill_id
  14934. * @param skill_lv
  14935. * @param range Area range to check
  14936. * @param cast_flag Special handle
  14937. */
  14938. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  14939. {
  14940. static int c=0;
  14941. static int p_sd[MAX_PARTY];
  14942. int i;
  14943. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  14944. if (!sd)
  14945. return 0;
  14946. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  14947. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  14948. if (cast_flag) { //Execute the skill on the partners.
  14949. struct map_session_data* tsd;
  14950. switch (skill_id) {
  14951. case PR_BENEDICTIO:
  14952. case WM_GREAT_ECHO:
  14953. for (i = 0; i < c; i++) {
  14954. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  14955. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  14956. }
  14957. return c;
  14958. case AB_ADORAMUS:
  14959. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  14960. i = 2 * (*skill_lv);
  14961. status_charge(&tsd->bl, 0, i);
  14962. }
  14963. break;
  14964. default:
  14965. if( is_chorus )
  14966. break;//Chorus skills are not to be parsed as ensembles
  14967. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  14968. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  14969. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  14970. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  14971. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  14972. tsd->skill_id_dance = skill_id;
  14973. tsd->skill_lv_dance = *skill_lv;
  14974. #ifdef RENEWAL
  14975. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14976. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  14977. #endif
  14978. }
  14979. }
  14980. return c;
  14981. }
  14982. }
  14983. //Else: new search for partners.
  14984. c = 0;
  14985. memset (p_sd, 0, sizeof(p_sd));
  14986. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  14987. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  14988. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  14989. *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.
  14990. return c;
  14991. }
  14992. /**
  14993. * Sub function to count how many spawned mob is around.
  14994. * Some skills check with matched AI.
  14995. * @param rid Source ID
  14996. * @param mob_class Monster ID
  14997. * @param skill_id Used skill
  14998. * @param *c Counter for found monster
  14999. */
  15000. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15001. {
  15002. int *c,src_id,mob_class,skill;
  15003. uint16 ai;
  15004. struct mob_data *md;
  15005. md=(struct mob_data*)bl;
  15006. src_id=va_arg(ap,int);
  15007. mob_class=va_arg(ap,int);
  15008. skill=va_arg(ap,int);
  15009. c=va_arg(ap,int *);
  15010. switch (skill) {
  15011. case AM_SPHEREMINE:
  15012. ai = AI_SPHERE;
  15013. break;
  15014. case AM_CANNIBALIZE:
  15015. ai = AI_FLORA;
  15016. break;
  15017. case KO_ZANZOU:
  15018. ai = AI_ZANZOU;
  15019. break;
  15020. case MH_SUMMON_LEGION:
  15021. ai = AI_LEGION;
  15022. break;
  15023. case NC_SILVERSNIPER:
  15024. case NC_MAGICDECOY:
  15025. ai = AI_FAW;
  15026. break;
  15027. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15028. case MT_SUMMON_ABR_DUAL_CANNON:
  15029. case MT_SUMMON_ABR_MOTHER_NET:
  15030. case MT_SUMMON_ABR_INFINITY:
  15031. ai = AI_ABR;
  15032. break;
  15033. case BO_WOODENWARRIOR:
  15034. case BO_WOODEN_FAIRY:
  15035. case BO_CREEPER:
  15036. case BO_HELLTREE:
  15037. ai = AI_BIONIC;
  15038. break;
  15039. default:
  15040. ai = AI_FLORA;
  15041. break;
  15042. }
  15043. if( md->master_id != src_id || md->special_state.ai != ai)
  15044. return 0; //Non alchemist summoned mobs have nothing to do here.
  15045. if(md->mob_id==mob_class)
  15046. (*c)++;
  15047. return 1;
  15048. }
  15049. /**
  15050. * Determines if a given skill should be made to consume ammo
  15051. * when used by the player. [Skotlex]
  15052. * @param sd Player
  15053. * @param skill_id Skill ID
  15054. * @return True if skill is need ammo; False otherwise.
  15055. */
  15056. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  15057. {
  15058. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15059. return (
  15060. battle_config.arrow_decrement == 2 &&
  15061. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15062. skill_id != HT_PHANTASMIC &&
  15063. skill->skill_type == BF_WEAPON &&
  15064. !skill->nk[NK_NODAMAGE] &&
  15065. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15066. );
  15067. }
  15068. /**
  15069. * Check SC required to cast a skill
  15070. * @param sc
  15071. * @param skill_id
  15072. * @return True if condition is met, False otherwise
  15073. **/
  15074. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct s_skill_condition *require) {
  15075. if (require == nullptr || require->status.empty())
  15076. return true;
  15077. nullpo_ret(sd);
  15078. status_change *sc = &sd->sc;
  15079. if (sc == nullptr) {
  15080. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15081. return false;
  15082. }
  15083. // May have multiple requirements
  15084. for (const auto &reqStatus : require->status) {
  15085. if (reqStatus == SC_NONE)
  15086. continue;
  15087. useskill_fail_cause cause;
  15088. switch (reqStatus) {
  15089. // Official fail message
  15090. case SC_PUSH_CART:
  15091. cause = USESKILL_FAIL_CART;
  15092. break;
  15093. case SC_POISONINGWEAPON:
  15094. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15095. break;
  15096. case SC_WEAPONBLOCK_ON:
  15097. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15098. break;
  15099. default:
  15100. cause = USESKILL_FAIL_LEVEL;
  15101. break;
  15102. }
  15103. if (!sc->data[reqStatus]) {
  15104. clif_skill_fail(sd, skill_id, cause, 0);
  15105. return false;
  15106. }
  15107. }
  15108. return true;
  15109. }
  15110. /**
  15111. * Check skill condition when cast begin
  15112. * For ammo, only check if the skill need ammo
  15113. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15114. * @param sd Player who uses skill
  15115. * @param skill_id ID of used skill
  15116. * @param skill_lv Level of used skill
  15117. * @return true: All condition passed, false: Failed
  15118. */
  15119. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  15120. {
  15121. struct status_data *status;
  15122. struct status_change *sc;
  15123. struct s_skill_condition require;
  15124. int i;
  15125. nullpo_retr(false,sd);
  15126. if (sd->chatID)
  15127. return false;
  15128. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  15129. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15130. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15131. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  15132. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  15133. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  15134. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  15135. return true;
  15136. }
  15137. switch( sd->menuskill_id ) {
  15138. case AM_PHARMACY:
  15139. switch( skill_id ) {
  15140. case AM_PHARMACY:
  15141. case AC_MAKINGARROW:
  15142. case BS_REPAIRWEAPON:
  15143. case AM_TWILIGHT1:
  15144. case AM_TWILIGHT2:
  15145. case AM_TWILIGHT3:
  15146. return false;
  15147. }
  15148. break;
  15149. case GN_MIX_COOKING:
  15150. case GN_MAKEBOMB:
  15151. case GN_S_PHARMACY:
  15152. case GN_CHANGEMATERIAL:
  15153. case MT_M_MACHINE:
  15154. case BO_BIONIC_PHARMACY:
  15155. if( sd->menuskill_id != skill_id )
  15156. return false;
  15157. break;
  15158. }
  15159. status = &sd->battle_status;
  15160. sc = &sd->sc;
  15161. if( !sc->count )
  15162. sc = NULL;
  15163. if( sd->skillitem == skill_id )
  15164. {
  15165. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15166. sd->state.abra_flag = 0;
  15167. else
  15168. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15169. if( (i = sd->itemindex) == -1 ||
  15170. sd->inventory.u.items_inventory[i].nameid != sd->itemid ||
  15171. sd->inventory_data[i] == NULL ||
  15172. sd->inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15173. sd->inventory.u.items_inventory[i].amount < 1
  15174. )
  15175. { //Something went wrong, item exploit?
  15176. sd->itemid = 0;
  15177. sd->itemindex = -1;
  15178. return false;
  15179. }
  15180. //Consume
  15181. sd->itemid = 0;
  15182. sd->itemindex = -1;
  15183. if( (skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2) || sd->inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15184. ; //Do not consume item.
  15185. else if( sd->inventory.u.items_inventory[i].expire_time == 0 )
  15186. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15187. }
  15188. if(!sd->skillitem_keep_requirement)
  15189. return true;
  15190. }
  15191. if( pc_is90overweight(sd) ) {
  15192. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  15193. return false;
  15194. }
  15195. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  15196. return false;
  15197. //Checks if disabling skill - in which case no SP requirements are necessary
  15198. if( sc && skill_disable_check(*sc,skill_id))
  15199. return true;
  15200. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15201. // Check the skills that can be used while mounted on a warg
  15202. if( pc_isridingwug(sd) ) {
  15203. if(!inf2[INF2_ALLOWONWARG])
  15204. return false; // in official there is no message.
  15205. }
  15206. if( pc_ismadogear(sd) ) {
  15207. // Skills that are unusable when Mado is equipped. [Jobbie]
  15208. if(!inf2[INF2_ALLOWONMADO]){
  15209. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR_RIDE,0);
  15210. return false;
  15211. }
  15212. }
  15213. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15214. // return false;
  15215. require = skill_get_requirement(sd,skill_id,skill_lv);
  15216. //Can only update state when weapon/arrow info is checked.
  15217. sd->state.arrow_atk = require.ammo?1:0;
  15218. // perform skill-group checks
  15219. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15220. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15221. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15222. return false;
  15223. }
  15224. }
  15225. else if(inf2[INF2_ISENSEMBLE]) {
  15226. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->data[SC_KVASIR_SONATA])) {
  15227. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15228. return false;
  15229. }
  15230. }
  15231. // perform skill-specific checks (and actions)
  15232. switch( skill_id ) {
  15233. case RG_GRAFFITI:
  15234. if (map_foreachinmap(skill_graffitiremover,sd->bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15235. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15236. return false;
  15237. }
  15238. break;
  15239. case SO_SPELLFIST:
  15240. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  15241. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15242. return false;
  15243. }
  15244. case SA_CASTCANCEL:
  15245. if(sd->ud.skilltimer == INVALID_TIMER) {
  15246. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15247. return false;
  15248. }
  15249. break;
  15250. case AS_CLOAKING:
  15251. {
  15252. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15253. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15254. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15255. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15256. int di;
  15257. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  15258. if( di == 8 ) {
  15259. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15260. return false;
  15261. }
  15262. }
  15263. break;
  15264. }
  15265. case AL_WARP:
  15266. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  15267. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  15268. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  15269. return false;
  15270. }
  15271. break;
  15272. case AL_HOLYWATER:
  15273. if(pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15275. return false;
  15276. }
  15277. break;
  15278. case MO_CALLSPIRITS:
  15279. if(sc && sc->data[SC_RAISINGDRAGON])
  15280. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  15281. if(sd->spiritball >= skill_lv) {
  15282. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15283. return false;
  15284. }
  15285. break;
  15286. case MO_FINGEROFFENSIVE:
  15287. case GS_FLING:
  15288. case SR_RIDEINLIGHTNING:
  15289. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  15290. sd->spiritball_old = require.spiritball = sd->spiritball;
  15291. else
  15292. sd->spiritball_old = require.spiritball;
  15293. break;
  15294. case MO_CHAINCOMBO:
  15295. if(!sc)
  15296. return false;
  15297. if(sc->data[SC_BLADESTOP])
  15298. break;
  15299. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  15300. break;
  15301. return false;
  15302. case MO_COMBOFINISH:
  15303. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  15304. return false;
  15305. break;
  15306. case CH_TIGERFIST:
  15307. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  15308. return false;
  15309. break;
  15310. case CH_CHAINCRUSH:
  15311. if(!(sc && sc->data[SC_COMBO]))
  15312. return false;
  15313. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  15314. return false;
  15315. break;
  15316. case SJ_SOLARBURST:
  15317. if (!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SJ_PROMINENCEKICK))
  15318. return 0;
  15319. break;
  15320. case MO_EXTREMITYFIST:
  15321. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  15322. // return false;
  15323. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  15324. break;
  15325. if( sc && sc->data[SC_COMBO] ) {
  15326. switch(sc->data[SC_COMBO]->val1) {
  15327. case MO_COMBOFINISH:
  15328. case CH_TIGERFIST:
  15329. case CH_CHAINCRUSH:
  15330. break;
  15331. default:
  15332. return false;
  15333. }
  15334. }
  15335. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15336. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15337. return false;
  15338. }
  15339. #ifdef RENEWAL
  15340. sd->spiritball_old = sd->spiritball;
  15341. #endif
  15342. break;
  15343. case TK_MISSION:
  15344. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15345. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15346. return false;
  15347. }
  15348. break;
  15349. case ASC_EDP:
  15350. #ifdef RENEWAL
  15351. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15352. #else
  15353. if (sd->weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15354. #endif
  15355. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15356. return false;
  15357. }
  15358. break;
  15359. case TK_READYCOUNTER:
  15360. case TK_READYDOWN:
  15361. case TK_READYSTORM:
  15362. case TK_READYTURN:
  15363. case TK_JUMPKICK:
  15364. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15365. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15366. return false;
  15367. }
  15368. break;
  15369. case TK_TURNKICK:
  15370. case TK_STORMKICK:
  15371. case TK_DOWNKICK:
  15372. case TK_COUNTER:
  15373. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15374. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15375. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  15376. return false; //Combo needs to be ready
  15377. if (sc->data[SC_COMBO]->val3) { //Kick chain
  15378. //Do not repeat a kick.
  15379. if (sc->data[SC_COMBO]->val3 != skill_id)
  15380. break;
  15381. status_change_end(&sd->bl, SC_COMBO);
  15382. return false;
  15383. }
  15384. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  15385. unit_cancel_combo(&sd->bl);
  15386. return false;
  15387. }
  15388. break; //Combo ready.
  15389. #ifndef RENEWAL
  15390. case BD_ADAPTATION:
  15391. {
  15392. int time;
  15393. if(!(sc && sc->data[SC_DANCING])) {
  15394. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15395. return false;
  15396. }
  15397. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  15398. if (skill_get_time(
  15399. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  15400. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  15401. - time < skill_get_time2(skill_id,skill_lv))
  15402. {
  15403. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15404. return false;
  15405. }
  15406. }
  15407. break;
  15408. #endif
  15409. case PR_BENEDICTIO:
  15410. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  15411. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15412. return false;
  15413. }
  15414. break;
  15415. case SL_SMA:
  15416. if(!sc || !(sc->data[SC_SMA] || sc->data[SC_USE_SKILL_SP_SHA]))
  15417. return false;
  15418. break;
  15419. case HT_POWER:
  15420. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  15421. return false;
  15422. break;
  15423. #ifndef RENEWAL
  15424. case CG_HERMODE:
  15425. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  15426. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15427. return false;
  15428. }
  15429. break;
  15430. #endif
  15431. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  15432. {
  15433. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  15434. int size = range*2+1;
  15435. for (s=0;s<size*size;s++) {
  15436. int x = sd->bl.x+(s%size-range);
  15437. int y = sd->bl.y+(s/size-range);
  15438. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  15439. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15440. return false;
  15441. }
  15442. }
  15443. }
  15444. break;
  15445. #ifndef RENEWAL
  15446. case PR_REDEMPTIO:
  15447. {
  15448. t_exp exp = pc_nextbaseexp(sd);
  15449. uint32 exp_needp = battle_config.exp_cost_redemptio;
  15450. if (exp_needp && (exp > 0 && get_percentage_exp(sd->status.base_exp, exp) < exp_needp)) {
  15451. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  15452. return false;
  15453. }
  15454. break;
  15455. }
  15456. case HP_BASILICA:
  15457. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  15458. if( sd ) {
  15459. // When castbegin, needs 7x7 clear area
  15460. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  15461. int size = range*2+1;
  15462. for( s=0;s<size*size;s++ ) {
  15463. int x = sd->bl.x+(s%size-range);
  15464. int y = sd->bl.y+(s/size-range);
  15465. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  15466. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15467. return false;
  15468. }
  15469. }
  15470. if( map_foreachinallrange(skill_count_wos, &sd->bl, range, BL_MOB|BL_PC, &sd->bl) ) {
  15471. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  15472. return false;
  15473. }
  15474. }
  15475. }
  15476. break;
  15477. #endif
  15478. case AM_TWILIGHT2:
  15479. case AM_TWILIGHT3:
  15480. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  15481. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15482. return false;
  15483. }
  15484. break;
  15485. case SG_SUN_WARM:
  15486. case SG_MOON_WARM:
  15487. case SG_STAR_WARM:
  15488. if (sc && sc->data[SC_MIRACLE])
  15489. break;
  15490. i = skill_id-SG_SUN_WARM;
  15491. if (sd->bl.m == sd->feel_map[i].m)
  15492. break;
  15493. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15494. return false;
  15495. break;
  15496. case SG_SUN_COMFORT:
  15497. case SG_MOON_COMFORT:
  15498. case SG_STAR_COMFORT:
  15499. if (sc && sc->data[SC_MIRACLE])
  15500. break;
  15501. i = skill_id-SG_SUN_COMFORT;
  15502. if (sd->bl.m == sd->feel_map[i].m &&
  15503. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  15504. break;
  15505. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15506. return false;
  15507. case SG_FUSION:
  15508. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  15509. break;
  15510. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  15511. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  15512. if( require.sp > 0 ) {
  15513. if (status->sp < (unsigned int)require.sp)
  15514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  15515. else
  15516. status_zap(&sd->bl, 0, require.sp);
  15517. }
  15518. return false;
  15519. case GD_BATTLEORDER:
  15520. case GD_REGENERATION:
  15521. case GD_RESTORE:
  15522. case GD_CHARGESHOUT_FLAG:
  15523. case GD_CHARGESHOUT_BEATING:
  15524. case GD_EMERGENCY_MOVE:
  15525. if (!map_flag_gvg2(sd->bl.m)) {
  15526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15527. return false;
  15528. }
  15529. case GD_EMERGENCYCALL:
  15530. case GD_ITEMEMERGENCYCALL:
  15531. // other checks were already done in skill_isNotOk()
  15532. if (!sd->status.guild_id || (sd->state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  15533. return false;
  15534. break;
  15535. case GS_GLITTERING:
  15536. case RL_RICHS_COIN:
  15537. if(sd->spiritball >= 10) {
  15538. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15539. return false;
  15540. }
  15541. break;
  15542. case NJ_ISSEN:
  15543. #ifdef RENEWAL
  15544. if (status->hp < (status->hp/100)) {
  15545. #else
  15546. if (status->hp < 2) {
  15547. #endif
  15548. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15549. return false;
  15550. }
  15551. case NJ_BUNSINJYUTSU:
  15552. if (!(sc && sc->data[SC_NEN])) {
  15553. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15554. return false;
  15555. }
  15556. break;
  15557. case NJ_ZENYNAGE:
  15558. case KO_MUCHANAGE:
  15559. if(sd->status.zeny < require.zeny) {
  15560. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  15561. return false;
  15562. }
  15563. break;
  15564. case PF_HPCONVERSION:
  15565. if (status->sp == status->max_sp)
  15566. return false; //Unusable when at full SP.
  15567. break;
  15568. case SP_KAUTE: // Fail if below 30% MaxHP.
  15569. if (status->hp < 30 * status->max_hp / 100) {
  15570. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15571. return false;
  15572. }
  15573. break;
  15574. case AM_CALLHOMUN: //Can't summon if a hom is already out
  15575. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  15576. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15577. return false;
  15578. }
  15579. break;
  15580. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  15581. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  15582. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15583. return false;
  15584. }
  15585. break;
  15586. case AB_ANCILLA: {
  15587. int count = 0;
  15588. for( i = 0; i < MAX_INVENTORY; i++ )
  15589. if( sd->inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  15590. count += sd->inventory.u.items_inventory[i].amount;
  15591. if( count >= 3 ) {
  15592. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  15593. return false;
  15594. }
  15595. }
  15596. break;
  15597. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  15598. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  15599. && sd->special_state.no_gemstone == 0
  15600. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  15601. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15602. return false;
  15603. }
  15604. break;
  15605. case WL_SUMMONFB:
  15606. case WL_SUMMONBL:
  15607. case WL_SUMMONWB:
  15608. case WL_SUMMONSTONE:
  15609. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  15610. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->data[i]);
  15611. if (i == SC_SPHERE_5 + 1) { // No more free slots
  15612. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  15613. return false;
  15614. }
  15615. }
  15616. break;
  15617. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  15618. case WL_RELEASE: {
  15619. int active_spheres = 0, req_spheres = 0;
  15620. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  15621. if (sc && sc->data[i])
  15622. active_spheres++;
  15623. }
  15624. // Cast requirement
  15625. if (skill_id == WL_TETRAVORTEX)
  15626. req_spheres = 4;
  15627. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  15628. req_spheres = 1;
  15629. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  15630. clif_skill_fail(sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL, 0);
  15631. return false;
  15632. }
  15633. }
  15634. break;
  15635. case GC_HALLUCINATIONWALK:
  15636. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  15637. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15638. return false;
  15639. }
  15640. break;
  15641. case NPC_HALLUCINATIONWALK:
  15642. if( sc && sc->data[SC_NPC_HALLUCINATIONWALK] ) {
  15643. return false;
  15644. }
  15645. break;
  15646. case RA_WUGMASTERY:
  15647. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  15648. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15649. return false;
  15650. }
  15651. break;
  15652. case RA_WUGSTRIKE:
  15653. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  15654. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15655. return false;
  15656. }
  15657. break;
  15658. case RA_WUGRIDER:
  15659. if( (pc_isfalcon(sd) && (!pc_checkskill(sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  15660. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15661. return false;
  15662. }
  15663. break;
  15664. case RA_WUGDASH:
  15665. if(!pc_isridingwug(sd)) {
  15666. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15667. return false;
  15668. }
  15669. else {
  15670. int16 sx = sd->bl.x;
  15671. int16 sy = sd->bl.y;
  15672. uint8 dir = (unit_getdir(&sd->bl)) % 8;
  15673. switch (dir) {
  15674. case 0: case 8: sy++; break;
  15675. case 1: sx--; sy++; break;
  15676. case 2: sx--; break;
  15677. case 3: sx--; sy--; break;
  15678. case 4: sy--; break;
  15679. case 5: sx++; sy--; break;
  15680. case 6: sx++; break;
  15681. case 7: sx++; sy++; break;
  15682. }
  15683. if (map_count_oncell(sd->bl.m, sx, sy, BL_CHAR, 1) > 0) {
  15684. return false;
  15685. }
  15686. }
  15687. break;
  15688. case LG_RAYOFGENESIS:
  15689. case LG_BANDING:
  15690. if( sc && sc->data[SC_INSPIRATION] )
  15691. return true; // Don't check for partner.
  15692. break;
  15693. case LG_PRESTIGE:
  15694. if( sc && sc->data[SC_INSPIRATION] )
  15695. return true; // Don't check for partner.
  15696. if( sc && sc->data[SC_BANDING] ) {
  15697. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15698. return false;
  15699. }
  15700. break;
  15701. case LG_RAGEBURST:
  15702. if( sd->spiritball == 0 ) {
  15703. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  15704. return false;
  15705. }
  15706. sd->spiritball_old = require.spiritball = sd->spiritball;
  15707. break;
  15708. case SR_FALLENEMPIRE:
  15709. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  15710. return false;
  15711. break;
  15712. case SR_CRESCENTELBOW:
  15713. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  15714. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  15715. return false;
  15716. }
  15717. break;
  15718. case SR_CURSEDCIRCLE:
  15719. if (map_flag_gvg2(sd->bl.m)) {
  15720. if (map_foreachinallrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  15721. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  15722. char output[128];
  15723. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  15724. clif_messagecolor(&sd->bl,color_table[COLOR_RED], output, false, SELF);
  15725. return false;
  15726. }
  15727. }
  15728. if( sd->spiritball > 0 )
  15729. sd->spiritball_old = require.spiritball = sd->spiritball;
  15730. else {
  15731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15732. return false;
  15733. }
  15734. break;
  15735. case SR_GATEOFHELL:
  15736. if( sd->spiritball > 0 )
  15737. sd->spiritball_old = require.spiritball;
  15738. break;
  15739. case SC_MANHOLE:
  15740. case SC_DIMENSIONDOOR:
  15741. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  15742. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15743. return false;
  15744. }
  15745. break;
  15746. case SC_FEINTBOMB:
  15747. 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) ) {
  15748. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15749. return false;
  15750. }
  15751. break;
  15752. case WM_GREAT_ECHO: {
  15753. int count = skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 1);
  15754. if (count > 0)
  15755. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  15756. }
  15757. break;
  15758. case SO_FIREWALK:
  15759. case SO_ELECTRICWALK:
  15760. case NPC_FIREWALK:
  15761. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  15762. if( sc && sc->data[SC_PROPERTYWALK] &&
  15763. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  15764. if( sd )
  15765. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15766. return false;
  15767. }
  15768. break;
  15769. case SO_EL_CONTROL:
  15770. if( !sd->status.ele_id || !sd->ed ) {
  15771. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15772. return false;
  15773. }
  15774. break;
  15775. case KO_JYUMONJIKIRI:
  15776. if (sd->weapontype1 != W_FIST && (sd->weapontype2 != W_FIST || sd->status.shield != W_FIST))
  15777. return true;
  15778. else {
  15779. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15780. return false;
  15781. }
  15782. break;
  15783. case KO_KAHU_ENTEN:
  15784. case KO_HYOUHU_HUBUKI:
  15785. case KO_KAZEHU_SEIRAN:
  15786. case KO_DOHU_KOUKAI:
  15787. if (sd->spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd->spiritcharm >= MAX_SPIRITCHARM) {
  15788. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  15789. return false;
  15790. }
  15791. break;
  15792. case KO_KAIHOU:
  15793. case KO_ZENKAI:
  15794. if (sd->spiritcharm_type == CHARM_TYPE_NONE || sd->spiritcharm <= 0) {
  15795. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  15796. return false;
  15797. }
  15798. break;
  15799. case SJ_FULLMOONKICK:
  15800. if (!(sc && sc->data[SC_NEWMOON])) {
  15801. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15802. return false;
  15803. }
  15804. break;
  15805. case SJ_STAREMPEROR:
  15806. case SJ_NOVAEXPLOSING:
  15807. case SJ_GRAVITYCONTROL:
  15808. case SJ_BOOKOFDIMENSION:
  15809. case SJ_BOOKOFCREATINGSTAR:
  15810. case SP_SOULDIVISION:
  15811. case SP_SOULEXPLOSION:
  15812. if (!map_flag_vs(sd->bl.m)) {
  15813. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  15814. return false;
  15815. }
  15816. break;
  15817. case SP_SWHOO:
  15818. if (!(sc && sc->data[SC_USE_SKILL_SP_SPA]))
  15819. return false;
  15820. break;
  15821. case DK_SERVANT_W_PHANTOM:
  15822. case DK_SERVANT_W_DEMOL:
  15823. if (sd->servantball > 0 && sd->servantball < require.spiritball)
  15824. sd->servantball_old = require.spiritball = sd->servantball;
  15825. else
  15826. sd->servantball_old = require.spiritball;
  15827. break;
  15828. case IQ_SECOND_FAITH:
  15829. case IQ_THIRD_PUNISH:
  15830. if (!(sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
  15831. return false;
  15832. break;
  15833. case IQ_SECOND_JUDGEMENT:
  15834. case IQ_THIRD_CONSECRATION:
  15835. if (!(sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME])))
  15836. return false;
  15837. break;
  15838. case IQ_SECOND_FLAME:
  15839. case IQ_THIRD_FLAME_BOMB:
  15840. if (!(sc && sc->data[SC_THIRD_EXOR_FLAME]))
  15841. return false;
  15842. break;
  15843. }
  15844. /* check state required */
  15845. switch (require.state) {
  15846. case ST_HIDDEN:
  15847. if(!pc_ishiding(sd)) {
  15848. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15849. return false;
  15850. }
  15851. break;
  15852. case ST_RIDING:
  15853. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  15854. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15855. return false;
  15856. }
  15857. break;
  15858. case ST_FALCON:
  15859. if(!pc_isfalcon(sd)) {
  15860. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15861. return false;
  15862. }
  15863. break;
  15864. case ST_CART:
  15865. if(!pc_iscarton(sd)) {
  15866. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  15867. return false;
  15868. }
  15869. break;
  15870. case ST_SHIELD:
  15871. if(sd->status.shield <= 0) {
  15872. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15873. return false;
  15874. }
  15875. break;
  15876. case ST_RECOVER_WEIGHT_RATE:
  15877. #ifdef RENEWAL
  15878. if(pc_is70overweight(sd)) {
  15879. #else
  15880. if(pc_is50overweight(sd)) {
  15881. #endif
  15882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15883. return false;
  15884. }
  15885. break;
  15886. case ST_MOVE_ENABLE:
  15887. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  15888. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  15889. if (!unit_can_move(&sd->bl)) {
  15890. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15891. return false;
  15892. }
  15893. break;
  15894. case ST_WATER:
  15895. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  15896. break;
  15897. 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))
  15898. break;
  15899. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15900. return false;
  15901. case ST_RIDINGDRAGON:
  15902. if( !pc_isridingdragon(sd) ) {
  15903. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  15904. return false;
  15905. }
  15906. break;
  15907. case ST_WUG:
  15908. if( !pc_iswug(sd) ) {
  15909. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15910. return false;
  15911. }
  15912. break;
  15913. case ST_RIDINGWUG:
  15914. if( !pc_isridingwug(sd) ) {
  15915. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15916. return false;
  15917. }
  15918. break;
  15919. case ST_MADO:
  15920. if( !pc_ismadogear(sd) ) {
  15921. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  15922. return false;
  15923. }
  15924. break;
  15925. case ST_ELEMENTALSPIRIT:
  15926. case ST_ELEMENTALSPIRIT2:
  15927. if(!sd->ed) {
  15928. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  15929. return false;
  15930. }
  15931. break;
  15932. case ST_PECO:
  15933. if(!pc_isriding(sd)) {
  15934. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  15935. return false;
  15936. }
  15937. break;
  15938. case ST_SUNSTANCE:
  15939. if (!(sc && (sc->data[SC_SUNSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15940. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15941. return false;
  15942. }
  15943. break;
  15944. case ST_MOONSTANCE:
  15945. if (!(sc && (sc->data[SC_LUNARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15946. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15947. return false;
  15948. }
  15949. break;
  15950. case ST_STARSTANCE:
  15951. if (!(sc && (sc->data[SC_STARSTANCE] || sc->data[SC_UNIVERSESTANCE]))) {
  15952. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15953. return false;
  15954. }
  15955. break;
  15956. case ST_UNIVERSESTANCE:
  15957. if (!(sc && sc->data[SC_UNIVERSESTANCE])) {
  15958. clif_skill_fail(sd, skill_id, USESKILL_FAIL, 0);
  15959. return false;
  15960. }
  15961. break;
  15962. }
  15963. /* check the status required */
  15964. if (!require.status.empty()) {
  15965. switch (skill_id) {
  15966. // Being checked later in skill_check_condition_castend()
  15967. case WZ_SIGHTRASHER:
  15968. break;
  15969. default:
  15970. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  15971. return false;
  15972. break;
  15973. }
  15974. }
  15975. // Check for equipped item(s)
  15976. if (!require.eqItem.empty()) {
  15977. size_t count = require.eqItem.size();
  15978. for (const auto &it : require.eqItem) {
  15979. t_itemid reqeqit = it;
  15980. if (!reqeqit)
  15981. break; // Skill has no required item(s); get out of here
  15982. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  15983. case NC_PILEBUNKER:
  15984. case RL_P_ALTER:
  15985. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  15986. count--;
  15987. if (!count) {
  15988. if( skill_id == RL_P_ALTER ){
  15989. clif_msg( sd, SKILL_NEED_HOLY_BULLET );
  15990. }else{
  15991. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  15992. }
  15993. return false;
  15994. } else
  15995. continue;
  15996. }
  15997. break;
  15998. case NC_ACCELERATION:
  15999. case NC_SELFDESTRUCTION:
  16000. case NC_SHAPESHIFT:
  16001. case NC_EMERGENCYCOOL:
  16002. case NC_MAGNETICFIELD:
  16003. case NC_NEUTRALBARRIER:
  16004. case NC_STEALTHFIELD:
  16005. if (pc_search_inventory(sd, reqeqit) == -1) {
  16006. count--;
  16007. if (!count) {
  16008. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0]);
  16009. return false;
  16010. } else
  16011. continue;
  16012. }
  16013. break;
  16014. default:
  16015. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16016. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit);
  16017. return false;
  16018. }
  16019. break;
  16020. }
  16021. }
  16022. }
  16023. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16024. //mhp is the max-hp-requirement, that is,
  16025. //you must have this % or less of HP to cast it.
  16026. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16027. return false;
  16028. }
  16029. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16030. switch(skill_id) {
  16031. case RA_AIMEDBOLT:
  16032. break;
  16033. default:
  16034. switch((unsigned int)log2(require.weapon)) {
  16035. case W_REVOLVER:
  16036. clif_msg(sd, SKILL_NEED_REVOLVER);
  16037. break;
  16038. case W_RIFLE:
  16039. clif_msg(sd, SKILL_NEED_RIFLE);
  16040. break;
  16041. case W_GATLING:
  16042. clif_msg(sd, SKILL_NEED_GATLING);
  16043. break;
  16044. case W_SHOTGUN:
  16045. clif_msg(sd, SKILL_NEED_SHOTGUN);
  16046. break;
  16047. case W_GRENADE:
  16048. clif_msg(sd, SKILL_NEED_GRENADE);
  16049. break;
  16050. default:
  16051. clif_skill_fail(sd, skill_id, USESKILL_FAIL_THIS_WEAPON, 0);
  16052. break;
  16053. }
  16054. return false;
  16055. }
  16056. }
  16057. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16058. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  16059. return false;
  16060. }
  16061. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16062. clif_skill_fail(sd,skill_id,USESKILL_FAIL_AP_INSUFFICIENT,0);
  16063. return false;
  16064. }
  16065. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  16066. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  16067. return false;
  16068. }
  16069. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16070. switch (skill_id) { // Skills that require soul spheres.
  16071. case SP_SOULGOLEM:
  16072. case SP_SOULSHADOW:
  16073. case SP_SOULFALCON:
  16074. case SP_SOULFAIRY:
  16075. case SP_SOULCURSE:
  16076. case SP_SPA:
  16077. case SP_SHA:
  16078. case SP_SWHOO:
  16079. case SP_SOULUNITY:
  16080. case SP_SOULDIVISION:
  16081. case SP_SOULREAPER:
  16082. case SP_SOULEXPLOSION:
  16083. case SP_KAUTE:
  16084. if (sd->soulball < require.spiritball) {
  16085. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16086. return false;
  16087. }
  16088. break;
  16089. // Skills that requires servants.
  16090. case DK_SERVANT_W_SIGN:
  16091. case DK_SERVANT_W_PHANTOM:
  16092. case DK_SERVANT_W_DEMOL:
  16093. if (sd->servantball < require.spiritball) {
  16094. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, 0);
  16095. return false;
  16096. }
  16097. break;
  16098. default: // Skills that require spirit/coin spheres.
  16099. if (sd->spiritball < require.spiritball) {
  16100. if ((sd->class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16101. clif_skill_fail(sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball);
  16102. else
  16103. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball);
  16104. return false;
  16105. }
  16106. break;
  16107. }
  16108. }
  16109. return true;
  16110. }
  16111. /**
  16112. * Check skill condition when cast end.
  16113. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16114. * @param sd Player who uses skill
  16115. * @param skill_id ID of used skill
  16116. * @param skill_lv Level of used skill
  16117. * @return true: All condition passed, false: Failed
  16118. */
  16119. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16120. {
  16121. struct s_skill_condition require;
  16122. struct status_data *status;
  16123. int i;
  16124. short index[MAX_SKILL_ITEM_REQUIRE];
  16125. nullpo_retr(false,sd);
  16126. if( sd->chatID )
  16127. return false;
  16128. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  16129. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16130. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16131. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  16132. sd->soulball_old = sd->soulball; //Need to do Soulball check.
  16133. sd->servantball_old = sd->servantball; //Need to do Servantball check.
  16134. sd->abyssball_old = sd->abyssball; //Need to do Abyssball check.
  16135. return true;
  16136. }
  16137. switch( sd->menuskill_id ) { // Cast start or cast end??
  16138. case AM_PHARMACY:
  16139. switch( skill_id ) {
  16140. case AM_PHARMACY:
  16141. case AC_MAKINGARROW:
  16142. case BS_REPAIRWEAPON:
  16143. case AM_TWILIGHT1:
  16144. case AM_TWILIGHT2:
  16145. case AM_TWILIGHT3:
  16146. return false;
  16147. }
  16148. break;
  16149. case GN_MIX_COOKING:
  16150. case GN_MAKEBOMB:
  16151. case GN_S_PHARMACY:
  16152. case GN_CHANGEMATERIAL:
  16153. case MT_M_MACHINE:
  16154. case BO_BIONIC_PHARMACY:
  16155. if( sd->menuskill_id != skill_id )
  16156. return false;
  16157. break;
  16158. }
  16159. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16160. return true;
  16161. if( pc_is90overweight(sd) ) {
  16162. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  16163. return false;
  16164. }
  16165. // perform skill-specific checks (and actions)
  16166. switch( skill_id ) {
  16167. case PR_BENEDICTIO:
  16168. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  16169. break;
  16170. case AM_CANNIBALIZE:
  16171. case AM_SPHEREMINE: {
  16172. int c=0;
  16173. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16174. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16175. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16176. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16177. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16178. if(c >= maxcount ||
  16179. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16180. { //Fails when: exceed max limit. There are other plant types already out.
  16181. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  16182. return false;
  16183. }
  16184. }
  16185. break;
  16186. }
  16187. case NC_SILVERSNIPER:
  16188. case NC_MAGICDECOY: {
  16189. int c = 0;
  16190. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16191. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16192. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16193. if( skill_id == NC_MAGICDECOY ) {
  16194. int j;
  16195. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16196. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  16197. } else
  16198. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  16199. if( c >= maxcount ) {
  16200. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16201. return false;
  16202. }
  16203. }
  16204. }
  16205. break;
  16206. case KO_ZANZOU: {
  16207. int c = 0;
  16208. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  16209. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16210. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  16211. return false;
  16212. }
  16213. }
  16214. break;
  16215. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16216. case MT_SUMMON_ABR_DUAL_CANNON:
  16217. case MT_SUMMON_ABR_MOTHER_NET:
  16218. case MT_SUMMON_ABR_INFINITY: {
  16219. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16220. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16221. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16222. 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);
  16223. if (c >= maxcount) {
  16224. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16225. return false;
  16226. }
  16227. }
  16228. break;
  16229. }
  16230. case BO_WOODENWARRIOR:
  16231. case BO_WOODEN_FAIRY:
  16232. case BO_CREEPER:
  16233. case BO_HELLTREE: {
  16234. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16235. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16236. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16237. 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);
  16238. if (c >= maxcount) {
  16239. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  16240. return false;
  16241. }
  16242. }
  16243. break;
  16244. }
  16245. }
  16246. status = &sd->battle_status;
  16247. require = skill_get_requirement(sd,skill_id,skill_lv);
  16248. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16249. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  16250. return false;
  16251. }
  16252. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  16253. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16254. return false;
  16255. }
  16256. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16257. uint8 extra_ammo = 0;
  16258. #ifdef RENEWAL
  16259. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16260. case WM_SEVERE_RAINSTORM:
  16261. case RL_FIREDANCE:
  16262. case RL_R_TRIP:
  16263. case RL_FIRE_RAIN:
  16264. extra_ammo = 1;
  16265. break;
  16266. default:
  16267. break;
  16268. }
  16269. #endif
  16270. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  16271. clif_arrow_fail(sd,0);
  16272. return false;
  16273. } else if( sd->inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16274. char e_msg[100];
  16275. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16276. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  16277. return false;
  16278. }
  16279. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16280. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  16281. return false;
  16282. }
  16283. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  16284. skill_get_desc(skill_id),
  16285. require.ammo_qty,
  16286. itemdb_ename(sd->inventory.u.items_inventory[i].nameid));
  16287. clif_messagecolor(&sd->bl,color_table[COLOR_RED],e_msg,false,SELF);
  16288. return false;
  16289. }
  16290. if (!(require.ammo&1<<sd->inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16291. //which is the closest we have to wrong ammo type. [Skotlex]
  16292. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16293. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  16294. return false;
  16295. }
  16296. }
  16297. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16298. if( !require.itemid[i] )
  16299. continue;
  16300. index[i] = pc_search_inventory(sd,require.itemid[i]);
  16301. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16302. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16303. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  16304. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16305. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  16306. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16307. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  16308. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  16310. else if( require.itemid[i] == ITEMID_ANCILLA )
  16311. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  16312. else
  16313. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16314. return false;
  16315. }
  16316. }
  16317. /* check the status required */
  16318. if (!require.status.empty()) {
  16319. switch (skill_id) {
  16320. case WZ_SIGHTRASHER:
  16321. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  16322. return false;
  16323. break;
  16324. default:
  16325. break;
  16326. }
  16327. }
  16328. return true;
  16329. }
  16330. /** Consume skill requirement
  16331. * @param sd Player who uses the skill
  16332. * @param skill_id ID of used skill
  16333. * @param skill_lv Level of used skill
  16334. * @param type Consume type
  16335. * type&1: consume the others (before skill was used);
  16336. * type&2: consume items (after skill was used)
  16337. */
  16338. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16339. {
  16340. struct s_skill_condition require;
  16341. nullpo_retv(sd);
  16342. require = skill_get_requirement(sd,skill_id,skill_lv);
  16343. if( type&1 ) {
  16344. switch( skill_id ) {
  16345. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16346. case MC_IDENTIFY:
  16347. require.sp = 0;
  16348. break;
  16349. case MO_KITRANSLATION:
  16350. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16351. require.spiritball = 0;
  16352. //Fall through
  16353. default:
  16354. if(sd->state.autocast)
  16355. require.sp = 0;
  16356. break;
  16357. }
  16358. if(require.hp || require.sp || require.ap)
  16359. status_zap(&sd->bl, require.hp, require.sp, require.ap);
  16360. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16361. switch (skill_id) { // Skills that require soul spheres.
  16362. case SP_SOULGOLEM:
  16363. case SP_SOULSHADOW:
  16364. case SP_SOULFALCON:
  16365. case SP_SOULFAIRY:
  16366. case SP_SOULCURSE:
  16367. case SP_SPA:
  16368. case SP_SHA:
  16369. case SP_SWHOO:
  16370. case SP_SOULUNITY:
  16371. case SP_SOULDIVISION:
  16372. case SP_SOULREAPER:
  16373. case SP_SOULEXPLOSION:
  16374. case SP_KAUTE:
  16375. pc_delsoulball(sd, require.spiritball, false);
  16376. break;
  16377. // Skills that require servants.
  16378. // Note: We don't update the servants display here
  16379. // since using these skills auto trigger an animation
  16380. // with them in unique ways that makes them vanish.
  16381. case DK_SERVANT_W_SIGN:
  16382. case DK_SERVANT_W_PHANTOM:
  16383. case DK_SERVANT_W_DEMOL:
  16384. pc_delservantball( *sd, require.spiritball );
  16385. break;
  16386. default: // Skills that require spirit/coin spheres.
  16387. pc_delspiritball(sd, require.spiritball, 0);
  16388. break;
  16389. }
  16390. }
  16391. else if(require.spiritball == -1) {
  16392. sd->spiritball_old = sd->spiritball;
  16393. pc_delspiritball(sd,sd->spiritball,0);
  16394. }
  16395. if(require.zeny > 0)
  16396. {
  16397. if( skill_id == NJ_ZENYNAGE )
  16398. require.zeny = 0; //Zeny is reduced on skill_attack.
  16399. if( sd->status.zeny < require.zeny )
  16400. require.zeny = sd->status.zeny;
  16401. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  16402. }
  16403. }
  16404. if( type&2 ) {
  16405. struct status_change *sc = &sd->sc;
  16406. int n,i;
  16407. if( !sc->count )
  16408. sc = NULL;
  16409. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  16410. {
  16411. if( !require.itemid[i] )
  16412. continue;
  16413. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  16414. continue; //Gemstones are checked, but not substracted from inventory.
  16415. switch( skill_id ){
  16416. case SA_SEISMICWEAPON:
  16417. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  16418. continue;
  16419. break;
  16420. case SA_FLAMELAUNCHER:
  16421. case SA_VOLCANO:
  16422. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  16423. continue;
  16424. break;
  16425. case SA_FROSTWEAPON:
  16426. case SA_DELUGE:
  16427. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  16428. continue;
  16429. break;
  16430. case SA_LIGHTNINGLOADER:
  16431. case SA_VIOLENTGALE:
  16432. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  16433. continue;
  16434. break;
  16435. }
  16436. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  16437. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  16438. }
  16439. }
  16440. }
  16441. /**
  16442. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  16443. * @param sd Player's that will be checked
  16444. * @param skill_id Skill that's being used
  16445. * @param skill_lv Skill level of used skill
  16446. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  16447. */
  16448. struct s_skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  16449. {
  16450. struct s_skill_condition req;
  16451. struct status_data *status;
  16452. struct status_change *sc;
  16453. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  16454. memset(&req,0,sizeof(req));
  16455. if( !sd )
  16456. return req;
  16457. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  16458. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  16459. sc = &sd->sc;
  16460. if( !sc->count )
  16461. sc = NULL;
  16462. //Checks if disabling skill - in which case no SP requirements are necessary
  16463. if( sc && skill_disable_check(*sc,skill_id) )
  16464. return req;
  16465. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  16466. status = &sd->battle_status;
  16467. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16468. req.hp = skill->require.hp[skill_lv - 1];
  16469. hp_rate = skill->require.hp_rate[skill_lv - 1];
  16470. if(hp_rate > 0)
  16471. req.hp += (status->hp * hp_rate)/100;
  16472. else
  16473. req.hp += (status->max_hp * (-hp_rate))/100;
  16474. req.sp = skill->require.sp[skill_lv-1];
  16475. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  16476. req.sp /= 2;
  16477. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  16478. req.sp -= req.sp * 30 / 100;
  16479. sp_rate = skill->require.sp_rate[skill_lv-1];
  16480. if(sp_rate > 0)
  16481. req.sp += (status->sp * sp_rate)/100;
  16482. else
  16483. req.sp += (status->max_sp * (-sp_rate))/100;
  16484. if( sd->dsprate != 100 )
  16485. req.sp = req.sp * sd->dsprate / 100;
  16486. for (auto &it : sd->skillusesprate) {
  16487. if (it.id == skill_id) {
  16488. sp_skill_rate_bonus -= it.val;
  16489. break;
  16490. }
  16491. }
  16492. for (auto &it : sd->skillusesp) {
  16493. if (it.id == skill_id) {
  16494. req.sp -= it.val;
  16495. break;
  16496. }
  16497. }
  16498. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  16499. req.sp += req.sp * 30 / 100;
  16500. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  16501. if( sc ) {
  16502. if( sc->data[SC__LAZINESS] )
  16503. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  16504. if( sc->data[SC_RECOGNIZEDSPELL] )
  16505. req.sp += req.sp / 4;
  16506. if( sc->data[SC_OFFERTORIUM])
  16507. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  16508. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  16509. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  16510. #ifdef RENEWAL
  16511. if (sc->data[SC_ADAPTATION] && (skill_get_inf2(skill_id, INF2_ISSONG)))
  16512. req.sp -= req.sp * 20 / 100;
  16513. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPCONSUM)
  16514. req.sp -= req.sp * 30 / 100;
  16515. #endif
  16516. if (sc->data[SC_GLOOMYDAY])
  16517. req.sp += req.sp * (skill_lv * 10) / 100;
  16518. if (sc->data[SC_CRESCIVEBOLT])
  16519. req.sp += req.sp * (20 * sc->data[SC_CRESCIVEBOLT]->val1) / 100;
  16520. }
  16521. req.ap = skill->require.ap[skill_lv - 1];
  16522. ap_rate = skill->require.ap_rate[skill_lv - 1];
  16523. if (ap_rate > 0)
  16524. req.ap += (status->ap * ap_rate) / 100;
  16525. else
  16526. req.ap += (status->max_ap * (-ap_rate)) / 100;
  16527. req.zeny = skill->require.zeny[skill_lv-1];
  16528. if( sc && sc->data[SC__UNLUCKY] ) {
  16529. if(sc->data[SC__UNLUCKY]->val1 < 3)
  16530. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  16531. else
  16532. req.zeny += 1000;
  16533. }
  16534. req.spiritball = skill->require.spiritball[skill_lv-1];
  16535. req.state = skill->require.state;
  16536. req.mhp = skill->require.mhp[skill_lv-1];
  16537. req.weapon = skill->require.weapon;
  16538. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  16539. if (req.ammo_qty)
  16540. req.ammo = skill->require.ammo;
  16541. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  16542. { //Assume this skill is using the weapon, therefore it requires arrows.
  16543. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  16544. req.ammo_qty = 1;
  16545. }
  16546. req.status = skill->require.status;
  16547. req.eqItem = skill->require.eqItem;
  16548. // Level dependence flag is determined based on the ItemCost Level label
  16549. bool level_dependent = skill->require.itemid_level_dependent;
  16550. switch( skill_id ) {
  16551. /* Skill level-dependent checks */
  16552. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  16553. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  16554. req.itemid[1] = skill->require.itemid[skill->max];
  16555. req.amount[1] = skill->require.amount[skill->max];
  16556. // Fall through
  16557. /* Normal skill requirements and gemstone checks */
  16558. default:
  16559. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  16560. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  16561. if (!level_dependent) {
  16562. switch( skill_id ) {
  16563. case AM_POTIONPITCHER:
  16564. case CR_SLIMPITCHER:
  16565. case CR_CULTIVATION:
  16566. if (i != skill_lv%11 - 1)
  16567. continue;
  16568. break;
  16569. #ifdef RENEWAL
  16570. case AM_CALLHOMUN:
  16571. // Player has no homunculus, only requires first item
  16572. if (i > 0 && sd->hd == nullptr) {
  16573. i = MAX_SKILL_ITEM_REQUIRE;
  16574. continue;
  16575. }
  16576. // Recalling from Rest state has a different consume item (stored as second item)
  16577. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  16578. req.itemid[0] = skill->require.itemid[1];
  16579. req.amount[0] = skill->require.amount[1];
  16580. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  16581. skill_area_temp[0] = 0;
  16582. i = MAX_SKILL_ITEM_REQUIRE;
  16583. continue;
  16584. }
  16585. break;
  16586. #else
  16587. case AM_CALLHOMUN:
  16588. if (sd->status.hom_id) //Don't delete items when hom is already out.
  16589. continue;
  16590. break;
  16591. #endif
  16592. case AB_ADORAMUS:
  16593. 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)) )
  16594. continue;
  16595. break;
  16596. }
  16597. req.itemid[i] = skill->require.itemid[i];
  16598. req.amount[i] = skill->require.amount[i];
  16599. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  16600. int16 itIndex;
  16601. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  16602. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  16603. req.itemid[i] = ITEMID_TRAP;
  16604. else
  16605. req.itemid[i] = ITEMID_TRAP_ALLOY;
  16606. req.amount[i] = 1;
  16607. }
  16608. break;
  16609. }
  16610. }
  16611. else {
  16612. // Process level_dependent requirement
  16613. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE) {
  16614. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  16615. req.amount[0] = skill->require.amount[skill_lv - 1];
  16616. }
  16617. }
  16618. // Check requirement for gemstone.
  16619. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  16620. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  16621. req.itemid[i] = req.amount[i] = 0;
  16622. else {
  16623. if( sd->special_state.no_gemstone || (sc && sc->data[SC_INTOABYSS]) )
  16624. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  16625. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  16626. req.itemid[i] = req.amount[i] = 0;
  16627. else if( --req.amount[i] < 1 )
  16628. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  16629. }
  16630. }
  16631. }
  16632. // Check requirement for Magic Gear Fuel
  16633. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  16634. req.itemid[i] = req.amount[i] = 0;
  16635. }
  16636. break;
  16637. }
  16638. // Check for cost reductions due to skills & SCs
  16639. switch(skill_id) {
  16640. case MC_MAMMONITE:
  16641. #ifdef RENEWAL
  16642. case WS_CARTTERMINATION:
  16643. #endif
  16644. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  16645. #ifdef RENEWAL
  16646. req.zeny -= req.zeny*20/100;
  16647. #else
  16648. req.zeny -= req.zeny*10/100;
  16649. #endif
  16650. break;
  16651. case AL_HOLYLIGHT:
  16652. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  16653. req.sp *= 5;
  16654. break;
  16655. case SL_SMA:
  16656. case SL_STUN:
  16657. case SL_STIN:
  16658. {
  16659. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  16660. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  16661. break;
  16662. if(sd->status.base_level>=90)
  16663. req.sp -= req.sp*7*kaina_lv/100;
  16664. else if(sd->status.base_level>=80)
  16665. req.sp -= req.sp*5*kaina_lv/100;
  16666. else if(sd->status.base_level>=70)
  16667. req.sp -= req.sp*3*kaina_lv/100;
  16668. }
  16669. break;
  16670. case MO_CHAINCOMBO:
  16671. case MO_COMBOFINISH:
  16672. case CH_TIGERFIST:
  16673. case CH_CHAINCRUSH:
  16674. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  16675. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  16676. break;
  16677. case MO_BODYRELOCATION:
  16678. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  16679. req.spiritball = 0;
  16680. break;
  16681. case MO_EXTREMITYFIST:
  16682. if( sc ) {
  16683. if( sc->data[SC_BLADESTOP] )
  16684. req.spiritball--;
  16685. else if( sc->data[SC_COMBO] ) {
  16686. #ifndef RENEWAL
  16687. switch( sc->data[SC_COMBO]->val1 ) {
  16688. case MO_COMBOFINISH:
  16689. req.spiritball = 4;
  16690. break;
  16691. case CH_TIGERFIST:
  16692. req.spiritball = 3;
  16693. break;
  16694. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  16695. req.spiritball = sd->spiritball?sd->spiritball:1;
  16696. break;
  16697. }
  16698. #else
  16699. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  16700. #endif
  16701. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  16702. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  16703. }
  16704. break;
  16705. case LG_RAGEBURST:
  16706. req.spiritball = sd->spiritball?sd->spiritball:1;
  16707. break;
  16708. case SR_FALLENEMPIRE:
  16709. if (sc && (sc->data[SC_FIRST_FAITH_POWER] || sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
  16710. req.spiritball = 0;
  16711. break;
  16712. case SR_TIGERCANNON:
  16713. if (sc && sc->data[SC_THIRD_EXOR_FLAME])
  16714. req.spiritball = 0;
  16715. break;
  16716. case SR_RAMPAGEBLASTER:
  16717. case SR_RIDEINLIGHTNING:
  16718. if (sc && sc->data[SC_MASSIVE_F_BLASTER])
  16719. req.spiritball = 0;
  16720. break;
  16721. case SR_GATEOFHELL:
  16722. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  16723. req.sp -= req.sp * 10 / 100;
  16724. break;
  16725. case SR_FLASHCOMBO:
  16726. if (sc && (sc->data[SC_SECOND_JUDGE] || sc->data[SC_THIRD_EXOR_FLAME]))
  16727. req.spiritball = 0;
  16728. break;
  16729. case SO_SUMMON_AGNI:
  16730. case SO_SUMMON_AQUA:
  16731. case SO_SUMMON_VENTUS:
  16732. case SO_SUMMON_TERA: {
  16733. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  16734. if( spirit_sympathy )
  16735. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  16736. }
  16737. break;
  16738. case NPC_PSYCHIC_WAVE:
  16739. case SO_PSYCHIC_WAVE:
  16740. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  16741. req.sp += req.sp / 2; // 1.5x SP cost
  16742. break;
  16743. }
  16744. //Check if player is using the copied skill [Cydh]
  16745. uint16 idx = skill_get_index(skill_id);
  16746. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  16747. uint16 req_opt = skill->copyable.req_opt;
  16748. if (req_opt & SKILL_REQ_HPCOST)
  16749. req.hp = 0;
  16750. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  16751. req.mhp = 0;
  16752. if (req_opt & SKILL_REQ_SPCOST)
  16753. req.sp = 0;
  16754. if (req_opt & SKILL_REQ_HPRATECOST)
  16755. req.hp_rate = 0;
  16756. if (req_opt & SKILL_REQ_SPRATECOST)
  16757. req.sp_rate = 0;
  16758. if (req_opt & SKILL_REQ_ZENYCOST)
  16759. req.zeny = 0;
  16760. if (req_opt & SKILL_REQ_WEAPON)
  16761. req.weapon = 0;
  16762. if (req_opt & SKILL_REQ_AMMO) {
  16763. req.ammo = 0;
  16764. req.ammo_qty = 0;
  16765. }
  16766. if (req_opt & SKILL_REQ_STATE)
  16767. req.state = ST_NONE;
  16768. if (req_opt & SKILL_REQ_STATUS) {
  16769. req.status.clear();
  16770. req.status.shrink_to_fit();
  16771. }
  16772. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  16773. req.spiritball = 0;
  16774. if (req_opt & SKILL_REQ_ITEMCOST) {
  16775. memset(req.itemid, 0, sizeof(req.itemid));
  16776. memset(req.amount, 0, sizeof(req.amount));
  16777. }
  16778. if (req_opt & SKILL_REQ_EQUIPMENT) {
  16779. req.eqItem.clear();
  16780. req.eqItem.shrink_to_fit();
  16781. }
  16782. if (req_opt & SKILL_REQ_APCOST)
  16783. req.ap = 0;
  16784. if (req_opt & SKILL_REQ_APRATECOST)
  16785. req.ap_rate = 0;
  16786. }
  16787. return req;
  16788. }
  16789. /*==========================================
  16790. * Does cast-time reductions based on dex, item bonuses and config setting
  16791. *------------------------------------------*/
  16792. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  16793. nullpo_ret(bl);
  16794. double time = skill_get_cast(skill_id, skill_lv);
  16795. #ifndef RENEWAL_CAST
  16796. {
  16797. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  16798. struct status_change *sc = status_get_sc(bl);
  16799. int reduce_cast_rate = 0;
  16800. uint8 flag = skill_get_castnodex(skill_id);
  16801. // Calculate base cast time (reduced by dex)
  16802. if (!(flag&1)) {
  16803. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  16804. if (scale > 0) // not instant cast
  16805. time = time * (float)scale / battle_config.castrate_dex_scale;
  16806. else
  16807. return 0; // instant cast
  16808. }
  16809. // Calculate cast time reduced by item/card bonuses
  16810. if (sd) {
  16811. if (!(flag&4)) {
  16812. if (sd->castrate != 100)
  16813. reduce_cast_rate += 100 - sd->castrate;
  16814. if (sd->bonus.add_varcast != 0)
  16815. time += sd->bonus.add_varcast; // bonus bVariableCast
  16816. }
  16817. // Skill-specific reductions work regardless of flag
  16818. for (const auto &it : sd->skillcastrate) {
  16819. if (it.id == skill_id) {
  16820. time += time * it.val / 100;
  16821. break;
  16822. }
  16823. }
  16824. for (const auto &it : sd->skillvarcast) {
  16825. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16826. time += it.val;
  16827. break;
  16828. }
  16829. }
  16830. }
  16831. // These cast time reductions are processed even if the skill fails
  16832. if (sc && sc->count) {
  16833. // Magic Strings stacks additively with item bonuses
  16834. if (!(flag&2) && sc->data[SC_POEMBRAGI])
  16835. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  16836. // Foresight halves the cast time, it does not stack additively
  16837. if (sc->data[SC_MEMORIZE]) {
  16838. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16839. if(!(flag&2))
  16840. time -= time * 50 / 100;
  16841. // Foresight counter gets reduced even if the skill is not affected by it
  16842. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  16843. status_change_end(bl, SC_MEMORIZE);
  16844. }
  16845. }
  16846. }
  16847. time = time * (1 - (float)reduce_cast_rate / 100);
  16848. }
  16849. #endif
  16850. // config cast time multiplier
  16851. if (battle_config.cast_rate != 100)
  16852. time = time * battle_config.cast_rate / 100;
  16853. // return final cast time
  16854. time = max((int)time, 0);
  16855. //ShowInfo("Castime castfix = %f\n",time);
  16856. return (int)time;
  16857. }
  16858. #ifndef RENEWAL_CAST
  16859. /**
  16860. * Get the skill cast time for Pre-Re cast
  16861. * @param bl: The caster
  16862. * @param time: Cast time before Status Change addition or reduction
  16863. * @return time: Modified castime after status change addition or reduction
  16864. */
  16865. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  16866. {
  16867. if (time < 0)
  16868. return 0;
  16869. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16870. return (int)time;
  16871. status_change *sc = status_get_sc(bl);
  16872. if (sc && sc->count) {
  16873. if (!(flag&2)) {
  16874. if (sc->data[SC_SLOWCAST])
  16875. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  16876. if (sc->data[SC_PARALYSIS])
  16877. time += sc->data[SC_PARALYSIS]->val3;
  16878. if (sc->data[SC_IZAYOI])
  16879. time -= time * 50 / 100;
  16880. if (sc->data[SC_2011RWC_SCROLL])
  16881. time -= time * 5 / 100;
  16882. }
  16883. if (sc->data[SC_SUFFRAGIUM]) {
  16884. if(!(flag&2))
  16885. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  16886. //Suffragium ends even if the skill is not affected by it
  16887. status_change_end(bl, SC_SUFFRAGIUM);
  16888. }
  16889. }
  16890. time = std::max(time, 0.0);
  16891. //ShowInfo("Castime castfix_sc = %f\n",time);
  16892. return (int)time;
  16893. }
  16894. #else
  16895. /**
  16896. * Get the skill cast time for RENEWAL_CAST.
  16897. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  16898. * Additive value:
  16899. * Variable CastTime : time += value
  16900. * Fixed CastTime : fixed += value
  16901. * Multipicative value
  16902. * Variable CastTime : VARCAST_REDUCTION(value)
  16903. * Fixed CastTime : FIXEDCASTRATE2(value)
  16904. * @param bl: The caster
  16905. * @param time: Cast time without reduction
  16906. * @param skill_id: Skill ID of the casted skill
  16907. * @param skill_lv: Skill level of the casted skill
  16908. * @return time: Modified castime after status and bonus addition or reduction
  16909. */
  16910. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  16911. {
  16912. nullpo_ret(bl);
  16913. if (time < 0)
  16914. return 0;
  16915. if (bl->type == BL_MOB || bl->type == BL_NPC)
  16916. return (int)time;
  16917. status_change *sc = status_get_sc(bl);
  16918. map_session_data *sd = BL_CAST(BL_PC, bl);
  16919. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  16920. uint8 flag = skill_get_castnodex(skill_id);
  16921. if (fixed < 0) {
  16922. if (battle_config.default_fixed_castrate > 0) {
  16923. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  16924. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  16925. } else
  16926. fixed = 0;
  16927. }
  16928. // Additive Variable Cast bonus adjustments by items
  16929. if (sd && !(flag&4)) {
  16930. if (sd->bonus.varcastrate != 0)
  16931. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  16932. if (sd->bonus.fixcastrate != 0)
  16933. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  16934. if (sd->bonus.add_varcast != 0)
  16935. time += sd->bonus.add_varcast; // bonus bVariableCast
  16936. if (sd->bonus.add_fixcast != 0)
  16937. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  16938. for (const auto &it : sd->skillfixcast) {
  16939. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  16940. fixed += it.val;
  16941. break;
  16942. }
  16943. }
  16944. for (const auto &it : sd->skillvarcast) {
  16945. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  16946. time += it.val;
  16947. break;
  16948. }
  16949. }
  16950. for (const auto &it : sd->skillcastrate) {
  16951. if (it.id == skill_id) { // bonus2 bVariableCastrate
  16952. reduce_cast_rate += it.val;
  16953. break;
  16954. }
  16955. }
  16956. for (const auto &it : sd->skillfixcastrate) {
  16957. if (it.id == skill_id) { // bonus2 bFixedCastrate
  16958. fixcast_r = max(fixcast_r, it.val);
  16959. break;
  16960. }
  16961. }
  16962. }
  16963. // Adjusted by active statuses
  16964. if (sc && sc->count && !(flag&2)) {
  16965. // Multiplicative Variable CastTime values
  16966. if (sc->data[SC_SLOWCAST])
  16967. VARCAST_REDUCTION(-sc->data[SC_SLOWCAST]->val2);
  16968. if (sc->data[SC__LAZINESS])
  16969. VARCAST_REDUCTION(-sc->data[SC__LAZINESS]->val2);
  16970. if (sc->data[SC_SUFFRAGIUM]) {
  16971. VARCAST_REDUCTION(sc->data[SC_SUFFRAGIUM]->val2);
  16972. #ifndef RENEWAL
  16973. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  16974. #endif
  16975. }
  16976. if (sc->data[SC_MEMORIZE]) {
  16977. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  16978. reduce_cast_rate += 50;
  16979. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  16980. status_change_end(bl, SC_MEMORIZE);
  16981. }
  16982. }
  16983. if (sc->data[SC_POEMBRAGI])
  16984. reduce_cast_rate += sc->data[SC_POEMBRAGI]->val2;
  16985. if (sc->data[SC_IZAYOI])
  16986. VARCAST_REDUCTION(50);
  16987. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  16988. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  16989. if (sc->data[SC_TELEKINESIS_INTENSE])
  16990. VARCAST_REDUCTION(sc->data[SC_TELEKINESIS_INTENSE]->val2);
  16991. if (sc->data[SC_SOULFAIRY])
  16992. VARCAST_REDUCTION(sc->data[SC_SOULFAIRY]->val3);
  16993. if (sc->data[SC_EP16_2_BUFF_AC])
  16994. VARCAST_REDUCTION(80);
  16995. // Multiplicative Fixed CastTime values
  16996. if (sc->data[SC_SECRAMENT])
  16997. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  16998. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  16999. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17000. if (sc->data[SC_DANCEWITHWUG])
  17001. fixcast_r = max(fixcast_r, sc->data[SC_DANCEWITHWUG]->val4);
  17002. if (sc->data[SC_HEAT_BARREL])
  17003. fixcast_r = max(fixcast_r, sc->data[SC_HEAT_BARREL]->val2);
  17004. if (sc->data[SC_FREEZING])
  17005. fixcast_r -= 50;
  17006. if (sc->data[SC_SWINGDANCE])
  17007. fixcast_r = max(fixcast_r, skill_lv * 6);
  17008. // Additive Fixed CastTime values
  17009. if (sc->data[SC_MANDRAGORA])
  17010. fixed += sc->data[SC_MANDRAGORA]->val1 * 500;
  17011. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  17012. fixed -= 1000;
  17013. if (sc->data[SC_IZAYOI])
  17014. fixed = 0;
  17015. if (sc->data[SC_GLOOMYDAY])
  17016. fixed += skill_lv * 500;
  17017. if (sc->data[SC_2011RWC_SCROLL])
  17018. VARCAST_REDUCTION(5);
  17019. }
  17020. if (sc && sc->data[SC_SECRAMENT] && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17021. fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
  17022. if (varcast_r < 0)
  17023. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17024. // Apply Variable CastTime calculation by INT & DEX
  17025. if (!(flag&1))
  17026. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17027. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17028. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17029. return (int)time;
  17030. }
  17031. #endif
  17032. /*==========================================
  17033. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17034. *------------------------------------------*/
  17035. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17036. {
  17037. nullpo_ret(bl);
  17038. if (skill_id == SA_ABRACADABRA)
  17039. return 0; //Will use picked skill's delay.
  17040. if (bl->type&battle_config.no_skill_delay)
  17041. return battle_config.min_skill_delay_limit;
  17042. int delaynodex = skill_get_delaynodex(skill_id);
  17043. double time = skill_get_delay(skill_id, skill_lv);
  17044. if (time < 0)
  17045. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17046. status_change* sc = status_get_sc(bl);
  17047. // Delay reductions
  17048. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17049. case MO_TRIPLEATTACK:
  17050. case MO_CHAINCOMBO:
  17051. case MO_COMBOFINISH:
  17052. case CH_TIGERFIST:
  17053. case CH_CHAINCRUSH:
  17054. case SR_DRAGONCOMBO:
  17055. case SR_FALLENEMPIRE:
  17056. case SJ_PROMINENCEKICK:
  17057. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17058. if (time == 0)
  17059. time = 1000;
  17060. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17061. break;
  17062. #ifndef RENEWAL
  17063. case HP_BASILICA:
  17064. if (sc && !sc->data[SC_BASILICA])
  17065. time = 0; // There is no Delay on Basilica creation, only on cancel
  17066. break;
  17067. #endif
  17068. default:
  17069. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17070. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17071. if (scale > 0)
  17072. time = time * scale / battle_config.castrate_dex_scale;
  17073. else //To be capped later to minimum.
  17074. time = 0;
  17075. }
  17076. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17077. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17078. if (scale > 0)
  17079. time = time * scale / battle_config.castrate_dex_scale;
  17080. else //To be capped later to minimum.
  17081. time = 0;
  17082. }
  17083. }
  17084. if (sc && sc->count) {
  17085. if (sc->data[SC_SPIRIT]) {
  17086. switch (skill_id) {
  17087. case CR_SHIELDBOOMERANG:
  17088. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  17089. time /= 2;
  17090. break;
  17091. case AS_SONICBLOW:
  17092. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  17093. time /= 2;
  17094. break;
  17095. }
  17096. }
  17097. }
  17098. int delay = 0;
  17099. if (!(delaynodex&2)) {
  17100. if (sc && sc->count) {
  17101. if (sc->data[SC_POEMBRAGI])
  17102. delay += sc->data[SC_POEMBRAGI]->val3;
  17103. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17104. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17105. if (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 0)
  17106. delay += sc->data[SC_MAGICMUSHROOM]->val2;
  17107. }
  17108. }
  17109. if (!(delaynodex&4) && bl->type == BL_PC) {
  17110. map_session_data* sd = (map_session_data*)bl;
  17111. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17112. delay += sd->bonus.delayrate;
  17113. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17114. if (it.id == skill_id) {
  17115. time += it.val;
  17116. break;
  17117. }
  17118. }
  17119. }
  17120. if (delay != 0)
  17121. time = time * (1 - (float)min(delay, 100) / 100);
  17122. if (battle_config.delay_rate != 100)
  17123. time = time * battle_config.delay_rate / 100;
  17124. //ShowInfo("Delay delayfix = %f\n",time);
  17125. return max((int)time,0);
  17126. }
  17127. /*==========================================
  17128. * Weapon Repair [Celest/DracoRPG]
  17129. *------------------------------------------*/
  17130. void skill_repairweapon(struct map_session_data *sd, int idx) {
  17131. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17132. ITEMID_IRON_ORE,
  17133. ITEMID_IRON,
  17134. ITEMID_STEEL,
  17135. ITEMID_ORIDECON_STONE,
  17136. #ifdef RENEWAL
  17137. 0
  17138. #endif
  17139. };
  17140. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17141. ITEMID_STEEL,
  17142. #ifdef RENEWAL
  17143. 0
  17144. #endif
  17145. };
  17146. t_itemid material = 0;
  17147. struct item *item;
  17148. struct map_session_data *target_sd;
  17149. nullpo_retv(sd);
  17150. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  17151. return;
  17152. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17153. return;
  17154. if( idx < 0 || idx >= MAX_INVENTORY )
  17155. return; //Invalid index??
  17156. item = &target_sd->inventory.u.items_inventory[idx];
  17157. if( !item->nameid || !item->attribute )
  17158. return; //Again invalid item....
  17159. if (itemdb_ishatched_egg(item))
  17160. return;
  17161. if (sd != target_sd && !battle_check_range(&sd->bl, &target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id, sd->menuskill_val2, true))) {
  17162. clif_item_repaireffect(sd, idx, 1);
  17163. return;
  17164. }
  17165. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17166. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17167. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17168. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17169. }
  17170. if( material == 0 || pc_search_inventory( sd, material ) < 0 ){
  17171. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17172. return;
  17173. }
  17174. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  17175. item->attribute = 0;/* clear broken state */
  17176. clif_equiplist(target_sd);
  17177. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  17178. clif_item_repaireffect(sd,idx,0);
  17179. if( sd != target_sd )
  17180. clif_item_repaireffect(target_sd,idx,0);
  17181. }
  17182. /*==========================================
  17183. * Item Appraisal
  17184. *------------------------------------------*/
  17185. void skill_identify(struct map_session_data *sd, int idx)
  17186. {
  17187. int flag=1;
  17188. nullpo_retv(sd);
  17189. sd->state.workinprogress = WIP_DISABLE_NONE;
  17190. if(idx >= 0 && idx < MAX_INVENTORY) {
  17191. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17192. flag=0;
  17193. sd->inventory.u.items_inventory[idx].identify = 1;
  17194. }
  17195. }
  17196. clif_item_identified(sd,idx,flag);
  17197. }
  17198. /*==========================================
  17199. * Weapon Refine [Celest]
  17200. *------------------------------------------*/
  17201. void skill_weaponrefine(struct map_session_data *sd, int idx)
  17202. {
  17203. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17204. ITEMID_PHRACON,
  17205. ITEMID_EMVERETARCON,
  17206. ITEMID_ORIDECON,
  17207. ITEMID_ORIDECON,
  17208. #ifdef RENEWAL
  17209. 0
  17210. #endif
  17211. };
  17212. nullpo_retv(sd);
  17213. if (idx >= 0 && idx < MAX_INVENTORY)
  17214. {
  17215. struct item *item;
  17216. struct item_data *ditem = sd->inventory_data[idx];
  17217. item = &sd->inventory.u.items_inventory[idx];
  17218. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17219. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17220. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  17221. return;
  17222. }
  17223. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  17224. clif_upgrademessage(sd, 2, item->nameid);
  17225. return;
  17226. }
  17227. int i = pc_search_inventory( sd, material[ditem->weapon_level - 1] );
  17228. if( i < 0 ) {
  17229. clif_upgrademessage( sd, 3, material[ditem->weapon_level - 1] );
  17230. return;
  17231. }
  17232. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17233. if( info == nullptr ){
  17234. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17235. return;
  17236. }
  17237. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17238. if( cost == nullptr ){
  17239. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17240. return;
  17241. }
  17242. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17243. 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 );
  17244. clif_skill_fail( sd, sd->menuskill_id, USESKILL_FAIL_LEVEL, 0 );
  17245. return;
  17246. }
  17247. int per = ( cost->chance / 100 );
  17248. if( sd->class_&JOBL_THIRD )
  17249. per += 10;
  17250. else
  17251. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17252. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17253. if (per > rnd() % 100) {
  17254. int ep=0;
  17255. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  17256. item->refine++;
  17257. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  17258. if(item->equip) {
  17259. ep = item->equip;
  17260. pc_unequipitem(sd,idx,3);
  17261. }
  17262. clif_delitem(sd,idx,1,3);
  17263. clif_upgrademessage(sd, 0, item->nameid);
  17264. clif_inventorylist(sd);
  17265. clif_refine(sd->fd,0,idx,item->refine);
  17266. if( ditem->type == IT_WEAPON ){
  17267. achievement_update_objective(sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17268. }
  17269. if (ep)
  17270. pc_equipitem(sd,idx,ep);
  17271. clif_misceffect(&sd->bl,3);
  17272. if(item->refine == 10 &&
  17273. item->card[0] == CARD0_FORGE &&
  17274. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  17275. { // Fame point system [DracoRPG]
  17276. switch(ditem->weapon_level){
  17277. case 1:
  17278. pc_addfame(*sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17279. break;
  17280. case 2:
  17281. pc_addfame(*sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17282. break;
  17283. case 3:
  17284. pc_addfame(*sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17285. break;
  17286. }
  17287. }
  17288. } else {
  17289. item->refine = 0;
  17290. if(item->equip)
  17291. pc_unequipitem(sd,idx,3);
  17292. clif_upgrademessage(sd, 1, item->nameid);
  17293. clif_refine(sd->fd,1,idx,item->refine);
  17294. achievement_update_objective(sd, AG_ENCHANT_FAIL, 1, 1);
  17295. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  17296. clif_misceffect(&sd->bl,2);
  17297. clif_emotion(&sd->bl, ET_HUK);
  17298. }
  17299. }
  17300. }
  17301. }
  17302. /*==========================================
  17303. *
  17304. *------------------------------------------*/
  17305. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  17306. {
  17307. nullpo_ret(sd);
  17308. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17309. return 0;
  17310. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17311. uint16 maxlv = 1;
  17312. if (skill_lv == 0 || lv == 0)
  17313. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17314. #ifdef RENEWAL
  17315. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  17316. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17317. else
  17318. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17319. #else
  17320. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17321. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17322. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  17323. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17324. else if(skill_lv==2) maxlv=1;
  17325. else if(skill_lv==3) maxlv=2;
  17326. else if(skill_lv>=4) maxlv=3;
  17327. }
  17328. else if(skill_id==MG_SOULSTRIKE){
  17329. if(skill_lv==5) maxlv=1;
  17330. else if(skill_lv==6) maxlv=2;
  17331. else if(skill_lv>=7) maxlv=3;
  17332. }
  17333. else if(skill_id==MG_FIREBALL){
  17334. if(skill_lv==8) maxlv=1;
  17335. else if(skill_lv>=9) maxlv=2;
  17336. }
  17337. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17338. else return 0;
  17339. #endif
  17340. maxlv = min(lv, maxlv);
  17341. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17342. skill_get_time(SA_AUTOSPELL,skill_lv));
  17343. return 0;
  17344. }
  17345. /**
  17346. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17347. * @param bl: Player object
  17348. * @param ap: va_arg list
  17349. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17350. */
  17351. static int skill_sit_count(struct block_list *bl, va_list ap)
  17352. {
  17353. struct map_session_data *sd = (struct map_session_data*)bl;
  17354. int flag = va_arg(ap, int);
  17355. if (!pc_issit(sd))
  17356. return 0;
  17357. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17358. return 1;
  17359. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17360. return 1;
  17361. return 0;
  17362. }
  17363. /**
  17364. * Triggered when a player sits down to activate bonus states.
  17365. * @param bl: Player object
  17366. * @param ap: va_arg list
  17367. * @return 0
  17368. */
  17369. static int skill_sit_in(struct block_list *bl, va_list ap)
  17370. {
  17371. struct map_session_data *sd = (struct map_session_data*)bl;
  17372. int flag = va_arg(ap, int);
  17373. if (!pc_issit(sd))
  17374. return 0;
  17375. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17376. sd->state.gangsterparadise = 1;
  17377. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17378. sd->state.rest = 1;
  17379. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17380. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17381. }
  17382. return 0;
  17383. }
  17384. /**
  17385. * Triggered when a player stands up to deactivate bonus states.
  17386. * @param bl: Player object
  17387. * @param ap: va_arg list
  17388. * @return 0
  17389. */
  17390. static int skill_sit_out(struct block_list *bl, va_list ap)
  17391. {
  17392. struct map_session_data *sd = (struct map_session_data*)bl;
  17393. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17394. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17395. return 0;
  17396. if (flag&1 && sd->state.gangsterparadise)
  17397. sd->state.gangsterparadise = 0;
  17398. if (flag&2 && sd->state.rest) {
  17399. sd->state.rest = 0;
  17400. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17401. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17402. }
  17403. return 0;
  17404. }
  17405. /**
  17406. * Toggle Sit icon and player bonuses when sitting/standing.
  17407. * @param sd: Player data
  17408. * @param sitting: True when sitting or false when standing
  17409. * @return 0
  17410. */
  17411. int skill_sit(struct map_session_data *sd, bool sitting)
  17412. {
  17413. int flag = 0, range = 0, lv;
  17414. nullpo_ret(sd);
  17415. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  17416. flag |= 1;
  17417. range = skill_get_splash(RG_GANGSTER, lv);
  17418. }
  17419. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  17420. flag |= 2;
  17421. range = skill_get_splash(TK_HPTIME, lv);
  17422. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  17423. flag |= 2;
  17424. range = skill_get_splash(TK_SPTIME, lv);
  17425. }
  17426. if (sitting)
  17427. clif_status_load(&sd->bl, EFST_SIT, 1);
  17428. else
  17429. clif_status_load(&sd->bl, EFST_SIT, 0);
  17430. if (!flag) // No need to count area if no skills are learned.
  17431. return 0;
  17432. if (sitting) {
  17433. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17434. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  17435. } else
  17436. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  17437. return 0;
  17438. }
  17439. /*==========================================
  17440. * Do Forstjoke/Scream effect
  17441. *------------------------------------------*/
  17442. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  17443. {
  17444. struct block_list *src;
  17445. uint16 skill_id,skill_lv;
  17446. t_tick tick;
  17447. nullpo_ret(bl);
  17448. nullpo_ret(src = va_arg(ap,struct block_list*));
  17449. skill_id = va_arg(ap,int);
  17450. skill_lv = va_arg(ap,int);
  17451. if(!skill_lv)
  17452. return 0;
  17453. tick = va_arg(ap,t_tick);
  17454. if (src == bl || status_isdead(bl))
  17455. return 0;
  17456. if (bl->type == BL_PC) {
  17457. struct map_session_data *sd = (struct map_session_data *)bl;
  17458. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  17459. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  17460. }
  17461. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  17462. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  17463. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17464. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  17465. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  17466. return 0;
  17467. }
  17468. /**
  17469. * Set map cell flag as skill unit effect
  17470. * @param src Skill unit
  17471. * @param skill_id
  17472. * @param skill_lv
  17473. * @param cell Cell type cell_t
  17474. * @param flag 0/1
  17475. */
  17476. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  17477. {
  17478. int range = skill_get_unit_range(skill_id,skill_lv);
  17479. int x, y;
  17480. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  17481. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  17482. map_setcell(src->bl.m, x, y, cell, flag);
  17483. }
  17484. /**
  17485. * Do skill attack area (such splash effect) around the 'first' target.
  17486. * First target will skip skill condition, always receive damage. But,
  17487. * around it, still need target/condition validation by
  17488. * battle_check_target and status_check_skilluse
  17489. * @param bl
  17490. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  17491. */
  17492. int skill_attack_area(struct block_list *bl, va_list ap)
  17493. {
  17494. struct block_list *src,*dsrc;
  17495. int atk_type,skill_id,skill_lv,flag,type;
  17496. t_tick tick;
  17497. if(status_isdead(bl))
  17498. return 0;
  17499. atk_type = va_arg(ap,int);
  17500. src = va_arg(ap,struct block_list*);
  17501. dsrc = va_arg(ap,struct block_list*);
  17502. skill_id = va_arg(ap,int);
  17503. skill_lv = va_arg(ap,int);
  17504. tick = va_arg(ap,t_tick);
  17505. flag = va_arg(ap,int);
  17506. type = va_arg(ap,int);
  17507. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  17508. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17509. }
  17510. if(battle_check_target(dsrc,bl,type) <= 0 ||
  17511. !status_check_skilluse(NULL, bl, skill_id, 2))
  17512. return 0;
  17513. switch (skill_id) {
  17514. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  17515. if (src->x == bl->x && src->y == bl->y)
  17516. return 0; //Does not hit current cell
  17517. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  17518. return 0;
  17519. //Fall through
  17520. case NPC_ACIDBREATH:
  17521. case NPC_DARKNESSBREATH:
  17522. case NPC_FIREBREATH:
  17523. case NPC_ICEBREATH:
  17524. case NPC_THUNDERBREATH:
  17525. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  17526. default:
  17527. //Area-splash, disable skill animation.
  17528. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  17529. }
  17530. }
  17531. /**
  17532. * Clear skill unit group
  17533. * @param bl: Unit to check
  17534. * @param flag: Skill group to clear
  17535. */
  17536. int skill_clear_group(block_list *bl, uint8 flag)
  17537. {
  17538. nullpo_ret(bl);
  17539. unit_data *ud = unit_bl2ud(bl);
  17540. if (ud == nullptr)
  17541. return 0;
  17542. size_t count = 0;
  17543. bool deleted = false;
  17544. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  17545. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  17546. switch ((*it)->skill_id) {
  17547. case SA_DELUGE:
  17548. case SA_VOLCANO:
  17549. case SA_VIOLENTGALE:
  17550. case SA_LANDPROTECTOR:
  17551. case NJ_SUITON:
  17552. case NJ_KAENSIN:
  17553. case SC_CHAOSPANIC:
  17554. case MH_POISON_MIST:
  17555. case MH_LAVA_SLIDE:
  17556. if (flag & 1) {
  17557. skill_delunitgroup(*it);
  17558. count++;
  17559. deleted = true;
  17560. }
  17561. break;
  17562. case SO_CLOUD_KILL:
  17563. case NPC_CLOUD_KILL:
  17564. if (flag & 4) {
  17565. skill_delunitgroup(*it);
  17566. count++;
  17567. deleted = true;
  17568. }
  17569. break;
  17570. case SO_WARMER:
  17571. if (flag & 8) {
  17572. skill_delunitgroup(*it);
  17573. count++;
  17574. deleted = true;
  17575. }
  17576. break;
  17577. default:
  17578. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  17579. skill_delunitgroup(*it);
  17580. count++;
  17581. deleted = true;
  17582. }
  17583. break;
  17584. }
  17585. }
  17586. return static_cast<int>(count);
  17587. }
  17588. /**
  17589. * Returns the first element field found [Skotlex]
  17590. * @param bl
  17591. * @return s_skill_unit_group
  17592. */
  17593. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  17594. {
  17595. nullpo_ret(bl);
  17596. unit_data *ud = unit_bl2ud(bl);
  17597. if (ud == nullptr)
  17598. return nullptr;
  17599. for (const auto su : ud->skillunits) {
  17600. switch (su->skill_id) {
  17601. case SA_DELUGE:
  17602. case SA_VOLCANO:
  17603. case SA_VIOLENTGALE:
  17604. case SA_LANDPROTECTOR:
  17605. case NJ_SUITON:
  17606. case SO_CLOUD_KILL:
  17607. case NPC_CLOUD_KILL:
  17608. case SO_WARMER:
  17609. case SC_CHAOSPANIC:
  17610. case MH_POISON_MIST:
  17611. case MH_LAVA_SLIDE:
  17612. return su;
  17613. }
  17614. }
  17615. return nullptr;
  17616. }
  17617. /// Graffiti cleaner [Valaris]
  17618. int skill_graffitiremover(struct block_list *bl, va_list ap)
  17619. {
  17620. struct skill_unit *unit = NULL;
  17621. int remove = va_arg(ap, int);
  17622. nullpo_retr(0, bl);
  17623. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  17624. return 0;
  17625. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  17626. if (remove == 1)
  17627. skill_delunit(unit);
  17628. return 1;
  17629. }
  17630. return 0;
  17631. }
  17632. /// Greed effect
  17633. int skill_greed(struct block_list *bl, va_list ap)
  17634. {
  17635. struct block_list *src;
  17636. struct map_session_data *sd = NULL;
  17637. struct flooritem_data *fitem = NULL;
  17638. nullpo_ret(bl);
  17639. nullpo_ret(src = va_arg(ap, struct block_list *));
  17640. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  17641. pc_takeitem(sd, fitem);
  17642. return 0;
  17643. }
  17644. /// Ranger's Detonator [Jobbie/3CeAM]
  17645. int skill_detonator(struct block_list *bl, va_list ap)
  17646. {
  17647. nullpo_ret(bl);
  17648. if (bl->type != BL_SKILL)
  17649. return 0;
  17650. block_list *src = va_arg(ap, block_list *);
  17651. skill_unit *unit = (skill_unit *)bl;
  17652. if (unit == nullptr)
  17653. return 0;
  17654. std::shared_ptr<s_skill_unit_group> group = unit->group;
  17655. if (group == nullptr || group->src_id != src->id)
  17656. return 0;
  17657. int unit_id = group->unit_id;
  17658. switch( unit_id )
  17659. { //List of Hunter and Ranger Traps that can be detonate.
  17660. case UNT_BLASTMINE:
  17661. case UNT_SANDMAN:
  17662. case UNT_CLAYMORETRAP:
  17663. case UNT_TALKIEBOX:
  17664. case UNT_CLUSTERBOMB:
  17665. case UNT_FIRINGTRAP:
  17666. case UNT_ICEBOUNDTRAP:
  17667. switch(unit_id) {
  17668. case UNT_TALKIEBOX:
  17669. clif_talkiebox(bl,group->valstr);
  17670. group->val2 = -1;
  17671. break;
  17672. case UNT_CLAYMORETRAP:
  17673. case UNT_FIRINGTRAP:
  17674. case UNT_ICEBOUNDTRAP:
  17675. 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);
  17676. break;
  17677. default:
  17678. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  17679. break;
  17680. }
  17681. if (unit->group == nullptr)
  17682. return 0;
  17683. clif_changetraplook(bl, UNT_USED_TRAPS);
  17684. group->unit_id = UNT_USED_TRAPS;
  17685. group->limit = DIFF_TICK(gettick(),group->tick) +
  17686. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  17687. break;
  17688. }
  17689. return 0;
  17690. }
  17691. /**
  17692. * Calculate Royal Guard's Banding bonus
  17693. * @param sd: Player data
  17694. * @return Number of Royal Guard
  17695. */
  17696. int skill_banding_count(struct map_session_data *sd)
  17697. {
  17698. nullpo_ret(sd);
  17699. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  17700. }
  17701. /**
  17702. * Rebellion's Bind Trap explosion
  17703. * @author [Cydh]
  17704. */
  17705. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  17706. struct skill_unit *su = NULL;
  17707. struct block_list *src = NULL;
  17708. nullpo_ret(bl);
  17709. src = va_arg(ap,struct block_list *);
  17710. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  17711. return 0;
  17712. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  17713. return 0;
  17714. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  17715. clif_changetraplook(bl, UNT_USED_TRAPS);
  17716. su->group->unit_id = UNT_USED_TRAPS;
  17717. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  17718. return 1;
  17719. }
  17720. /*==========================================
  17721. * Check new skill unit cell when overlapping in other skill unit cell.
  17722. * Catched skill in cell value pushed to *unit pointer.
  17723. * Set (*alive) to 0 will ends 'new unit' check
  17724. *------------------------------------------*/
  17725. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  17726. {
  17727. uint16 skill_id;
  17728. int *alive;
  17729. struct skill_unit *unit;
  17730. skill_id = va_arg(ap,int);
  17731. alive = va_arg(ap,int *);
  17732. unit = (struct skill_unit *)bl;
  17733. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  17734. return 0;
  17735. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  17736. return 0;
  17737. switch (skill_id) {
  17738. case SA_LANDPROTECTOR: {
  17739. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  17740. (*alive) = 0;
  17741. skill_delunit(unit);
  17742. return 1;
  17743. }
  17744. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  17745. //It deletes everything except traps and barriers
  17746. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  17747. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  17748. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17749. skill_delunitgroup(unit->group);
  17750. } else
  17751. skill_delunit(unit);
  17752. return 1;
  17753. }
  17754. }
  17755. break;
  17756. case GN_CRAZYWEED_ATK:
  17757. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  17758. break;
  17759. case HW_GANBANTEIN:
  17760. case LG_EARTHDRIVE:
  17761. // Officially songs/dances are removed
  17762. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  17763. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17764. skill_delunitgroup(unit->group);
  17765. } else
  17766. skill_delunit(unit);
  17767. return 1;
  17768. case SA_VOLCANO:
  17769. case SA_DELUGE:
  17770. case SA_VIOLENTGALE:
  17771. // The official implementation makes them fail to appear when casted on top of ANYTHING
  17772. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  17773. // hence, I leave the alternate implementation here, commented. [Skotlex]
  17774. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  17775. {
  17776. (*alive) = 0;
  17777. return 1;
  17778. }
  17779. /*
  17780. switch (unit->group->skill_id)
  17781. { //These cannot override each other.
  17782. case SA_VOLCANO:
  17783. case SA_DELUGE:
  17784. case SA_VIOLENTGALE:
  17785. (*alive) = 0;
  17786. return 1;
  17787. }
  17788. */
  17789. break;
  17790. case PF_FOGWALL:
  17791. switch(unit->group->skill_id) {
  17792. case SA_VOLCANO: //Can't be placed on top of these
  17793. case SA_VIOLENTGALE:
  17794. (*alive) = 0;
  17795. return 1;
  17796. case SA_DELUGE:
  17797. case NJ_SUITON:
  17798. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  17799. (*alive) = 2;
  17800. break;
  17801. }
  17802. break;
  17803. case WZ_WATERBALL:
  17804. switch (unit->group->skill_id) {
  17805. case SA_DELUGE:
  17806. case NJ_SUITON:
  17807. //Consumes deluge/suiton
  17808. skill_delunit(unit);
  17809. return 1;
  17810. }
  17811. break;
  17812. case WZ_ICEWALL:
  17813. #ifndef RENEWAL
  17814. case HP_BASILICA:
  17815. case HW_GRAVITATION:
  17816. #endif
  17817. //These can't be placed on top of themselves (duration can't be refreshed)
  17818. if (unit->group->skill_id == skill_id)
  17819. {
  17820. (*alive) = 0;
  17821. return 1;
  17822. }
  17823. break;
  17824. case RL_FIRE_RAIN: {
  17825. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  17826. if (uf[UF_REMOVEDBYFIRERAIN]) {
  17827. if (uf[UF_RANGEDSINGLEUNIT]) {
  17828. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  17829. skill_delunitgroup(unit->group);
  17830. } else
  17831. skill_delunit(unit);
  17832. return 1;
  17833. }
  17834. }
  17835. break;
  17836. }
  17837. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  17838. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  17839. (*alive) = 0;
  17840. return 1;
  17841. }
  17842. return 0;
  17843. }
  17844. /*==========================================
  17845. * Splash effect for skill unit 'trap type'.
  17846. * Chance triggered when damaged, timeout, or char step on it.
  17847. *------------------------------------------*/
  17848. static int skill_trap_splash(struct block_list *bl, va_list ap)
  17849. {
  17850. struct block_list *src = va_arg(ap,struct block_list *);
  17851. struct skill_unit *unit = NULL;
  17852. t_tick tick = va_arg(ap,t_tick);
  17853. struct block_list *ss; //Skill src bl
  17854. nullpo_ret(src);
  17855. unit = (struct skill_unit *)src;
  17856. if (!unit || !unit->alive || bl->prev == NULL)
  17857. return 0;
  17858. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  17859. if (sg == nullptr)
  17860. return 0;
  17861. nullpo_ret(ss = map_id2bl(sg->src_id));
  17862. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  17863. return 0;
  17864. switch (sg->unit_id) {
  17865. case UNT_B_TRAP:
  17866. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  17867. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  17868. break;
  17869. case UNT_SHOCKWAVE:
  17870. case UNT_SANDMAN:
  17871. case UNT_FLASHER:
  17872. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  17873. break;
  17874. case UNT_GROUNDDRIFT_WIND:
  17875. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17876. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  17877. break;
  17878. case UNT_GROUNDDRIFT_DARK:
  17879. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17880. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  17881. break;
  17882. case UNT_GROUNDDRIFT_POISON:
  17883. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17884. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  17885. break;
  17886. case UNT_GROUNDDRIFT_WATER:
  17887. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17888. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  17889. break;
  17890. case UNT_GROUNDDRIFT_FIRE:
  17891. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  17892. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  17893. break;
  17894. case UNT_ELECTRICSHOCKER:
  17895. if (bl->id != ss->id) {
  17896. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  17897. break;
  17898. 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)) {
  17899. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  17900. clif_fixpos(bl);
  17901. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  17902. }
  17903. }
  17904. break;
  17905. case UNT_MAGENTATRAP:
  17906. case UNT_COBALTTRAP:
  17907. case UNT_MAIZETRAP:
  17908. case UNT_VERDURETRAP:
  17909. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  17910. struct status_data *status = status_get_status_data(bl);
  17911. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  17912. status->ele_lv = (unsigned char)sg->skill_lv;
  17913. }
  17914. break;
  17915. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  17916. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  17917. break;
  17918. case UNT_FIRINGTRAP:
  17919. case UNT_ICEBOUNDTRAP:
  17920. if( src->id == bl->id ) break;
  17921. if( bl->type == BL_SKILL ) {
  17922. struct skill_unit *su = (struct skill_unit *)bl;
  17923. if (su && su->group->unit_id == UNT_USED_TRAPS)
  17924. break;
  17925. }
  17926. case UNT_CLUSTERBOMB:
  17927. if( ss != bl )
  17928. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  17929. break;
  17930. case UNT_CLAYMORETRAP:
  17931. if( src->id == bl->id ) break;
  17932. if( bl->type == BL_SKILL ) {
  17933. struct skill_unit *su = (struct skill_unit *)bl;
  17934. if (!su)
  17935. return 0;
  17936. switch(su->group->unit_id) {
  17937. case UNT_CLAYMORETRAP:
  17938. case UNT_LANDMINE:
  17939. case UNT_BLASTMINE:
  17940. case UNT_SHOCKWAVE:
  17941. case UNT_SANDMAN:
  17942. case UNT_FLASHER:
  17943. case UNT_FREEZINGTRAP:
  17944. case UNT_FIRINGTRAP:
  17945. case UNT_ICEBOUNDTRAP:
  17946. clif_changetraplook(bl, UNT_USED_TRAPS);
  17947. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  17948. su->group->unit_id = UNT_USED_TRAPS;
  17949. break;
  17950. }
  17951. }
  17952. default: {
  17953. int split_count = 0;
  17954. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  17955. 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));
  17956. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  17957. }
  17958. break;
  17959. }
  17960. return 1;
  17961. }
  17962. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  17963. {
  17964. uint16 skill_id, skill_lv;
  17965. struct skill_unit *unit;
  17966. nullpo_ret(bl);
  17967. skill_id = va_arg(ap,int);
  17968. skill_lv = va_arg(ap,int);
  17969. unit = (struct skill_unit *)bl;
  17970. if( unit == NULL || unit->group == NULL )
  17971. return 0;
  17972. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  17973. return 0;
  17974. if( unit->group->skill_id == SC_MAELSTROM ) {
  17975. struct block_list *src;
  17976. if( (src = map_id2bl(unit->group->src_id)) ){
  17977. int sp = unit->group->skill_lv * skill_lv;
  17978. if( src->type == BL_PC )
  17979. sp += ((TBL_PC*)src)->status.job_level / 5;
  17980. status_heal(src, 0, sp/2, 1);
  17981. }
  17982. }
  17983. return 0;
  17984. }
  17985. /**
  17986. * Check cloaking condition
  17987. * @param bl
  17988. * @param sce
  17989. * @return True if near wall; False otherwise
  17990. */
  17991. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  17992. {
  17993. bool wall = true;
  17994. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  17995. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  17996. { //Check for walls.
  17997. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  17998. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  17999. int i;
  18000. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18001. if( i == 8 )
  18002. wall = false;
  18003. }
  18004. if( sce ) {
  18005. if( !wall ) {
  18006. if( sce->val1 < 3 ) //End cloaking.
  18007. status_change_end(bl, SC_CLOAKING);
  18008. else if( sce->val4&1 ) { //Remove wall bonus
  18009. sce->val4&=~1;
  18010. status_calc_bl(bl, { SCB_SPEED });
  18011. }
  18012. } else {
  18013. if( !(sce->val4&1) ) { //Add wall speed bonus
  18014. sce->val4|=1;
  18015. status_calc_bl(bl, { SCB_SPEED });
  18016. }
  18017. }
  18018. }
  18019. return wall;
  18020. }
  18021. /** Check Shadow Form on the target
  18022. * @param bl: Target
  18023. * @param damage: Damage amount
  18024. * @param hit
  18025. * @return true - in Shadow Form state; false - otherwise
  18026. */
  18027. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18028. {
  18029. struct status_change *sc;
  18030. nullpo_retr(false,bl);
  18031. if (!damage)
  18032. return false;
  18033. sc = status_get_sc(bl);
  18034. if( sc && sc->data[SC__SHADOWFORM] ) {
  18035. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  18036. if( !src || src->m != bl->m ) {
  18037. status_change_end(bl, SC__SHADOWFORM);
  18038. return false;
  18039. }
  18040. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18041. if( src->type == BL_PC )
  18042. ((TBL_PC*)src)->shadowform_id = 0;
  18043. status_change_end(bl, SC__SHADOWFORM);
  18044. return false;
  18045. }
  18046. 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);
  18047. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  18048. status_change_end(bl, SC__SHADOWFORM);
  18049. if( src->type == BL_PC )
  18050. ((TBL_PC*)src)->shadowform_id = 0;
  18051. }
  18052. return true;
  18053. }
  18054. return false;
  18055. }
  18056. /**
  18057. * Check camouflage condition
  18058. * @param bl
  18059. * @param sce
  18060. * @return True if near wall; False otherwise
  18061. * @TODO: Seems wrong
  18062. */
  18063. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18064. {
  18065. bool wall = true;
  18066. if( bl->type == BL_PC ) { //Check for walls.
  18067. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18068. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18069. int i;
  18070. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18071. if( i == 8 )
  18072. wall = false;
  18073. }
  18074. if( sce ) {
  18075. if( !wall && sce->val1 < 3 ) //End camouflage.
  18076. status_change_end(bl, SC_CAMOUFLAGE);
  18077. status_calc_bl(bl, { SCB_SPEED });
  18078. }
  18079. return wall;
  18080. }
  18081. /**
  18082. * Process skill unit visibilty for single BL in area
  18083. * @param bl
  18084. * @param ap
  18085. * @author [Cydh]
  18086. **/
  18087. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18088. struct skill_unit *su = NULL;
  18089. struct block_list *src = NULL;
  18090. unsigned int party1 = 0;
  18091. bool visible = true;
  18092. nullpo_ret(bl);
  18093. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18094. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18095. party1 = va_arg(ap, unsigned int);
  18096. if (src != bl) {
  18097. unsigned int party2 = status_get_party_id(bl);
  18098. if (!party1 || !party2 || party1 != party2)
  18099. visible = false;
  18100. }
  18101. clif_getareachar_skillunit(bl, su, SELF, visible);
  18102. return 1;
  18103. }
  18104. /**
  18105. * Check for skill unit visibilty in area on
  18106. * - skill first placement
  18107. * - skill moved (knocked back, moved dance)
  18108. * @param su Skill unit
  18109. * @param target Affected target for this visibility @see enum send_target
  18110. * @author [Cydh]
  18111. **/
  18112. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18113. nullpo_retv(su);
  18114. if (!su->hidden) // It's not hidden, just do this!
  18115. clif_getareachar_skillunit(&su->bl, su, target, true);
  18116. else {
  18117. struct block_list *src = battle_get_master(&su->bl);
  18118. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18119. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18120. }
  18121. }
  18122. /**
  18123. * Check for skill unit visibilty on single BL on insight/spawn action
  18124. * @param su Skill unit
  18125. * @param bl Block list
  18126. * @author [Cydh]
  18127. **/
  18128. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18129. bool visible = true;
  18130. struct block_list *src = NULL;
  18131. nullpo_retv(bl);
  18132. nullpo_retv(su);
  18133. nullpo_retv((src = battle_get_master(&su->bl)));
  18134. if (su->hidden && src != bl) {
  18135. unsigned int party1 = status_get_party_id(src);
  18136. unsigned int party2 = status_get_party_id(bl);
  18137. if (!party1 || !party2 || party1 != party2)
  18138. visible = false;
  18139. }
  18140. clif_getareachar_skillunit(bl, su, SELF, visible);
  18141. }
  18142. /**
  18143. * Initialize new skill unit for skill unit group.
  18144. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18145. * @param group Skill unit group
  18146. * @param idx
  18147. * @param x
  18148. * @param y
  18149. * @param val1
  18150. * @param val2
  18151. */
  18152. 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)
  18153. {
  18154. if (group == nullptr || group->unit == nullptr)
  18155. return nullptr;
  18156. skill_unit *unit = &group->unit[idx];
  18157. if (unit == nullptr)
  18158. return nullptr;
  18159. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18160. return unit;
  18161. if(!unit->alive)
  18162. group->alive_count++;
  18163. unit->bl.id = map_get_new_object_id();
  18164. unit->bl.type = BL_SKILL;
  18165. unit->bl.m = group->map;
  18166. unit->bl.x = x;
  18167. unit->bl.y = y;
  18168. unit->group = group;
  18169. unit->alive = 1;
  18170. unit->val1 = val1;
  18171. unit->val2 = val2;
  18172. unit->hidden = hidden;
  18173. // Stores new skill unit
  18174. idb_put(skillunit_db, unit->bl.id, unit);
  18175. map_addiddb(&unit->bl);
  18176. if(map_addblock(&unit->bl))
  18177. return NULL;
  18178. // Perform oninit actions
  18179. switch (group->skill_id) {
  18180. case WZ_ICEWALL:
  18181. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18182. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18183. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18184. break;
  18185. case SA_LANDPROTECTOR:
  18186. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18187. break;
  18188. #ifndef RENEWAL
  18189. case HP_BASILICA:
  18190. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18191. break;
  18192. #endif
  18193. case SC_MAELSTROM:
  18194. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18195. break;
  18196. default:
  18197. if (group->state.song_dance&0x1) //Check for dissonance.
  18198. skill_dance_overlap(unit, 1);
  18199. break;
  18200. }
  18201. skill_getareachar_skillunit_visibilty(unit, AREA);
  18202. return unit;
  18203. }
  18204. /**
  18205. * Remove unit
  18206. * @param unit
  18207. */
  18208. int skill_delunit(struct skill_unit* unit)
  18209. {
  18210. nullpo_ret(unit);
  18211. if( !unit->alive )
  18212. return 0;
  18213. unit->alive = 0;
  18214. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18215. if (group == nullptr)
  18216. return 0;
  18217. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18218. skill_dance_overlap(unit, 0);
  18219. // invoke onout event
  18220. if( !unit->range )
  18221. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18222. // perform ondelete actions
  18223. switch (group->skill_id) {
  18224. case HT_ANKLESNARE:
  18225. case SC_ESCAPE:
  18226. {
  18227. struct block_list* target = map_id2bl(group->val2);
  18228. if( target )
  18229. status_change_end(target, SC_ANKLE);
  18230. }
  18231. break;
  18232. case WZ_ICEWALL:
  18233. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18234. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18235. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18236. break;
  18237. case SA_LANDPROTECTOR:
  18238. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18239. break;
  18240. #ifndef RENEWAL
  18241. case HP_BASILICA:
  18242. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18243. break;
  18244. #endif
  18245. case RA_ELECTRICSHOCKER: {
  18246. struct block_list* target = map_id2bl(group->val2);
  18247. if( target )
  18248. status_change_end(target, SC_ELECTRICSHOCKER);
  18249. }
  18250. break;
  18251. case SC_MAELSTROM:
  18252. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18253. break;
  18254. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18255. if( group->val2 ) { // Someone Traped
  18256. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18257. if( tsc && tsc->data[SC__MANHOLE] )
  18258. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  18259. }
  18260. break;
  18261. }
  18262. clif_skill_delunit(unit);
  18263. unit->group=NULL;
  18264. map_delblock(&unit->bl); // don't free yet
  18265. map_deliddb(&unit->bl);
  18266. idb_remove(skillunit_db, unit->bl.id);
  18267. if(--group->alive_count==0)
  18268. skill_delunitgroup(group);
  18269. return 0;
  18270. }
  18271. 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*
  18272. /// Returns the target s_skill_unit_group or nullptr if not found.
  18273. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18274. return util::umap_find(skillunit_group_db, group_id);
  18275. }
  18276. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18277. /**
  18278. * Returns a new group_id that isn't being used in skillunit_group_db.
  18279. * Fatal error if nothing is available.
  18280. */
  18281. static int skill_get_new_group_id(void)
  18282. {
  18283. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  18284. return skill_unit_group_newid++;// available
  18285. {// find next id
  18286. int base_id = skill_unit_group_newid;
  18287. while( base_id != ++skill_unit_group_newid )
  18288. {
  18289. if( skill_unit_group_newid < MAX_SKILL )
  18290. skill_unit_group_newid = MAX_SKILL;
  18291. if( skill_id2group(skill_unit_group_newid) == NULL )
  18292. return skill_unit_group_newid++;// available
  18293. }
  18294. // full loop, nothing available
  18295. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18296. exit(1);
  18297. }
  18298. }
  18299. /**
  18300. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18301. * @param src Object that cast the skill
  18302. * @param count How many 'cells' used that needed. Related with skill layout
  18303. * @param skill_id ID of used skill
  18304. * @param skill_lv Skill level of used skill
  18305. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18306. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18307. * @param interval Time interval
  18308. * @return s_skill_unit_group
  18309. */
  18310. 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)
  18311. {
  18312. nullpo_retr(nullptr, src);
  18313. unit_data *ud = unit_bl2ud(src);
  18314. nullpo_retr(nullptr, ud);
  18315. if (skill_id == 0 || skill_lv == 0)
  18316. return 0;
  18317. auto group = std::make_shared<s_skill_unit_group>();
  18318. group->src_id = src->id;
  18319. group->party_id = status_get_party_id(src);
  18320. group->guild_id = status_get_guild_id(src);
  18321. group->bg_id = bg_team_get_id(src);
  18322. group->group_id = skill_get_new_group_id();
  18323. group->link_group_id = 0;
  18324. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18325. group->unit_count = count;
  18326. group->alive_count = 0;
  18327. group->val1 = 0;
  18328. group->val2 = 0;
  18329. group->val3 = 0;
  18330. group->skill_id = skill_id;
  18331. group->skill_lv = skill_lv;
  18332. group->unit_id = unit_id;
  18333. group->map = src->m;
  18334. group->limit = limit;
  18335. group->interval = interval;
  18336. group->tick = gettick();
  18337. group->valstr = nullptr;
  18338. ud->skillunits.push_back(group);
  18339. // Stores this new group
  18340. skillunit_group_db.insert({ group->group_id, group });
  18341. return group;
  18342. }
  18343. /**
  18344. * Remove skill unit group
  18345. * @param group
  18346. * @param file
  18347. * @param line
  18348. * @param *func
  18349. */
  18350. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18351. {
  18352. struct block_list* src;
  18353. struct unit_data *ud;
  18354. short i;
  18355. int link_group_id;
  18356. if( group == nullptr ) {
  18357. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18358. return 0;
  18359. }
  18360. src = map_id2bl(group->src_id);
  18361. ud = unit_bl2ud(src);
  18362. if (!src || !ud) {
  18363. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18364. return 0;
  18365. }
  18366. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18367. switch( group->skill_id ) {
  18368. case BA_DISSONANCE:
  18369. case BA_POEMBRAGI:
  18370. case BA_WHISTLE:
  18371. case BA_ASSASSINCROSS:
  18372. case BA_APPLEIDUN:
  18373. case DC_UGLYDANCE:
  18374. case DC_HUMMING:
  18375. case DC_DONTFORGETME:
  18376. case DC_FORTUNEKISS:
  18377. case DC_SERVICEFORYOU:
  18378. case NC_NEUTRALBARRIER:
  18379. case NC_STEALTHFIELD:
  18380. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18381. break;
  18382. }
  18383. }
  18384. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18385. struct status_change* sc = status_get_sc(src);
  18386. if (sc && sc->data[SC_DANCING]) {
  18387. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18388. status_change_end(src, SC_DANCING);
  18389. }
  18390. }
  18391. // End SC from the master when the skill group is deleted
  18392. i = SC_NONE;
  18393. switch (group->unit_id) {
  18394. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18395. #ifndef RENEWAL
  18396. case UNT_BASILICA: i = SC_BASILICA; break;
  18397. #endif
  18398. }
  18399. if (i != SC_NONE) {
  18400. struct status_change *sc = status_get_sc(src);
  18401. if (sc && sc->data[i]) {
  18402. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  18403. status_change_end(src, (sc_type)i);
  18404. }
  18405. }
  18406. switch( group->skill_id ) {
  18407. case PF_SPIDERWEB:
  18408. {
  18409. struct block_list* target = map_id2bl(group->val2);
  18410. struct status_change *sc;
  18411. bool removed = true;
  18412. //Clear group id from status change
  18413. if (target && (sc = status_get_sc(target)) != NULL && sc->data[SC_SPIDERWEB]) {
  18414. if (sc->data[SC_SPIDERWEB]->val2 == group->group_id)
  18415. sc->data[SC_SPIDERWEB]->val2 = 0;
  18416. else if (sc->data[SC_SPIDERWEB]->val3 == group->group_id)
  18417. sc->data[SC_SPIDERWEB]->val3 = 0;
  18418. else if (sc->data[SC_SPIDERWEB]->val4 == group->group_id)
  18419. sc->data[SC_SPIDERWEB]->val4 = 0;
  18420. else //Group was already removed in status_change_end, don't call it again!
  18421. removed = false;
  18422. //The last group was cleared, end status change
  18423. if(removed && sc->data[SC_SPIDERWEB]->val2 == 0 && sc->data[SC_SPIDERWEB]->val3 == 0 && sc->data[SC_SPIDERWEB]->val4 == 0)
  18424. status_change_end(target, SC_SPIDERWEB);
  18425. }
  18426. }
  18427. break;
  18428. case SG_SUN_WARM:
  18429. case SG_MOON_WARM:
  18430. case SG_STAR_WARM: {
  18431. status_change *sc = status_get_sc(src);
  18432. if (sc && sc->data[SC_WARM]) {
  18433. sc->data[SC_WARM]->val4 = 0;
  18434. status_change_end(src, SC_WARM);
  18435. }
  18436. }
  18437. break;
  18438. case LG_BANDING: {
  18439. status_change *sc = status_get_sc(src);
  18440. if (sc && sc->data[SC_BANDING]) {
  18441. sc->data[SC_BANDING]->val4 = 0;
  18442. status_change_end(src, SC_BANDING);
  18443. }
  18444. }
  18445. break;
  18446. case NC_NEUTRALBARRIER:
  18447. {
  18448. struct status_change *sc = NULL;
  18449. if( (sc = status_get_sc(src)) != NULL ) {
  18450. if ( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18451. {
  18452. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  18453. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  18454. }
  18455. status_change_end(src,SC_NEUTRALBARRIER);
  18456. }
  18457. }
  18458. break;
  18459. case NC_STEALTHFIELD:
  18460. {
  18461. struct status_change *sc = NULL;
  18462. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  18463. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  18464. status_change_end(src,SC_STEALTHFIELD_MASTER);
  18465. }
  18466. }
  18467. break;
  18468. }
  18469. if (src->type==BL_PC && group->state.ammo_consume)
  18470. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  18471. group->alive_count=0;
  18472. // remove all unit cells
  18473. if(group->unit != NULL)
  18474. for( int j = 0; j < group->unit_count; j++ )
  18475. skill_delunit(&group->unit[j]);
  18476. // clear Talkie-box string
  18477. if( group->valstr != NULL ) {
  18478. aFree(group->valstr);
  18479. group->valstr = NULL;
  18480. }
  18481. link_group_id = group->link_group_id;
  18482. if (skillunit_group_db.erase(group->group_id) != 1)
  18483. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18484. util::vector_erase_if_exists(ud->skillunits, group);
  18485. if(link_group_id) {
  18486. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  18487. if(group_cur)
  18488. skill_delunitgroup(group_cur);
  18489. }
  18490. return 1;
  18491. }
  18492. /**
  18493. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  18494. * @param src
  18495. */
  18496. void skill_clear_unitgroup(struct block_list *src)
  18497. {
  18498. nullpo_retv(src);
  18499. unit_data *ud = unit_bl2ud(src);
  18500. nullpo_retv(ud);
  18501. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18502. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  18503. skill_delunitgroup(*it);
  18504. }
  18505. }
  18506. /**
  18507. * Search tickset for skill unit in skill unit group
  18508. * @param bl Block List for skill_unit
  18509. * @param group Skill unit group
  18510. * @param tick
  18511. * @return skill_unit_group_tickset if found
  18512. */
  18513. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  18514. {
  18515. int i, j = -1, s, id;
  18516. struct unit_data *ud;
  18517. struct skill_unit_group_tickset *set;
  18518. nullpo_ret(bl);
  18519. if (group->interval == -1)
  18520. return NULL;
  18521. ud = unit_bl2ud(bl);
  18522. if (!ud)
  18523. return NULL;
  18524. set = ud->skillunittick;
  18525. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  18526. id = s = group->skill_id;
  18527. else
  18528. id = s = group->group_id;
  18529. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  18530. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  18531. if (set[k].id == id)
  18532. return &set[k];
  18533. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  18534. j=k;
  18535. }
  18536. if (j == -1) {
  18537. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  18538. j = id % MAX_SKILLUNITGROUPTICKSET;
  18539. }
  18540. set[j].id = id;
  18541. set[j].tick = tick;
  18542. return &set[j];
  18543. }
  18544. /*==========================================
  18545. * Check for validity skill unit that triggered by skill_unit_timer_sub
  18546. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  18547. *------------------------------------------*/
  18548. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  18549. {
  18550. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  18551. t_tick tick = va_arg(ap,t_tick);
  18552. nullpo_ret(unit);
  18553. if( !unit->alive || bl->prev == NULL )
  18554. return 0;
  18555. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18556. if (group == nullptr)
  18557. return 0;
  18558. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  18559. 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)) )
  18560. return 0; //AoE skills are ineffective. [Skotlex]
  18561. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  18562. return 0;
  18563. skill_unit_onplace_timer(unit,bl,tick);
  18564. return 1;
  18565. }
  18566. /**
  18567. * @see DBApply
  18568. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  18569. */
  18570. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  18571. {
  18572. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  18573. t_tick tick = va_arg(ap,t_tick);
  18574. bool dissonance;
  18575. struct block_list* bl = &unit->bl;
  18576. nullpo_ret(unit);
  18577. if( !unit->alive )
  18578. return 0;
  18579. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18580. if (group == nullptr)
  18581. return 0;
  18582. // Check for expiration
  18583. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  18584. {// skill unit expired (inlined from skill_unit_onlimit())
  18585. switch( group->unit_id ) {
  18586. case UNT_ICEWALL:
  18587. unit->val1 -= 50; // icewall loses 50 hp every second
  18588. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  18589. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  18590. if( unit->val1 <= 0 )
  18591. skill_delunit(unit);
  18592. break;
  18593. case UNT_BLASTMINE:
  18594. #ifdef RENEWAL
  18595. case UNT_CLAYMORETRAP:
  18596. #endif
  18597. case UNT_GROUNDDRIFT_WIND:
  18598. case UNT_GROUNDDRIFT_DARK:
  18599. case UNT_GROUNDDRIFT_POISON:
  18600. case UNT_GROUNDDRIFT_WATER:
  18601. case UNT_GROUNDDRIFT_FIRE:
  18602. group->unit_id = UNT_USED_TRAPS;
  18603. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  18604. group->limit=DIFF_TICK(tick+1500,group->tick);
  18605. unit->limit=DIFF_TICK(tick+1500,group->tick);
  18606. break;
  18607. case UNT_ANKLESNARE:
  18608. case UNT_ELECTRICSHOCKER:
  18609. if (group->val2 > 0) { //Used Trap doesn't return back to item
  18610. skill_delunit(unit);
  18611. break;
  18612. }
  18613. case UNT_SKIDTRAP:
  18614. case UNT_LANDMINE:
  18615. case UNT_SHOCKWAVE:
  18616. case UNT_SANDMAN:
  18617. case UNT_FLASHER:
  18618. case UNT_FREEZINGTRAP:
  18619. #ifndef RENEWAL
  18620. case UNT_CLAYMORETRAP:
  18621. #endif
  18622. case UNT_TALKIEBOX:
  18623. case UNT_CLUSTERBOMB:
  18624. case UNT_MAGENTATRAP:
  18625. case UNT_COBALTTRAP:
  18626. case UNT_MAIZETRAP:
  18627. case UNT_VERDURETRAP:
  18628. case UNT_FIRINGTRAP:
  18629. case UNT_ICEBOUNDTRAP:
  18630. {
  18631. struct block_list* src;
  18632. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  18633. { // revert unit back into a trap
  18634. struct item item_tmp;
  18635. memset(&item_tmp,0,sizeof(item_tmp));
  18636. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  18637. item_tmp.identify = 1;
  18638. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  18639. }
  18640. skill_delunit(unit);
  18641. }
  18642. break;
  18643. case UNT_WARP_ACTIVE:
  18644. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  18645. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  18646. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  18647. // restart timers
  18648. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  18649. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  18650. // apply effect to all units standing on it
  18651. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  18652. break;
  18653. case UNT_CALLFAMILY:
  18654. {
  18655. struct map_session_data *sd = NULL;
  18656. if(group->val1) {
  18657. sd = map_charid2sd(group->val1);
  18658. group->val1 = 0;
  18659. 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)))
  18660. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18661. }
  18662. if(group->val2) {
  18663. sd = map_charid2sd(group->val2);
  18664. group->val2 = 0;
  18665. 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)))
  18666. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  18667. }
  18668. skill_delunit(unit);
  18669. }
  18670. break;
  18671. case UNT_REVERBERATION:
  18672. case UNT_NETHERWORLD:
  18673. if( unit->val1 <= 0 ) { // If it was deactivated.
  18674. skill_delunit(unit);
  18675. break;
  18676. }
  18677. clif_changetraplook(bl,UNT_USED_TRAPS);
  18678. if (group->unit_id == UNT_REVERBERATION)
  18679. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18680. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18681. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18682. group->unit_id = UNT_USED_TRAPS;
  18683. break;
  18684. case UNT_FEINTBOMB: {
  18685. struct block_list *src = map_id2bl(group->src_id);
  18686. if (src)
  18687. 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);
  18688. skill_delunit(unit);
  18689. }
  18690. break;
  18691. case UNT_BANDING:
  18692. {
  18693. struct block_list *src = map_id2bl(group->src_id);
  18694. struct status_change *sc;
  18695. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  18696. skill_delunit(unit);
  18697. break;
  18698. }
  18699. // This unit isn't removed while SC_BANDING is active.
  18700. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  18701. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  18702. }
  18703. break;
  18704. case UNT_B_TRAP:
  18705. {
  18706. struct block_list* src;
  18707. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  18708. struct item item_tmp;
  18709. memset(&item_tmp, 0, sizeof(item_tmp));
  18710. item_tmp.nameid = group->item_id;
  18711. item_tmp.identify = 1;
  18712. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  18713. }
  18714. skill_delunit(unit);
  18715. }
  18716. break;
  18717. default:
  18718. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18719. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)) {
  18720. // Deal damage before expiration
  18721. break;
  18722. }
  18723. skill_delunit(unit);
  18724. break;
  18725. }
  18726. } else {// skill unit is still active
  18727. switch( group->unit_id ) {
  18728. case UNT_BLASTMINE:
  18729. case UNT_SKIDTRAP:
  18730. case UNT_LANDMINE:
  18731. case UNT_SHOCKWAVE:
  18732. case UNT_SANDMAN:
  18733. case UNT_FLASHER:
  18734. case UNT_CLAYMORETRAP:
  18735. case UNT_FREEZINGTRAP:
  18736. case UNT_TALKIEBOX:
  18737. case UNT_ANKLESNARE:
  18738. case UNT_B_TRAP:
  18739. if( unit->val1 <= 0 ) {
  18740. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  18741. skill_delunit(unit);
  18742. else {
  18743. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  18744. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  18745. group->unit_id = UNT_USED_TRAPS;
  18746. }
  18747. }
  18748. break;
  18749. case UNT_REVERBERATION:
  18750. case UNT_NETHERWORLD:
  18751. if (unit->val1 <= 0) {
  18752. clif_changetraplook(bl,UNT_USED_TRAPS);
  18753. if (group->unit_id == UNT_REVERBERATION)
  18754. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  18755. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  18756. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  18757. group->unit_id = UNT_USED_TRAPS;
  18758. }
  18759. break;
  18760. case UNT_WALLOFTHORN:
  18761. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  18762. skill_delunitgroup(group);
  18763. break;
  18764. }
  18765. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  18766. skill_delunit(unit);
  18767. break;
  18768. case UNT_SANCTUARY:
  18769. if (group->val1 <= 0) {
  18770. skill_delunitgroup(group);
  18771. }
  18772. break;
  18773. default:
  18774. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18775. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2) {
  18776. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  18777. // Unit will expire the next interval, start dropping Meteor
  18778. block_list *src = map_id2bl(group->src_id);
  18779. if (src != nullptr) {
  18780. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  18781. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  18782. else
  18783. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  18784. group->val2 = 1;
  18785. }
  18786. }
  18787. // No damage until expiration
  18788. return 0;
  18789. }
  18790. break;
  18791. }
  18792. }
  18793. //Don't continue if unit or even group is expired and has been deleted.
  18794. if( !group || !unit->alive )
  18795. return 0;
  18796. dissonance = skill_dance_switch(unit, 0);
  18797. if( unit->range >= 0 && group->interval != -1 )
  18798. {
  18799. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  18800. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  18801. group->unit_id = UNT_USED_TRAPS;
  18802. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  18803. unit->range = -1; //Disable processed cell.
  18804. if (--group->val1 <= 0) { // number of live cells
  18805. //All tiles were processed, disable skill.
  18806. group->target_flag=BCT_NOONE;
  18807. group->bl_flag= BL_NUL;
  18808. }
  18809. }
  18810. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  18811. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 ||
  18812. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  18813. skill_delunit(unit);
  18814. return 0;
  18815. }
  18816. }
  18817. if( dissonance )
  18818. skill_dance_switch(unit, 1);
  18819. return 0;
  18820. }
  18821. /*==========================================
  18822. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  18823. *------------------------------------------*/
  18824. TIMER_FUNC(skill_unit_timer){
  18825. map_freeblock_lock();
  18826. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  18827. map_freeblock_unlock();
  18828. return 0;
  18829. }
  18830. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  18831. /*==========================================
  18832. * flag :
  18833. * 1 : store that skill_unit in array
  18834. * 2 : clear that skill_unit
  18835. * 4 : call_on_left
  18836. *------------------------------------------*/
  18837. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  18838. {
  18839. struct skill_unit* unit = (struct skill_unit *)bl;
  18840. struct block_list* target = va_arg(ap,struct block_list*);
  18841. t_tick tick = va_arg(ap,t_tick);
  18842. int flag = va_arg(ap,int);
  18843. bool dissonance;
  18844. uint16 skill_id;
  18845. int i;
  18846. nullpo_ret(unit);
  18847. nullpo_ret(target);
  18848. if( !unit->alive || target->prev == NULL )
  18849. return 0;
  18850. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18851. if (group == nullptr)
  18852. return 0;
  18853. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  18854. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  18855. dissonance = skill_dance_switch(unit, 0);
  18856. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  18857. skill_id = group->skill_id;
  18858. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  18859. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  18860. if( dissonance ) {
  18861. skill_dance_switch(unit, 1);
  18862. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  18863. }
  18864. return 0;
  18865. }
  18866. //Target-type check.
  18867. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  18868. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  18869. if( flag&1 ) {
  18870. if( flag&2 ) { //Clear this skill id.
  18871. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  18872. if( i < ARRAYLENGTH(skill_unit_temp) )
  18873. skill_unit_temp[i] = 0;
  18874. }
  18875. } else {
  18876. if( flag&2 ) { //Store this skill id.
  18877. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18878. if( i < ARRAYLENGTH(skill_unit_temp) )
  18879. skill_unit_temp[i] = skill_id;
  18880. else
  18881. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18882. }
  18883. }
  18884. if( flag&4 )
  18885. skill_unit_onleft(skill_id,target,tick);
  18886. }
  18887. if( dissonance )
  18888. skill_dance_switch(unit, 1);
  18889. return 0;
  18890. } else {
  18891. if( flag&1 ) {
  18892. int result = skill_unit_onplace(unit,target,tick);
  18893. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  18894. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  18895. if( i < ARRAYLENGTH(skill_unit_temp) )
  18896. skill_unit_temp[i] = 0;
  18897. }
  18898. } else {
  18899. int result = skill_unit_onout(unit,target,tick);
  18900. if( flag&2 && result ) { //Store this unit id.
  18901. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  18902. if( i < ARRAYLENGTH(skill_unit_temp) )
  18903. skill_unit_temp[i] = skill_id;
  18904. else
  18905. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  18906. }
  18907. }
  18908. //TODO: Normally, this is dangerous since the unit and group could be freed
  18909. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  18910. //cells do not get deleted within them. [Skotlex]
  18911. if( dissonance )
  18912. skill_dance_switch(unit, 1);
  18913. if( flag&4 )
  18914. skill_unit_onleft(skill_id,target,tick);
  18915. return 1;
  18916. }
  18917. }
  18918. /*==========================================
  18919. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  18920. * Flag values:
  18921. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  18922. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  18923. * units to figure out when they have left a group.
  18924. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  18925. *------------------------------------------*/
  18926. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  18927. {
  18928. nullpo_ret(bl);
  18929. if( bl->prev == NULL )
  18930. return 0;
  18931. if( flag&2 && !(flag&1) ) //Onout, clear data
  18932. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  18933. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  18934. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  18935. int i;
  18936. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  18937. if( skill_unit_temp[i] )
  18938. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  18939. }
  18940. return 0;
  18941. }
  18942. /*==========================================
  18943. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  18944. * @param bl Skill unit
  18945. * @param m Map
  18946. * @param dx
  18947. * @param dy
  18948. *------------------------------------------*/
  18949. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  18950. t_tick tick = gettick();
  18951. struct skill_unit *su;
  18952. if (bl->type != BL_SKILL)
  18953. return;
  18954. if (!(su = (struct skill_unit *)bl))
  18955. return;
  18956. if (!su->alive)
  18957. return;
  18958. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  18959. return; //Ensembles may not be moved around.
  18960. if (!bl->prev) {
  18961. bl->x = dx;
  18962. bl->y = dy;
  18963. return;
  18964. }
  18965. map_moveblock(bl, dx, dy, tick);
  18966. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  18967. skill_getareachar_skillunit_visibilty(su, AREA);
  18968. return;
  18969. }
  18970. /**
  18971. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  18972. * @param group Skill Group
  18973. * @param m Map
  18974. * @param dx
  18975. * @param dy
  18976. */
  18977. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  18978. {
  18979. int i, j;
  18980. t_tick tick = gettick();
  18981. int *m_flag;
  18982. struct skill_unit *unit1;
  18983. struct skill_unit *unit2;
  18984. if (group == NULL)
  18985. return;
  18986. if (group->unit_count <= 0)
  18987. return;
  18988. if (group->unit == NULL)
  18989. return;
  18990. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  18991. return; //Ensembles may not be moved around.
  18992. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  18993. // m_flag
  18994. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  18995. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  18996. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  18997. // 3: Both 1+2.
  18998. for(i = 0; i < group->unit_count; i++) {
  18999. unit1 =& group->unit[i];
  19000. if (!unit1->alive || unit1->bl.m != m)
  19001. continue;
  19002. for(j = 0; j < group->unit_count; j++) {
  19003. unit2 = &group->unit[j];
  19004. if (!unit2->alive)
  19005. continue;
  19006. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19007. m_flag[i] |= 0x1;
  19008. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19009. m_flag[i] |= 0x2;
  19010. }
  19011. }
  19012. j = 0;
  19013. for (i = 0; i < group->unit_count; i++) {
  19014. unit1 = &group->unit[i];
  19015. if (!unit1->alive)
  19016. continue;
  19017. if (!(m_flag[i]&0x2)) {
  19018. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19019. skill_dance_overlap(unit1, 0);
  19020. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19021. }
  19022. //Move Cell using "smart" criteria (avoid useless moving around)
  19023. switch(m_flag[i]) {
  19024. case 0:
  19025. //Cell moves independently, safely move it.
  19026. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19027. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19028. break;
  19029. case 1:
  19030. //Cell moves unto another cell, look for a replacement cell that won't collide
  19031. //and has no cell moving into it (flag == 2)
  19032. for(; j < group->unit_count; j++) {
  19033. int dx2, dy2;
  19034. if(m_flag[j] != 2 || !group->unit[j].alive)
  19035. continue;
  19036. //Move to where this cell would had moved.
  19037. unit2 = &group->unit[j];
  19038. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19039. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19040. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19041. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19042. j++; //Skip this cell as we have used it.
  19043. break;
  19044. }
  19045. break;
  19046. case 2:
  19047. case 3:
  19048. break; //Don't move the cell as a cell will end on this tile anyway.
  19049. }
  19050. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19051. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19052. skill_dance_overlap(unit1, 1);
  19053. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19054. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19055. }
  19056. }
  19057. aFree(m_flag);
  19058. }
  19059. /**
  19060. * Checking product requirement in player's inventory.
  19061. * Checking if player has the item or not, the amount, and the weight limit.
  19062. * @param sd Player
  19063. * @param nameid Product requested
  19064. * @param trigger Trigger criteria to match will 'ItemLv'
  19065. * @param qty Amount of item will be created
  19066. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19067. */
  19068. short skill_can_produce_mix(struct map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19069. {
  19070. nullpo_ret(sd);
  19071. if (!item_db.exists(nameid))
  19072. return 0;
  19073. short i, j;
  19074. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19075. if (skill_produce_db[i].nameid == nameid) {
  19076. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19077. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19078. continue; // must iterate again to check other skills that produce it. [malufett]
  19079. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19080. continue; // special case
  19081. break;
  19082. }
  19083. }
  19084. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19085. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19086. return 0;
  19087. }
  19088. if (i >= MAX_SKILL_PRODUCE_DB)
  19089. return 0;
  19090. // Cannot carry the produced stuff
  19091. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19092. return 0;
  19093. // Matching the requested produce list
  19094. if (trigger >= 0) {
  19095. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19096. if (skill_produce_db[i].itemlv != trigger)
  19097. return 0;
  19098. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19099. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19100. return 0;
  19101. } else { // Weapon (itemlv must be higher or equal)
  19102. if (skill_produce_db[i].itemlv > trigger)
  19103. return 0;
  19104. }
  19105. }
  19106. // Check on player's inventory
  19107. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19108. t_itemid nameid_produce;
  19109. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19110. continue;
  19111. if (skill_produce_db[i].mat_amount[j] == 0) {
  19112. if (pc_search_inventory(sd,nameid_produce) < 0)
  19113. return 0;
  19114. } else {
  19115. unsigned short idx, amt;
  19116. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19117. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19118. amt += sd->inventory.u.items_inventory[idx].amount;
  19119. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19120. return 0;
  19121. }
  19122. }
  19123. return i + 1;
  19124. }
  19125. /**
  19126. * Attempt to produce an item
  19127. * @param sd Player
  19128. * @param skill_id Skill used
  19129. * @param nameid Requested product
  19130. * @param slot1
  19131. * @param slot2
  19132. * @param slot3
  19133. * @param qty Amount of requested item
  19134. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19135. * @return True is success, False if failed
  19136. */
  19137. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19138. {
  19139. int slot[3];
  19140. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19141. int num = -1; // exclude the recipe
  19142. struct status_data *status;
  19143. nullpo_ret(sd);
  19144. status = status_get_status_data(&sd->bl);
  19145. if( sd->skill_id_old == skill_id )
  19146. skill_lv = sd->skill_lv_old;
  19147. if (produce_idx == -1) {
  19148. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19149. return false;
  19150. idx--;
  19151. }
  19152. else
  19153. idx = produce_idx;
  19154. if (qty < 1)
  19155. qty = 1;
  19156. if (!skill_id) //A skill can be specified for some override cases.
  19157. skill_id = skill_produce_db[idx].req_skill;
  19158. if( skill_id == GC_RESEARCHNEWPOISON )
  19159. skill_id = GC_CREATENEWPOISON;
  19160. slot[0] = slot1;
  19161. slot[1] = slot2;
  19162. slot[2] = slot3;
  19163. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19164. short j;
  19165. if (slot[i] <= 0)
  19166. continue;
  19167. j = pc_search_inventory(sd,slot[i]);
  19168. if (j < 0)
  19169. continue;
  19170. if (slot[i] == ITEMID_STAR_CRUMB) {
  19171. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19172. sc++;
  19173. }
  19174. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19175. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19176. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19177. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19178. }
  19179. }
  19180. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19181. short x, j;
  19182. t_itemid id = skill_produce_db[idx].mat_id[i];
  19183. if (!item_db.exists(id))
  19184. continue;
  19185. num++;
  19186. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19187. do {
  19188. int y = 0;
  19189. j = pc_search_inventory(sd,id);
  19190. if (j >= 0) {
  19191. y = sd->inventory.u.items_inventory[j].amount;
  19192. if (y > x)
  19193. y = x;
  19194. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19195. } else {
  19196. ShowError("skill_produce_mix: material item error\n");
  19197. return false;
  19198. }
  19199. x -= y;
  19200. } while( j >= 0 && x > 0 );
  19201. }
  19202. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19203. wlv = itemdb_wlv(nameid);
  19204. else
  19205. wlv = 0;
  19206. if (!equip) {
  19207. switch (skill_id) {
  19208. case BS_IRON:
  19209. case BS_STEEL:
  19210. case BS_ENCHANTEDSTONE:
  19211. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19212. i = pc_checkskill(sd,skill_id);
  19213. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19214. switch (nameid) {
  19215. case ITEMID_IRON:
  19216. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19217. break;
  19218. case ITEMID_STEEL:
  19219. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19220. break;
  19221. case ITEMID_STAR_CRUMB:
  19222. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19223. break;
  19224. default: // Enchanted Stones
  19225. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19226. break;
  19227. }
  19228. break;
  19229. case ASC_CDP:
  19230. make_per = (2000 + 40*status->dex + 20*status->luk);
  19231. break;
  19232. case AL_HOLYWATER:
  19233. case AB_ANCILLA:
  19234. make_per = 100000; //100% success
  19235. break;
  19236. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19237. case AM_TWILIGHT1:
  19238. case AM_TWILIGHT2:
  19239. case AM_TWILIGHT3:
  19240. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19241. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19242. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19243. if (hom_is_active(sd->hd)) {//Player got a homun
  19244. int skill;
  19245. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19246. make_per += skill*100; //+1% bonus per level
  19247. }
  19248. switch(nameid){
  19249. case ITEMID_RED_POTION:
  19250. case ITEMID_YELLOW_POTION:
  19251. case ITEMID_WHITE_POTION:
  19252. make_per += (1+rnd()%100)*10 + 2000;
  19253. break;
  19254. case ITEMID_ALCOHOL:
  19255. make_per += (1+rnd()%100)*10 + 1000;
  19256. break;
  19257. case ITEMID_FIRE_BOTTLE:
  19258. case ITEMID_ACID_BOTTLE:
  19259. case ITEMID_MAN_EATER_BOTTLE:
  19260. case ITEMID_MINI_BOTTLE:
  19261. make_per += (1+rnd()%100)*10;
  19262. break;
  19263. case ITEMID_YELLOW_SLIM_POTION:
  19264. make_per -= (1+rnd()%50)*10;
  19265. break;
  19266. case ITEMID_WHITE_SLIM_POTION:
  19267. case ITEMID_COATING_BOTTLE:
  19268. make_per -= (1+rnd()%100)*10;
  19269. break;
  19270. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19271. case ITEMID_BLUE_POTION:
  19272. case ITEMID_RED_SLIM_POTION:
  19273. case ITEMID_ANODYNE:
  19274. case ITEMID_ALOEBERA:
  19275. default:
  19276. break;
  19277. }
  19278. if (battle_config.pp_rate != 100)
  19279. make_per = make_per * battle_config.pp_rate / 100;
  19280. break;
  19281. case SA_CREATECON: // Elemental Converter Creation
  19282. make_per = 100000; // should be 100% success rate
  19283. break;
  19284. case RK_RUNEMASTERY: {
  19285. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19286. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19287. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19288. int D = 0;
  19289. switch (nameid) { //rune rank it_diff 9 craftable rune
  19290. case ITEMID_BERKANA:
  19291. D = -2000;
  19292. break; //Rank S
  19293. case ITEMID_NAUTHIZ:
  19294. case ITEMID_URUZ:
  19295. D = -1500;
  19296. break; //Rank A
  19297. case ITEMID_ISA:
  19298. case ITEMID_WYRD:
  19299. D = -1000;
  19300. break; //Rank B
  19301. case ITEMID_RAIDO:
  19302. case ITEMID_THURISAZ:
  19303. case ITEMID_HAGALAZ:
  19304. case ITEMID_OTHILA:
  19305. D = -500;
  19306. break; //Rank C
  19307. default:
  19308. D = -1500;
  19309. break; //not specified =-15%
  19310. }
  19311. make_per = A + B + C + D;
  19312. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19313. if (runemastery_skill_lv > 9)
  19314. qty = 2 + rnd() % 5; // 2~6
  19315. else if (runemastery_skill_lv > 4)
  19316. qty = 2 + rnd() % 3; // 2~4
  19317. else
  19318. qty = 2;
  19319. }
  19320. break;
  19321. case GC_CREATENEWPOISON:
  19322. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19323. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19324. break;
  19325. case GN_CHANGEMATERIAL:
  19326. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19327. if (skill_changematerial_db[i].nameid == nameid) {
  19328. make_per = skill_changematerial_db[i].rate * 10;
  19329. break;
  19330. }
  19331. }
  19332. break;
  19333. case GN_S_PHARMACY:
  19334. {
  19335. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19336. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19337. switch (nameid) { // Item difficulty factor
  19338. case ITEMID_HP_INCREASE_POTION_SMALL:
  19339. case ITEMID_SP_INCREASE_POTION_SMALL:
  19340. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19341. difficulty += 10;
  19342. break;
  19343. case ITEMID_BOMB_MUSHROOM_SPORE:
  19344. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19345. difficulty += 15;
  19346. break;
  19347. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19348. case ITEMID_SP_INCREASE_POTION_LARGE:
  19349. case ITEMID_VITATA500:
  19350. difficulty += 20;
  19351. break;
  19352. case ITEMID_SEED_OF_HORNY_PLANT:
  19353. case ITEMID_BLOODSUCK_PLANT_SEED:
  19354. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19355. difficulty += 30;
  19356. break;
  19357. case ITEMID_HP_INCREASE_POTION_LARGE:
  19358. case ITEMID_CURE_FREE:
  19359. difficulty += 40;
  19360. break;
  19361. }
  19362. 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) +
  19363. 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))
  19364. make_per -= difficulty;
  19365. qty = production_count[skill_lv - 1];
  19366. // Determine quantity from difficulty
  19367. if (make_per < 1)
  19368. qty -= 6;
  19369. else if (make_per < 100)
  19370. qty -= 5;
  19371. else if (make_per < 300)
  19372. qty -= 4;
  19373. else if (make_per < 400)
  19374. qty -= 3;
  19375. make_per = 100000; // Adjust success back to 100% for crafting
  19376. }
  19377. break;
  19378. case GN_MAKEBOMB:
  19379. case GN_MIX_COOKING:
  19380. {
  19381. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19382. switch (nameid) { // Item difficulty factor
  19383. // GN_MAKEBOMB
  19384. case ITEMID_APPLE_BOMB:
  19385. difficulty += 5;
  19386. break;
  19387. case ITEMID_COCONUT_BOMB:
  19388. case ITEMID_MELON_BOMB:
  19389. difficulty += 10;
  19390. break;
  19391. case ITEMID_PINEAPPLE_BOMB:
  19392. difficulty += 15;
  19393. break;
  19394. case ITEMID_BANANA_BOMB:
  19395. difficulty += 20;
  19396. break;
  19397. // GN_MIX_COOKING
  19398. case ITEMID_SAVAGE_FULL_ROAST:
  19399. case ITEMID_COCKTAIL_WARG_BLOOD:
  19400. case ITEMID_MINOR_STEW:
  19401. case ITEMID_SIROMA_ICED_TEA:
  19402. case ITEMID_DROSERA_HERB_SALAD:
  19403. case ITEMID_PETITE_TAIL_NOODLES:
  19404. difficulty += 15;
  19405. break;
  19406. }
  19407. 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)
  19408. if (skill_lv > 1) {
  19409. make_per -= difficulty;
  19410. // Determine quantity from difficulty
  19411. if (make_per >= 30)
  19412. qty = 10 + rnd() % 2;
  19413. else if (make_per >= 10)
  19414. qty = 10;
  19415. else if (make_per >= -10)
  19416. qty = 8;
  19417. else if (make_per >= -30)
  19418. qty = 5;
  19419. else
  19420. qty = 0;
  19421. } else {
  19422. if (make_per < difficulty)
  19423. qty = 0;
  19424. }
  19425. make_per = 100000; // Adjust success back to 100% for crafting
  19426. }
  19427. break;
  19428. case MT_M_MACHINE:
  19429. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  19430. if (skill_id == MT_M_MACHINE)
  19431. qty = 7 + skill_lv;
  19432. else // BO_BIONIC_PHARMACY
  19433. qty = 10 + skill_lv;
  19434. make_per = 100000;
  19435. break;
  19436. default:
  19437. if (sd->menuskill_id == AM_PHARMACY &&
  19438. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  19439. { //Assume Cooking Dish
  19440. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  19441. make_per = 10000; //100% Success
  19442. else
  19443. make_per = 1200 * (sd->menuskill_val - 10)
  19444. + 20 * (sd->status.base_level + 1)
  19445. + 20 * (status->dex + 1)
  19446. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  19447. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  19448. - 10 * (100 - status->luk + 1)
  19449. - 500 * (num - 1)
  19450. - 100 * (rnd()%4 + 1);
  19451. break;
  19452. }
  19453. make_per = 5000;
  19454. break;
  19455. }
  19456. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  19457. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  19458. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  19459. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  19460. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  19461. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  19462. if( wlv >= 3 ){
  19463. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  19464. }
  19465. // Element Stone: -20%
  19466. if( ele ){
  19467. make_per -= 2000;
  19468. }
  19469. // Star Crumb: -15% each
  19470. make_per -= sc * 1500;
  19471. // Weapon level malus: -0/-10/-20/-30
  19472. if( wlv > 1 ){
  19473. make_per -= ( wlv * 1000 );
  19474. }
  19475. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  19476. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  19477. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  19478. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  19479. if (battle_config.wp_rate != 100)
  19480. make_per = make_per * battle_config.wp_rate / 100;
  19481. }
  19482. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  19483. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  19484. if (make_per < 1) make_per = 1;
  19485. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  19486. struct item tmp_item;
  19487. memset(&tmp_item,0,sizeof(tmp_item));
  19488. tmp_item.nameid = nameid;
  19489. tmp_item.amount = 1;
  19490. tmp_item.identify = 1;
  19491. if (equip) {
  19492. tmp_item.card[0] = CARD0_FORGE;
  19493. tmp_item.card[1] = ((sc*5)<<8)+ele;
  19494. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19495. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19496. } else {
  19497. //Flag is only used on the end, so it can be used here. [Skotlex]
  19498. switch (skill_id) {
  19499. case BS_DAGGER:
  19500. case BS_SWORD:
  19501. case BS_TWOHANDSWORD:
  19502. case BS_AXE:
  19503. case BS_MACE:
  19504. case BS_KNUCKLE:
  19505. case BS_SPEAR:
  19506. flag = battle_config.produce_item_name_input&0x1;
  19507. break;
  19508. case AM_PHARMACY:
  19509. case AM_TWILIGHT1:
  19510. case AM_TWILIGHT2:
  19511. case AM_TWILIGHT3:
  19512. flag = battle_config.produce_item_name_input&0x2;
  19513. break;
  19514. case AL_HOLYWATER:
  19515. case AB_ANCILLA:
  19516. flag = battle_config.produce_item_name_input&0x8;
  19517. break;
  19518. case ASC_CDP:
  19519. flag = battle_config.produce_item_name_input&0x10;
  19520. break;
  19521. default:
  19522. flag = battle_config.produce_item_name_input&0x80;
  19523. break;
  19524. }
  19525. if (flag) {
  19526. tmp_item.card[0] = CARD0_CREATE;
  19527. tmp_item.card[1] = 0;
  19528. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19529. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19530. }
  19531. }
  19532. // if(log_config.produce > 0)
  19533. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  19534. //TODO update PICKLOG
  19535. if (equip) {
  19536. clif_produceeffect(sd,0,nameid);
  19537. clif_misceffect(&sd->bl,3);
  19538. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  19539. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  19540. } else {
  19541. int fame = 0;
  19542. tmp_item.amount = 0;
  19543. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  19544. 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) {
  19545. tmp_item.amount = qty;
  19546. break;
  19547. }
  19548. if (qty == 1 || rnd()%10000 < make_per) { //Success
  19549. tmp_item.amount++;
  19550. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  19551. continue;
  19552. if (skill_id != AM_PHARMACY &&
  19553. skill_id != AM_TWILIGHT1 &&
  19554. skill_id != AM_TWILIGHT2 &&
  19555. skill_id != AM_TWILIGHT3)
  19556. continue;
  19557. //Add fame as needed.
  19558. switch(++sd->potion_success_counter) {
  19559. case 3:
  19560. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  19561. break;
  19562. case 5:
  19563. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  19564. break;
  19565. case 7:
  19566. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  19567. break;
  19568. case 10:
  19569. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  19570. sd->potion_success_counter = 0;
  19571. break;
  19572. }
  19573. } else //Failure
  19574. sd->potion_success_counter = 0;
  19575. }
  19576. if (fame)
  19577. pc_addfame(*sd, fame);
  19578. //Visual effects and the like.
  19579. switch (skill_id) {
  19580. case AM_PHARMACY:
  19581. case AM_TWILIGHT1:
  19582. case AM_TWILIGHT2:
  19583. case AM_TWILIGHT3:
  19584. case ASC_CDP:
  19585. case GC_CREATENEWPOISON:
  19586. clif_produceeffect(sd,2,nameid);
  19587. clif_misceffect(&sd->bl,5);
  19588. break;
  19589. case BS_IRON:
  19590. case BS_STEEL:
  19591. case BS_ENCHANTEDSTONE:
  19592. clif_produceeffect(sd,0,nameid);
  19593. clif_misceffect(&sd->bl,3);
  19594. break;
  19595. default: //Those that don't require a skill?
  19596. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  19597. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  19598. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  19599. }
  19600. break;
  19601. }
  19602. }
  19603. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  19604. int j, k = 0, l;
  19605. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  19606. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19607. if (skill_changematerial_db[i].nameid == nameid){
  19608. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  19609. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  19610. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  19611. tmp_item.amount = (isStackable ? total_qty : 1);
  19612. for (l = 0; l < total_qty; l += tmp_item.amount) {
  19613. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19614. clif_additem(sd,0,0,flag);
  19615. if( battle_config.skill_drop_items_full ){
  19616. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19617. }
  19618. }
  19619. }
  19620. k++;
  19621. }
  19622. }
  19623. break;
  19624. }
  19625. }
  19626. if (k) {
  19627. clif_produceeffect(sd,6,nameid);
  19628. clif_misceffect(&sd->bl,5);
  19629. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  19630. return true;
  19631. }
  19632. } else if (tmp_item.amount) { //Success
  19633. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19634. clif_additem(sd,0,0,flag);
  19635. if( battle_config.skill_drop_items_full ){
  19636. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19637. }
  19638. }
  19639. switch (skill_id) {
  19640. case RK_RUNEMASTERY:
  19641. clif_produceeffect(sd, 4, nameid);
  19642. clif_misceffect(&sd->bl, 5);
  19643. break;
  19644. case GN_MIX_COOKING:
  19645. case GN_MAKEBOMB:
  19646. case GN_S_PHARMACY:
  19647. clif_produceeffect(sd, 6, nameid);
  19648. clif_misceffect(&sd->bl, 5);
  19649. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19650. break;
  19651. case MT_M_MACHINE:
  19652. clif_produceeffect(sd, 0, nameid);
  19653. clif_misceffect(&sd->bl, 3);
  19654. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19655. break;
  19656. case BO_BIONIC_PHARMACY:
  19657. clif_produceeffect(sd, 2, nameid);
  19658. clif_misceffect(&sd->bl, 5);
  19659. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  19660. break;
  19661. }
  19662. return true;
  19663. }
  19664. }
  19665. //Failure
  19666. // if(log_config.produce)
  19667. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  19668. //TODO update PICKLOG
  19669. if (equip) {
  19670. clif_produceeffect(sd,1,nameid);
  19671. clif_misceffect(&sd->bl,2);
  19672. } else {
  19673. switch (skill_id) {
  19674. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  19675. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  19676. case AM_PHARMACY:
  19677. case AM_TWILIGHT1:
  19678. case AM_TWILIGHT2:
  19679. case AM_TWILIGHT3:
  19680. case GC_CREATENEWPOISON:
  19681. clif_produceeffect(sd,3,nameid);
  19682. clif_misceffect(&sd->bl,6);
  19683. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  19684. break;
  19685. case BS_IRON:
  19686. case BS_STEEL:
  19687. case BS_ENCHANTEDSTONE:
  19688. clif_produceeffect(sd,1,nameid);
  19689. clif_misceffect(&sd->bl,2);
  19690. break;
  19691. case RK_RUNEMASTERY:
  19692. clif_produceeffect(sd,5,nameid);
  19693. clif_misceffect(&sd->bl,6);
  19694. break;
  19695. case GN_MIX_COOKING:
  19696. if (qty == 0) {
  19697. item tmp_item;
  19698. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  19699. int rate = rnd() % 1000 + 1;
  19700. memset(&tmp_item, 0, sizeof(tmp_item));
  19701. if (rate < 500)
  19702. i = 0;
  19703. else if (rate < 750)
  19704. i = 1;
  19705. else if (rate < 850)
  19706. i = 2;
  19707. else if (rate < 950)
  19708. i = 3;
  19709. else
  19710. i = 4;
  19711. tmp_item.nameid = compensation[i];
  19712. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  19713. tmp_item.identify = 1;
  19714. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19715. clif_additem(sd,0,0,flag);
  19716. if( battle_config.skill_drop_items_full ){
  19717. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19718. }
  19719. }
  19720. clif_produceeffect(sd,7,nameid);
  19721. clif_misceffect(&sd->bl,6);
  19722. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19723. }
  19724. break;
  19725. case GN_MAKEBOMB:
  19726. case GN_S_PHARMACY:
  19727. case GN_CHANGEMATERIAL:
  19728. clif_produceeffect(sd,7,nameid);
  19729. clif_misceffect(&sd->bl,6);
  19730. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  19731. break;
  19732. case MT_M_MACHINE:
  19733. clif_produceeffect(sd, 1, nameid);
  19734. clif_misceffect(&sd->bl, 2);
  19735. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19736. break;
  19737. case BO_BIONIC_PHARMACY:
  19738. clif_produceeffect(sd, 3, nameid);
  19739. clif_misceffect(&sd->bl, 6);
  19740. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  19741. break;
  19742. default:
  19743. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  19744. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  19745. 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 ));
  19746. }
  19747. break;
  19748. }
  19749. }
  19750. return false;
  19751. }
  19752. /**
  19753. * Attempt to create arrow by specified material
  19754. * @param sd Player
  19755. * @param nameid Item ID of material
  19756. * @return True if created, False is failed
  19757. */
  19758. bool skill_arrow_create(struct map_session_data *sd, t_itemid nameid)
  19759. {
  19760. nullpo_ret(sd);
  19761. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  19762. return false;
  19763. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  19764. for (const auto &it : skill_arrow_db) {
  19765. if (nameid == it.second->nameid) {
  19766. arrow = it.second;
  19767. break;
  19768. }
  19769. }
  19770. short j;
  19771. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  19772. return false;
  19773. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  19774. for (const auto &it : arrow->created) {
  19775. char flag = 0;
  19776. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  19777. continue;
  19778. struct item tmp_item = { 0 };
  19779. tmp_item.identify = 1;
  19780. tmp_item.nameid = it.first;
  19781. tmp_item.amount = it.second;
  19782. if (battle_config.produce_item_name_input&0x4) {
  19783. tmp_item.card[0] = CARD0_CREATE;
  19784. tmp_item.card[1] = 0;
  19785. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  19786. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  19787. }
  19788. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  19789. clif_additem(sd,0,0,flag);
  19790. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  19791. }
  19792. }
  19793. return true;
  19794. }
  19795. /**
  19796. * Enchant weapon with poison
  19797. * @param sd Player
  19798. * @nameid Item ID of poison type
  19799. */
  19800. int skill_poisoningweapon(struct map_session_data *sd, t_itemid nameid)
  19801. {
  19802. nullpo_ret(sd);
  19803. if( !nameid || pc_delitem(sd,pc_search_inventory(sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  19804. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19805. return 0;
  19806. }
  19807. sc_type type;
  19808. int chance;
  19809. //uint16 msg = 1443; //Official is using msgstringtable.txt
  19810. char output[CHAT_SIZE_MAX];
  19811. const char *msg;
  19812. switch( nameid ) {
  19813. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  19814. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  19815. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  19816. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  19817. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  19818. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  19819. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  19820. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  19821. default:
  19822. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  19823. return 0;
  19824. }
  19825. status_change_end(&sd->bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  19826. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  19827. 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
  19828. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  19829. 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
  19830. sprintf(output, msg_txt(sd,721), msg);
  19831. clif_messagecolor(&sd->bl,color_table[COLOR_WHITE],output,false,SELF);
  19832. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  19833. clif_msg(sd,msg);
  19834. #endif*/
  19835. return 0;
  19836. }
  19837. /**
  19838. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  19839. * @param bl: Object
  19840. * @param skill_id: Skill invoking to determine if Magic type
  19841. */
  19842. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  19843. {
  19844. struct status_change *sc = status_get_sc(bl);
  19845. // non-offensive and non-magic skills do not affect the status
  19846. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  19847. return;
  19848. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  19849. if (sc->data[SC_MAGICPOWER]->val4) {
  19850. status_change_end(bl, SC_MAGICPOWER);
  19851. } else {
  19852. sc->data[SC_MAGICPOWER]->val4 = 1;
  19853. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  19854. if(bl->type == BL_PC){// update current display.
  19855. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  19856. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  19857. }
  19858. }
  19859. }
  19860. }
  19861. int skill_magicdecoy(struct map_session_data *sd, t_itemid nameid) {
  19862. int x, y, i, class_, skill;
  19863. struct mob_data *md;
  19864. nullpo_ret(sd);
  19865. skill = sd->menuskill_val;
  19866. 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) ) {
  19867. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19868. return 0;
  19869. }
  19870. // Spawn Position
  19871. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  19872. x = sd->sc.comet_x;
  19873. y = sd->sc.comet_y;
  19874. sd->sc.comet_x = 0;
  19875. sd->sc.comet_y = 0;
  19876. sd->menuskill_val = 0;
  19877. // Item picked decides the mob class
  19878. switch(nameid) {
  19879. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  19880. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  19881. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  19882. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  19883. default:
  19884. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  19885. return 0;
  19886. }
  19887. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  19888. if( md ) {
  19889. struct unit_data *ud = unit_bl2ud(&md->bl);
  19890. md->master_id = sd->bl.id;
  19891. md->special_state.ai = AI_FAW;
  19892. if(ud) {
  19893. ud->skill_id = NC_MAGICDECOY;
  19894. ud->skill_lv = skill;
  19895. }
  19896. if( md->deletetimer != INVALID_TIMER )
  19897. delete_timer(md->deletetimer, mob_timer_delete);
  19898. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  19899. mob_spawn(md);
  19900. }
  19901. return 0;
  19902. }
  19903. /**
  19904. * Process Warlock Spellbooks
  19905. * @param sd: Player data
  19906. * @param nameid: Spellbook item used
  19907. */
  19908. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  19909. if (reading_spellbook_db.empty())
  19910. return;
  19911. status_change *sc = status_get_sc(&sd.bl);
  19912. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  19913. if (sc == nullptr || sc->data[i] == nullptr)
  19914. break;
  19915. if (i == SC_MAXSPELLBOOK) {
  19916. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  19917. return;
  19918. }
  19919. }
  19920. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  19921. if (spell == nullptr)
  19922. return;
  19923. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  19924. if (skill_lv == 0) { // Caster hasn't learned the skill
  19925. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  19926. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  19927. return;
  19928. }
  19929. uint16 points = spell->points;
  19930. if (sc && sc->data[SC_FREEZE_SP]) {
  19931. if ((sc->data[SC_FREEZE_SP]->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  19932. clif_skill_fail(&sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  19933. return;
  19934. }
  19935. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  19936. if (!sc->data[i]) {
  19937. sc->data[SC_FREEZE_SP]->val2 += points; // increase points
  19938. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19939. break;
  19940. }
  19941. }
  19942. } else {
  19943. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  19944. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  19945. }
  19946. // Reading Spell Book SP cost same as the sealed spell.
  19947. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  19948. }
  19949. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  19950. int lv, prob, aslvl = 0;
  19951. uint16 id, sk_idx = 0;
  19952. nullpo_ret(sd);
  19953. if (sd->sc.data[SC_STOP]) {
  19954. aslvl = sd->sc.data[SC_STOP]->val1;
  19955. status_change_end(&sd->bl,SC_STOP);
  19956. }
  19957. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  19958. return 0;
  19959. 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 ) {
  19960. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  19961. return 0;
  19962. }
  19963. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  19964. lv = min(lv,sd->status.skill[sk_idx].lv);
  19965. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  19966. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  19967. return 0;
  19968. }
  19969. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  19970. int i;
  19971. nullpo_ret(sd);
  19972. nullpo_ret(item_list);
  19973. if( n <= 0 )
  19974. return 1;
  19975. for( i = 0; i < n; i++ ) {
  19976. t_itemid nameid, product;
  19977. int add_amount, del_amount, idx;
  19978. struct item tmp_item;
  19979. idx = item_list[i*2+0]-2;
  19980. if( idx < 0 || idx >= MAX_INVENTORY ){
  19981. return 1;
  19982. }
  19983. del_amount = item_list[i*2+1];
  19984. if( skill_lv == 2 )
  19985. del_amount -= (del_amount % 10);
  19986. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  19987. if( (nameid = sd->inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd->inventory.u.items_inventory[idx].amount ) {
  19988. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  19989. return 1;
  19990. }
  19991. switch( nameid ) {
  19992. // Level 1
  19993. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  19994. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  19995. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  19996. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  19997. // Level 2
  19998. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  19999. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20000. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20001. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20002. default:
  20003. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20004. return 1;
  20005. }
  20006. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20007. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20008. return 1;
  20009. }
  20010. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20011. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  20012. return 1;
  20013. }
  20014. memset(&tmp_item,0,sizeof(tmp_item));
  20015. tmp_item.nameid = product;
  20016. tmp_item.amount = add_amount;
  20017. tmp_item.identify = 1;
  20018. if( tmp_item.amount ) {
  20019. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20020. if( flag != 0 ) {
  20021. clif_additem(sd,0,0,flag);
  20022. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20023. }
  20024. }
  20025. }
  20026. return 0;
  20027. }
  20028. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  20029. int i, j, k, c, p = 0, amount;
  20030. t_itemid nameid;
  20031. nullpo_ret(sd);
  20032. nullpo_ret(item_list);
  20033. // Search for objects that can be created.
  20034. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20035. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20036. p = 0;
  20037. do {
  20038. c = 0;
  20039. // Verification of overlap between the objects required and the list submitted.
  20040. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20041. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20042. for( k = 0; k < n; k++ ) {
  20043. int idx = item_list[k*2+0]-2;
  20044. if( idx < 0 || idx >= MAX_INVENTORY ){
  20045. return 0;
  20046. }
  20047. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20048. amount = item_list[k*2+1];
  20049. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20050. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  20051. return 0;
  20052. }
  20053. 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]
  20054. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20055. c++; // match
  20056. }
  20057. }
  20058. else
  20059. break; // No more items required
  20060. }
  20061. p++;
  20062. } while(n == j && c == n);
  20063. p--;
  20064. if ( p > 0 ) {
  20065. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20066. return 1;
  20067. }
  20068. }
  20069. }
  20070. if( p == 0)
  20071. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20072. return 0;
  20073. }
  20074. /**
  20075. * For Royal Guard's LG_TRAMPLE
  20076. */
  20077. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20078. {
  20079. skill_unit *su = (struct skill_unit *)bl;
  20080. nullpo_ret(su);
  20081. std::shared_ptr<s_skill_unit_group> sg;
  20082. t_tick tick = va_arg(ap, t_tick);
  20083. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20084. switch( sg->unit_id ) {
  20085. case UNT_CLAYMORETRAP:
  20086. case UNT_FIRINGTRAP:
  20087. case UNT_ICEBOUNDTRAP:
  20088. 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);
  20089. break;
  20090. case UNT_LANDMINE:
  20091. case UNT_BLASTMINE:
  20092. case UNT_SHOCKWAVE:
  20093. case UNT_SANDMAN:
  20094. case UNT_FLASHER:
  20095. case UNT_FREEZINGTRAP:
  20096. case UNT_CLUSTERBOMB:
  20097. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20098. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20099. else
  20100. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20101. break;
  20102. }
  20103. // Traps aren't recovered.
  20104. skill_delunit(su);
  20105. }
  20106. return 0;
  20107. }
  20108. /*==========================================
  20109. *
  20110. *------------------------------------------*/
  20111. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  20112. int i;
  20113. nullpo_retr(-1, sd);
  20114. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20115. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20116. }
  20117. TIMER_FUNC(skill_blockpc_end){
  20118. struct map_session_data *sd = map_id2sd(id);
  20119. int i = (int)data;
  20120. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20121. return 0;
  20122. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20123. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20124. return 0;
  20125. }
  20126. aFree(sd->scd[i]);
  20127. sd->scd[i] = NULL;
  20128. return 1;
  20129. }
  20130. /**
  20131. * Flags a singular skill as being blocked from persistent usage.
  20132. * @param sd the player the skill delay affects
  20133. * @param skill_id the skill which should be delayed
  20134. * @param tick the length of time the delay should last
  20135. * @param load whether this assignment is being loaded upon player login
  20136. * @return 0 if successful, -1 otherwise
  20137. */
  20138. int skill_blockpc_start(struct map_session_data *sd, int skill_id, t_tick tick) {
  20139. int i;
  20140. nullpo_retr(-1, sd);
  20141. if (!skill_id || tick < 1)
  20142. return -1;
  20143. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20144. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20145. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20146. aFree(sd->scd[i]);
  20147. sd->scd[i] = NULL;
  20148. }
  20149. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20150. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20151. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20152. sd->scd[i]->skill_id = skill_id;
  20153. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20154. if (battle_config.display_status_timers)
  20155. clif_skill_cooldown(sd, skill_id, tick);
  20156. return 1;
  20157. } else {
  20158. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20159. return 0;
  20160. }
  20161. }
  20162. int skill_blockpc_clear(struct map_session_data *sd) {
  20163. int i;
  20164. nullpo_ret(sd);
  20165. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20166. if (!sd->scd[i])
  20167. continue;
  20168. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20169. aFree(sd->scd[i]);
  20170. sd->scd[i] = NULL;
  20171. }
  20172. return 1;
  20173. }
  20174. TIMER_FUNC(skill_blockhomun_end){
  20175. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20176. if (hd) {
  20177. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20178. if (skill != hd->blockskill.end())
  20179. hd->blockskill.erase(skill);
  20180. }
  20181. return 1;
  20182. }
  20183. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20184. {
  20185. nullpo_retr(-1, hd);
  20186. if (!skill_db.exists(skill_id))
  20187. return -1;
  20188. auto skill = util::vector_get(hd->blockskill, skill_id);
  20189. if (tick < 1 && skill != hd->blockskill.end()) {
  20190. hd->blockskill.erase(skill);
  20191. return -1;
  20192. }
  20193. hd->blockskill.push_back(skill_id);
  20194. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20195. }
  20196. TIMER_FUNC(skill_blockmerc_end){
  20197. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20198. if (md) {
  20199. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20200. if (skill != md->blockskill.end())
  20201. md->blockskill.erase(skill);
  20202. }
  20203. return 1;
  20204. }
  20205. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20206. {
  20207. nullpo_retr(-1, md);
  20208. if (!skill_db.exists(skill_id))
  20209. return -1;
  20210. auto skill = util::vector_get(md->blockskill, skill_id);
  20211. if (tick < 1 && skill != md->blockskill.end()) {
  20212. md->blockskill.erase(skill);
  20213. return -1;
  20214. }
  20215. md->blockskill.push_back(skill_id);
  20216. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20217. }
  20218. /**
  20219. * Adds a new skill unit entry for this player to recast after map load
  20220. * @param sd: Player
  20221. * @param skill_id: Skill ID to save
  20222. * @param skill_lv: Skill level to save
  20223. */
  20224. void skill_usave_add(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20225. {
  20226. struct skill_usave *sus = NULL;
  20227. if (idb_exists(skillusave_db,sd->status.char_id))
  20228. idb_remove(skillusave_db,sd->status.char_id);
  20229. CREATE(sus, struct skill_usave, 1);
  20230. idb_put(skillusave_db, sd->status.char_id, sus);
  20231. sus->skill_id = skill_id;
  20232. sus->skill_lv = skill_lv;
  20233. }
  20234. /**
  20235. * Loads saved skill unit entries for this player after map load
  20236. * @param sd: Player
  20237. */
  20238. void skill_usave_trigger(struct map_session_data *sd)
  20239. {
  20240. skill_usave *sus;
  20241. std::shared_ptr<s_skill_unit_group> group;
  20242. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20243. return;
  20244. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20245. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20246. 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));
  20247. idb_remove(skillusave_db, sd->status.char_id);
  20248. }
  20249. /*
  20250. *
  20251. */
  20252. int skill_split_str (char *str, char **val, int num)
  20253. {
  20254. int i;
  20255. for( i = 0; i < num && str; i++ ) {
  20256. val[i] = str;
  20257. str = strchr(str,',');
  20258. if( str )
  20259. *str++ = 0;
  20260. }
  20261. return i;
  20262. }
  20263. /*
  20264. *
  20265. */
  20266. void skill_init_unit_layout (void) {
  20267. int i,j,pos = 0;
  20268. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20269. // standard square layouts go first
  20270. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20271. int size = i*2+1;
  20272. skill_unit_layout[i].count = size*size;
  20273. for (j=0; j<size*size; j++) {
  20274. skill_unit_layout[i].dx[j] = (j%size-i);
  20275. skill_unit_layout[i].dy[j] = (j/size-i);
  20276. }
  20277. }
  20278. // afterwards add special ones
  20279. pos = i;
  20280. for (const auto &it : skill_db) {
  20281. std::shared_ptr<s_skill_db> skill = it.second;
  20282. uint16 skill_id = skill->nameid;
  20283. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20284. continue;
  20285. if( skill_id == EL_FIRE_MANTLE ) {
  20286. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20287. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20288. skill_unit_layout[pos].count = 8;
  20289. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20290. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20291. } else {
  20292. switch (skill_id) {
  20293. case MG_FIREWALL:
  20294. case WZ_ICEWALL:
  20295. case WL_EARTHSTRAIN:
  20296. case RL_FIRE_RAIN:
  20297. // these will be handled later
  20298. break;
  20299. case PR_SANCTUARY:
  20300. case NPC_EVILLAND: {
  20301. static const int dx[] = {
  20302. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20303. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20304. static const int dy[]={
  20305. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20306. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20307. skill_unit_layout[pos].count = 21;
  20308. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20309. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20310. }
  20311. break;
  20312. case PR_MAGNUS: {
  20313. static const int dx[] = {
  20314. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20315. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20316. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20317. static const int dy[] = {
  20318. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20319. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20320. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20321. skill_unit_layout[pos].count = 33;
  20322. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20323. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20324. }
  20325. break;
  20326. case AS_VENOMDUST: {
  20327. static const int dx[] = {-1, 0, 0, 0, 1};
  20328. static const int dy[] = { 0,-1, 0, 1, 0};
  20329. skill_unit_layout[pos].count = 5;
  20330. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20331. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20332. }
  20333. break;
  20334. case CR_GRANDCROSS:
  20335. case NPC_GRANDDARKNESS: {
  20336. static const int dx[] = {
  20337. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20338. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20339. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20340. static const int dy[] = {
  20341. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20342. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20343. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20344. skill_unit_layout[pos].count = 29;
  20345. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20346. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20347. }
  20348. break;
  20349. case PF_FOGWALL: {
  20350. static const int dx[] = {
  20351. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20352. static const int dy[] = {
  20353. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20354. skill_unit_layout[pos].count = 15;
  20355. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20356. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20357. }
  20358. break;
  20359. case PA_GOSPEL: {
  20360. static const int dx[] = {
  20361. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20362. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20363. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20364. -1, 0, 1};
  20365. static const int dy[] = {
  20366. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20367. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20368. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20369. 3, 3, 3};
  20370. skill_unit_layout[pos].count = 33;
  20371. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20372. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20373. }
  20374. break;
  20375. case NJ_KAENSIN: {
  20376. 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};
  20377. 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};
  20378. skill_unit_layout[pos].count = 24;
  20379. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20380. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20381. }
  20382. break;
  20383. case NJ_TATAMIGAESHI: {
  20384. //Level 1 (count 4, cross of 3x3)
  20385. static const int dx1[] = {-1, 1, 0, 0};
  20386. static const int dy1[] = { 0, 0,-1, 1};
  20387. //Level 2-3 (count 8, cross of 5x5)
  20388. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20389. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20390. //Level 4-5 (count 12, cross of 7x7
  20391. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20392. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20393. //lv1
  20394. j = 0;
  20395. skill_unit_layout[pos].count = 4;
  20396. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20397. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20398. skill->unit_layout_type[j] = pos;
  20399. //lv2/3
  20400. j++;
  20401. pos++;
  20402. skill_unit_layout[pos].count = 8;
  20403. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20404. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20405. skill->unit_layout_type[j] = pos;
  20406. skill->unit_layout_type[++j] = pos;
  20407. //lv4/5
  20408. j++;
  20409. pos++;
  20410. skill_unit_layout[pos].count = 12;
  20411. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20412. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20413. skill->unit_layout_type[j] = pos;
  20414. skill->unit_layout_type[++j] = pos;
  20415. //Fill in the rest using lv 5.
  20416. for (;j<MAX_SKILL_LEVEL;j++)
  20417. skill->unit_layout_type[j] = pos;
  20418. //Skip, this way the check below will fail and continue to the next skill.
  20419. pos++;
  20420. }
  20421. break;
  20422. case GN_WALLOFTHORN: {
  20423. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  20424. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  20425. skill_unit_layout[pos].count = 16;
  20426. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20427. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20428. }
  20429. break;
  20430. case NPC_FLAMECROSS: {
  20431. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20432. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20433. skill_unit_layout[pos].count = 8;
  20434. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20435. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20436. }
  20437. break;
  20438. default:
  20439. ShowError("unknown unit layout at skill %d\n",i);
  20440. break;
  20441. }
  20442. }
  20443. if (!skill_unit_layout[pos].count)
  20444. continue;
  20445. for (j=0;j<MAX_SKILL_LEVEL;j++)
  20446. skill->unit_layout_type[j] = pos;
  20447. pos++;
  20448. }
  20449. // firewall and icewall have 8 layouts (direction-dependent)
  20450. firewall_unit_pos = pos;
  20451. for (i=0;i<8;i++) {
  20452. if (i&1) {
  20453. skill_unit_layout[pos].count = 5;
  20454. if (i&0x2) {
  20455. int dx[] = {-1,-1, 0, 0, 1};
  20456. int dy[] = { 1, 0, 0,-1,-1};
  20457. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20458. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20459. } else {
  20460. int dx[] = { 1, 1 ,0, 0,-1};
  20461. int dy[] = { 1, 0, 0,-1,-1};
  20462. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20463. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20464. }
  20465. } else {
  20466. skill_unit_layout[pos].count = 3;
  20467. if (i%4==0) {
  20468. int dx[] = {-1, 0, 1};
  20469. int dy[] = { 0, 0, 0};
  20470. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20471. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20472. } else {
  20473. int dx[] = { 0, 0, 0};
  20474. int dy[] = {-1, 0, 1};
  20475. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20476. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20477. }
  20478. }
  20479. pos++;
  20480. }
  20481. icewall_unit_pos = pos;
  20482. for (i=0;i<8;i++) {
  20483. skill_unit_layout[pos].count = 5;
  20484. if (i&1) {
  20485. if (i&0x2) {
  20486. int dx[] = {-2,-1, 0, 1, 2};
  20487. int dy[] = { 2, 1, 0,-1,-2};
  20488. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20489. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20490. } else {
  20491. int dx[] = { 2, 1 ,0,-1,-2};
  20492. int dy[] = { 2, 1, 0,-1,-2};
  20493. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20494. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20495. }
  20496. } else {
  20497. if (i%4==0) {
  20498. int dx[] = {-2,-1, 0, 1, 2};
  20499. int dy[] = { 0, 0, 0, 0, 0};
  20500. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20501. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20502. } else {
  20503. int dx[] = { 0, 0, 0, 0, 0};
  20504. int dy[] = {-2,-1, 0, 1, 2};
  20505. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20506. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20507. }
  20508. }
  20509. pos++;
  20510. }
  20511. earthstrain_unit_pos = pos;
  20512. for( i = 0; i < 8; i++ )
  20513. { // For each Direction
  20514. skill_unit_layout[pos].count = 15;
  20515. switch( i )
  20516. {
  20517. case 0: case 1: case 3: case 4: case 5: case 7:
  20518. {
  20519. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20520. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20521. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20522. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20523. }
  20524. break;
  20525. case 2:
  20526. case 6:
  20527. {
  20528. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  20529. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  20530. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20531. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20532. }
  20533. break;
  20534. }
  20535. pos++;
  20536. }
  20537. firerain_unit_pos = pos;
  20538. for( i = 0; i < 8; i++ ) {
  20539. skill_unit_layout[pos].count = 3;
  20540. switch( i ) {
  20541. case 0: case 1: case 3: case 4: case 5: case 7:
  20542. {
  20543. static const int dx[] = {-1, 0, 1};
  20544. static const int dy[] = { 0, 0, 0};
  20545. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20546. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20547. }
  20548. break;
  20549. case 2:
  20550. case 6:
  20551. {
  20552. static const int dx[] = { 0, 0, 0};
  20553. static const int dy[] = {-1, 0, 1};
  20554. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20555. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20556. }
  20557. break;
  20558. }
  20559. pos++;
  20560. }
  20561. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  20562. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20563. }
  20564. void skill_init_nounit_layout (void) {
  20565. int i, pos = 0;
  20566. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  20567. for( i = 0; i < 8; i++ ) {
  20568. if( i&1 ) {
  20569. skill_nounit_layout[pos].count = 33;
  20570. if( i&2 ) {
  20571. if( i&4 ) { // 7
  20572. 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};
  20573. 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};
  20574. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20575. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20576. } else { // 3
  20577. 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};
  20578. 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};
  20579. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20580. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20581. }
  20582. } else {
  20583. if( i&4 ) { // 5
  20584. 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};
  20585. 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};
  20586. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20587. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20588. } else { // 1
  20589. 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};
  20590. 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};
  20591. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20592. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20593. }
  20594. }
  20595. } else {
  20596. skill_nounit_layout[pos].count = 21;
  20597. if( i&2 ) {
  20598. if( i&4 ) { // 6
  20599. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  20600. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20601. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20602. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20603. } else { // 2
  20604. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  20605. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  20606. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20607. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20608. }
  20609. } else {
  20610. if( i&4 ) { // 4
  20611. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20612. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  20613. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20614. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20615. } else { // 0
  20616. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  20617. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  20618. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20619. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20620. }
  20621. }
  20622. }
  20623. pos++;
  20624. }
  20625. for( i = 0; i < 8; i++ ) {
  20626. if( i&1 ) {
  20627. skill_nounit_layout[pos].count = 74;
  20628. if( i&2 ) {
  20629. if( i&4 ) { // 7
  20630. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20631. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  20632. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  20633. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20634. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20635. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20636. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20637. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20638. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20639. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20640. } else { // 3
  20641. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20642. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20643. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20644. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20645. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20646. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20647. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20648. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20649. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20650. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20651. }
  20652. } else {
  20653. if( i&4 ) { // 5
  20654. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  20655. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  20656. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  20657. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20658. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  20659. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  20660. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  20661. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  20662. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20663. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20664. } else { // 1
  20665. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  20666. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  20667. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  20668. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20669. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  20670. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  20671. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  20672. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  20673. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20674. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20675. }
  20676. }
  20677. } else {
  20678. skill_nounit_layout[pos].count = 44;
  20679. if( i&2 ) {
  20680. if( i&4 ) { // 6
  20681. 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};
  20682. 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};
  20683. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20684. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20685. } else { // 2
  20686. 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};
  20687. 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};
  20688. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20689. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20690. }
  20691. } else {
  20692. if( i&4 ) { // 4
  20693. 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};
  20694. 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};
  20695. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20696. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20697. } else { // 0
  20698. 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};
  20699. 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};
  20700. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  20701. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  20702. }
  20703. }
  20704. }
  20705. pos++;
  20706. }
  20707. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  20708. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  20709. }
  20710. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  20711. struct status_change *sc = status_get_sc(bl);
  20712. if( !sc || !bl || !skill_id )
  20713. return 0; // Can do it
  20714. switch (type) {
  20715. case SC_ANKLE:
  20716. if (skill_id == AL_TELEPORT)
  20717. return 1;
  20718. break;
  20719. case SC_STASIS:
  20720. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  20721. return 1; // Can't do it.
  20722. break;
  20723. case SC_KAGEHUMI:
  20724. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  20725. return 1;
  20726. case SC_BITE:
  20727. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  20728. return 1;
  20729. break;
  20730. }
  20731. return 0;
  20732. }
  20733. /**
  20734. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  20735. * @param sc: Status changes active on target
  20736. * @param skill_id: Skill to toggle
  20737. * @return True on success or false otherwise
  20738. */
  20739. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  20740. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  20741. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  20742. return false;
  20743. if (skill->inf2[INF2_TOGGLEABLE]) {
  20744. if (sc.data[skill->sc])
  20745. return true;
  20746. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  20747. if (skill->nameid == NC_NEUTRALBARRIER && sc.data[SC_NEUTRALBARRIER_MASTER])
  20748. return true;
  20749. if (skill->nameid == NC_STEALTHFIELD && sc.data[SC_STEALTHFIELD_MASTER])
  20750. return true;
  20751. }
  20752. return false;
  20753. }
  20754. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  20755. int type = 0;
  20756. switch( skill_id ) {
  20757. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  20758. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  20759. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  20760. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  20761. }
  20762. type += skill_lv - 1;
  20763. return type;
  20764. }
  20765. /**
  20766. * Check before do `unit_movepos` call
  20767. * @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
  20768. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  20769. **/
  20770. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  20771. struct status_change *sc;
  20772. nullpo_retr(false, bl);
  20773. struct map_data *mapdata = map_getmapdata(bl->m);
  20774. if (check_flag&1 && mapdata->flag[MF_BATTLEGROUND])
  20775. return false;
  20776. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  20777. return false;
  20778. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  20779. return false;
  20780. sc = status_get_sc(bl);
  20781. if (sc && sc->data[SC_SV_ROOTTWIST])
  20782. return false;
  20783. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  20784. }
  20785. /**
  20786. * Get skill duration after adjustments by skill_duration mapflag
  20787. * @param mapdata: Source map data
  20788. * @param skill_id: Skill ID
  20789. * @param skill_lv: Skill level
  20790. * @return Adjusted skill duration
  20791. */
  20792. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  20793. int time = 0;
  20794. if (!(time = skill_get_time(skill_id, skill_lv)))
  20795. return 0;
  20796. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  20797. return time / 100 * mapdata->skill_duration[skill_id];
  20798. return time;
  20799. }
  20800. const std::string SkillDatabase::getDefaultLocation() {
  20801. return std::string(db_path) + "/skill_db.yml";
  20802. }
  20803. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  20804. int32 value;
  20805. const auto& skNode = node[c4::to_csubstr(nodeName)];
  20806. if (!skNode.is_seq()) {
  20807. if (!this->asInt32(node, nodeName, value))
  20808. return false;
  20809. for (size_t i = 0; i < S; i++)
  20810. arr[i] = value;
  20811. } else {
  20812. uint16 max_level = 0;
  20813. for (const auto& it : skNode) {
  20814. uint16 skill_lv;
  20815. if (!this->asUInt16(it, "Level", skill_lv))
  20816. continue;
  20817. if (skill_lv > MAX_SKILL_LEVEL) {
  20818. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  20819. return false;
  20820. }
  20821. if (!this->asInt32(it, subNodeName, value))
  20822. continue;
  20823. arr[skill_lv - 1] = value;
  20824. max_level = max(max_level, skill_lv);
  20825. }
  20826. size_t i = max_level, j;
  20827. // Check for linear change with increasing steps until we reach half of the data acquired.
  20828. for (size_t step = 1; step <= i / 2; step++) {
  20829. int diff = arr[i - 1] - arr[i - step - 1];
  20830. for (j = i - 1; j >= step; j--) {
  20831. if ((arr[j] - arr[j - step]) != diff)
  20832. break;
  20833. }
  20834. if (j >= step) // No match, try next step.
  20835. continue;
  20836. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  20837. arr[i] = arr[i - step] + diff;
  20838. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  20839. arr[i] = 1;
  20840. diff = 0;
  20841. step = 1;
  20842. }
  20843. }
  20844. return true;
  20845. }
  20846. // Unable to determine linear trend, fill remaining array values with last value
  20847. for (; i < S; i++)
  20848. arr[i] = arr[max_level - 1];
  20849. }
  20850. return true;
  20851. }
  20852. /**
  20853. * Reads and parses an entry from the skill_db.
  20854. * @param node: YAML node containing the entry.
  20855. * @return count of successfully parsed rows
  20856. */
  20857. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  20858. uint16 skill_id;
  20859. if (!this->asUInt16(node, "Id", skill_id))
  20860. return 0;
  20861. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  20862. bool exists = skill != nullptr;
  20863. if (!exists) {
  20864. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  20865. return 0;
  20866. skill = std::make_shared<s_skill_db>();
  20867. skill->nameid = skill_id;
  20868. }
  20869. if (this->nodeExists(node, "Name")) {
  20870. std::string name;
  20871. if (!this->asString(node, "Name", name))
  20872. return 0;
  20873. name.resize(SKILL_NAME_LENGTH);
  20874. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  20875. }
  20876. if (this->nodeExists(node, "Description")) {
  20877. std::string name;
  20878. if (!this->asString(node, "Description", name))
  20879. return 0;
  20880. name.resize(SKILL_DESC_LENGTH);
  20881. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  20882. }
  20883. if (this->nodeExists(node, "MaxLevel")) {
  20884. uint16 skill_lv;
  20885. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  20886. return 0;
  20887. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  20888. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  20889. return 0;
  20890. }
  20891. skill->max = skill_lv;
  20892. }
  20893. if (this->nodeExists(node, "Type")) {
  20894. std::string type;
  20895. if (!this->asString(node, "Type", type))
  20896. return 0;
  20897. std::string type_constant = "BF_" + type;
  20898. int64 constant;
  20899. if (!script_get_constant(type_constant.c_str(), &constant)) {
  20900. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  20901. return 0;
  20902. }
  20903. if (constant < BF_NONE || constant > BF_MISC) {
  20904. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  20905. return 0;
  20906. }
  20907. skill->skill_type = static_cast<e_battle_flag>(constant);
  20908. } else {
  20909. if (!exists)
  20910. skill->skill_type = BF_NONE;
  20911. }
  20912. if (this->nodeExists(node, "TargetType")) {
  20913. std::string inf;
  20914. if (!this->asString(node, "TargetType", inf))
  20915. return 0;
  20916. std::string inf_constant = "INF_" + inf + "_SKILL";
  20917. int64 constant;
  20918. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  20919. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  20920. return 0;
  20921. }
  20922. skill->inf = static_cast<uint16>(constant);
  20923. }
  20924. if (this->nodeExists(node, "DamageFlags")) {
  20925. const auto& damageNode = node["DamageFlags"];
  20926. for (const auto& it : damageNode) {
  20927. std::string nk;
  20928. c4::from_chars(it.key(), &nk);
  20929. std::string nk_constant = "NK_" + nk;
  20930. int64 constant;
  20931. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  20932. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  20933. return 0;
  20934. }
  20935. bool active;
  20936. if (!this->asBool(damageNode, nk, active))
  20937. return 0;
  20938. if (active)
  20939. skill->nk.set(static_cast<uint8>(constant));
  20940. else
  20941. skill->nk.reset(static_cast<uint8>(constant));
  20942. }
  20943. }
  20944. if (this->nodeExists(node, "Flags")) {
  20945. const auto& infoNode = node["Flags"];
  20946. for (const auto& it : infoNode) {
  20947. std::string inf2;
  20948. c4::from_chars(it.key(), &inf2);
  20949. std::string inf2_constant = "INF2_" + inf2;
  20950. int64 constant;
  20951. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  20952. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  20953. continue;
  20954. }
  20955. bool active;
  20956. if (!this->asBool(infoNode, inf2, active))
  20957. return 0;
  20958. if (active)
  20959. skill->inf2.set(static_cast<uint8>(constant));
  20960. else
  20961. skill->inf2.reset(static_cast<uint8>(constant));
  20962. }
  20963. }
  20964. if (this->nodeExists(node, "Range")) {
  20965. if (!this->parseNode("Range", "Size", node, skill->range))
  20966. return 0;
  20967. } else {
  20968. if (!exists)
  20969. memset(skill->range, 0, sizeof(skill->range));
  20970. }
  20971. if (this->nodeExists(node, "Hit")) {
  20972. std::string hit;
  20973. if (!this->asString(node, "Hit", hit))
  20974. return 0;
  20975. std::string hit_constant = "DMG_" + hit;
  20976. int64 constant;
  20977. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  20978. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  20979. return 0;
  20980. }
  20981. skill->hit = static_cast<e_damage_type>(constant);
  20982. } else {
  20983. if (!exists)
  20984. skill->hit = DMG_NORMAL;
  20985. }
  20986. if (this->nodeExists(node, "HitCount")) {
  20987. if (!this->parseNode("HitCount", "Count", node, skill->num))
  20988. return 0;
  20989. } else {
  20990. if (!exists)
  20991. memset(skill->num, 0, sizeof(skill->num));
  20992. }
  20993. if (this->nodeExists(node, "Element")) {
  20994. const auto elementNode = node["Element"];
  20995. std::string element;
  20996. if (!elementNode.is_seq()) {
  20997. if (!this->asString(node, "Element", element))
  20998. return 0;
  20999. std::string element_constant = "ELE_" + element;
  21000. int64 constant;
  21001. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21002. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21003. return 0;
  21004. }
  21005. if (constant == ELE_NONE) {
  21006. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21007. return 0;
  21008. }
  21009. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21010. } else {
  21011. for (const auto& it : elementNode) {
  21012. uint16 skill_lv;
  21013. if (!this->asUInt16(it, "Level", skill_lv))
  21014. continue;
  21015. if (skill_lv > MAX_SKILL_LEVEL) {
  21016. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21017. return false;
  21018. }
  21019. if (!this->asString(it, "Element", element))
  21020. continue;
  21021. std::string element_constant = "ELE_" + element;
  21022. int64 constant;
  21023. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21024. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21025. return 0;
  21026. }
  21027. if (constant == ELE_NONE) {
  21028. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21029. return 0;
  21030. }
  21031. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21032. }
  21033. }
  21034. } else {
  21035. if (!exists)
  21036. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21037. }
  21038. if (this->nodeExists(node, "SplashArea")) {
  21039. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21040. return 0;
  21041. } else {
  21042. if (!exists)
  21043. memset(skill->splash, 0, sizeof(skill->splash));
  21044. }
  21045. if (this->nodeExists(node, "ActiveInstance")) {
  21046. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21047. return 0;
  21048. } else {
  21049. if (!exists)
  21050. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21051. }
  21052. if (this->nodeExists(node, "Knockback")) {
  21053. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21054. return 0;
  21055. } else {
  21056. if (!exists)
  21057. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21058. }
  21059. if (this->nodeExists(node, "CopyFlags")) {
  21060. const auto& copyNode = node["CopyFlags"];
  21061. if (this->nodeExists(copyNode, "Skill")) {
  21062. const auto& copyskillNode = copyNode["Skill"];
  21063. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21064. bool active;
  21065. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21066. return 0;
  21067. if (active)
  21068. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21069. else
  21070. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21071. }
  21072. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21073. bool active;
  21074. if (!this->asBool(copyskillNode, "Reproduce", active))
  21075. return 0;
  21076. if (active)
  21077. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21078. else
  21079. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21080. }
  21081. } else {
  21082. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21083. return 0;
  21084. }
  21085. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21086. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21087. for (const auto& it : copyreqNode) {
  21088. std::string req;
  21089. c4::from_chars(it.key(), &req);
  21090. std::string req_constant = "SKILL_REQ_" + req;
  21091. int64 constant;
  21092. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21093. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21094. return 0;
  21095. }
  21096. skill->copyable.req_opt |= constant;
  21097. }
  21098. } else {
  21099. if (!exists)
  21100. skill->copyable.req_opt = 0;
  21101. }
  21102. }
  21103. if (this->nodeExists(node, "NoNearNpc")) {
  21104. const auto& npcNode = node["NoNearNpc"];
  21105. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21106. uint16 range;
  21107. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21108. return 0;
  21109. skill->unit_nonearnpc_range = range;
  21110. } else {
  21111. if (!exists)
  21112. skill->unit_nonearnpc_range = 0;
  21113. }
  21114. if (this->nodeExists(npcNode, "Type")) {
  21115. const auto& npctypeNode = npcNode["Type"];
  21116. for (const auto& it : npctypeNode) {
  21117. std::string type;
  21118. c4::from_chars(it.key(), &type);
  21119. std::string type_constant = "SKILL_NONEAR_" + type;
  21120. int64 constant;
  21121. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21122. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21123. return 0;
  21124. }
  21125. bool active;
  21126. if (!this->asBool(npctypeNode, type, active))
  21127. return 0;
  21128. if (active)
  21129. skill->unit_nonearnpc_type |= constant;
  21130. else
  21131. skill->unit_nonearnpc_type &= ~constant;
  21132. }
  21133. } else {
  21134. if (!exists)
  21135. skill->unit_nonearnpc_type = 0;
  21136. }
  21137. }
  21138. if (this->nodeExists(node, "CastCancel")) {
  21139. bool active;
  21140. if (!this->asBool(node, "CastCancel", active))
  21141. return 0;
  21142. skill->castcancel = active;
  21143. } else {
  21144. if (!exists)
  21145. skill->castcancel = false;
  21146. }
  21147. if (this->nodeExists(node, "CastDefenseReduction")) {
  21148. uint16 reduction;
  21149. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21150. return 0;
  21151. skill->cast_def_rate = reduction;
  21152. } else {
  21153. if (!exists)
  21154. skill->cast_def_rate = 0;
  21155. }
  21156. if (this->nodeExists(node, "CastTime")) {
  21157. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21158. return 0;
  21159. } else {
  21160. if (!exists)
  21161. memset(skill->cast, 0, sizeof(skill->cast));
  21162. }
  21163. if (this->nodeExists(node, "AfterCastActDelay")) {
  21164. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21165. return 0;
  21166. } else {
  21167. if (!exists)
  21168. memset(skill->delay, 0, sizeof(skill->delay));
  21169. }
  21170. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21171. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21172. return 0;
  21173. } else {
  21174. if (!exists)
  21175. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21176. }
  21177. if (this->nodeExists(node, "Duration1")) {
  21178. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21179. return 0;
  21180. } else {
  21181. if (!exists)
  21182. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21183. }
  21184. if (this->nodeExists(node, "Duration2")) {
  21185. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21186. return 0;
  21187. } else {
  21188. if (!exists)
  21189. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21190. }
  21191. if (this->nodeExists(node, "Cooldown")) {
  21192. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21193. return 0;
  21194. } else {
  21195. if (!exists)
  21196. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21197. }
  21198. #ifdef RENEWAL_CAST
  21199. if (this->nodeExists(node, "FixedCastTime")) {
  21200. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21201. return 0;
  21202. } else {
  21203. if (!exists)
  21204. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21205. }
  21206. #endif
  21207. if (this->nodeExists(node, "CastTimeFlags")) {
  21208. const auto& castNode = node["CastTimeFlags"];
  21209. for (const auto& it : castNode) {
  21210. std::string flag;
  21211. c4::from_chars(it.key(), &flag);
  21212. std::string flag_constant = "SKILL_CAST_" + flag;
  21213. int64 constant;
  21214. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21215. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21216. return 0;
  21217. }
  21218. bool active;
  21219. if (!this->asBool(castNode, flag, active))
  21220. return 0;
  21221. if (active)
  21222. skill->castnodex |= constant;
  21223. else
  21224. skill->castnodex &= ~constant;
  21225. }
  21226. }
  21227. if (this->nodeExists(node, "CastDelayFlags")) {
  21228. const auto& castNode = node["CastDelayFlags"];
  21229. for (const auto& it : castNode) {
  21230. std::string flag;
  21231. c4::from_chars(it.key(), &flag);
  21232. std::string flag_constant = "SKILL_CAST_" + flag;
  21233. int64 constant;
  21234. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21235. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21236. return 0;
  21237. }
  21238. bool active;
  21239. if (!this->asBool(castNode, flag, active))
  21240. return 0;
  21241. if (active)
  21242. skill->delaynodex |= constant;
  21243. else
  21244. skill->delaynodex &= ~constant;
  21245. }
  21246. }
  21247. if (this->nodeExists(node, "Requires")) {
  21248. const auto& requireNode = node["Requires"];
  21249. if (this->nodeExists(requireNode, "HpCost")) {
  21250. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21251. return 0;
  21252. } else {
  21253. if (!exists)
  21254. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21255. }
  21256. if (this->nodeExists(requireNode, "SpCost")) {
  21257. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21258. return 0;
  21259. } else {
  21260. if (!exists)
  21261. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21262. }
  21263. if (this->nodeExists(requireNode, "ApCost")) {
  21264. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21265. return 0;
  21266. } else {
  21267. if (!exists)
  21268. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21269. }
  21270. if (this->nodeExists(requireNode, "HpRateCost")) {
  21271. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21272. return 0;
  21273. } else {
  21274. if (!exists)
  21275. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21276. }
  21277. if (this->nodeExists(requireNode, "SpRateCost")) {
  21278. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21279. return 0;
  21280. } else {
  21281. if (!exists)
  21282. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21283. }
  21284. if (this->nodeExists(requireNode, "ApRateCost")) {
  21285. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21286. return 0;
  21287. } else {
  21288. if (!exists)
  21289. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21290. }
  21291. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21292. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21293. return 0;
  21294. } else {
  21295. if (!exists)
  21296. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21297. }
  21298. if (this->nodeExists(requireNode, "ZenyCost")) {
  21299. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21300. return 0;
  21301. } else {
  21302. if (!exists)
  21303. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21304. }
  21305. if (this->nodeExists(requireNode, "Weapon")) {
  21306. const auto& weaponNode = requireNode["Weapon"];
  21307. if (this->nodeExists(weaponNode, "All")) {
  21308. bool active;
  21309. if (!this->asBool(weaponNode, "All", active))
  21310. return 0;
  21311. if (active)
  21312. skill->require.weapon = 0;
  21313. } else {
  21314. for (const auto& it : weaponNode) {
  21315. std::string weapon;
  21316. c4::from_chars(it.key(), &weapon);
  21317. std::string weapon_constant = "W_" + weapon;
  21318. int64 constant;
  21319. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21320. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21321. return 0;
  21322. }
  21323. bool active;
  21324. if (!this->asBool(weaponNode, weapon, active))
  21325. return 0;
  21326. if (active)
  21327. skill->require.weapon |= 1 << constant;
  21328. else
  21329. skill->require.weapon &= ~(1 << constant);
  21330. }
  21331. }
  21332. } else {
  21333. if (!exists)
  21334. skill->require.weapon = 0;
  21335. }
  21336. if (this->nodeExists(requireNode, "Ammo")) {
  21337. const auto& ammoNode = requireNode["Ammo"];
  21338. if (this->nodeExists(ammoNode, "None")) {
  21339. bool active;
  21340. if (!this->asBool(ammoNode, "None", active))
  21341. return 0;
  21342. if (active)
  21343. skill->require.ammo = 0;
  21344. } else {
  21345. for (const auto& it : ammoNode) {
  21346. std::string ammo;
  21347. c4::from_chars(it.key(), &ammo);
  21348. std::string ammo_constant = "AMMO_" + ammo;
  21349. int64 constant;
  21350. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21351. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21352. return 0;
  21353. }
  21354. bool active;
  21355. if (!this->asBool(ammoNode, ammo, active))
  21356. return 0;
  21357. if (active)
  21358. skill->require.ammo |= 1 << constant;
  21359. else
  21360. skill->require.ammo &= ~(1 << constant);
  21361. }
  21362. }
  21363. } else {
  21364. if (!exists)
  21365. skill->require.ammo = 0;
  21366. }
  21367. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21368. if (skill->require.ammo == 0) {
  21369. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21370. return 0;
  21371. }
  21372. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21373. return 0;
  21374. } else {
  21375. if (!exists)
  21376. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21377. }
  21378. if (this->nodeExists(requireNode, "State")) {
  21379. std::string state;
  21380. if (!this->asString(requireNode, "State", state))
  21381. return 0;
  21382. std::string state_constant = "ST_" + state;
  21383. int64 constant;
  21384. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21385. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21386. return 0;
  21387. }
  21388. skill->require.state = static_cast<int32>(constant);
  21389. }
  21390. if (this->nodeExists(requireNode, "Status")) {
  21391. const auto& statusNode = requireNode["Status"];
  21392. for (const auto& it : statusNode) {
  21393. std::string status;
  21394. c4::from_chars(it.key(), &status);
  21395. std::string status_constant = "SC_" + status;
  21396. int64 constant;
  21397. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21398. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21399. return 0;
  21400. }
  21401. bool active;
  21402. if (!this->asBool(statusNode, status, active))
  21403. return 0;
  21404. auto status_exists = util::vector_get(skill->require.status, constant);
  21405. if (active && status_exists == skill->require.status.end())
  21406. skill->require.status.push_back(static_cast<sc_type>(constant));
  21407. else if (!active && status_exists != skill->require.status.end())
  21408. skill->require.status.erase(status_exists);
  21409. }
  21410. }
  21411. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21412. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21413. return 0;
  21414. } else {
  21415. if (!exists)
  21416. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  21417. }
  21418. if (this->nodeExists(requireNode, "ItemCost")) {
  21419. const auto itemNode = requireNode["ItemCost"];
  21420. int32 count = 0;
  21421. for (const auto& it : itemNode) {
  21422. std::string item_name;
  21423. if (!this->asString(it, "Item", item_name))
  21424. continue;
  21425. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21426. if (item == nullptr) {
  21427. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  21428. return 0;
  21429. }
  21430. int32 amount;
  21431. if (!this->asInt32(it, "Amount", amount))
  21432. continue;
  21433. if (this->nodeExists(it, "Level")) {
  21434. uint16 cost_level;
  21435. if (!this->asUInt16(it, "Level", cost_level))
  21436. continue;
  21437. if (cost_level < 1 || cost_level > skill->max) {
  21438. 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);
  21439. return 0;
  21440. }
  21441. count = cost_level - 1;
  21442. if (!skill->require.itemid_level_dependent)
  21443. skill->require.itemid_level_dependent = true;
  21444. }
  21445. skill->require.itemid[count] = item->nameid;
  21446. skill->require.amount[count] = amount;
  21447. count++;
  21448. }
  21449. }
  21450. if (this->nodeExists(requireNode, "Equipment")) {
  21451. const auto& equipNode = requireNode["Equipment"];
  21452. for (const auto& it : equipNode) {
  21453. std::string item_name;
  21454. c4::from_chars(it.key(), &item_name);
  21455. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21456. if (item == nullptr) {
  21457. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  21458. return 0;
  21459. }
  21460. bool active;
  21461. if (!this->asBool(equipNode, item_name, active))
  21462. return 0;
  21463. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  21464. if (active && equip_exists == skill->require.eqItem.end())
  21465. skill->require.eqItem.push_back(item->nameid);
  21466. else if (!active && equip_exists != skill->require.eqItem.end())
  21467. skill->require.eqItem.erase(equip_exists);
  21468. }
  21469. }
  21470. }
  21471. if (this->nodeExists(node, "GiveAp")) {
  21472. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  21473. return 0;
  21474. } else {
  21475. if (!exists)
  21476. memset(skill->giveap, 0, sizeof(skill->giveap));
  21477. }
  21478. if (this->nodeExists(node, "Unit")) {
  21479. const auto& unitNode = node["Unit"];
  21480. if (this->nodeExists(unitNode, "Id")) {
  21481. std::string unit;
  21482. if (!this->asString(unitNode, "Id", unit))
  21483. return 0;
  21484. std::string unit_constant = "UNT_" + unit;
  21485. int64 constant;
  21486. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21487. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  21488. return 0;
  21489. }
  21490. skill->unit_id = static_cast<uint16>(constant);
  21491. } else {
  21492. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  21493. return 0;
  21494. }
  21495. if (this->nodeExists(unitNode, "AlternateId")) {
  21496. std::string unit;
  21497. if (!this->asString(unitNode, "AlternateId", unit))
  21498. return 0;
  21499. std::string unit_constant = "UNT_" + unit;
  21500. int64 constant;
  21501. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  21502. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  21503. return 0;
  21504. }
  21505. skill->unit_id2 = static_cast<uint16>(constant);
  21506. } else {
  21507. if (!exists)
  21508. skill->unit_id2 = 0;
  21509. }
  21510. if (this->nodeExists(unitNode, "Layout")) {
  21511. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  21512. return 0;
  21513. } else {
  21514. if (!exists)
  21515. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  21516. }
  21517. if (this->nodeExists(unitNode, "Range")) {
  21518. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  21519. return 0;
  21520. } else {
  21521. if (!exists)
  21522. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  21523. }
  21524. if (this->nodeExists(unitNode, "Interval")) {
  21525. int16 interval;
  21526. if (!this->asInt16(unitNode, "Interval", interval))
  21527. return 0;
  21528. skill->unit_interval = interval;
  21529. } else {
  21530. if (!exists)
  21531. skill->unit_interval = 0;
  21532. }
  21533. if (this->nodeExists(unitNode, "Target")) {
  21534. std::string target;
  21535. if (!this->asString(unitNode, "Target", target))
  21536. return 0;
  21537. std::string target_constant = "BCT_" + target;
  21538. int64 constant;
  21539. if (!script_get_constant(target_constant.c_str(), &constant)) {
  21540. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  21541. return 0;
  21542. }
  21543. skill->unit_target = static_cast<int32>(constant);
  21544. } else {
  21545. if (!exists)
  21546. skill->unit_target = BCT_ALL;
  21547. }
  21548. if (this->nodeExists(unitNode, "Flag")) {
  21549. const auto& flagNode = unitNode["Flag"];
  21550. for (const auto& it : flagNode) {
  21551. std::string flag;
  21552. c4::from_chars(it.key(), &flag);
  21553. std::string flag_constant = "UF_" + flag;
  21554. int64 constant;
  21555. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21556. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  21557. return 0;
  21558. }
  21559. bool active;
  21560. if (!this->asBool(flagNode, flag, active))
  21561. return 0;
  21562. if (active)
  21563. skill->unit_flag.set(static_cast<uint8>(constant));
  21564. else
  21565. skill->unit_flag.reset(static_cast<uint8>(constant));
  21566. }
  21567. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  21568. skill->unit_target = BCT_NOENEMY;
  21569. // By default, target just characters.
  21570. skill->unit_target |= BL_CHAR;
  21571. if (skill->unit_flag[UF_NOPC])
  21572. skill->unit_target &= ~BL_PC;
  21573. if (skill->unit_flag[UF_NOMOB])
  21574. skill->unit_target &= ~BL_MOB;
  21575. if (skill->unit_flag[UF_SKILL])
  21576. skill->unit_target |= BL_SKILL;
  21577. } else {
  21578. if (!exists){
  21579. skill->unit_flag = UF_NONE;
  21580. // By default, target just characters.
  21581. skill->unit_target |= BL_CHAR;
  21582. }
  21583. }
  21584. }
  21585. if (this->nodeExists(node, "Status")) {
  21586. std::string status;
  21587. if (!this->asString(node, "Status", status))
  21588. return 0;
  21589. std::string status_constant = "SC_" + status;
  21590. int64 constant;
  21591. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21592. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  21593. return 0;
  21594. }
  21595. if (constant < SC_NONE || constant >= SC_MAX) {
  21596. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  21597. constant = SC_NONE;
  21598. }
  21599. skill->sc = static_cast<sc_type>(constant);
  21600. } else {
  21601. if (!exists)
  21602. skill->sc = SC_NONE;
  21603. }
  21604. if (!exists) {
  21605. this->put(skill_id, skill);
  21606. this->skilldb_id2idx[skill_id] = this->skill_num;
  21607. this->skill_num++;
  21608. }
  21609. return 1;
  21610. }
  21611. void SkillDatabase::clear() {
  21612. TypesafeCachedYamlDatabase::clear();
  21613. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  21614. this->skill_num = 1;
  21615. }
  21616. void SkillDatabase::loadingFinished(){
  21617. if( this->skill_num > MAX_SKILL ){
  21618. 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 );
  21619. }
  21620. TypesafeCachedYamlDatabase::loadingFinished();
  21621. }
  21622. /**
  21623. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  21624. * @param skill_id
  21625. * @param silent If Skill is undefined, show error message!
  21626. * @return Skill Index or 0 if not found/unset
  21627. **/
  21628. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  21629. uint16 idx = this->skilldb_id2idx[skill_id];
  21630. if( idx == 0 && skill_id != 0 && !silent ){
  21631. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  21632. }
  21633. return idx;
  21634. }
  21635. SkillDatabase skill_db;
  21636. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  21637. return std::string(db_path) + "/spellbook_db.yml";
  21638. }
  21639. /**
  21640. * Reads and parses an entry from the spellbook_db.
  21641. * @param node: YAML node containing the entry.
  21642. * @return count of successfully parsed rows
  21643. */
  21644. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21645. std::string skill_name;
  21646. if (!this->asString(node, "Skill", skill_name))
  21647. return 0;
  21648. uint16 skill_id = skill_name2id(skill_name.c_str());
  21649. if (skill_id == 0) {
  21650. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  21651. return 0;
  21652. }
  21653. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  21654. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  21655. return 0;
  21656. }
  21657. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  21658. bool exists = spell != nullptr;
  21659. if (!exists) {
  21660. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  21661. return 0;
  21662. spell = std::make_shared<s_skill_spellbook_db>();
  21663. spell->skill_id = skill_id;
  21664. }
  21665. if (this->nodeExists(node, "Book")) {
  21666. std::string book_name;
  21667. if (!this->asString(node, "Book", book_name))
  21668. return 0;
  21669. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  21670. if (item == nullptr) {
  21671. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  21672. return 0;
  21673. }
  21674. spell->nameid = item->nameid;
  21675. }
  21676. if (this->nodeExists(node, "PreservePoints")) {
  21677. uint16 points;
  21678. if (!this->asUInt16(node, "PreservePoints", points))
  21679. return 0;
  21680. spell->points = points;
  21681. }
  21682. if (!exists)
  21683. this->put(skill_id, spell);
  21684. return 1;
  21685. }
  21686. /**
  21687. * Check if the specified item is available in the spellbook_db or not
  21688. * @param nameid: Book Item ID
  21689. * @return Spell data or nullptr otherwise
  21690. */
  21691. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  21692. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  21693. return nullptr;
  21694. for (const auto &spell : reading_spellbook_db) {
  21695. if (spell.second->nameid == nameid)
  21696. return spell.second;
  21697. }
  21698. return nullptr;
  21699. }
  21700. const std::string MagicMushroomDatabase::getDefaultLocation() {
  21701. return std::string(db_path) + "/magicmushroom_db.yml";
  21702. }
  21703. /**
  21704. * Reads and parses an entry from the magicmushroom_db.
  21705. * @param node: YAML node containing the entry.
  21706. * @return count of successfully parsed rows
  21707. */
  21708. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21709. std::string skill_name;
  21710. if (!this->asString(node, "Skill", skill_name))
  21711. return 0;
  21712. uint16 skill_id = skill_name2id(skill_name.c_str());
  21713. if (!skill_id) {
  21714. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  21715. return 0;
  21716. }
  21717. if (!skill_get_inf(skill_id)) {
  21718. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  21719. return 0;
  21720. }
  21721. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  21722. bool exists = mushroom != nullptr;
  21723. if (!exists) {
  21724. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  21725. mushroom->skill_id = skill_id;
  21726. this->put(skill_id, mushroom);
  21727. }
  21728. return 1;
  21729. }
  21730. /** Reads skill no cast db
  21731. * Structure: SkillID,Flag
  21732. */
  21733. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  21734. {
  21735. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  21736. if (!skill)
  21737. return false;
  21738. skill->nocast |= atoi(split[1]);
  21739. return true;
  21740. }
  21741. /** Reads Produce db
  21742. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  21743. */
  21744. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  21745. {
  21746. unsigned short x, y;
  21747. unsigned short id = atoi(split[0]);
  21748. t_itemid nameid = 0;
  21749. bool found = false;
  21750. if (id >= ARRAYLENGTH(skill_produce_db)) {
  21751. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  21752. return false;
  21753. }
  21754. // Clear previous data, for importing support
  21755. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  21756. // Import just for clearing/disabling from original data
  21757. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  21758. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  21759. return true;
  21760. }
  21761. if (!item_db.exists(nameid)) {
  21762. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  21763. return false;
  21764. }
  21765. skill_produce_db[id].nameid = nameid;
  21766. skill_produce_db[id].itemlv = atoi(split[2]);
  21767. skill_produce_db[id].req_skill = atoi(split[3]);
  21768. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  21769. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  21770. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  21771. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  21772. }
  21773. if (!found)
  21774. skill_produce_count++;
  21775. return true;
  21776. }
  21777. const std::string SkillArrowDatabase::getDefaultLocation() {
  21778. return std::string(db_path) + "/create_arrow_db.yml";
  21779. }
  21780. /**
  21781. * Reads and parses an entry from the create_arrow_db.
  21782. * @param node: YAML node containing the entry.
  21783. * @return count of successfully parsed rows
  21784. */
  21785. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21786. std::string source_name;
  21787. if (!this->asString(node, "Source", source_name))
  21788. return 0;
  21789. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  21790. if (item == nullptr) {
  21791. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  21792. return 0;
  21793. }
  21794. t_itemid nameid = item->nameid;
  21795. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  21796. bool exists = arrow != nullptr;
  21797. if (!exists) {
  21798. arrow = std::make_shared<s_skill_arrow_db>();
  21799. arrow->nameid = nameid;
  21800. }
  21801. const auto& MakeNode = node["Make"];
  21802. for (const auto &it : MakeNode) {
  21803. std::string item_name;
  21804. if (!this->asString(it, "Item", item_name))
  21805. return 0;
  21806. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  21807. if (item == nullptr) {
  21808. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  21809. return 0;
  21810. }
  21811. uint16 amount;
  21812. if (!this->asUInt16(it, "Amount", amount))
  21813. return 0;
  21814. if (amount == 0) {
  21815. if (arrow->created.erase(item->nameid) == 0)
  21816. 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());
  21817. continue;
  21818. }
  21819. if (amount > MAX_AMOUNT) {
  21820. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  21821. continue;
  21822. }
  21823. arrow->created[item->nameid] = amount;
  21824. }
  21825. if (!exists)
  21826. this->put(nameid, arrow);
  21827. return 1;
  21828. }
  21829. const std::string AbraDatabase::getDefaultLocation() {
  21830. return std::string(db_path) + "/abra_db.yml";
  21831. }
  21832. /**
  21833. * Reads and parses an entry from the abra_db.
  21834. * @param node: YAML node containing the entry.
  21835. * @return count of successfully parsed rows
  21836. */
  21837. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21838. std::string skill_name;
  21839. if (!this->asString(node, "Skill", skill_name))
  21840. return 0;
  21841. uint16 skill_id = skill_name2id(skill_name.c_str());
  21842. if (!skill_id) {
  21843. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  21844. return 0;
  21845. }
  21846. if (!skill_get_inf(skill_id)) {
  21847. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  21848. return 0;
  21849. }
  21850. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  21851. bool exists = abra != nullptr;
  21852. if (!exists) {
  21853. abra = std::make_shared<s_skill_abra_db>();
  21854. abra->skill_id = skill_id;
  21855. }
  21856. if (this->nodeExists(node, "Probability")) {
  21857. const auto& probNode = node["Probability"];
  21858. uint16 probability;
  21859. if (!probNode.is_seq()) {
  21860. if (!this->asUInt16Rate(probNode, "Probability", probability))
  21861. return 0;
  21862. abra->per.fill(probability);
  21863. } else {
  21864. abra->per.fill(0);
  21865. for (const auto& it : probNode) {
  21866. uint16 skill_lv;
  21867. if (!this->asUInt16(it, "Level", skill_lv))
  21868. continue;
  21869. if (skill_lv > MAX_SKILL_LEVEL) {
  21870. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21871. return 0;
  21872. }
  21873. if (!this->asUInt16Rate(it, "Probability", probability))
  21874. continue;
  21875. abra->per[skill_lv - 1] = probability;
  21876. }
  21877. }
  21878. } else {
  21879. if (!exists)
  21880. abra->per.fill(500);
  21881. }
  21882. if (!exists)
  21883. this->put(skill_id, abra);
  21884. return 1;
  21885. }
  21886. /** Reads change material db
  21887. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  21888. */
  21889. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  21890. {
  21891. uint16 id = atoi(split[0]);
  21892. t_itemid nameid = strtoul(split[1], nullptr, 10);
  21893. short rate = atoi(split[2]);
  21894. bool found = false;
  21895. int x, y;
  21896. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  21897. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  21898. return false;
  21899. }
  21900. // Clear previous data, for importing support
  21901. if (skill_changematerial_db[id].nameid > 0) {
  21902. found = true;
  21903. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21904. }
  21905. // Import just for clearing/disabling from original data
  21906. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  21907. if (nameid == 0) {
  21908. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  21909. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  21910. return true;
  21911. }
  21912. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  21913. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  21914. if (skill_produce_db[x].nameid == nameid)
  21915. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  21916. break;
  21917. }
  21918. if (x >= MAX_SKILL_PRODUCE_DB) {
  21919. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  21920. return false;
  21921. }
  21922. skill_changematerial_db[id].nameid = nameid;
  21923. skill_changematerial_db[id].rate = rate;
  21924. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  21925. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  21926. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  21927. }
  21928. if (!found)
  21929. skill_changematerial_count++;
  21930. return true;
  21931. }
  21932. /**
  21933. * Reads skill damage adjustment
  21934. * @author [Lilith]
  21935. */
  21936. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  21937. {
  21938. int64 caster_tmp;
  21939. uint16 id;
  21940. int caster, value;
  21941. char *result;
  21942. trim(split[0]);
  21943. if (ISDIGIT(split[0][0])) {
  21944. value = strtol(split[0], &result, 10);
  21945. if (*result) {
  21946. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  21947. return false;
  21948. }
  21949. id = value;
  21950. } else
  21951. id = skill_name2id(split[0]);
  21952. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  21953. if (!skill)
  21954. return false;
  21955. skill->damage = {};
  21956. trim(split[1]);
  21957. if (ISDIGIT(split[1][0])) {
  21958. value = strtol(split[1], &result, 10);
  21959. if (*result) {
  21960. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  21961. return false;
  21962. }
  21963. caster = value;
  21964. } else { // Try to parse caster as constant
  21965. if (!script_get_constant(split[1], &caster_tmp)) {
  21966. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  21967. return false;
  21968. }
  21969. caster = static_cast<uint16>(caster_tmp);
  21970. }
  21971. skill->damage.caster |= caster;
  21972. value = strtol(split[2], &result, 10);
  21973. if (*result) {
  21974. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  21975. return false;
  21976. }
  21977. skill->damage.map |= value;
  21978. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  21979. value = strtol(split[offset], &result, 10);
  21980. if (*result && *result != ' ') {
  21981. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  21982. value = 0;
  21983. }
  21984. skill->damage.rate[i] = cap_value(value, -100, 100000);
  21985. }
  21986. return true;
  21987. }
  21988. /** Reads skill database files */
  21989. static void skill_readdb(void) {
  21990. int i;
  21991. const char* dbsubpath[] = {
  21992. "",
  21993. "/" DBIMPORT,
  21994. //add other path here
  21995. };
  21996. memset(skill_produce_db,0,sizeof(skill_produce_db));
  21997. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  21998. skill_produce_count = skill_changematerial_count = 0;
  21999. skill_db.load();
  22000. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22001. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22002. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22003. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22004. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22005. if (i == 0) {
  22006. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22007. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22008. } else {
  22009. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22010. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22011. }
  22012. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22013. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22014. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22015. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22016. aFree(dbsubpath1);
  22017. aFree(dbsubpath2);
  22018. }
  22019. abra_db.load();
  22020. magic_mushroom_db.load();
  22021. reading_spellbook_db.load();
  22022. skill_arrow_db.load();
  22023. skill_init_unit_layout();
  22024. skill_init_nounit_layout();
  22025. }
  22026. void skill_reload (void) {
  22027. skill_db.clear();
  22028. abra_db.clear();
  22029. magic_mushroom_db.clear();
  22030. reading_spellbook_db.clear();
  22031. skill_arrow_db.clear();
  22032. skill_readdb();
  22033. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22034. s_mapiterator *iter = mapit_getallusers();
  22035. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22036. pc_validate_skill(sd);
  22037. clif_skillinfoblock(sd);
  22038. }
  22039. mapit_free(iter);
  22040. }
  22041. /*==========================================
  22042. *
  22043. *------------------------------------------*/
  22044. void do_init_skill(void)
  22045. {
  22046. skill_readdb();
  22047. skillunit_db = idb_alloc(DB_OPT_BASE);
  22048. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22049. bowling_db = idb_alloc(DB_OPT_BASE);
  22050. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22051. ers_chunk_size(skill_timer_ers, 150);
  22052. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22053. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22054. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22055. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22056. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22057. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22058. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22059. }
  22060. void do_final_skill(void)
  22061. {
  22062. skill_db.clear();
  22063. abra_db.clear();
  22064. magic_mushroom_db.clear();
  22065. reading_spellbook_db.clear();
  22066. skill_arrow_db.clear();
  22067. db_destroy(skillunit_db);
  22068. db_destroy(skillusave_db);
  22069. db_destroy(bowling_db);
  22070. ers_destroy(skill_timer_ers);
  22071. }