skill.c 685 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/random.h"
  8. #include "../common/showmsg.h"
  9. #include "../common/strlib.h"
  10. #include "../common/utils.h"
  11. #include "../common/ers.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "skill.h"
  18. #include "pet.h"
  19. #include "homunculus.h"
  20. #include "mercenary.h"
  21. #include "elemental.h"
  22. #include "mob.h"
  23. #include "npc.h"
  24. #include "battle.h"
  25. #include "battleground.h"
  26. #include "party.h"
  27. #include "itemdb.h"
  28. #include "script.h"
  29. #include "intif.h"
  30. #include "log.h"
  31. #include "chrif.h"
  32. #include "guild.h"
  33. #include "date.h"
  34. #include "unit.h"
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <string.h>
  38. #include <time.h>
  39. #include <math.h>
  40. #define SKILLUNITTIMER_INTERVAL 100
  41. #define WATERBALL_INTERVAL 150
  42. // ranges reserved for mapping skill ids to skilldb offsets
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN + MAX_HOMUNSKILL
  45. #define MC_SKILLRANGEMIN HM_SKILLRANGEMAX + 1
  46. #define MC_SKILLRANGEMAX MC_SKILLRANGEMIN + MAX_MERCSKILL
  47. #define EL_SKILLRANGEMIN MC_SKILLRANGEMAX + 1
  48. #define EL_SKILLRANGEMAX EL_SKILLRANGEMIN + MAX_ELEMENTALSKILL
  49. #define GD_SKILLRANGEMIN EL_SKILLRANGEMAX + 1
  50. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN + MAX_GUILDSKILL
  51. #if GD_SKILLRANGEMAX > 999
  52. #error GD_SKILLRANGEMAX is greater than 999
  53. #endif
  54. static DBMap *skilldb_id2idx; /// Skill ID to Index lookup: skill_index = skill_get_index(skill_id)
  55. struct s_skill_db **skill_db; /// Skill DB
  56. static uint16 skill_num; /// Skill count, also as last index
  57. #define skill_next_idx() ( skill_num++ ) /// Macro to get&increase last skill number/index
  58. static uint16 skill_db_create(uint16 skill_id);
  59. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  60. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  61. static DBMap* bowling_db = NULL; // int mob_id -> struct mob_data*
  62. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  63. /**
  64. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  65. */
  66. DBMap* skillusave_db = NULL; // char_id -> struct skill_usave
  67. struct skill_usave {
  68. uint16 skill_id, skill_lv;
  69. };
  70. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  71. static unsigned short skill_produce_count;
  72. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  73. static unsigned short skill_arrow_count;
  74. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  75. unsigned short skill_abra_count;
  76. struct s_skill_improvise_db {
  77. uint16 skill_id;
  78. unsigned short per;//1-10000
  79. };
  80. struct s_skill_improvise_db skill_improvise_db[MAX_SKILL_IMPROVISE_DB];
  81. static unsigned short skill_improvise_count;
  82. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  83. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  84. struct s_skill_changematerial_db {
  85. unsigned short nameid;
  86. unsigned short rate;
  87. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  88. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  89. };
  90. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  91. static unsigned short skill_changematerial_count;
  92. //Warlock
  93. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  94. unsigned short skill_spellbook_count;
  95. //Guillotine Cross
  96. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  97. unsigned short skill_magicmushroom_count;
  98. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  99. int firewall_unit_pos;
  100. int icewall_unit_pos;
  101. int earthstrain_unit_pos;
  102. int firerain_unit_pos;
  103. int wallofthorn_unit_pos;
  104. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  105. int overbrand_nounit_pos;
  106. int overbrand_brandish_nounit_pos;
  107. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  108. //early declaration
  109. int skill_block_check(struct block_list *bl, enum sc_type type, uint16 skill_id);
  110. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  111. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  112. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  113. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  114. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require);
  115. //Since only mob-casted splash skills can hit ice-walls
  116. static inline int splash_target(struct block_list* bl) {
  117. #ifndef RENEWAL
  118. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  119. #else // Some skills can now hit ground skills(traps, ice wall & etc.)
  120. return BL_SKILL|BL_CHAR;
  121. #endif
  122. }
  123. uint16 SKILL_MAX_DB(void) {
  124. return skill_num;
  125. }
  126. /**
  127. * Get skill id from name
  128. * @param name
  129. * @return Skill ID of the skill, or 0 if not found.
  130. **/
  131. int skill_name2id(const char* name) {
  132. if( name == NULL )
  133. return 0;
  134. return strdb_iget(skilldb_name2id, name);
  135. }
  136. /**
  137. * Get Skill ID from Skill Index
  138. * @param idx
  139. * @return Skill ID or 0 if not found
  140. **/
  141. uint16 skill_idx2id(uint16 idx) {
  142. if (idx < SKILL_MAX_DB() && skill_db[idx])
  143. return skill_db[idx]->nameid;
  144. return 0;
  145. }
  146. /**
  147. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  148. * @param skill_id
  149. * @param silent If Skill is undefined, show error message!
  150. * @return Skill Index or 0 if not found/unset
  151. **/
  152. int skill_get_index_( uint16 skill_id, bool silent, const char *func, const char *file, int line ) {
  153. uint16 idx = (uint16)uidb_iget(skilldb_id2idx, skill_id);
  154. if (!idx && skill_id != 0 && !silent)
  155. ShowError("Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func);
  156. return idx;
  157. }
  158. /**
  159. * Check if skill is set yet. If not, create new one (for skill_db files reading purpose)
  160. * @param skill_id
  161. * @return Skill index
  162. **/
  163. static uint16 skill_db_isset(uint16 skill_id, const char *func) {
  164. uint16 idx = skill_get_index2(skill_id);
  165. if (idx || idx == skill_id)
  166. return idx;
  167. ShowWarning("%s: Skill '%d' isn't created in 'skill_db.txt' yet. Creating dummy value...\n", func, skill_id);
  168. idx = skill_db_create(skill_id);
  169. return idx;
  170. }
  171. /**
  172. * Get Skill name
  173. * @param skill_id
  174. * @return AEGIS Skill name
  175. **/
  176. const char* skill_get_name( uint16 skill_id ) {
  177. return skill_db[skill_get_index(skill_id)]->name;
  178. }
  179. /**
  180. * Get Skill name
  181. * @param skill_id
  182. * @return English Skill name
  183. **/
  184. const char* skill_get_desc( uint16 skill_id ) {
  185. return skill_db[skill_get_index(skill_id)]->desc;
  186. }
  187. /// out of bounds error checking [celest]
  188. static void skill_chk(uint16 *skill_id) {
  189. *skill_id = skill_get_index(*skill_id); // checks/adjusts id
  190. }
  191. /// checks/adjusts index. make sure we don't use negative index
  192. static void skill_chk2(int *idx) {
  193. if (*idx < 0) *idx = 0;
  194. }
  195. #define skill_get(id,var) { skill_chk(&id); if (!id) return 0; return var; }
  196. #define skill_get2(id, lv, arrvar) do {\
  197. int idx;\
  198. skill_chk(&(id));\
  199. if (!(id))\
  200. return 0;\
  201. idx = min((lv), MAX_SKILL_LEVEL) - 1;\
  202. if ((lv) > MAX_SKILL_LEVEL && (arrvar)[idx] > 1) {\
  203. int lv__ = (lv);\
  204. (lv) = skill_db[(id)]->max-1;\
  205. return ((arrvar)[(lv)] + ((lv__-(lv))/2));\
  206. }\
  207. return ((arrvar)[idx]);\
  208. } while(0)
  209. #define skill_get3(id,x,var) { skill_chk(&id); if (!id) return 0; skill_chk2(&x); return var; }
  210. // Skill DB
  211. int skill_get_hit( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->hit); }
  212. int skill_get_inf( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf); }
  213. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->element); }
  214. int skill_get_nk( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nk); }
  215. int skill_get_max( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->max); }
  216. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->range); }
  217. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->splash); }
  218. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->num); }
  219. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cast); }
  220. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->delay); }
  221. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->walkdelay); }
  222. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time); }
  223. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->upkeep_time2); }
  224. int skill_get_castdef( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->cast_def_rate); }
  225. int skill_get_inf2( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf2); }
  226. int skill_get_inf3( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->inf3); }
  227. int skill_get_castcancel( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castcancel); }
  228. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->maxcount); }
  229. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->blewcount); }
  230. int skill_get_castnodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->castnodex); }
  231. int skill_get_delaynodex( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->delaynodex); }
  232. int skill_get_nocast ( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->nocast); }
  233. int skill_get_type( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->skill_type); }
  234. int skill_get_unit_id ( uint16 skill_id, int flag ) { skill_get (skill_id, skill_db[skill_id]->unit_id[flag]); }
  235. int skill_get_unit_interval( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_interval); }
  236. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_range); }
  237. int skill_get_unit_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BCT_ALL); }
  238. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_target&BL_ALL); }
  239. int skill_get_unit_flag( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->unit_flag); }
  240. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->unit_layout_type); }
  241. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->cooldown); }
  242. #ifdef RENEWAL_CAST
  243. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->fixed_cast); }
  244. #endif
  245. // Skill requirements
  246. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp); }
  247. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.mhp); }
  248. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp); }
  249. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.hp_rate); }
  250. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.sp_rate); }
  251. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.zeny); }
  252. int skill_get_weapontype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.weapon); }
  253. int skill_get_ammotype( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.ammo); }
  254. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.ammo_qty); }
  255. int skill_get_state( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.state); }
  256. int skill_get_status_count( uint16 skill_id ) { skill_get (skill_id, skill_db[skill_id]->require.status_count); }
  257. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get2 (skill_id, skill_lv, skill_db[skill_id]->require.spiritball); }
  258. int skill_get_itemid( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.itemid[idx]); }
  259. int skill_get_itemqty( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.amount[idx]); }
  260. int skill_get_itemeq( uint16 skill_id, int idx ) { skill_get3 (skill_id, idx, skill_db[skill_id]->require.eqItem[idx]); }
  261. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  262. int splash = skill_get_splash_(skill_id, skill_lv);
  263. if (splash < 0)
  264. return AREA_SIZE;
  265. return splash;
  266. }
  267. int skill_tree_get_max(uint16 skill_id, int b_class)
  268. {
  269. int i;
  270. b_class = pc_class2idx(b_class);
  271. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == skill_id );
  272. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == skill_id )
  273. return skill_tree[b_class][i].max;
  274. else
  275. return skill_get_max(skill_id);
  276. }
  277. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  278. int skill_attack_area(struct block_list *bl,va_list ap);
  279. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  280. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  281. int skill_greed(struct block_list *bl, va_list ap);
  282. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id);
  283. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  284. static int skill_trap_splash(struct block_list *bl, va_list ap);
  285. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  286. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  287. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,unsigned int tick);
  288. static int skill_unit_effect(struct block_list *bl,va_list ap);
  289. static int skill_bind_trap(struct block_list *bl, va_list ap);
  290. int skill_get_casttype (uint16 skill_id) {
  291. int inf = skill_get_inf(skill_id);
  292. if (inf&(INF_GROUND_SKILL))
  293. return CAST_GROUND;
  294. if (inf&INF_SUPPORT_SKILL)
  295. return CAST_NODAMAGE;
  296. if (inf&INF_SELF_SKILL) {
  297. if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF)
  298. return CAST_DAMAGE; //Combo skill.
  299. return CAST_NODAMAGE;
  300. }
  301. if (skill_get_nk(skill_id)&NK_NO_DAMAGE)
  302. return CAST_NODAMAGE;
  303. return CAST_DAMAGE;
  304. }
  305. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  306. int skill_get_range2 (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  307. int range, inf3=0;
  308. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  309. return 9; //Mobs have a range of 9 regardless of skill used.
  310. range = skill_get_range(skill_id, skill_lv);
  311. if( range < 0 ) {
  312. if( battle_config.use_weapon_skill_range&bl->type )
  313. return status_get_range(bl);
  314. range *=-1;
  315. }
  316. inf3 = skill_get_inf3(skill_id);
  317. if(inf3&(INF3_EFF_VULTURE|INF3_EFF_SNAKEEYE) ){
  318. if( bl->type == BL_PC ) {
  319. if(inf3&INF3_EFF_VULTURE) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  320. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  321. if(inf3&INF3_EFF_SNAKEEYE) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  322. } else
  323. range += 10; //Assume level 10?
  324. }
  325. if(inf3&(INF3_EFF_SHADOWJUMP|INF3_EFF_RADIUS|INF3_EFF_RESEARCHTRAP) ){
  326. if( bl->type == BL_PC ) {
  327. if(inf3&INF3_EFF_SHADOWJUMP) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  328. if(inf3&INF3_EFF_RADIUS) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  329. if(inf3&INF3_EFF_RESEARCHTRAP) range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  330. }
  331. }
  332. if( !range && bl->type != BL_PC )
  333. return 9; // Enable non players to use self skills on others. [Skotlex]
  334. return range;
  335. }
  336. /**
  337. * Calculates heal value of skill's effect
  338. * @param src
  339. * @param target
  340. * @param skill_id
  341. * @param skill_lv
  342. * @param heal
  343. * @return modified heal value
  344. */
  345. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  346. int skill, hp = 0;
  347. struct map_session_data *sd = BL_CAST(BL_PC, src);
  348. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  349. struct status_change *sc, *tsc;
  350. sc = status_get_sc(src);
  351. tsc = status_get_sc(target);
  352. switch( skill_id ) {
  353. case BA_APPLEIDUN:
  354. #ifdef RENEWAL
  355. hp = 100+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  356. #else
  357. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  358. #endif
  359. if( sd )
  360. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  361. break;
  362. case PR_SANCTUARY:
  363. hp = (skill_lv>6)?777:skill_lv*100;
  364. break;
  365. case NPC_EVILLAND:
  366. hp = (skill_lv>6)?666:skill_lv*100;
  367. break;
  368. default:
  369. if (skill_lv >= battle_config.max_heal_lv)
  370. return battle_config.max_heal;
  371. #ifdef RENEWAL
  372. /**
  373. * Renewal Heal Formula
  374. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  375. */
  376. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) / 10;
  377. #else
  378. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + ( (skill_id == AB_HIGHNESSHEAL ? ((sd) ? pc_checkskill(sd,AL_HEAL) : skill_get_max(AL_HEAL)) : skill_lv) * 8));
  379. #endif
  380. if (skill_id == AB_HIGHNESSHEAL)
  381. hp = hp * ( 17 + 3 * skill_lv ) / 10;
  382. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  383. hp += hp * skill * 2 / 100;
  384. else if( src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  385. hp += hp * skill * 2 / 100;
  386. if( sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  387. hp *= 2;
  388. break;
  389. }
  390. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  391. hp >>= 1;
  392. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  393. hp += hp*skill/100;
  394. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  395. hp += hp*skill/100;
  396. if( sc && sc->data[SC_OFFERTORIUM] && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL ||
  397. skill_id == PR_SANCTUARY || skill_id == AL_HEAL) )
  398. hp += hp * sc->data[SC_OFFERTORIUM]->val2 / 100;
  399. if( tsc && tsc->count ) {
  400. if( heal && tsc->data[SC_CRITICALWOUND] ) //Critical Wound has no effect on offensive heal. [Inkfish]
  401. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  402. if( heal && tsc->data[SC_DEATHHURT] )
  403. hp -= hp * 20/100;
  404. if( tsc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  405. hp += hp * tsc->data[SC_INCHEALRATE]->val1 / 100; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  406. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2)
  407. hp += hp / 10;
  408. }
  409. #ifdef RENEWAL
  410. // MATK part of the RE heal formula [malufett]
  411. // Note: in this part matk bonuses from items or skills are not applied
  412. switch( skill_id ) {
  413. case BA_APPLEIDUN: case PR_SANCTUARY:
  414. case NPC_EVILLAND: break;
  415. default:
  416. {
  417. struct status_data *status = status_get_status_data(src);
  418. int min, max;
  419. min = max = status_base_matk(src, status, status_get_lv(src));
  420. if( status->rhw.matk > 0 ){
  421. int wMatk, variance;
  422. wMatk = status->rhw.matk;
  423. variance = wMatk * status->rhw.wlv / 10;
  424. min += wMatk - variance;
  425. max += wMatk + variance;
  426. }
  427. if( sc && sc->data[SC_RECOGNIZEDSPELL] )
  428. min = max;
  429. if( sd && sd->right_weapon.overrefine > 0 ){
  430. min++;
  431. max += sd->right_weapon.overrefine - 1;
  432. }
  433. if(max > min)
  434. hp += min+rnd()%(max-min);
  435. else
  436. hp += min;
  437. }
  438. }
  439. #endif
  440. return hp;
  441. }
  442. /**
  443. * Making Plagiarism and Reproduce check their own function
  444. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_copyable_db.txt [Cydh]
  445. * @param sd: Player who will copy the skill
  446. * @param skill_id: Target skill
  447. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  448. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  449. */
  450. static int8 skill_isCopyable(struct map_session_data *sd, uint16 skill_idx) {
  451. // Only copy skill that player doesn't have or the skill is old clone
  452. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  453. return 0;
  454. // Check if the skill is copyable by class
  455. if (!pc_has_permission(sd,PC_PERM_ALL_SKILL)) {
  456. uint16 job_allowed = skill_db[skill_idx]->copyable.joballowed;
  457. while (1) {
  458. if (job_allowed&0x01 && sd->status.class_ == JOB_ROGUE) break;
  459. if (job_allowed&0x02 && sd->status.class_ == JOB_STALKER) break;
  460. if (job_allowed&0x04 && sd->status.class_ == JOB_SHADOW_CHASER) break;
  461. if (job_allowed&0x08 && sd->status.class_ == JOB_SHADOW_CHASER_T) break;
  462. if (job_allowed&0x10 && sd->status.class_ == JOB_BABY_ROGUE) break;
  463. if (job_allowed&0x20 && sd->status.class_ == JOB_BABY_CHASER) break;
  464. return 0;
  465. }
  466. }
  467. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  468. if (skill_db[skill_idx]->copyable.option&1 && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.data[SC_PRESERVE])
  469. return 1;
  470. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  471. if (skill_db[skill_idx]->copyable.option&2 && pc_checkskill(sd,SC_REPRODUCE) && &sd->sc && sd->sc.data[SC__REPRODUCE] && sd->sc.data[SC__REPRODUCE]->val1)
  472. return 2;
  473. return 0;
  474. }
  475. /**
  476. * Check if the skill is ok to cast and when.
  477. * Done before check_condition_begin, requirement
  478. * @param skill_id: Skill ID that casted
  479. * @param sd: Player who casted
  480. * @return true: Skill cannot be used, false: otherwise
  481. * @author [MouseJstr]
  482. */
  483. bool skill_isNotOk(uint16 skill_id, struct map_session_data *sd)
  484. {
  485. int16 idx,m;
  486. nullpo_retr(1,sd);
  487. m = sd->bl.m;
  488. idx = skill_get_index(skill_id);
  489. if (idx == 0)
  490. return true; // invalid skill id
  491. if (pc_has_permission(sd,PC_PERM_SKILL_UNCONDITIONAL))
  492. return false; // can do any damn thing they want
  493. if (skill_id == AL_TELEPORT && sd->skillitem == skill_id && sd->skillitemlv > 2)
  494. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  495. if (map[m].flag.noskill)
  496. return true;
  497. // Epoque:
  498. // This code will compare the player's attack motion value which is influenced by ASPD before
  499. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  500. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  501. if (!sd->state.autocast && sd->skillitem != skill_id && sd->canskill_tick &&
  502. DIFF_TICK(gettick(),sd->canskill_tick) < (sd->battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  503. {// attempted to cast a skill before the attack motion has finished
  504. return true;
  505. }
  506. if (skill_blockpc_get(sd, skill_id) != -1){
  507. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  508. return true;
  509. }
  510. /**
  511. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  512. * 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
  513. */
  514. if( sd->skillitem == skill_id )
  515. return false;
  516. // Check skill restrictions [Celest]
  517. if( (!map_flag_vs(m) && skill_get_nocast (skill_id) & 1) ||
  518. (map[m].flag.pvp && skill_get_nocast (skill_id) & 2) ||
  519. (map_flag_gvg(m) && skill_get_nocast (skill_id) & 4) ||
  520. (map[m].flag.battleground && skill_get_nocast (skill_id) & 8) ||
  521. (map[m].flag.restricted && map[m].zone && skill_get_nocast (skill_id) & (8*map[m].zone)) ){
  522. clif_msg(sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  523. return true;
  524. }
  525. if( &sd->sc && sd->sc.data[SC_ALL_RIDING] )
  526. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  527. switch (skill_id) {
  528. case AL_WARP:
  529. case RETURN_TO_ELDICASTES:
  530. case ALL_GUARDIAN_RECALL:
  531. case ECLAGE_RECALL:
  532. if(map[m].flag.nowarp) {
  533. clif_skill_teleportmessage(sd,0);
  534. return true;
  535. }
  536. return false;
  537. case AL_TELEPORT:
  538. case SC_FATALMENACE:
  539. case SC_DIMENSIONDOOR:
  540. case ALL_ODINS_RECALL:
  541. if(map[m].flag.noteleport) {
  542. clif_skill_teleportmessage(sd,0);
  543. return true;
  544. }
  545. return false; // gonna be checked in 'skill_castend_nodamage_id'
  546. case WE_CALLPARTNER:
  547. case WE_CALLPARENT:
  548. case WE_CALLBABY:
  549. if (map[m].flag.nomemo) {
  550. clif_skill_teleportmessage(sd,1);
  551. return true;
  552. }
  553. break;
  554. case MC_VENDING:
  555. case ALL_BUYING_STORE:
  556. if( map[sd->bl.m].flag.novending ) {
  557. clif_displaymessage (sd->fd, msg_txt(sd,276)); // "You can't open a shop on this map"
  558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  559. return true;
  560. }
  561. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKNOVENDING) ) {
  562. clif_displaymessage (sd->fd, msg_txt(sd,204)); // "You can't open a shop on this cell."
  563. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  564. return true;
  565. }
  566. if( npc_isnear(&sd->bl) ) {
  567. // uncomment to send msg_txt.
  568. //char output[150];
  569. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  570. //clif_displaymessage(sd->fd, output);
  571. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THERE_ARE_NPC_AROUND,0);
  572. return true;
  573. }
  574. case MC_IDENTIFY:
  575. return false; // always allowed
  576. case WZ_ICEWALL:
  577. // noicewall flag [Valaris]
  578. if (map[m].flag.noicewall) {
  579. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  580. return true;
  581. }
  582. break;
  583. case GC_DARKILLUSION:
  584. if( map_flag_gvg(m) ) {
  585. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  586. return true;
  587. }
  588. break;
  589. case GD_EMERGENCYCALL:
  590. case GD_ITEMEMERGENCYCALL:
  591. if (
  592. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  593. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  594. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  595. ) {
  596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  597. return true;
  598. }
  599. break;
  600. case WM_SIRCLEOFNATURE:
  601. case WM_SOUND_OF_DESTRUCTION:
  602. case WM_LULLABY_DEEPSLEEP:
  603. case WM_SATURDAY_NIGHT_FEVER:
  604. if( !map_flag_vs(m) ) {
  605. clif_skill_teleportmessage(sd,2); // This skill uses this msg instead of skill fails.
  606. return true;
  607. }
  608. break;
  609. }
  610. return false;
  611. }
  612. /**
  613. * Check if the homunculus skill is ok to be processed
  614. * After checking from Homunculus side, also check the master condition
  615. * @param skill_id: Skill ID that casted
  616. * @param hd: Homunculus who casted
  617. * @return true: Skill cannot be used, false: otherwise
  618. */
  619. bool skill_isNotOk_hom(uint16 skill_id, struct homun_data *hd)
  620. {
  621. uint16 idx = skill_get_index(skill_id);
  622. nullpo_retr(1,hd);
  623. if (idx == 0)
  624. return true; // invalid skill id
  625. if (hd->blockskill[idx] > 0)
  626. return true;
  627. switch(skill_id) {
  628. case MH_LIGHT_OF_REGENE: //must be cordial
  629. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  630. if (hd->master)
  631. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_RELATIONGRADE, 0);
  632. return true;
  633. }
  634. break;
  635. case MH_GOLDENE_FERSE: //cant be used with angriff
  636. if(&hd->sc && hd->sc.data[SC_ANGRIFFS_MODUS]) return true;
  637. break;
  638. case MH_ANGRIFFS_MODUS:
  639. if(&hd->sc && hd->sc.data[SC_GOLDENE_FERSE]) return true;
  640. break;
  641. case MH_TINDER_BREAKER: //must be in grappling mode
  642. if(!&hd->sc
  643. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_GRAPPLING)
  644. || !hd->homunculus.spiritball) return true;
  645. break;
  646. case MH_SONIC_CRAW: //must be in fighting mode
  647. if(!&hd->sc
  648. || !(hd->sc.data[SC_STYLE_CHANGE] && hd->sc.data[SC_STYLE_CHANGE]->val1 == MH_MD_FIGHTING)
  649. || !hd->homunculus.spiritball) return true;
  650. break;
  651. case MH_SILVERVEIN_RUSH:
  652. if(!&hd->sc
  653. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SONIC_CRAW)
  654. || hd->homunculus.spiritball < 2) return true;
  655. break;
  656. case MH_MIDNIGHT_FRENZY:
  657. if(!&hd->sc
  658. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_SILVERVEIN_RUSH)
  659. || !hd->homunculus.spiritball) return true;
  660. break;
  661. case MH_CBC:
  662. if(!&hd->sc
  663. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_TINDER_BREAKER)
  664. || hd->homunculus.spiritball < 2) return true;
  665. break;
  666. case MH_EQC:
  667. if(!&hd->sc
  668. || !(hd->sc.data[SC_COMBO] && hd->sc.data[SC_COMBO]->val1 == MH_CBC)
  669. || hd->homunculus.spiritball < 3) return true;
  670. break;
  671. }
  672. //Use master's criteria.
  673. return skill_isNotOk(skill_id, hd->master);
  674. }
  675. /**
  676. * Check if the mercenary skill is ok to be processed
  677. * After checking from Homunculus side, also check the master condition
  678. * @param skill_id: Skill ID that casted
  679. * @param md: Mercenary who casted
  680. * @return true: Skill cannot be used, false: otherwise
  681. */
  682. bool skill_isNotOk_mercenary(uint16 skill_id, struct mercenary_data *md)
  683. {
  684. uint16 idx = skill_get_index(skill_id);
  685. nullpo_retr(1, md);
  686. if (!idx)
  687. return true; // Invalid Skill ID
  688. if (md->blockskill[idx] > 0)
  689. return true;
  690. return skill_isNotOk(skill_id, md->master);
  691. }
  692. /**
  693. * Check if the skill can be casted near NPC or not
  694. * @param src Object who casted
  695. * @param skill_id Skill ID that casted
  696. * @param skill_lv Skill Lv
  697. * @param pos_x Position x of the target
  698. * @param pos_y Position y of the target
  699. * @return true: Skill cannot be used, false: otherwise
  700. * @author [Cydh]
  701. */
  702. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  703. int inf;
  704. if (!src || !skill_get_index(skill_id))
  705. return false;
  706. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  707. return false;
  708. inf = skill_get_inf(skill_id);
  709. //if self skill
  710. if (inf&INF_SELF_SKILL) {
  711. pos_x = src->x;
  712. pos_y = src->y;
  713. }
  714. if (pos_x <= 0) pos_x = src->x;
  715. if (pos_y <= 0) pos_y = src->y;
  716. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true);
  717. }
  718. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  719. {
  720. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  721. uint8 dir;
  722. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  723. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  724. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  725. }
  726. if (pos != -1) // simple single-definition layout
  727. return &skill_unit_layout[pos];
  728. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  729. if (skill_id == MG_FIREWALL)
  730. return &skill_unit_layout [firewall_unit_pos + dir];
  731. else if (skill_id == WZ_ICEWALL)
  732. return &skill_unit_layout [icewall_unit_pos + dir];
  733. else if( skill_id == WL_EARTHSTRAIN )
  734. return &skill_unit_layout [earthstrain_unit_pos + dir];
  735. else if( skill_id == RL_FIRE_RAIN )
  736. return &skill_unit_layout[firerain_unit_pos + dir];
  737. else if( skill_id == GN_WALLOFTHORN )
  738. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  739. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  740. return &skill_unit_layout[0]; // default 1x1 layout
  741. }
  742. struct s_skill_nounit_layout* skill_get_nounit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y, int dir)
  743. {
  744. if( skill_id == LG_OVERBRAND )
  745. return &skill_nounit_layout[overbrand_nounit_pos + dir];
  746. else if( skill_id == LG_OVERBRAND_BRANDISH )
  747. return &skill_nounit_layout[overbrand_brandish_nounit_pos + dir];
  748. ShowError("skill_get_nounit_layout: unknown no-unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  749. return &skill_nounit_layout[0];
  750. }
  751. /*==========================================
  752. * Add effect to skill when hit succesfully target
  753. *------------------------------------------*/
  754. int skill_additional_effect(struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, int dmg_lv, unsigned int tick)
  755. {
  756. struct map_session_data *sd, *dstsd;
  757. struct mob_data *md, *dstmd;
  758. struct status_data *sstatus, *tstatus;
  759. struct status_change *sc, *tsc;
  760. enum sc_type status;
  761. int skill;
  762. int rate;
  763. int chorusbonus = 0;
  764. nullpo_ret(src);
  765. nullpo_ret(bl);
  766. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  767. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  768. return 0;
  769. sd = BL_CAST(BL_PC, src);
  770. md = BL_CAST(BL_MOB, src);
  771. dstsd = BL_CAST(BL_PC, bl);
  772. dstmd = BL_CAST(BL_MOB, bl);
  773. sc = status_get_sc(src);
  774. tsc = status_get_sc(bl);
  775. sstatus = status_get_status_data(src);
  776. tstatus = status_get_status_data(bl);
  777. if (!tsc) //skill additional effect is about adding effects to the target...
  778. //So if the target can't be inflicted with statuses, this is pointless.
  779. return 0;
  780. // Minstrel/Wanderer number check for chorus skills.
  781. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  782. if( sd && sd->status.party_id ) {
  783. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  784. if( chorusbonus > 7 )
  785. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  786. else if( chorusbonus > 2 )
  787. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  788. }
  789. if( sd )
  790. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  791. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != ASC_BREAKER ) {
  792. // Trigger status effects
  793. enum sc_type type;
  794. int i;
  795. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ ) {
  796. rate = sd->addeff[i].rate;
  797. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  798. rate += sd->addeff[i].arrow_rate;
  799. if( !rate ) continue;
  800. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) ) {
  801. // Trigger has attack type consideration.
  802. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  803. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  804. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  805. else
  806. continue;
  807. }
  808. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) ) {
  809. // Trigger has range consideration.
  810. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  811. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  812. continue; //Range Failed.
  813. }
  814. type = sd->addeff[i].id;
  815. skill = skill_get_time2(status_sc2skill(type),7);
  816. if (sd->addeff[i].flag&ATF_TARGET)
  817. status_change_start(src,bl,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  818. if (sd->addeff[i].flag&ATF_SELF)
  819. status_change_start(src,src,type,rate,7,0,(type == SC_BURNING)?src->id:0,0,skill,SCSTART_NONE);
  820. }
  821. }
  822. if( skill_id ) {
  823. // Trigger status effects on skills
  824. enum sc_type type;
  825. int i;
  826. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ ) {
  827. if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  828. continue;
  829. type = sd->addeff3[i].id;
  830. skill = skill_get_time2(status_sc2skill(type),7);
  831. if( sd->addeff3[i].target&ATF_TARGET )
  832. status_change_start(src,bl,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  833. if( sd->addeff3[i].target&ATF_SELF )
  834. status_change_start(src,src,type,sd->addeff3[i].rate,7,0,0,0,skill,SCSTART_NONE);
  835. }
  836. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  837. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  838. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  839. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  840. clif_emotion(bl,E_OMG);
  841. }
  842. }
  843. }
  844. if( dmg_lv < ATK_DEF ) // no damage, return;
  845. return 0;
  846. switch(skill_id) {
  847. case 0:
  848. { // Normal attacks (no skill used)
  849. if( attack_type&BF_SKILL )
  850. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  851. if(sd) {
  852. // Automatic trigger of Blitz Beat
  853. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  854. rnd()%1000 <= sstatus->luk*10/3+1 ) {
  855. rate=(sd->status.job_level+9)/10;
  856. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  857. }
  858. // Automatic trigger of Warg Strike [Jobbie]
  859. if( pc_iswug(sd) && (skill = pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rnd()%1000 <= sstatus->luk*10/3+1 )
  860. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  861. // Gank
  862. if(dstmd && sd->status.weapon != W_BOW &&
  863. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  864. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  865. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  866. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  867. else
  868. clif_skill_fail(sd,RG_SNATCHER,USESKILL_FAIL_LEVEL,0);
  869. }
  870. // Chance to trigger Taekwon kicks [Dralnu]
  871. if(sc && !sc->data[SC_COMBO]) {
  872. if(sc->data[SC_READYSTORM] &&
  873. sc_start4(src,src,SC_COMBO, 15, TK_STORMKICK,
  874. bl->id, 2, 0,
  875. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  876. ; //Stance triggered
  877. else if(sc->data[SC_READYDOWN] &&
  878. sc_start4(src,src,SC_COMBO, 15, TK_DOWNKICK,
  879. bl->id, 2, 0,
  880. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  881. ; //Stance triggered
  882. else if(sc->data[SC_READYTURN] &&
  883. sc_start4(src,src,SC_COMBO, 15, TK_TURNKICK,
  884. bl->id, 2, 0,
  885. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  886. ; //Stance triggered
  887. else if (sc->data[SC_READYCOUNTER]) { //additional chance from SG_FRIEND [Komurka]
  888. rate = 20;
  889. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  890. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  891. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  892. }
  893. sc_start4(src,src, SC_COMBO, rate, TK_COUNTER,
  894. bl->id, 2, 0,
  895. (2000 - 4*sstatus->agi - 2*sstatus->dex))
  896. ; //Stance triggered
  897. }
  898. }
  899. if(sc && sc->data[SC_PYROCLASTIC] && ((rnd()%100)<=sc->data[SC_PYROCLASTIC]->val3) )
  900. skill_castend_pos2(src, bl->x, bl->y, BS_HAMMERFALL,sc->data[SC_PYROCLASTIC]->val1, tick, 0);
  901. }
  902. if (sc) {
  903. struct status_change_entry *sce;
  904. // Enchant Poison gives a chance to poison attacked enemies
  905. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  906. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  907. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  908. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  909. if((sce=sc->data[SC_EDP]))
  910. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  911. skill_get_time2(ASC_EDP,sce->val1));
  912. }
  913. }
  914. break;
  915. case SM_BASH:
  916. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  917. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  918. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  919. skill_lv,0,0,0,skill_get_time2(SM_FATALBLOW,skill_lv),SCSTART_NONE);
  920. }
  921. break;
  922. case MER_CRASH:
  923. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  924. break;
  925. case AS_VENOMKNIFE:
  926. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  927. skill_lv = pc_checkskill(sd, TF_POISON);
  928. case TF_POISON:
  929. case AS_SPLASHER:
  930. if(!sc_start2(src,bl,SC_POISON,(4*skill_lv+10),skill_lv,src->id,skill_get_time2(skill_id,skill_lv))
  931. && sd && skill_id==TF_POISON
  932. )
  933. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  934. break;
  935. case AS_SONICBLOW:
  936. sc_start(src,bl,SC_STUN,(2*skill_lv+10),skill_lv,skill_get_time2(skill_id,skill_lv));
  937. break;
  938. case WZ_FIREPILLAR:
  939. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  940. break;
  941. case MG_FROSTDIVER:
  942. if(!sc_start(src,bl,SC_FREEZE,skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  943. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  944. break;
  945. case WZ_FROSTNOVA:
  946. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  947. break;
  948. case WZ_STORMGUST:
  949. // Storm Gust counter was dropped in renewal
  950. #ifdef RENEWAL
  951. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  952. #else
  953. //On third hit, there is a 150% to freeze the target
  954. if(tsc->sg_counter >= 3 &&
  955. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  956. tsc->sg_counter = 0;
  957. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  958. else if( tsc->sg_counter > 250 )
  959. tsc->sg_counter = 0;
  960. #endif
  961. break;
  962. case WZ_METEOR:
  963. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  964. break;
  965. case WZ_VERMILION:
  966. sc_start(src,bl,SC_BLIND,4*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  967. break;
  968. case HT_FREEZINGTRAP:
  969. case MA_FREEZINGTRAP:
  970. sc_start(src,bl,SC_FREEZE,(3*skill_lv+35),skill_lv,skill_get_time2(skill_id,skill_lv));
  971. break;
  972. case HT_FLASHER:
  973. sc_start(src,bl,SC_BLIND,(10*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  974. break;
  975. case HT_LANDMINE:
  976. case MA_LANDMINE:
  977. sc_start(src,bl,SC_STUN,(5*skill_lv+30),skill_lv,skill_get_time2(skill_id,skill_lv));
  978. break;
  979. case HT_SHOCKWAVE:
  980. status_percent_damage(src, bl, 0, 15*skill_lv+5, false);
  981. break;
  982. case HT_SANDMAN:
  983. case MA_SANDMAN:
  984. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  985. break;
  986. case TF_SPRINKLESAND:
  987. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  988. break;
  989. case TF_THROWSTONE:
  990. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  991. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  992. break;
  993. case NPC_DARKCROSS:
  994. case CR_HOLYCROSS:
  995. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  996. break;
  997. case CR_GRANDCROSS:
  998. case NPC_GRANDDARKNESS:
  999. //Chance to cause blind status vs demon and undead element, but not against players
  1000. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1001. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1002. attack_type |= BF_WEAPON;
  1003. break;
  1004. case AM_ACIDTERROR:
  1005. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1006. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1007. clif_emotion(bl,E_OMG);
  1008. break;
  1009. case AM_DEMONSTRATION:
  1010. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1011. break;
  1012. case CR_SHIELDCHARGE:
  1013. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1014. break;
  1015. case PA_PRESSURE:
  1016. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1017. //Fall through
  1018. case HW_GRAVITATION:
  1019. //Pressure and Gravitation can trigger physical autospells
  1020. attack_type |= BF_NORMAL;
  1021. attack_type |= BF_WEAPON;
  1022. break;
  1023. case RG_RAID:
  1024. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1025. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1026. #ifdef RENEWAL
  1027. sc_start(src,bl,SC_RAID,100,7,5000);
  1028. break;
  1029. case RG_BACKSTAP:
  1030. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1031. #endif
  1032. break;
  1033. case BA_FROSTJOKER:
  1034. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1035. break;
  1036. case DC_SCREAM:
  1037. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1038. break;
  1039. case BD_LULLABY:
  1040. sc_start(src,bl,SC_SLEEP,15+sstatus->int_/3,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom chance) "Chance is increased with INT", iRO Wiki
  1041. break;
  1042. case DC_UGLYDANCE:
  1043. rate = 5+5*skill_lv;
  1044. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1045. rate += 5+skill;
  1046. status_zap(bl, 0, rate);
  1047. break;
  1048. case SL_STUN:
  1049. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1050. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1051. break;
  1052. case NPC_PETRIFYATTACK:
  1053. sc_start4(src,bl,status_skill2sc(skill_id),50+10*skill_lv,
  1054. skill_lv,0,0,skill_get_time(skill_id,skill_lv),
  1055. skill_get_time2(skill_id,skill_lv));
  1056. break;
  1057. case NPC_CURSEATTACK:
  1058. case NPC_SLEEPATTACK:
  1059. case NPC_BLINDATTACK:
  1060. case NPC_POISON:
  1061. case NPC_SILENCEATTACK:
  1062. case NPC_STUNATTACK:
  1063. case NPC_HELLPOWER:
  1064. sc_start(src,bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1065. break;
  1066. case NPC_ACIDBREATH:
  1067. case NPC_ICEBREATH:
  1068. sc_start(src,bl,status_skill2sc(skill_id),70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1069. break;
  1070. case NPC_BLEEDING:
  1071. sc_start2(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1072. break;
  1073. case NPC_MENTALBREAKER:
  1074. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1075. //equal to Matk*skLevel.
  1076. rate = sstatus->matk_min;
  1077. if (rate < sstatus->matk_max)
  1078. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1079. rate*=skill_lv;
  1080. status_zap(bl, 0, rate);
  1081. break;
  1082. }
  1083. // Equipment breaking monster skills [Celest]
  1084. case NPC_WEAPONBRAKER:
  1085. skill_break_equip(src,bl, EQP_WEAPON, 150*skill_lv, BCT_ENEMY);
  1086. break;
  1087. case NPC_ARMORBRAKE:
  1088. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1089. break;
  1090. case NPC_HELMBRAKE:
  1091. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1092. break;
  1093. case NPC_SHIELDBRAKE:
  1094. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1095. break;
  1096. case CH_TIGERFIST:
  1097. sc_start(src,bl,SC_STOP,(10+skill_lv*10),0,skill_get_time2(skill_id,skill_lv));
  1098. break;
  1099. case LK_SPIRALPIERCE:
  1100. case ML_SPIRALPIERCE:
  1101. if( dstsd || ( dstmd && !is_boss(bl) ) ) //Does not work on bosses
  1102. sc_start(src,bl,SC_STOP,100,0,skill_get_time2(skill_id,skill_lv));
  1103. break;
  1104. case ST_REJECTSWORD:
  1105. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1106. break;
  1107. case PF_FOGWALL:
  1108. if (src != bl && !tsc->data[SC_DELUGE])
  1109. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1110. break;
  1111. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1112. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1113. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1114. break;
  1115. case LK_JOINTBEAT:
  1116. status = status_skill2sc(skill_id);
  1117. if (tsc->jb_flag) {
  1118. sc_start4(src,bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill_get_time2(skill_id,skill_lv));
  1119. tsc->jb_flag = 0;
  1120. }
  1121. break;
  1122. case ASC_METEORASSAULT:
  1123. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1124. switch(rnd()%3) {
  1125. case 0:
  1126. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1127. break;
  1128. case 1:
  1129. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1130. break;
  1131. default:
  1132. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1133. }
  1134. break;
  1135. case HW_NAPALMVULCAN:
  1136. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1137. break;
  1138. case WS_CARTTERMINATION: // Cart termination
  1139. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1140. break;
  1141. case CR_ACIDDEMONSTRATION:
  1142. case GN_FIRE_EXPANSION_ACID:
  1143. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1144. break;
  1145. case TK_DOWNKICK:
  1146. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1147. break;
  1148. case TK_JUMPKICK:
  1149. // debuff the following statuses
  1150. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] ) {
  1151. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  1152. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  1153. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1154. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  1155. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  1156. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  1157. }
  1158. break;
  1159. case TK_TURNKICK:
  1160. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1161. if(attack_type&BF_MISC) //70% base stun chance...
  1162. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1163. break;
  1164. case GS_BULLSEYE: //0.1% coma rate.
  1165. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER)
  1166. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1167. break;
  1168. case GS_PIERCINGSHOT:
  1169. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1170. break;
  1171. case NJ_HYOUSYOURAKU:
  1172. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1173. break;
  1174. case GS_FLING:
  1175. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1176. break;
  1177. case GS_DISARM:
  1178. rate = 3*skill_lv;
  1179. if (sstatus->dex > tstatus->dex)
  1180. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  1181. skill_strip_equip(src,bl, EQP_WEAPON, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1182. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1183. break;
  1184. case NPC_EVILLAND:
  1185. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1186. break;
  1187. case NPC_HELLJUDGEMENT:
  1188. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1189. break;
  1190. case NPC_CRITICALWOUND:
  1191. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1192. break;
  1193. case RK_WINDCUTTER:
  1194. sc_start(src,bl,SC_FEAR,3+2*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1195. break;
  1196. case RK_DRAGONBREATH:
  1197. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1198. break;
  1199. case RK_DRAGONBREATH_WATER:
  1200. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1201. break;
  1202. case AB_ADORAMUS:
  1203. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  1204. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time(skill_id, skill_lv));
  1205. break;
  1206. case WL_CRIMSONROCK:
  1207. sc_start(src,bl, SC_STUN, 40, skill_lv, skill_get_time(skill_id, skill_lv));
  1208. break;
  1209. case WL_COMET:
  1210. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1211. break;
  1212. case WL_EARTHSTRAIN:
  1213. {
  1214. int i;
  1215. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  1216. for( i = 0; i < skill_lv; i++ )
  1217. skill_strip_equip(src,bl,pos[i],5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1218. }
  1219. break;
  1220. case WL_JACKFROST:
  1221. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1222. break;
  1223. case RA_WUGBITE: {
  1224. 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);
  1225. if (wug_rate < 50)
  1226. wug_rate = 50;
  1227. 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))) );
  1228. }
  1229. break;
  1230. case RA_SENSITIVEKEEN:
  1231. if( rnd()%100 < 8 * skill_lv )
  1232. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1233. break;
  1234. case RA_FIRINGTRAP:
  1235. case RA_ICEBOUNDTRAP:
  1236. sc_start(src,bl, (skill_id == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 50 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1237. break;
  1238. case NC_PILEBUNKER:
  1239. if( rnd()%100 < 25 + 15*skill_lv ) {
  1240. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  1241. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  1242. status_change_end(bl, SC_STEELBODY, INVALID_TIMER);
  1243. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  1244. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  1245. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  1246. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  1247. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  1248. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  1249. status_change_end(bl, SC_BANDING, INVALID_TIMER);
  1250. status_change_end(bl, SC_MILLENNIUMSHIELD, INVALID_TIMER);
  1251. }
  1252. break;
  1253. case NC_FLAMELAUNCHER:
  1254. sc_start4(src,bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1255. break;
  1256. case NC_COLDSLOWER:
  1257. sc_start(src,bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1258. sc_start(src,bl, SC_FREEZING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1259. break;
  1260. case NC_POWERSWING:
  1261. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1262. if( rnd()%100 < 5*skill_lv )
  1263. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, ((sd) ? pc_checkskill(sd, NC_AXEBOOMERANG) : skill_get_max(NC_AXEBOOMERANG)), tick, 1);
  1264. break;
  1265. case GC_WEAPONCRUSH:
  1266. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1267. break;
  1268. case LG_SHIELDPRESS:
  1269. sc_start(src,bl, SC_STUN, 30 + 8 * skill_lv + (status_get_dex(src) / 10) + (status_get_lv(src) / 4), skill_lv, skill_get_time(skill_id,skill_lv));
  1270. break;
  1271. case LG_PINPOINTATTACK:
  1272. rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1273. switch( skill_lv ) {
  1274. case 1:
  1275. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1276. break;
  1277. case 2:
  1278. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1279. break;
  1280. case 3:
  1281. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1282. break;
  1283. case 4:
  1284. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1285. break;
  1286. case 5:
  1287. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1288. break;
  1289. }
  1290. break;
  1291. case LG_MOONSLASHER:
  1292. rate = 32 + 8 * skill_lv;
  1293. if( rnd()%100 < rate && dstsd ) // Uses skill_addtimerskill to avoid damage and setsit packet overlaping. Officially clif_setsit is received about 500 ms after damage packet.
  1294. skill_addtimerskill(src,tick+500,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1295. else if( dstmd && !is_boss(bl) )
  1296. sc_start(src,bl,SC_STOP,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1297. break;
  1298. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1299. if ( battle_check_undead(status_get_race(bl), status_get_element(bl)) || status_get_race(bl) == RC_DEMON )
  1300. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1301. break;
  1302. case LG_EARTHDRIVE:
  1303. skill_break_equip(src,src, EQP_SHIELD, 100 * skill_lv, BCT_SELF);
  1304. sc_start(src,bl, SC_EARTHDRIVE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1305. break;
  1306. case LG_HESPERUSLIT:
  1307. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 3 )
  1308. status_change_start(src,bl, SC_STUN, 10000, skill_lv, 0, 0, 0, rnd_value(4000, 8000), SCSTART_NOTICKDEF);
  1309. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 5 )
  1310. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK,rnd_value(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1311. break;
  1312. case SR_DRAGONCOMBO:
  1313. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1314. break;
  1315. case SR_FALLENEMPIRE:
  1316. sc_start(src,bl, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1317. break;
  1318. case SR_WINDMILL:
  1319. if( dstsd )
  1320. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1321. else if( dstmd && !is_boss(bl) )
  1322. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1323. break;
  1324. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1325. 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));
  1326. break;
  1327. case SR_EARTHSHAKER:
  1328. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1329. break;
  1330. case SR_HOWLINGOFLION:
  1331. sc_start(src,bl, SC_FEAR, 5 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1332. break;
  1333. case WM_SOUND_OF_DESTRUCTION:
  1334. if( tsc && ( tsc->data[SC_SWINGDANCE] || tsc->data[SC_SYMPHONYOFLOVER] || tsc->data[SC_MOONLITSERENADE] ||
  1335. tsc->data[SC_RUSHWINDMILL] || tsc->data[SC_ECHOSONG] || tsc->data[SC_HARMONIZE] ||
  1336. tsc->data[SC_VOICEOFSIREN] || tsc->data[SC_DEEPSLEEP] || tsc->data[SC_SIRCLEOFNATURE] ||
  1337. tsc->data[SC_GLOOMYDAY] || tsc->data[SC_GLOOMYDAY_SK] || tsc->data[SC_SONGOFMANA] ||
  1338. tsc->data[SC_DANCEWITHWUG] || tsc->data[SC_SATURDAYNIGHTFEVER] || tsc->data[SC_LERADSDEW] ||
  1339. tsc->data[SC_MELODYOFSINK] || tsc->data[SC_BEYONDOFWARCRY] || tsc->data[SC_UNLIMITEDHUMMINGVOICE] ) &&
  1340. rnd()%100 < 4 * skill_lv + 2 * ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) + 10 * chorusbonus) {
  1341. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  1342. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  1343. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  1344. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  1345. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  1346. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  1347. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  1348. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  1349. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  1350. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  1351. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  1352. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  1353. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  1354. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  1355. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  1356. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  1357. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  1358. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  1359. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  1360. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  1361. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  1362. status_change_end(bl, SC_WINKCHARM, INVALID_TIMER);
  1363. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  1364. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  1365. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  1366. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  1367. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  1368. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  1369. }
  1370. break;
  1371. case SO_EARTHGRAVE:
  1372. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1373. break;
  1374. case SO_DIAMONDDUST:
  1375. rate = 5 + 5 * skill_lv;
  1376. if( sc && sc->data[SC_COOLER_OPTION] )
  1377. rate += (sd ? sd->status.job_level / 5 : 0);
  1378. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1379. break;
  1380. case SO_VARETYR_SPEAR:
  1381. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1382. break;
  1383. case GN_SLINGITEM_RANGEMELEEATK:
  1384. if( sd ) {
  1385. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1386. case ITEMID_COCONUT_BOMB:
  1387. sc_start(src,bl, SC_STUN, 100, skill_lv, 10000);
  1388. sc_start2(src,bl, SC_BLEEDING, 100, skill_lv, src->id, 10000);
  1389. break;
  1390. case ITEMID_MELON_BOMB:
  1391. sc_start(src,bl, SC_MELON_BOMB, 100, skill_lv, 60000);
  1392. break;
  1393. case ITEMID_BANANA_BOMB:
  1394. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 60000);
  1395. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, sd->status.job_level + sstatus->dex / 6 + tstatus->agi / 4 - tstatus->luk / 5 - status_get_lv(bl) + status_get_lv(src), skill_lv, 3000);
  1396. break;
  1397. }
  1398. sd->itemid = -1;
  1399. }
  1400. break;
  1401. case GN_HELLS_PLANT_ATK:
  1402. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  1403. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time2(skill_id, skill_lv));
  1404. break;
  1405. case EL_WIND_SLASH: // Non confirmed rate.
  1406. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1407. break;
  1408. case EL_STONE_HAMMER:
  1409. rate = 10 * skill_lv;
  1410. sc_start(src,bl, SC_STUN, rate, skill_lv, skill_get_time(skill_id,skill_lv));
  1411. break;
  1412. case EL_ROCK_CRUSHER:
  1413. case EL_ROCK_CRUSHER_ATK:
  1414. sc_start(src,bl,status_skill2sc(skill_id),50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1415. break;
  1416. case EL_TYPOON_MIS:
  1417. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1418. break;
  1419. case KO_JYUMONJIKIRI:
  1420. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1421. break;
  1422. case KO_SETSUDAN:
  1423. status_change_end(bl,SC_SPIRIT,INVALID_TIMER);
  1424. break;
  1425. case KO_MAKIBISHI:
  1426. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1427. break;
  1428. case MH_LAVA_SLIDE:
  1429. if (tsc && !tsc->data[SC_BURNING]) sc_start4(src,bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time(skill_id, skill_lv));
  1430. break;
  1431. case MH_STAHL_HORN:
  1432. sc_start(src,bl, SC_STUN, (20 + 4 * (skill_lv-1)), skill_lv, skill_get_time(skill_id, skill_lv));
  1433. break;
  1434. case MH_NEEDLE_OF_PARALYZE:
  1435. sc_start(src,bl, SC_PARALYSIS, 40 + (5*skill_lv), skill_lv, skill_get_time(skill_id, skill_lv));
  1436. break;
  1437. case MH_SILVERVEIN_RUSH:
  1438. sc_start4(src,bl,SC_STUN,20 + (5*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1439. break;
  1440. case MH_MIDNIGHT_FRENZY:
  1441. {
  1442. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  1443. int spiritball = (hd?hd->homunculus.spiritball:1);
  1444. sc_start4(src,bl,SC_FEAR,spiritball*(10+2*skill_lv),skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv));
  1445. }
  1446. break;
  1447. case MH_XENO_SLASHER:
  1448. sc_start4(src,bl,SC_BLEEDING,10 * skill_lv,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv)); //@TODO need real duration
  1449. break;
  1450. case WL_HELLINFERNO:
  1451. sc_start4(src,bl,SC_BURNING,55+5*skill_lv,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1452. break;
  1453. case NC_MAGMA_ERUPTION:
  1454. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1455. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1456. break;
  1457. case GC_DARKCROW:
  1458. sc_start(src,bl,SC_DARKCROW,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1459. break;
  1460. case GN_ILLUSIONDOPING:
  1461. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1462. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1463. break;
  1464. case RL_MASS_SPIRAL:
  1465. sc_start(src,bl,SC_BLEEDING,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1466. break;
  1467. case RL_SLUGSHOT:
  1468. if (bl->type != BL_PC)
  1469. sc_start(src,bl,SC_STUN,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1470. break;
  1471. case RL_BANISHING_BUSTER: {
  1472. uint16 i, n = skill_lv;
  1473. if (!tsc || !tsc->count)
  1474. break;
  1475. if (status_isimmune(bl))
  1476. break;
  1477. if (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  1478. if (sd)
  1479. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  1480. break;
  1481. }
  1482. for (i = 0; n > 0 && i < SC_MAX; i++) {
  1483. if (!tsc->data[i])
  1484. continue;
  1485. switch (i) {
  1486. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  1487. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  1488. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  1489. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  1490. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  1491. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  1492. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  1493. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  1494. case SC_SPIRIT: case SC_AUTOBERSERK:
  1495. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  1496. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  1497. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  1498. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  1499. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  1500. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  1501. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  1502. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  1503. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  1504. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  1505. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  1506. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  1507. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  1508. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  1509. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  1510. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  1511. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER:
  1512. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  1513. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  1514. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  1515. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  1516. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  1517. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  1518. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  1519. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  1520. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  1521. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  1522. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  1523. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  1524. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  1525. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  1526. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  1527. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  1528. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  1529. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  1530. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  1531. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2: case SC_BITE:
  1532. #ifdef RENEWAL
  1533. case SC_EXTREMITYFIST2:
  1534. #endif
  1535. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  1536. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  1537. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  1538. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  1539. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  1540. continue;
  1541. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1542. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1543. case SC_FORTUNE: case SC_SERVICE4U:
  1544. if(tsc->data[i]->val4==0)
  1545. continue; //if in song-area don't end it
  1546. break;
  1547. case SC_ASSUMPTIO:
  1548. if( bl->type == BL_MOB )
  1549. continue;
  1550. break;
  1551. }
  1552. if( i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER )
  1553. tsc->data[i]->val2 = 0;
  1554. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  1555. n--;
  1556. }
  1557. //Remove bonus_script by Banishing Buster
  1558. if (dstsd)
  1559. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1560. }
  1561. break;
  1562. case RL_S_STORM:
  1563. //kRO update 2014-02-12. Break 1 Equipment by minimum chance 5%/10%/15%/20%/25%
  1564. {
  1565. uint16 pos[] = { EQP_HEAD_LOW, EQP_HEAD_MID, EQP_HEAD_TOP, EQP_HAND_R, EQP_HAND_L, EQP_ARMOR, EQP_SHOES, EQP_GARMENT, EQP_ACC_L, EQP_ACC_R };
  1566. skill_break_equip(src,bl,pos[rnd()%ARRAYLENGTH(pos)],
  1567. max(skill_lv * 500,(sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), //(custom)
  1568. BCT_ENEMY);
  1569. }
  1570. break;
  1571. case RL_AM_BLAST:
  1572. sc_start(src,bl,SC_ANTI_M_BLAST,10 * skill_lv + rnd()%50,skill_lv,skill_get_time2(skill_id,skill_lv)); //(custom)
  1573. break;
  1574. case RL_HAMMER_OF_GOD:
  1575. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1576. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  1577. break;
  1578. } //end switch skill_id
  1579. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1580. { //Pass heritage to Master for status causing effects. [Skotlex]
  1581. sd = map_id2sd(md->master_id);
  1582. src = sd?&sd->bl:src;
  1583. }
  1584. if( attack_type&BF_WEAPON )
  1585. { // Coma, Breaking Equipment
  1586. if( sd && sd->special_state.bonus_coma )
  1587. {
  1588. rate = sd->weapon_coma_ele[tstatus->def_ele] + sd->weapon_coma_ele[ELE_ALL];
  1589. rate += sd->weapon_coma_race[tstatus->race] + sd->weapon_coma_race[RC_ALL];
  1590. rate += sd->weapon_coma_class[tstatus->class_] + sd->weapon_coma_class[CLASS_ALL];
  1591. if (rate)
  1592. status_change_start(src,bl, SC_COMA, rate, 0, 0, src->id, 0, 0, SCSTART_NONE);
  1593. }
  1594. if( sd && battle_config.equip_self_break_rate )
  1595. { // Self weapon breaking
  1596. rate = battle_config.equip_natural_break_rate;
  1597. if( sc )
  1598. {
  1599. if(sc->data[SC_GIANTGROWTH])
  1600. rate += 10;
  1601. if(sc->data[SC_OVERTHRUST])
  1602. rate += 10;
  1603. if(sc->data[SC_MAXOVERTHRUST])
  1604. rate += 10;
  1605. }
  1606. if( rate )
  1607. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  1608. }
  1609. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  1610. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1611. // Target weapon breaking
  1612. rate = 0;
  1613. if( sd )
  1614. rate += sd->bonus.break_weapon_rate;
  1615. if( sc && sc->data[SC_MELTDOWN] )
  1616. rate += sc->data[SC_MELTDOWN]->val2;
  1617. if( rate )
  1618. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  1619. // Target armor breaking
  1620. rate = 0;
  1621. if( sd )
  1622. rate += sd->bonus.break_armor_rate;
  1623. if( sc && sc->data[SC_MELTDOWN] )
  1624. rate += sc->data[SC_MELTDOWN]->val3;
  1625. if( rate )
  1626. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  1627. }
  1628. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  1629. if (sd->def_set_race[tstatus->race].rate)
  1630. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  1631. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1632. if (sd->def_set_race[tstatus->race].rate)
  1633. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  1634. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  1635. }
  1636. }
  1637. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  1638. struct unit_data *ud = unit_bl2ud(src);
  1639. if( sc->data[SC_WILD_STORM_OPTION] )
  1640. skill = sc->data[SC_WILD_STORM_OPTION]->val2;
  1641. else if( sc->data[SC_UPHEAVAL_OPTION] )
  1642. skill = sc->data[SC_UPHEAVAL_OPTION]->val3;
  1643. else if( sc->data[SC_TROPIC_OPTION] )
  1644. skill = sc->data[SC_TROPIC_OPTION]->val3;
  1645. else if( sc->data[SC_CHILLY_AIR_OPTION] )
  1646. skill = sc->data[SC_CHILLY_AIR_OPTION]->val3;
  1647. else
  1648. skill = 0;
  1649. if ( rnd()%100 < 25 && skill ){
  1650. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  1651. if (ud) {
  1652. rate = skill_delayfix(src, skill, skill_lv);
  1653. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1654. ud->canact_tick = tick+rate;
  1655. if ( battle_config.display_status_timers )
  1656. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1657. }
  1658. }
  1659. }
  1660. }
  1661. // Autospell when attacking
  1662. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1663. {
  1664. struct block_list *tbl;
  1665. struct unit_data *ud;
  1666. int i, autospl_skill_lv, type;
  1667. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1668. if(!( ((sd->autospell[i].flag)&attack_type)&BF_WEAPONMASK &&
  1669. ((sd->autospell[i].flag)&attack_type)&BF_RANGEMASK &&
  1670. ((sd->autospell[i].flag)&attack_type)&BF_SKILLMASK))
  1671. continue; // one or more trigger conditions were not fulfilled
  1672. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1673. sd->state.autocast = 1;
  1674. if ( skill_isNotOk(skill, sd) )
  1675. continue;
  1676. sd->state.autocast = 0;
  1677. autospl_skill_lv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1678. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1679. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1680. if (rnd()%1000 >= rate)
  1681. continue;
  1682. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1683. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1684. int maxcount = 0;
  1685. if( !(BL_PC&battle_config.skill_reiteration) &&
  1686. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1687. skill_check_unit_range(src,tbl->x,tbl->y,skill,autospl_skill_lv)
  1688. )
  1689. continue;
  1690. if( BL_PC&battle_config.skill_nofootset &&
  1691. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1692. skill_check_unit_range2(src,tbl->x,tbl->y,skill,autospl_skill_lv,false)
  1693. )
  1694. continue;
  1695. if( BL_PC&battle_config.land_skill_limit &&
  1696. (maxcount = skill_get_maxcount(skill, autospl_skill_lv)) > 0
  1697. ) {
  1698. int v;
  1699. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1700. if(sd->ud.skillunit[v]->skill_id == skill)
  1701. maxcount--;
  1702. }
  1703. if( maxcount == 0 )
  1704. continue;
  1705. }
  1706. }
  1707. if( battle_config.autospell_check_range &&
  1708. !battle_check_range(src, tbl, skill_get_range2(src, skill,autospl_skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1709. continue;
  1710. if (skill == AS_SONICBLOW)
  1711. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1712. else if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  1713. type = CAST_GROUND;
  1714. sd->state.autocast = 1;
  1715. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  1716. skill_toggle_magicpower(src, skill);
  1717. switch (type) {
  1718. case CAST_GROUND:
  1719. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  1720. break;
  1721. case CAST_NODAMAGE:
  1722. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1723. break;
  1724. case CAST_DAMAGE:
  1725. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  1726. break;
  1727. }
  1728. sd->state.autocast = 0;
  1729. //Set canact delay. [Skotlex]
  1730. ud = unit_bl2ud(src);
  1731. if (ud) {
  1732. rate = skill_delayfix(src, skill, autospl_skill_lv);
  1733. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1734. ud->canact_tick = tick+rate;
  1735. if ( battle_config.display_status_timers && sd )
  1736. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1737. }
  1738. }
  1739. }
  1740. }
  1741. //Autobonus when attacking
  1742. if( sd && sd->autobonus[0].rate )
  1743. {
  1744. int i;
  1745. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1746. {
  1747. if( rnd()%1000 >= sd->autobonus[i].rate )
  1748. continue;
  1749. if( sd->autobonus[i].active != INVALID_TIMER )
  1750. continue;
  1751. if(!( ((sd->autobonus[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  1752. ((sd->autobonus[i].atk_type)&attack_type)&BF_RANGEMASK &&
  1753. ((sd->autobonus[i].atk_type)&attack_type)&BF_SKILLMASK))
  1754. continue; // one or more trigger conditions were not fulfilled
  1755. pc_exeautobonus(sd,&sd->autobonus[i]);
  1756. }
  1757. }
  1758. //Polymorph
  1759. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  1760. dstmd && !(tstatus->mode&MD_BOSS) &&
  1761. (rnd()%10000 < sd->bonus.classchange))
  1762. {
  1763. struct mob_db *mob;
  1764. int class_;
  1765. skill = 0;
  1766. do {
  1767. do {
  1768. class_ = rnd() % MAX_MOB_DB;
  1769. } while (!mobdb_checkid(class_));
  1770. rate = rnd() % 1000000;
  1771. mob = mob_db(class_);
  1772. } while (
  1773. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1774. (skill++) < 2000);
  1775. if (skill < 2000)
  1776. mob_class_change(dstmd,class_);
  1777. }
  1778. return 0;
  1779. }
  1780. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, uint16 skill_id, unsigned int tick) {
  1781. uint8 i;
  1782. struct block_list *tbl;
  1783. if( sd == NULL || !skill_id )
  1784. return 0;
  1785. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ ) {
  1786. int skill, skill_lv, type;
  1787. if( sd->autospell3[i].flag != skill_id )
  1788. continue;
  1789. if( sd->autospell3[i].lock )
  1790. continue; // autospell already being executed
  1791. skill = sd->autospell3[i].id;
  1792. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  1793. if( skill_isNotOk((skill > 0) ? skill : skill*-1, sd) )
  1794. continue;
  1795. sd->state.autocast = 0;
  1796. if( skill >= 0 && bl == NULL )
  1797. continue; // No target
  1798. if( rnd()%1000 >= sd->autospell3[i].rate )
  1799. continue;
  1800. skill_lv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1801. if( skill < 0 ) {
  1802. tbl = &sd->bl;
  1803. skill *= -1;
  1804. skill_lv = 1 + rnd()%(-skill_lv); //random skill_lv
  1805. }
  1806. else
  1807. tbl = bl;
  1808. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1809. int maxcount = 0;
  1810. if( !(BL_PC&battle_config.skill_reiteration) &&
  1811. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1812. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skill_lv) )
  1813. continue;
  1814. if( BL_PC&battle_config.skill_nofootset &&
  1815. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1816. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skill_lv,false) )
  1817. continue;
  1818. if( BL_PC&battle_config.land_skill_limit &&
  1819. (maxcount = skill_get_maxcount(skill, skill_lv)) > 0 )
  1820. {
  1821. int v;
  1822. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;v++) {
  1823. if(sd->ud.skillunit[v]->skill_id == skill)
  1824. maxcount--;
  1825. }
  1826. if( maxcount == 0 )
  1827. continue;
  1828. }
  1829. }
  1830. if( battle_config.autospell_check_range &&
  1831. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skill_lv) + (skill == RG_CLOSECONFINE?0:1)) )
  1832. continue;
  1833. sd->state.autocast = 1;
  1834. sd->autospell3[i].lock = true;
  1835. skill_consume_requirement(sd,skill,skill_lv,1);
  1836. switch( type ) {
  1837. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0); break;
  1838. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1839. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0); break;
  1840. }
  1841. sd->autospell3[i].lock = false;
  1842. sd->state.autocast = 0;
  1843. }
  1844. if( sd && sd->autobonus3[0].rate ) {
  1845. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ ) {
  1846. if( rnd()%1000 >= sd->autobonus3[i].rate )
  1847. continue;
  1848. if( sd->autobonus3[i].active != INVALID_TIMER )
  1849. continue;
  1850. if( sd->autobonus3[i].atk_type != skill_id )
  1851. continue;
  1852. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1853. }
  1854. }
  1855. return 1;
  1856. }
  1857. /* Splitted off from skill_additional_effect, which is never called when the
  1858. * attack skill kills the enemy. Place in this function counter status effects
  1859. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1860. * from cards) that will take effect on the source, not the target. [Skotlex]
  1861. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1862. * type of skills, so not every instance of skill_additional_effect needs a call
  1863. * to this one.
  1864. */
  1865. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, unsigned int tick)
  1866. {
  1867. int rate;
  1868. struct map_session_data *sd=NULL;
  1869. struct map_session_data *dstsd=NULL;
  1870. nullpo_ret(src);
  1871. nullpo_ret(bl);
  1872. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1873. sd = BL_CAST(BL_PC, src);
  1874. dstsd = BL_CAST(BL_PC, bl);
  1875. if(dstsd && attack_type&BF_WEAPON)
  1876. { //Counter effects.
  1877. enum sc_type type;
  1878. int i, time;
  1879. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1880. {
  1881. rate = dstsd->addeff2[i].rate;
  1882. if (attack_type&BF_LONG)
  1883. rate+=dstsd->addeff2[i].arrow_rate;
  1884. if (!rate) continue;
  1885. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1886. { //Trigger has range consideration.
  1887. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1888. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1889. continue; //Range Failed.
  1890. }
  1891. type = dstsd->addeff2[i].id;
  1892. time = skill_get_time2(status_sc2skill(type),7);
  1893. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1894. status_change_start(src,src,type,rate,7,0,0,0,time,SCSTART_NONE);
  1895. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1896. status_change_start(src,bl,type,rate,7,0,0,0,time,SCSTART_NONE);
  1897. }
  1898. }
  1899. switch(skill_id) {
  1900. case MO_EXTREMITYFIST:
  1901. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1902. break;
  1903. case GS_FULLBUSTER:
  1904. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1905. break;
  1906. case HFLI_SBR44: //[orn]
  1907. case HVAN_EXPLOSION:
  1908. if(src->type == BL_HOM){
  1909. TBL_HOM *hd = (TBL_HOM*)src;
  1910. hd->homunculus.intimacy = (skill_id == HFLI_SBR44) ? 200 : 100; // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  1911. if (hd->master)
  1912. clif_send_homdata(hd->master,SP_INTIMATE,hd->homunculus.intimacy/100);
  1913. }
  1914. break;
  1915. case CR_GRANDCROSS:
  1916. case NPC_GRANDDARKNESS:
  1917. attack_type |= BF_WEAPON;
  1918. break;
  1919. case LG_HESPERUSLIT:
  1920. {
  1921. struct status_change *sc = status_get_sc(src);
  1922. if( sc && sc->data[SC_FORCEOFVANGUARD] && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 6 ) {
  1923. char i;
  1924. for( i = 0; i < sc->data[SC_FORCEOFVANGUARD]->val3; i++ )
  1925. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->data[SC_FORCEOFVANGUARD]->val3);
  1926. }
  1927. }
  1928. break;
  1929. }
  1930. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1931. map[sd->bl.m].flag.nosumstarmiracle == 0) //SG_MIRACLE [Komurka]
  1932. 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);
  1933. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  1934. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1935. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1936. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1937. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1938. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1939. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1940. }
  1941. if( sd && status_isdead(bl) ) {
  1942. int sp = 0, hp = 0;
  1943. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  1944. sp += sd->bonus.sp_gain_value;
  1945. sp += sd->sp_gain_race[status_get_race(bl)] + sd->sp_gain_race[RC_ALL];
  1946. hp += sd->bonus.hp_gain_value;
  1947. }
  1948. if( attack_type&BF_MAGIC ) {
  1949. sp += sd->bonus.magic_sp_gain_value;
  1950. hp += sd->bonus.magic_hp_gain_value;
  1951. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  1952. struct status_change *sc = NULL;
  1953. if( ( sc = status_get_sc(src) ) ) {
  1954. if(sc->data[SC_SPIRIT] &&
  1955. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1956. sc->data[SC_SPIRIT]->val3 == WZ_WATERBALL)
  1957. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1958. }
  1959. }
  1960. }
  1961. if( hp || sp ) { // updated to force healing to allow healing through berserk
  1962. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1963. }
  1964. }
  1965. // Trigger counter-spells to retaliate against damage causing skills.
  1966. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1967. !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE))
  1968. {
  1969. struct block_list *tbl;
  1970. struct unit_data *ud;
  1971. int i, autospl_skill_id, autospl_skill_lv, autospl_rate, type;
  1972. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1973. if(!( ((dstsd->autospell2[i].flag)&attack_type)&BF_WEAPONMASK &&
  1974. ((dstsd->autospell2[i].flag)&attack_type)&BF_RANGEMASK &&
  1975. ((dstsd->autospell2[i].flag)&attack_type)&BF_SKILLMASK))
  1976. continue; // one or more trigger conditions were not fulfilled
  1977. autospl_skill_id = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1978. autospl_skill_lv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1979. if (autospl_skill_lv < 0) autospl_skill_lv = 1+rnd()%(-autospl_skill_lv);
  1980. autospl_rate = dstsd->autospell2[i].rate;
  1981. //Physical range attacks only trigger autospells half of the time
  1982. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  1983. autospl_rate>>=1;
  1984. dstsd->state.autocast = 1;
  1985. if ( skill_isNotOk(autospl_skill_id, dstsd) )
  1986. continue;
  1987. dstsd->state.autocast = 0;
  1988. if (rnd()%1000 >= autospl_rate)
  1989. continue;
  1990. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1991. if( (type = skill_get_casttype(autospl_skill_id)) == CAST_GROUND ) {
  1992. int maxcount = 0;
  1993. if( !(BL_PC&battle_config.skill_reiteration) &&
  1994. skill_get_unit_flag(autospl_skill_id)&UF_NOREITERATION &&
  1995. skill_check_unit_range(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv)
  1996. )
  1997. continue;
  1998. if( BL_PC&battle_config.skill_nofootset &&
  1999. skill_get_unit_flag(autospl_skill_id)&UF_NOFOOTSET &&
  2000. skill_check_unit_range2(bl,tbl->x,tbl->y,autospl_skill_id,autospl_skill_lv,false)
  2001. )
  2002. continue;
  2003. if( BL_PC&battle_config.land_skill_limit &&
  2004. (maxcount = skill_get_maxcount(autospl_skill_id, autospl_skill_lv)) > 0
  2005. ) {
  2006. int v;
  2007. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;v++) {
  2008. if(dstsd->ud.skillunit[v]->skill_id == autospl_skill_id)
  2009. maxcount--;
  2010. }
  2011. if( maxcount == 0 ) {
  2012. continue;
  2013. }
  2014. }
  2015. }
  2016. if( !battle_check_range(src, tbl, skill_get_range2(src, autospl_skill_id,autospl_skill_lv) + (autospl_skill_id == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  2017. continue;
  2018. dstsd->state.autocast = 1;
  2019. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2020. switch (type) {
  2021. case CAST_GROUND:
  2022. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2023. break;
  2024. case CAST_NODAMAGE:
  2025. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2026. break;
  2027. case CAST_DAMAGE:
  2028. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2029. break;
  2030. }
  2031. dstsd->state.autocast = 0;
  2032. //Set canact delay. [Skotlex]
  2033. ud = unit_bl2ud(bl);
  2034. if (ud) {
  2035. autospl_rate = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2036. if (DIFF_TICK(ud->canact_tick, tick + autospl_rate) < 0){
  2037. ud->canact_tick = tick+autospl_rate;
  2038. if ( battle_config.display_status_timers && dstsd )
  2039. clif_status_change(bl, SI_ACTIONDELAY, 1, autospl_rate, 0, 0, 0);
  2040. }
  2041. }
  2042. }
  2043. }
  2044. //Autobonus when attacked
  2045. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill_get_nk(skill_id)&NK_NO_DAMAGE) ) {
  2046. int i;
  2047. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
  2048. if( rnd()%1000 >= dstsd->autobonus2[i].rate )
  2049. continue;
  2050. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  2051. continue;
  2052. if(!( ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_WEAPONMASK &&
  2053. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_RANGEMASK &&
  2054. ((dstsd->autobonus2[i].atk_type)&attack_type)&BF_SKILLMASK))
  2055. continue; // one or more trigger conditions were not fulfilled
  2056. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  2057. }
  2058. }
  2059. return 0;
  2060. }
  2061. /*=========================================================================
  2062. Breaks equipment. On-non players causes the corresponding strip effect.
  2063. - rate goes from 0 to 10000 (100.00%)
  2064. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2065. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2066. --------------------------------------------------------------------------*/
  2067. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2068. {
  2069. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  2070. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  2071. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  2072. struct status_change *sc = status_get_sc(bl);
  2073. int i;
  2074. TBL_PC *sd;
  2075. sd = BL_CAST(BL_PC, bl);
  2076. if (sc && !sc->count)
  2077. sc = NULL;
  2078. if (sd) {
  2079. if (sd->bonus.unbreakable_equip)
  2080. where &= ~sd->bonus.unbreakable_equip;
  2081. if (sd->bonus.unbreakable)
  2082. rate -= rate*sd->bonus.unbreakable/100;
  2083. if (where&EQP_WEAPON) {
  2084. switch (sd->status.weapon) {
  2085. case W_FIST: //Bare fists should not break :P
  2086. case W_1HAXE:
  2087. case W_2HAXE:
  2088. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2089. case W_2HMACE:
  2090. case W_STAFF:
  2091. case W_2HSTAFF:
  2092. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2093. case W_HUUMA:
  2094. where &= ~EQP_WEAPON;
  2095. }
  2096. }
  2097. }
  2098. if (flag&BCT_ENEMY) {
  2099. if (battle_config.equip_skill_break_rate != 100)
  2100. rate = rate*battle_config.equip_skill_break_rate/100;
  2101. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2102. if (battle_config.equip_self_break_rate != 100)
  2103. rate = rate*battle_config.equip_self_break_rate/100;
  2104. }
  2105. for (i = 0; i < 4; i++) {
  2106. if (where&where_list[i]) {
  2107. if (sc && sc->count && sc->data[scdef[i]])
  2108. where&=~where_list[i];
  2109. else if (rnd()%10000 >= rate)
  2110. where&=~where_list[i];
  2111. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  2112. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  2113. }
  2114. }
  2115. if (!where) //Nothing to break.
  2116. return 0;
  2117. if (sd) {
  2118. for (i = 0; i < EQI_MAX; i++) {
  2119. short j = sd->equip_index[i];
  2120. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  2121. continue;
  2122. switch(i) {
  2123. case EQI_HEAD_TOP: //Upper Head
  2124. flag = (where&EQP_HELM);
  2125. break;
  2126. case EQI_ARMOR: //Body
  2127. flag = (where&EQP_ARMOR);
  2128. break;
  2129. case EQI_HAND_R: //Left/Right hands
  2130. case EQI_HAND_L:
  2131. flag = (
  2132. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2133. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2134. break;
  2135. case EQI_SHOES:
  2136. flag = (where&EQP_SHOES);
  2137. break;
  2138. case EQI_GARMENT:
  2139. flag = (where&EQP_GARMENT);
  2140. break;
  2141. default:
  2142. continue;
  2143. }
  2144. if (flag) {
  2145. sd->status.inventory[j].attribute = 1;
  2146. pc_unequipitem(sd, j, 3);
  2147. }
  2148. }
  2149. clif_equiplist(sd);
  2150. }
  2151. return where; //Return list of pieces broken.
  2152. }
  2153. int skill_strip_equip(struct block_list *src,struct block_list *bl, unsigned short where, int rate, int lv, int time)
  2154. {
  2155. struct status_change *sc;
  2156. const int pos[5] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC};
  2157. const enum sc_type sc_atk[5] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY};
  2158. const enum sc_type sc_def[5] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE};
  2159. int i;
  2160. if (rnd()%100 >= rate)
  2161. return 0;
  2162. sc = status_get_sc(bl);
  2163. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  2164. return 0;
  2165. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2166. if (where&pos[i] && sc_def[i] > SC_NONE && sc->data[sc_def[i]])
  2167. where&=~pos[i];
  2168. }
  2169. if (!where) return 0;
  2170. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  2171. if (where&pos[i] && !sc_start(src,bl, sc_atk[i], 100, lv, time))
  2172. where&=~pos[i];
  2173. }
  2174. return where?1:0;
  2175. }
  2176. /* Stores temporary values.
  2177. * Common usages:
  2178. * [0] holds number of targets in area
  2179. * [1] holds the id of the original target
  2180. * [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)
  2181. */
  2182. static int skill_area_temp[8];
  2183. /**
  2184. Used to knock back players, monsters, traps, etc
  2185. * @param src Object that give knock back
  2186. * @param target Object that receive knock back
  2187. * @param count Number of knock back cell requested
  2188. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2189. * @param flag
  2190. 0x01 - position update packets must not be sent;
  2191. 0x02 - ignores players' special_state.no_knockback;
  2192. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2193. 0x04 - at WOE/BG map;
  2194. 0x08 - if target is MD_KNOCKBACK_IMMUNE|MD_BOSS;
  2195. 0x10 - if target has 'special_state.no_knockback';
  2196. 0x20 - if target is in Basilica area;
  2197. * @return Number of knocked back cells done
  2198. */
  2199. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, unsigned char flag)
  2200. {
  2201. int dx = 0, dy = 0;
  2202. uint8 reason = 0, checkflag = 0;
  2203. nullpo_ret(src);
  2204. nullpo_ret(target);
  2205. if (!count)
  2206. return count; // Actual knockback distance is 0.
  2207. // Create flag needed in unit_blown_immune
  2208. if(src != target)
  2209. checkflag |= 0x1; // Offensive
  2210. if(!(flag&0x2))
  2211. checkflag |= 0x2; // Knockback type
  2212. if(is_boss(src))
  2213. checkflag |= 0x4; // Boss attack
  2214. // Get reason and check for flags
  2215. reason = unit_blown_immune(target, checkflag);
  2216. switch(reason) {
  2217. case 1: return ((flag&0x04) ? count : 0); // No knocking back in WoE / BG
  2218. case 2: return count; // Emperium can't be knocked back
  2219. case 3: return ((flag&0x08) ? count : 0); // Bosses or immune can't be knocked back
  2220. case 4: return ((flag&0x20) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2221. case 5: return ((flag&0x10) ? count : 0); // Target has special_state.no_knockback (equip)
  2222. case 6: return count; // Trap cannot be knocked back
  2223. }
  2224. if (dir == -1) // <optimized>: do the computation here instead of outside
  2225. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2226. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2227. dx = -dirx[dir];
  2228. dy = -diry[dir];
  2229. }
  2230. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2231. }
  2232. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2233. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2234. // In case of success returns type of reflection, otherwise 0
  2235. // 1 - Regular reflection (Maya)
  2236. // 2 - SL_KAITE reflection
  2237. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2238. {
  2239. struct status_change *sc = status_get_sc(bl);
  2240. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  2241. if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
  2242. return 0;
  2243. // item-based reflection
  2244. if( sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return )
  2245. return 1;
  2246. if( is_boss(src) )
  2247. return 0;
  2248. // status-based reflection
  2249. if( !sc || sc->count == 0 )
  2250. return 0;
  2251. if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  2252. return 1;
  2253. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  2254. {// Kaite only works against non-players if they are low-level.
  2255. clif_specialeffect(bl, 438, AREA);
  2256. if( --sc->data[SC_KAITE]->val2 <= 0 )
  2257. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  2258. return 2;
  2259. }
  2260. return 0;
  2261. }
  2262. /**
  2263. * Checks whether a skill can be used in combos or not
  2264. * @param skill_id: Target skill
  2265. * @return true: Skill is a combo, false: otherwise
  2266. * @author Panikon
  2267. */
  2268. bool skill_is_combo(uint16 skill_id) {
  2269. switch(skill_id) {
  2270. case MO_CHAINCOMBO:
  2271. case MO_COMBOFINISH:
  2272. case CH_TIGERFIST:
  2273. case CH_CHAINCRUSH:
  2274. case MO_EXTREMITYFIST:
  2275. case TK_TURNKICK:
  2276. case TK_STORMKICK:
  2277. case TK_DOWNKICK:
  2278. case TK_COUNTER:
  2279. case TK_JUMPKICK:
  2280. case HT_POWER:
  2281. case GC_COUNTERSLASH:
  2282. case GC_WEAPONCRUSH:
  2283. case SR_FALLENEMPIRE:
  2284. case SR_DRAGONCOMBO:
  2285. case SR_TIGERCANNON:
  2286. case SR_GATEOFHELL:
  2287. return true;
  2288. }
  2289. return false;
  2290. }
  2291. /*
  2292. * Combo handler, start stop combo status
  2293. */
  2294. void skill_combo_toogle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2295. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2296. switch (skill_id) {
  2297. case MH_MIDNIGHT_FRENZY:
  2298. case MH_EQC:
  2299. {
  2300. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2301. short idx = hom_skill_get_index(skill_id2);
  2302. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2303. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2304. if (idx == -1)
  2305. break;
  2306. sd = hd->master;
  2307. hd->homunculus.hskill[idx].flag= flag;
  2308. if(sd) clif_homskillinfoblock(sd); //refresh info //@FIXME we only want to refresh one skill
  2309. }
  2310. break;
  2311. case MO_COMBOFINISH:
  2312. case CH_TIGERFIST:
  2313. case CH_CHAINCRUSH:
  2314. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2315. break;
  2316. case TK_JUMPKICK:
  2317. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2318. break;
  2319. case MO_TRIPLEATTACK:
  2320. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2321. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2322. break;
  2323. case SR_FALLENEMPIRE:
  2324. if (sd){
  2325. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2326. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2327. }
  2328. break;
  2329. }
  2330. }
  2331. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int tick){
  2332. int duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2333. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2334. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2335. struct status_change_entry *sce;
  2336. TBL_PC *sd = BL_CAST(BL_PC,src);
  2337. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2338. struct status_change *sc = status_get_sc(src);
  2339. if(sc == NULL) return;
  2340. //End previous combo state after skill is invoked
  2341. if ((sce = sc->data[SC_COMBO]) != NULL) {
  2342. switch (skill_id) {
  2343. case TK_TURNKICK:
  2344. case TK_STORMKICK:
  2345. case TK_DOWNKICK:
  2346. case TK_COUNTER:
  2347. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2348. sce->val1 = skill_id; //Update combo-skill
  2349. sce->val3 = skill_id;
  2350. if( sce->timer != INVALID_TIMER )
  2351. delete_timer(sce->timer, status_change_timer);
  2352. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2353. break;
  2354. }
  2355. unit_cancel_combo(src); // Cancel combo wait
  2356. break;
  2357. default:
  2358. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2359. status_change_end(src, SC_COMBO, INVALID_TIMER);
  2360. }
  2361. }
  2362. //start new combo
  2363. if(sd){ //player only
  2364. switch(skill_id) {
  2365. case MO_TRIPLEATTACK:
  2366. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2367. duration = 1;
  2368. break;
  2369. case MO_CHAINCOMBO:
  2370. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  2371. duration = 1;
  2372. break;
  2373. case MO_COMBOFINISH:
  2374. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  2375. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2376. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  2377. duration = 1;
  2378. case CH_TIGERFIST:
  2379. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  2380. duration = 1;
  2381. case CH_CHAINCRUSH:
  2382. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  2383. duration = 1;
  2384. break;
  2385. case AC_DOUBLE:
  2386. if( pc_checkskill(sd, HT_POWER)) {
  2387. duration = 2000;
  2388. nodelay = 1; //Neither gives walk nor attack delay
  2389. target_id = 0; //Does not need to be used on previous target
  2390. }
  2391. break;
  2392. case SR_DRAGONCOMBO:
  2393. if( pc_checkskill(sd, SR_FALLENEMPIRE) > 0 )
  2394. duration = 1;
  2395. break;
  2396. case SR_FALLENEMPIRE:
  2397. if( pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0 )
  2398. duration = 1;
  2399. break;
  2400. }
  2401. }
  2402. else { //other
  2403. switch(skill_id) {
  2404. case MH_TINDER_BREAKER:
  2405. case MH_CBC:
  2406. case MH_SONIC_CRAW:
  2407. case MH_SILVERVEIN_RUSH:
  2408. if(hd->homunculus.spiritball > 0) duration = 2000;
  2409. nodelay = 1;
  2410. break;
  2411. case MH_EQC:
  2412. case MH_MIDNIGHT_FRENZY:
  2413. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2414. nodelay = 1;
  2415. break;
  2416. }
  2417. }
  2418. if (duration) { //Possible to chain
  2419. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  2420. duration = max(status_get_amotion(src),duration); //Never less than aMotion
  2421. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  2422. clif_combo_delay(src, duration);
  2423. }
  2424. }
  2425. /**
  2426. * Copy skill by Plagiarism or Reproduce
  2427. * @param src: The caster
  2428. * @param bl: The target
  2429. * @param skill_id: Skill that casted
  2430. * @param skill_lv: Skill level of the casted skill
  2431. */
  2432. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  2433. {
  2434. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  2435. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  2436. return;
  2437. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  2438. else if (&tsd->sc && tsd->sc.data[SC_PRESERVE] && !tsd->sc.data[SC__REPRODUCE])
  2439. return;
  2440. else {
  2441. uint16 idx;
  2442. unsigned char lv;
  2443. // Copy Referal: dummy skills should point to their source upon copying
  2444. switch (skill_id) {
  2445. case AB_DUPLELIGHT_MELEE:
  2446. case AB_DUPLELIGHT_MAGIC:
  2447. skill_id = AB_DUPLELIGHT;
  2448. break;
  2449. case WL_CHAINLIGHTNING_ATK:
  2450. skill_id = WL_CHAINLIGHTNING;
  2451. break;
  2452. case LG_OVERBRAND_BRANDISH:
  2453. case LG_OVERBRAND_PLUSATK:
  2454. skill_id = LG_OVERBRAND;
  2455. break;
  2456. case WM_REVERBERATION_MELEE:
  2457. case WM_REVERBERATION_MAGIC:
  2458. skill_id = WM_REVERBERATION;
  2459. break;
  2460. case WM_SEVERE_RAINSTORM_MELEE:
  2461. skill_id = WM_SEVERE_RAINSTORM;
  2462. break;
  2463. case GN_CRAZYWEED_ATK:
  2464. skill_id = GN_CRAZYWEED;
  2465. break;
  2466. case GN_HELLS_PLANT_ATK:
  2467. skill_id = GN_HELLS_PLANT;
  2468. break;
  2469. case GN_SLINGITEM_RANGEMELEEATK:
  2470. skill_id = GN_SLINGITEM;
  2471. break;
  2472. }
  2473. //Use skill index, avoiding out-of-bound array [Cydh]
  2474. if (!(idx = skill_get_index(skill_id)))
  2475. return;
  2476. switch (skill_isCopyable(tsd,idx)) {
  2477. case 1: //Copied by Plagiarism
  2478. {
  2479. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  2480. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  2481. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  2482. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  2483. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  2484. }
  2485. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  2486. tsd->cloneskill_idx = idx;
  2487. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM,skill_id);
  2488. pc_setglobalreg(tsd,SKILL_VAR_PLAGIARISM_LV,lv);
  2489. }
  2490. break;
  2491. case 2: //Copied by Reproduce
  2492. {
  2493. struct status_change *tsc = status_get_sc(bl);
  2494. //Already did SC check
  2495. //Skill level copied depends on Reproduce skill that used
  2496. lv = (tsc) ? tsc->data[SC__REPRODUCE]->val1 : 1;
  2497. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  2498. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  2499. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  2500. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  2501. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  2502. }
  2503. //Level dependent and limitation.
  2504. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  2505. lv = min(lv,skill_get_max(skill_id));
  2506. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  2507. lv = min(lv,skill_lv);
  2508. tsd->reproduceskill_idx = idx;
  2509. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE,skill_id);
  2510. pc_setglobalreg(tsd,SKILL_VAR_REPRODUCE_LV,lv);
  2511. }
  2512. break;
  2513. default: return;
  2514. }
  2515. tsd->status.skill[idx].id = skill_id;
  2516. tsd->status.skill[idx].lv = lv;
  2517. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  2518. clif_addskill(tsd,skill_id);
  2519. }
  2520. }
  2521. /**
  2522. * Knockback the target on skill_attack
  2523. * @param src is the master behind the attack
  2524. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2525. * @param target is the target to be attacked.
  2526. * @param blewcount
  2527. * @param skill_id
  2528. * @param skill_lv
  2529. * @param damage
  2530. * @param tick
  2531. * @param flag can hold a bunch of information:
  2532. */
  2533. 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, unsigned int tick, int flag) {
  2534. int8 dir = -1; // Default direction
  2535. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2536. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  2537. if (!blewcount || target == dsrc || status_isdead(target))
  2538. return;
  2539. // Skill specific direction
  2540. switch (skill_id) {
  2541. case MG_FIREWALL:
  2542. case PR_SANCTUARY:
  2543. case GN_WALLOFTHORN:
  2544. case EL_FIRE_MANTLE:
  2545. dir = unit_getdir(target); // Backwards
  2546. break;
  2547. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  2548. case WZ_STORMGUST:
  2549. if(!battle_config.stormgust_knockback)
  2550. dir = rnd()%8;
  2551. break;
  2552. case WL_CRIMSONROCK:
  2553. dir = map_calc_dir(target,skill_area_temp[4],skill_area_temp[5]);
  2554. break;
  2555. case MC_CARTREVOLUTION:
  2556. if (battle_config.cart_revo_knockback)
  2557. dir = 6; // Official servers push target to the West
  2558. break;
  2559. case AC_SHOWER:
  2560. if (!battle_config.arrow_shower_knockback)
  2561. dir = map_calc_dir(target, src->x, src->y);
  2562. break;
  2563. }
  2564. // Blown-specific handling
  2565. switch( skill_id ) {
  2566. case LG_OVERBRAND_BRANDISH:
  2567. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  2568. if (skill_blown(dsrc,target,blewcount,dir,0x04|0x08|0x10|0x20) < blewcount)
  2569. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, LG_OVERBRAND_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2570. break;
  2571. case SR_KNUCKLEARROW:
  2572. {
  2573. short x = target->x, y = target->y;
  2574. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  2575. // Boss & Immune Knockback (mode or from bonus bNoKnockBack) target still remains the damage bonus
  2576. // (bugreport:9096)
  2577. if (skill_blown(dsrc, target, blewcount, dir_ka, 0x04) < blewcount)
  2578. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  2579. dir_ka = -1;
  2580. // Move attacker to the target position after knocked back
  2581. if ((target->x != x || target->y != y) && unit_movepos(src,target->x,target->y,1,1))
  2582. clif_blown(src);
  2583. }
  2584. break;
  2585. case RL_R_TRIP:
  2586. if (skill_blown(dsrc,target,blewcount,dir,0) < blewcount)
  2587. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  2588. break;
  2589. case RL_SLUGSHOT:
  2590. skill_blown(dsrc,target,blewcount,dir, 0);
  2591. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag|SD_ANIMATION);
  2592. break;
  2593. default:
  2594. skill_blown(dsrc,target,blewcount,dir, 0);
  2595. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  2596. TBL_SKILL *su = (TBL_SKILL*)target;
  2597. if (su->group && su->group->skill_id == HT_BLASTMINE)
  2598. skill_blown(src, target, 3, -1, 0);
  2599. }
  2600. break;
  2601. }
  2602. clif_fixpos(target);
  2603. }
  2604. /*
  2605. * =========================================================================
  2606. * Does a skill attack with the given properties.
  2607. * @param src is the master behind the attack (player/mob/pet)
  2608. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  2609. * @param bl is the target to be attacked.
  2610. * @param flag can hold a bunch of information:
  2611. * flag&1
  2612. * flag&2 - Disable re-triggered by double casting
  2613. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  2614. *
  2615. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  2616. * (usually holds number of targets, or just 1 for simple splash attacks)
  2617. *
  2618. * flag&0xF000 - Values from enum e_skill_display
  2619. * flag&0x3F0000 - Values from enum e_battle_check_target
  2620. *
  2621. * flag&0x1000000 - Return 0 if damage was reflected
  2622. *-------------------------------------------------------------------------*/
  2623. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  2624. {
  2625. struct Damage dmg;
  2626. struct status_data *sstatus, *tstatus;
  2627. struct status_change *sc, *tsc;
  2628. struct map_session_data *sd, *tsd;
  2629. int64 damage;
  2630. int8 rmdamage = 0;//magic reflected
  2631. int type;
  2632. bool shadow_flag = false;
  2633. bool additional_effects = true;
  2634. if(skill_id > 0 && !skill_lv)
  2635. return 0;
  2636. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  2637. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  2638. nullpo_ret(bl); //Target to be attacked.
  2639. if (src != dsrc) {
  2640. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  2641. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
  2642. return 0;
  2643. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id)&NK_SPLASH) {
  2644. //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]
  2645. if (!status_check_skilluse(src, bl, skill_id, 2))
  2646. return 0;
  2647. }
  2648. sd = BL_CAST(BL_PC, src);
  2649. tsd = BL_CAST(BL_PC, bl);
  2650. sstatus = status_get_status_data(src);
  2651. tstatus = status_get_status_data(bl);
  2652. sc= status_get_sc(src);
  2653. tsc= status_get_sc(bl);
  2654. if (tsc && !tsc->count) tsc = NULL; //Don't need it.
  2655. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  2656. if (tsc && tsc->data[SC_TRICKDEAD])
  2657. return 0;
  2658. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  2659. if(sd && sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  2660. return 0;
  2661. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  2662. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  2663. // Adjusted to the new system [Skotlex]
  2664. if( src->type == BL_PET ) { // [Valaris]
  2665. struct pet_data *pd = (TBL_PET*)src;
  2666. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  2667. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  2668. int element = skill_get_ele(skill_id, skill_lv);
  2669. /*if (skill_id == -1) Does it ever worked?
  2670. element = sstatus->rhw.ele;*/
  2671. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  2672. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  2673. else
  2674. dmg.damage = pd->a_skill->damage; // Fixed damage
  2675. }
  2676. else
  2677. dmg.damage = 1*pd->a_skill->div_;
  2678. dmg.damage2 = 0;
  2679. dmg.div_= pd->a_skill->div_;
  2680. }
  2681. }
  2682. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  2683. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  2684. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  2685. { //Magic reflection, switch caster/target
  2686. struct block_list *tbl = bl;
  2687. rmdamage = 1;
  2688. bl = src;
  2689. src = tbl;
  2690. dsrc = tbl;
  2691. sd = BL_CAST(BL_PC, src);
  2692. tsd = BL_CAST(BL_PC, bl);
  2693. tsc = status_get_sc(bl);
  2694. if (tsc && !tsc->count)
  2695. tsc = NULL; //Don't need it.
  2696. /* bugreport:2564 flag&2 disables double casting trigger */
  2697. flag |= 2;
  2698. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  2699. flag |= 4;
  2700. //Spirit of Wizard blocks Kaite's reflection
  2701. if( type == 2 && tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  2702. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  2703. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  2704. if (type >= 0) {
  2705. if ( tsd )
  2706. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  2707. dmg.damage = dmg.damage2 = 0;
  2708. dmg.dmg_lv = ATK_MISS;
  2709. tsc->data[SC_SPIRIT]->val3 = skill_id;
  2710. tsc->data[SC_SPIRIT]->val4 = dsrc->id;
  2711. }
  2712. } else if( type != 2 ) /* Kaite bypasses */
  2713. additional_effects = false;
  2714. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  2715. #if MAGIC_REFLECTION_TYPE
  2716. #ifdef RENEWAL
  2717. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  2718. #else
  2719. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  2720. // regardless of caster's equipment (Aegis 11.1)
  2721. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  2722. #endif
  2723. short s_ele = skill_get_ele(skill_id, skill_lv);
  2724. if (s_ele == -1) // the skill takes the weapon's element
  2725. s_ele = sstatus->rhw.ele;
  2726. else if (s_ele == -2) //Use status element
  2727. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  2728. else if( s_ele == -3 ) //Use random element
  2729. s_ele = rnd()%ELE_ALL;
  2730. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  2731. if( tsc && tsc->data[SC_ENERGYCOAT] ) {
  2732. struct status_data *status = status_get_status_data(bl);
  2733. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  2734. per /=20; //Uses 20% SP intervals.
  2735. //SP Cost: 1% + 0.5% per every 20% SP
  2736. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  2737. status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
  2738. //Reduction: 6% + 6% every 20%
  2739. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  2740. }
  2741. }
  2742. #endif
  2743. }
  2744. if(tsc && tsc->data[SC_MAGICROD] && src == dsrc) {
  2745. int sp = skill_get_sp(skill_id,skill_lv);
  2746. dmg.damage = dmg.damage2 = 0;
  2747. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  2748. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  2749. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  2750. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  2751. status_heal(bl, 0, sp, 2);
  2752. }
  2753. if( (dmg.damage || dmg.damage2) && tsc && tsc->data[SC_HALLUCINATIONWALK] && rnd()%100 < tsc->data[SC_HALLUCINATIONWALK]->val3 ) {
  2754. dmg.damage = dmg.damage2 = 0;
  2755. dmg.dmg_lv = ATK_MISS;
  2756. }
  2757. }
  2758. damage = dmg.damage + dmg.damage2;
  2759. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  2760. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  2761. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  2762. damage = 1;
  2763. if( damage && tsc && tsc->data[SC_GENSOU] && dmg.flag&BF_MAGIC ){
  2764. struct block_list *nbl;
  2765. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  2766. if( nbl ){ // Only one target is chosen.
  2767. damage = damage / 2; // Deflect half of the damage to a target nearby
  2768. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, status_fix_damage(bl,nbl,damage,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, 6);
  2769. }
  2770. }
  2771. //Skill hit type
  2772. type = (skill_id == 0) ? 5 : skill_get_hit(skill_id);
  2773. switch( skill_id ) {
  2774. case SC_TRIANGLESHOT:
  2775. if( rnd()%100 > (1 + skill_lv) )
  2776. dmg.blewcount = 0;
  2777. break;
  2778. default:
  2779. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  2780. dmg.blewcount = 0; //only pushback when it hit for other
  2781. break;
  2782. }
  2783. switch( skill_id ) {
  2784. case CR_GRANDCROSS:
  2785. case NPC_GRANDDARKNESS:
  2786. if( battle_config.gx_disptype)
  2787. dsrc = src;
  2788. if( src == bl)
  2789. type = 4;
  2790. else
  2791. flag|= SD_ANIMATION;
  2792. break;
  2793. case NJ_TATAMIGAESHI: //For correct knockback.
  2794. dsrc = src;
  2795. flag|= SD_ANIMATION;
  2796. break;
  2797. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  2798. int level;
  2799. if( sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  2800. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  2801. }
  2802. break;
  2803. case SL_STIN:
  2804. case SL_STUN:
  2805. if (skill_lv >= 7) {
  2806. struct status_change *sc_cur = status_get_sc(src);
  2807. if (sc_cur && !sc_cur->data[SC_SMA])
  2808. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  2809. }
  2810. break;
  2811. case GS_FULLBUSTER:
  2812. if (sd) //Can't attack nor use items until skill's delay expires. [Skotlex]
  2813. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  2814. break;
  2815. }
  2816. //combo handling
  2817. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  2818. //Display damage.
  2819. switch( skill_id ) {
  2820. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  2821. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  2822. break;
  2823. //Skills that need be passed as a normal attack for the client to display correctly.
  2824. case HVAN_EXPLOSION:
  2825. case NPC_SELFDESTRUCTION:
  2826. if(src->type == BL_PC)
  2827. dmg.blewcount = 10;
  2828. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  2829. // fall through
  2830. case KN_AUTOCOUNTER:
  2831. case NPC_CRITICALSLASH:
  2832. case TF_DOUBLE:
  2833. case GS_CHAINACTION:
  2834. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,(enum e_damage_type)dmg.type,dmg.damage2);
  2835. break;
  2836. case AS_SPLASHER:
  2837. if( flag&SD_ANIMATION ) // the surrounding targets
  2838. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, 5); // needs -1 as skill level
  2839. else // the central target doesn't display an animation
  2840. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, 5); // needs -2(!) as skill level
  2841. break;
  2842. case WL_HELLINFERNO:
  2843. case SR_EARTHSHAKER:
  2844. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,6);
  2845. break;
  2846. case WL_SOULEXPANSION:
  2847. case WL_COMET:
  2848. case KO_MUCHANAGE:
  2849. case NJ_HUUMA:
  2850. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,8);
  2851. break;
  2852. case WL_CHAINLIGHTNING_ATK:
  2853. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  2854. break;
  2855. case LG_OVERBRAND:
  2856. case LG_OVERBRAND_BRANDISH:
  2857. dmg.amotion = status_get_amotion(src) * 2;
  2858. case LG_OVERBRAND_PLUSATK:
  2859. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2860. break;
  2861. case EL_FIRE_BOMB:
  2862. case EL_FIRE_BOMB_ATK:
  2863. case EL_FIRE_WAVE:
  2864. case EL_FIRE_WAVE_ATK:
  2865. case EL_FIRE_MANTLE:
  2866. case EL_CIRCLE_OF_FIRE:
  2867. case EL_FIRE_ARROW:
  2868. case EL_ICE_NEEDLE:
  2869. case EL_WATER_SCREW:
  2870. case EL_WATER_SCREW_ATK:
  2871. case EL_WIND_SLASH:
  2872. case EL_TIDAL_WEAPON:
  2873. case EL_ROCK_CRUSHER:
  2874. case EL_ROCK_CRUSHER_ATK:
  2875. case EL_HURRICANE:
  2876. case EL_HURRICANE_ATK:
  2877. case KO_BAKURETSU:
  2878. case GN_CRAZYWEED_ATK:
  2879. case NC_MAGMA_ERUPTION:
  2880. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2881. break;
  2882. case GN_FIRE_EXPANSION_ACID:
  2883. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, 8);
  2884. break;
  2885. case GN_SLINGITEM_RANGEMELEEATK:
  2886. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,6);
  2887. break;
  2888. case EL_STONE_RAIN:
  2889. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?8:5);
  2890. break;
  2891. case WM_SEVERE_RAINSTORM_MELEE:
  2892. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,5);
  2893. break;
  2894. case WM_REVERBERATION_MELEE:
  2895. case WM_REVERBERATION_MAGIC:
  2896. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_REVERBERATION,-2,6);
  2897. break;
  2898. case HT_CLAYMORETRAP:
  2899. case HT_BLASTMINE:
  2900. case HT_FLASHER:
  2901. case HT_FREEZINGTRAP:
  2902. case RA_CLUSTERBOMB:
  2903. case RA_FIRINGTRAP:
  2904. case RA_ICEBOUNDTRAP:
  2905. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id,flag&SD_LEVEL?-1:skill_lv, 5);
  2906. if( dsrc != src ) // avoid damage display redundancy
  2907. break;
  2908. case HT_LANDMINE:
  2909. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, type);
  2910. break;
  2911. case WZ_SIGHTBLASTER:
  2912. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2913. break;
  2914. case RL_R_TRIP_PLUSATK:
  2915. case RL_BANISHING_BUSTER:
  2916. case RL_S_STORM:
  2917. case RL_SLUGSHOT:
  2918. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,5);
  2919. break;
  2920. case AB_DUPLELIGHT_MELEE:
  2921. case AB_DUPLELIGHT_MAGIC:
  2922. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  2923. default:
  2924. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  2925. type = 5;
  2926. if( bl->type == BL_SKILL ){
  2927. TBL_SKILL *su = (TBL_SKILL*)bl;
  2928. if( su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP )// show damage on trap targets
  2929. clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, 5);
  2930. }
  2931. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, type);
  2932. break;
  2933. }
  2934. map_freeblock_lock();
  2935. if (bl->type == BL_PC && skill_id && skill_get_index(skill_id) > 0 && skill_db[skill_get_index(skill_id)]->copyable.option && //Only copy skill that copyable [Cydh]
  2936. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  2937. skill_do_copy(src,bl,skill_id,skill_lv);
  2938. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  2939. { //Skills with can't walk delay also stop normal attacking for that
  2940. //duration when the attack connects. [Skotlex]
  2941. struct unit_data *ud = unit_bl2ud(src);
  2942. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2943. ud->attackabletime = tick + type;
  2944. }
  2945. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  2946. // Instant damage
  2947. if( !dmg.amotion ) {
  2948. if( (!tsc || (!tsc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) || skill_id == HW_GRAVITATION) && !shadow_flag )
  2949. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2950. if( !status_isdead(bl) && additional_effects )
  2951. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  2952. if( damage > 0 ) //Counter status effects [Skotlex]
  2953. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  2954. }
  2955. // Blow!
  2956. if (!(flag&4))
  2957. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  2958. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2959. if( dmg.amotion ) {
  2960. if( shadow_flag ) {
  2961. if( !status_isdead(bl) && additional_effects )
  2962. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  2963. if( dmg.flag > ATK_BLOCK )
  2964. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  2965. } else
  2966. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects);
  2967. }
  2968. if( tsc && tsc->data[SC_DEVOTION] && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION ) {
  2969. struct status_change_entry *sce = tsc->data[SC_DEVOTION];
  2970. struct block_list *d_bl = map_id2bl(sce->val1);
  2971. if( d_bl && (
  2972. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2973. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2974. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2975. {
  2976. if(!rmdamage){
  2977. clif_damage(d_bl,d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2978. status_fix_damage(NULL,d_bl, damage, 0);
  2979. } else {
  2980. bool isDevotRdamage = false;
  2981. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  2982. isDevotRdamage = true;
  2983. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  2984. // This check is only for magical skill.
  2985. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  2986. clif_damage(bl,(!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, damage, 0, DMG_NORMAL, 0);
  2987. status_fix_damage(bl,(!isDevotRdamage) ? bl : d_bl, damage, 0);
  2988. }
  2989. }
  2990. else {
  2991. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2992. if( !dmg.amotion )
  2993. status_fix_damage(src,bl,damage,dmg.dmotion);
  2994. }
  2995. }
  2996. if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2997. if( skill_id == RG_INTIMIDATE ) {
  2998. int rate = 50 + skill_lv * 5;
  2999. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3000. if(rnd()%100 < rate)
  3001. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3002. } else if( skill_id == SC_FATALMENACE )
  3003. skill_addtimerskill(src,tick + 800,bl->id,skill_area_temp[4],skill_area_temp[5],skill_id,skill_lv,0,flag);
  3004. }
  3005. if(skill_id == CR_GRANDCROSS || skill_id == NPC_GRANDDARKNESS)
  3006. dmg.flag |= BF_WEAPON;
  3007. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3008. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3009. {
  3010. if (battle_config.left_cardfix_to_right)
  3011. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3012. else
  3013. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3014. }
  3015. if( damage > 0 ) { // Post-damage effects
  3016. switch( skill_id ) {
  3017. case GC_VENOMPRESSURE: {
  3018. struct status_change *ssc = status_get_sc(src);
  3019. if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
  3020. sc_start(src,bl,(enum sc_type)ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON, 1));
  3021. status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
  3022. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3023. }
  3024. }
  3025. break;
  3026. case WM_METALICSOUND:
  3027. status_zap(bl, 0, damage*100/(100*(110-((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON))*10)));
  3028. break;
  3029. }
  3030. if( sd )
  3031. skill_onskillusage(sd, bl, skill_id, tick);
  3032. }
  3033. if (!(flag&2) &&
  3034. (
  3035. skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
  3036. ) &&
  3037. (tsc = status_get_sc(src)) &&
  3038. tsc->data[SC_DOUBLECAST] &&
  3039. rnd() % 100 < tsc->data[SC_DOUBLECAST]->val2)
  3040. {
  3041. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3042. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3043. }
  3044. map_freeblock_unlock();
  3045. if ((flag&0x1000000) && rmdamage == 1)
  3046. return 0; //Should return 0 when damage was reflected
  3047. return damage;
  3048. }
  3049. /*==========================================
  3050. * Sub function for recursive skill call.
  3051. * Checking bl battle flag and display damage
  3052. * then call func with source,target,skill_id,skill_lv,tick,flag
  3053. *------------------------------------------*/
  3054. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  3055. int skill_area_sub(struct block_list *bl, va_list ap)
  3056. {
  3057. struct block_list *src;
  3058. uint16 skill_id,skill_lv;
  3059. int flag;
  3060. unsigned int tick;
  3061. SkillFunc func;
  3062. nullpo_ret(bl);
  3063. src = va_arg(ap,struct block_list *);
  3064. skill_id = va_arg(ap,int);
  3065. skill_lv = va_arg(ap,int);
  3066. tick = va_arg(ap,unsigned int);
  3067. flag = va_arg(ap,int);
  3068. func = va_arg(ap,SkillFunc);
  3069. if (flag&BCT_WOS && src == bl)
  3070. return 0;
  3071. if(battle_check_target(src,bl,flag) > 0) {
  3072. // several splash skills need this initial dummy packet to display correctly
  3073. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3074. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  3075. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3076. skill_area_temp[2]++;
  3077. return func(src,bl,skill_id,skill_lv,tick,flag);
  3078. }
  3079. return 0;
  3080. }
  3081. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3082. {
  3083. struct skill_unit *unit;
  3084. uint16 skill_id,g_skill_id;
  3085. unit = (struct skill_unit *)bl;
  3086. if(bl->prev == NULL || bl->type != BL_SKILL)
  3087. return 0;
  3088. if(!unit->alive)
  3089. return 0;
  3090. skill_id = va_arg(ap,int);
  3091. g_skill_id = unit->group->skill_id;
  3092. switch (skill_id) {
  3093. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3094. if(g_skill_id == SA_LANDPROTECTOR)
  3095. break;
  3096. //Fall through
  3097. case MH_STEINWAND:
  3098. case MG_SAFETYWALL:
  3099. case SC_MAELSTROM:
  3100. case SO_ELEMENTAL_SHIELD:
  3101. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM && g_skill_id != SO_ELEMENTAL_SHIELD)
  3102. return 0;
  3103. break;
  3104. case AL_WARP:
  3105. case HT_SKIDTRAP:
  3106. case MA_SKIDTRAP:
  3107. case HT_LANDMINE:
  3108. case MA_LANDMINE:
  3109. case HT_ANKLESNARE:
  3110. case HT_SHOCKWAVE:
  3111. case HT_SANDMAN:
  3112. case MA_SANDMAN:
  3113. case HT_FLASHER:
  3114. case HT_FREEZINGTRAP:
  3115. case MA_FREEZINGTRAP:
  3116. case HT_BLASTMINE:
  3117. case HT_CLAYMORETRAP:
  3118. case HT_TALKIEBOX:
  3119. case HP_BASILICA:
  3120. case RA_ELECTRICSHOCKER:
  3121. case RA_CLUSTERBOMB:
  3122. case RA_MAGENTATRAP:
  3123. case RA_COBALTTRAP:
  3124. case RA_MAIZETRAP:
  3125. case RA_VERDURETRAP:
  3126. case RA_FIRINGTRAP:
  3127. case RA_ICEBOUNDTRAP:
  3128. case SC_DIMENSIONDOOR:
  3129. case SC_BLOODYLUST:
  3130. case GN_THORNS_TRAP:
  3131. case GN_HELLS_PLANT:
  3132. case RL_B_TRAP:
  3133. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3134. if (skill_id != g_skill_id && !(skill_get_inf2(g_skill_id)&INF2_TRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3135. return 0;
  3136. break;
  3137. default: //Avoid stacking with same kind of trap. [Skotlex]
  3138. if (g_skill_id != skill_id)
  3139. return 0;
  3140. break;
  3141. }
  3142. return 1;
  3143. }
  3144. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3145. {
  3146. //Non players do not check for the skill's splash-trigger area.
  3147. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3148. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3149. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3150. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3151. return 0;
  3152. }
  3153. range += layout_type;
  3154. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3155. }
  3156. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3157. {
  3158. uint16 skill_id;
  3159. if(bl->prev == NULL)
  3160. return 0;
  3161. skill_id = va_arg(ap,int);
  3162. if( status_isdead(bl) && skill_id != AL_WARP )
  3163. return 0;
  3164. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3165. return 0;
  3166. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3167. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3168. return 1;
  3169. }
  3170. /**
  3171. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_NO_NEARNPC
  3172. * @param bl Object that casted skill
  3173. * @param x Position x of the target
  3174. * @param y Position y of the target
  3175. * @param skill_id The casted skill
  3176. * @param skill_lv The skill Lv
  3177. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3178. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3179. */
  3180. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3181. {
  3182. int range = 0, type;
  3183. //Range for INF2_NO_NEARNPC is using skill splash value [Cydh]
  3184. if (isNearNPC)
  3185. range = skill_get_splash(skill_id,skill_lv);
  3186. //While checking INF2_NO_NEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3187. if (!isNearNPC || !range) {
  3188. switch (skill_id) { // to be expanded later
  3189. case WZ_ICEWALL:
  3190. range = 2;
  3191. break;
  3192. case SC_MANHOLE:
  3193. case GN_HELLS_PLANT:
  3194. range = 0;
  3195. break;
  3196. default: {
  3197. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3198. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3199. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3200. return 0;
  3201. }
  3202. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3203. }
  3204. break;
  3205. }
  3206. }
  3207. //Check the additional range [Cydh]
  3208. if (isNearNPC && skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range)
  3209. range += skill_db[skill_get_index(skill_id)]->unit_nonearnpc_range;
  3210. if (!isNearNPC) { //Doesn't check the NPC range
  3211. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3212. if (bl->type == BL_PC)
  3213. type = BL_CHAR;
  3214. else
  3215. type = BL_PC;
  3216. } else
  3217. type = BL_NPC;
  3218. return (!isNearNPC) ?
  3219. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3220. map_foreachinarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3221. //isNearNPC is used to check range from NPC
  3222. map_foreachinarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3223. }
  3224. /*==========================================
  3225. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3226. * Flag:
  3227. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3228. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3229. *------------------------------------------*/
  3230. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  3231. {
  3232. struct status_data *status;
  3233. struct map_session_data *sd = NULL;
  3234. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3235. uint16 idx;
  3236. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  3237. nullpo_ret(bl);
  3238. switch( bl->type )
  3239. {
  3240. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3241. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3242. }
  3243. status = status_get_status_data(bl);
  3244. if( (idx = skill_get_index(skill)) == 0 )
  3245. return 0;
  3246. lv = cap_value(lv, 1, MAX_SKILL_LEVEL);
  3247. // Requirements
  3248. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3249. {
  3250. itemid[i] = skill_db[idx]->require.itemid[i];
  3251. amount[i] = skill_db[idx]->require.amount[i];
  3252. }
  3253. hp = skill_db[idx]->require.hp[lv-1];
  3254. sp = skill_db[idx]->require.sp[lv-1];
  3255. hp_rate = skill_db[idx]->require.hp_rate[lv-1];
  3256. sp_rate = skill_db[idx]->require.sp_rate[lv-1];
  3257. state = skill_db[idx]->require.state;
  3258. if( (mhp = skill_db[idx]->require.mhp[lv-1]) > 0 )
  3259. hp += (status->max_hp * mhp) / 100;
  3260. if( hp_rate > 0 )
  3261. hp += (status->hp * hp_rate) / 100;
  3262. else
  3263. hp += (status->max_hp * (-hp_rate)) / 100;
  3264. if( sp_rate > 0 )
  3265. sp += (status->sp * sp_rate) / 100;
  3266. else
  3267. sp += (status->max_sp * (-sp_rate)) / 100;
  3268. if( bl->type == BL_HOM )
  3269. { // Intimacy Requeriments
  3270. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  3271. switch( skill )
  3272. {
  3273. case HFLI_SBR44:
  3274. if( hd->homunculus.intimacy <= 200 ) // hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION)
  3275. return 0;
  3276. break;
  3277. case HVAN_EXPLOSION:
  3278. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  3279. return 0;
  3280. break;
  3281. }
  3282. }
  3283. if( !(type&2) )
  3284. {
  3285. if( hp > 0 && status->hp <= (unsigned int)hp )
  3286. {
  3287. clif_skill_fail(sd, skill, USESKILL_FAIL_HP_INSUFFICIENT, 0);
  3288. return 0;
  3289. }
  3290. if( sp > 0 && status->sp <= (unsigned int)sp )
  3291. {
  3292. clif_skill_fail(sd, skill, USESKILL_FAIL_SP_INSUFFICIENT, 0);
  3293. return 0;
  3294. }
  3295. }
  3296. if( !type )
  3297. switch( state )
  3298. {
  3299. case ST_MOVE_ENABLE:
  3300. if( !unit_can_move(bl) )
  3301. {
  3302. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3303. return 0;
  3304. }
  3305. break;
  3306. }
  3307. if( !(type&1) )
  3308. return 1;
  3309. // Check item existences
  3310. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3311. {
  3312. index[i] = -1;
  3313. if( itemid[i] < 1 ) continue; // No item
  3314. index[i] = pc_search_inventory(sd, itemid[i]);
  3315. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  3316. {
  3317. clif_skill_fail(sd, skill, USESKILL_FAIL_LEVEL, 0);
  3318. return 0;
  3319. }
  3320. }
  3321. // Consume items
  3322. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3323. {
  3324. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  3325. }
  3326. if( type&2 )
  3327. return 1;
  3328. if( sp || hp )
  3329. status_zap(bl, hp, sp);
  3330. return 1;
  3331. }
  3332. /*==========================================
  3333. *
  3334. *------------------------------------------*/
  3335. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3336. {
  3337. switch (skill_id) {
  3338. case RL_QD_SHOT:
  3339. {
  3340. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  3341. struct unit_data *ud = unit_bl2ud(src);
  3342. if (ud && ud->target == target->id)
  3343. return 1;
  3344. }
  3345. }
  3346. case RL_D_TAIL:
  3347. case RL_HAMMER_OF_GOD:
  3348. if (src->type != BL_PC)
  3349. return 0;
  3350. {
  3351. struct status_change *tsc = status_get_sc(target);
  3352. // Only counts marked target with SC_C_MARKER by caster
  3353. if (!tsc || !tsc->data[SC_C_MARKER] || tsc->data[SC_C_MARKER]->val2 != src->id)
  3354. return 0;
  3355. }
  3356. break;
  3357. }
  3358. return 1;
  3359. }
  3360. /*==========================================
  3361. *
  3362. *------------------------------------------*/
  3363. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  3364. {
  3365. struct block_list *src = map_id2bl(id),*target;
  3366. struct unit_data *ud = unit_bl2ud(src);
  3367. struct skill_timerskill *skl;
  3368. int range;
  3369. nullpo_ret(src);
  3370. nullpo_ret(ud);
  3371. skl = ud->skilltimerskill[data];
  3372. nullpo_ret(skl);
  3373. ud->skilltimerskill[data] = NULL;
  3374. do {
  3375. if(src->prev == NULL)
  3376. break; // Source not on Map
  3377. if(skl->target_id) {
  3378. target = map_id2bl(skl->target_id);
  3379. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == SC_FATALMENACE ) && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  3380. target = src; //Required since it has to warp.
  3381. if(target == NULL)
  3382. break; // Target offline?
  3383. if(target->prev == NULL)
  3384. break; // Target not on Map
  3385. if(src->m != target->m)
  3386. break; // Different Maps
  3387. if(status_isdead(src)) {
  3388. switch(skl->skill_id) {
  3389. case WL_CHAINLIGHTNING_ATK:
  3390. case WL_TETRAVORTEX_FIRE:
  3391. case WL_TETRAVORTEX_WATER:
  3392. case WL_TETRAVORTEX_WIND:
  3393. case WL_TETRAVORTEX_GROUND:
  3394. // For SR_FLASHCOMBO
  3395. case SR_DRAGONCOMBO:
  3396. case SR_FALLENEMPIRE:
  3397. case SR_TIGERCANNON:
  3398. case SR_SKYNETBLOW:
  3399. break; // Exceptions
  3400. default:
  3401. continue; // Caster is Dead
  3402. }
  3403. }
  3404. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  3405. break;
  3406. switch(skl->skill_id) {
  3407. case KN_AUTOCOUNTER:
  3408. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  3409. break;
  3410. case RG_INTIMIDATE:
  3411. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  3412. short x,y;
  3413. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  3414. if (target != src && !status_isdead(target))
  3415. unit_warp(target, -1, x, y, CLR_TELEPORT);
  3416. }
  3417. break;
  3418. case BA_FROSTJOKER:
  3419. case DC_SCREAM:
  3420. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  3421. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  3422. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  3423. break;
  3424. case NPC_EARTHQUAKE:
  3425. if( skl->type > 1 )
  3426. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3427. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  3428. skill_area_temp[1] = src->id;
  3429. skill_area_temp[2] = 0;
  3430. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  3431. break;
  3432. case WZ_WATERBALL:
  3433. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3434. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  3435. if (!status_isdead(target) && path_search_long(NULL,src->m,src->x,src->y,target->x,target->y,CELL_CHKNOREACH)) {
  3436. //Apply canact delay here to prevent hacks (unlimited waterball casting)
  3437. ud->canact_tick = tick + skill_delayfix(src, skl->skill_id, skl->skill_lv);
  3438. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3439. }
  3440. if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
  3441. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  3442. unit_set_walkdelay(src, tick, WATERBALL_INTERVAL, 1);
  3443. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  3444. } else {
  3445. struct status_change *sc = status_get_sc(src);
  3446. if(sc) {
  3447. if(sc->data[SC_SPIRIT] &&
  3448. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  3449. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  3450. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  3451. }
  3452. }
  3453. break;
  3454. case WL_CHAINLIGHTNING_ATK: {
  3455. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  3456. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3457. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  3458. { // Remaining Chains Hit
  3459. struct block_list *nbl = NULL; // Next Target of Chain
  3460. 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.
  3461. BL_CHAR|BL_SKILL, target->id); // Search for a new Target around current one...
  3462. if( nbl == NULL )
  3463. skl->x++;
  3464. else
  3465. skl->x = 0;
  3466. skill_addtimerskill(src, tick + 651, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, skl->flag);
  3467. }
  3468. }
  3469. break;
  3470. case WL_TETRAVORTEX_FIRE:
  3471. case WL_TETRAVORTEX_WATER:
  3472. case WL_TETRAVORTEX_WIND:
  3473. case WL_TETRAVORTEX_GROUND:
  3474. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_ANIMATION);
  3475. skill_toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
  3476. if( skl->type >= 3 )
  3477. { // Final Hit
  3478. if( !status_isdead(target) )
  3479. { // Final Status Effect
  3480. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  3481. applyeffects[4] = { 0, 0, 0, 0 },
  3482. i, j = 0, k = 0;
  3483. for( i = 1; i <= 8; i = i + i )
  3484. {
  3485. if( skl->x&i )
  3486. {
  3487. applyeffects[j] = effects[k];
  3488. j++;
  3489. }
  3490. k++;
  3491. }
  3492. if( j )
  3493. {
  3494. i = applyeffects[rnd()%j];
  3495. status_change_start(src,target, i, 10000, skl->skill_lv,
  3496. (i == SC_BURNING ? 1000 : (i == SC_BLEEDING ? src->id : 0)),
  3497. (i == SC_BURNING ? src->id : 0),
  3498. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv)+1, SCSTART_NONE);
  3499. }
  3500. }
  3501. }
  3502. break;
  3503. case WM_REVERBERATION_MELEE:
  3504. case WM_REVERBERATION_MAGIC:
  3505. skill_attack(skill_get_type(skl->skill_id),src, src, target, skl->skill_id, skl->skill_lv, 0, SD_LEVEL);
  3506. break;
  3507. case SC_FATALMENACE:
  3508. if( src == target ) // Casters Part
  3509. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  3510. else { // Target's Part
  3511. short x = skl->x, y = skl->y;
  3512. map_search_freecell(NULL, target->m, &x, &y, 2, 2, 1);
  3513. unit_warp(target,-1,x,y,CLR_TELEPORT);
  3514. }
  3515. break;
  3516. case LG_MOONSLASHER:
  3517. case SR_WINDMILL:
  3518. if( target->type == BL_PC ) {
  3519. struct map_session_data *tsd = NULL;
  3520. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  3521. pc_setsit(tsd);
  3522. skill_sit(tsd, 1);
  3523. clif_sitting(&tsd->bl);
  3524. }
  3525. }
  3526. break;
  3527. case SR_KNUCKLEARROW:
  3528. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  3529. break;
  3530. case GN_SPORE_EXPLOSION:
  3531. map_foreachinrange(skill_area_sub, target, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR,
  3532. src, skl->skill_id, skl->skill_lv, 0, skl->flag|1|BCT_ENEMY, skill_castend_damage_id);
  3533. break;
  3534. case CH_PALMSTRIKE:
  3535. {
  3536. struct status_change* tsc = status_get_sc(target);
  3537. struct status_change* sc = status_get_sc(src);
  3538. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  3539. ( sc && sc->option&OPTION_HIDE ) ){
  3540. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, 0);
  3541. break;
  3542. }
  3543. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3544. break;
  3545. }
  3546. // For SR_FLASHCOMBO
  3547. case SR_DRAGONCOMBO:
  3548. case SR_FALLENEMPIRE:
  3549. case SR_TIGERCANNON:
  3550. case SR_SKYNETBLOW:
  3551. if( src->type == BL_PC ) {
  3552. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  3553. break;
  3554. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  3555. }
  3556. break;
  3557. case SC_ESCAPE:
  3558. if( skl->type < 4 + skl->skill_lv ) {
  3559. clif_skill_damage(src, src, tick, 0, 0, -30000, 1, skl->skill_id, skl->skill_lv, 5);
  3560. skill_blown(src, src, 1, unit_getdir(src), 0);
  3561. skill_addtimerskill(src, tick + 80, src->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type + 1, 0);
  3562. }
  3563. break;
  3564. case RL_SLUGSHOT:
  3565. if (target->type == BL_PC)
  3566. sc_start(src, target, SC_SITDOWN_FORCE, 100, skl->skill_lv, skill_get_time(skl->skill_id, skl->skill_lv));
  3567. break;
  3568. default:
  3569. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  3570. break;
  3571. }
  3572. }
  3573. else {
  3574. if(src->m != skl->map)
  3575. break;
  3576. switch( skl->skill_id )
  3577. {
  3578. case WZ_METEOR:
  3579. if( skl->type >= 0 )
  3580. {
  3581. int x = skl->type>>16, y = skl->type&0xFFFF;
  3582. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  3583. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  3584. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL)
  3585. && !map_getcell(src->m, skl->x, skl->y, CELL_CHKLANDPROTECTOR) )
  3586. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  3587. }
  3588. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  3589. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  3590. break;
  3591. case GN_CRAZYWEED_ATK:
  3592. {
  3593. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  3594. 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);
  3595. }
  3596. case WL_EARTHSTRAIN:
  3597. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  3598. break;
  3599. case LG_OVERBRAND_BRANDISH: {
  3600. int i, dir = map_calc_dir(src,skl->x,skl->y);
  3601. int x = src->x, y = src->y;
  3602. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skl->skill_id,skl->skill_lv,src,x,y,dir);
  3603. for( i = 0; i < layout->count; i++ )
  3604. map_foreachincell(skill_area_sub,src->m,x+layout->dx[i],y+layout->dy[i],BL_CHAR,src,skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  3605. }
  3606. break;
  3607. case RL_FIRE_RAIN: {
  3608. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  3609. 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);
  3610. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  3611. }
  3612. break;
  3613. }
  3614. }
  3615. } while (0);
  3616. //Free skl now that it is no longer needed.
  3617. ers_free(skill_timer_ers, skl);
  3618. return 0;
  3619. }
  3620. /*==========================================
  3621. *
  3622. *------------------------------------------*/
  3623. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  3624. {
  3625. int i;
  3626. struct unit_data *ud;
  3627. nullpo_retr(1, src);
  3628. if (src->prev == NULL)
  3629. return 0;
  3630. ud = unit_bl2ud(src);
  3631. nullpo_retr(1, ud);
  3632. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  3633. if( i == MAX_SKILLTIMERSKILL ) return 1;
  3634. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  3635. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  3636. ud->skilltimerskill[i]->src_id = src->id;
  3637. ud->skilltimerskill[i]->target_id = target;
  3638. ud->skilltimerskill[i]->skill_id = skill_id;
  3639. ud->skilltimerskill[i]->skill_lv = skill_lv;
  3640. ud->skilltimerskill[i]->map = src->m;
  3641. ud->skilltimerskill[i]->x = x;
  3642. ud->skilltimerskill[i]->y = y;
  3643. ud->skilltimerskill[i]->type = type;
  3644. ud->skilltimerskill[i]->flag = flag;
  3645. return 0;
  3646. }
  3647. /*==========================================
  3648. *
  3649. *------------------------------------------*/
  3650. int skill_cleartimerskill (struct block_list *src)
  3651. {
  3652. int i;
  3653. struct unit_data *ud;
  3654. nullpo_ret(src);
  3655. ud = unit_bl2ud(src);
  3656. nullpo_ret(ud);
  3657. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  3658. if(ud->skilltimerskill[i]) {
  3659. switch(ud->skilltimerskill[i]->skill_id) {
  3660. case WL_TETRAVORTEX_FIRE:
  3661. case WL_TETRAVORTEX_WATER:
  3662. case WL_TETRAVORTEX_WIND:
  3663. case WL_TETRAVORTEX_GROUND:
  3664. // For SR_FLASHCOMBO
  3665. case SR_DRAGONCOMBO:
  3666. case SR_FALLENEMPIRE:
  3667. case SR_TIGERCANNON:
  3668. case SR_SKYNETBLOW:
  3669. continue;
  3670. }
  3671. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  3672. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  3673. ud->skilltimerskill[i]=NULL;
  3674. }
  3675. }
  3676. return 1;
  3677. }
  3678. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  3679. struct skill_unit *su = (TBL_SKILL*)bl;
  3680. struct skill_unit_group *sg = NULL;
  3681. nullpo_ret(su);
  3682. if (bl->type != BL_SKILL)
  3683. return 0;
  3684. if (su->alive && (sg = su->group) && sg->skill_id == WM_REVERBERATION) {
  3685. clif_changetraplook(bl, UNT_USED_TRAPS);
  3686. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  3687. su->limit = DIFF_TICK(gettick(), sg->tick) + 1500;
  3688. sg->unit_id = UNT_USED_TRAPS;
  3689. }
  3690. return 0;
  3691. }
  3692. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  3693. {
  3694. TBL_SKILL *su = (TBL_SKILL*)bl;
  3695. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  3696. { //Reveal trap.
  3697. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  3698. //clif_changetraplook(bl, su->group->unit_id);
  3699. clif_getareachar_skillunit(&su->bl, su, AREA, 0);
  3700. return 1;
  3701. }
  3702. return 0;
  3703. }
  3704. /*==========================================
  3705. *
  3706. *
  3707. *------------------------------------------*/
  3708. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  3709. {
  3710. struct map_session_data *sd = NULL;
  3711. struct status_data *tstatus;
  3712. struct status_change *sc, *tsc;
  3713. if (skill_id > 0 && !skill_lv) return 0;
  3714. nullpo_retr(1, src);
  3715. nullpo_retr(1, bl);
  3716. if (src->m != bl->m)
  3717. return 1;
  3718. if (bl->prev == NULL)
  3719. return 1;
  3720. sd = BL_CAST(BL_PC, src);
  3721. if (status_isdead(bl))
  3722. return 1;
  3723. if (skill_id && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  3724. { //GTB makes all targetted magic display miss with a single bolt.
  3725. sc_type sct = status_skill2sc(skill_id);
  3726. if(sct != SC_NONE)
  3727. status_change_end(bl, sct, INVALID_TIMER);
  3728. 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));
  3729. return 1;
  3730. }
  3731. sc = status_get_sc(src);
  3732. tsc = status_get_sc(bl);
  3733. if (sc && !sc->count)
  3734. sc = NULL; //Unneeded
  3735. if (tsc && !tsc->count)
  3736. tsc = NULL;
  3737. tstatus = status_get_status_data(bl);
  3738. map_freeblock_lock();
  3739. switch(skill_id)
  3740. {
  3741. case MER_CRASH:
  3742. case SM_BASH:
  3743. case MS_BASH:
  3744. case MC_MAMMONITE:
  3745. case TF_DOUBLE:
  3746. case AC_DOUBLE:
  3747. case MA_DOUBLE:
  3748. case AS_SONICBLOW:
  3749. case KN_PIERCE:
  3750. case ML_PIERCE:
  3751. case KN_SPEARBOOMERANG:
  3752. case TF_POISON:
  3753. case TF_SPRINKLESAND:
  3754. case AC_CHARGEARROW:
  3755. case MA_CHARGEARROW:
  3756. case RG_INTIMIDATE:
  3757. case AM_ACIDTERROR:
  3758. case BA_MUSICALSTRIKE:
  3759. case DC_THROWARROW:
  3760. case BA_DISSONANCE:
  3761. case CR_HOLYCROSS:
  3762. case NPC_DARKCROSS:
  3763. case CR_SHIELDCHARGE:
  3764. case CR_SHIELDBOOMERANG:
  3765. case NPC_PIERCINGATT:
  3766. case NPC_MENTALBREAKER:
  3767. case NPC_RANGEATTACK:
  3768. case NPC_CRITICALSLASH:
  3769. case NPC_COMBOATTACK:
  3770. case NPC_GUIDEDATTACK:
  3771. case NPC_POISON:
  3772. case NPC_RANDOMATTACK:
  3773. case NPC_WATERATTACK:
  3774. case NPC_GROUNDATTACK:
  3775. case NPC_FIREATTACK:
  3776. case NPC_WINDATTACK:
  3777. case NPC_POISONATTACK:
  3778. case NPC_HOLYATTACK:
  3779. case NPC_DARKNESSATTACK:
  3780. case NPC_TELEKINESISATTACK:
  3781. case NPC_UNDEADATTACK:
  3782. case NPC_ARMORBRAKE:
  3783. case NPC_WEAPONBRAKER:
  3784. case NPC_HELMBRAKE:
  3785. case NPC_SHIELDBRAKE:
  3786. case NPC_BLINDATTACK:
  3787. case NPC_SILENCEATTACK:
  3788. case NPC_STUNATTACK:
  3789. case NPC_PETRIFYATTACK:
  3790. case NPC_CURSEATTACK:
  3791. case NPC_SLEEPATTACK:
  3792. case LK_AURABLADE:
  3793. case LK_SPIRALPIERCE:
  3794. case ML_SPIRALPIERCE:
  3795. case LK_HEADCRUSH:
  3796. case CG_ARROWVULCAN:
  3797. case HW_MAGICCRASHER:
  3798. case ITM_TOMAHAWK:
  3799. case CH_CHAINCRUSH:
  3800. case CH_TIGERFIST:
  3801. case PA_SHIELDCHAIN: // Shield Chain
  3802. case PA_SACRIFICE:
  3803. case WS_CARTTERMINATION: // Cart Termination
  3804. case AS_VENOMKNIFE:
  3805. case HT_PHANTASMIC:
  3806. case TK_DOWNKICK:
  3807. case TK_COUNTER:
  3808. case GS_CHAINACTION:
  3809. case GS_TRIPLEACTION:
  3810. case GS_MAGICALBULLET:
  3811. case GS_TRACKING:
  3812. case GS_PIERCINGSHOT:
  3813. case GS_RAPIDSHOWER:
  3814. case GS_DUST:
  3815. case GS_DISARM: // Added disarm. [Reddozen]
  3816. case GS_FULLBUSTER:
  3817. case NJ_SYURIKEN:
  3818. case NJ_KUNAI:
  3819. #ifndef RENEWAL
  3820. case ASC_BREAKER:
  3821. #endif
  3822. case HFLI_MOON: //[orn]
  3823. case HFLI_SBR44: //[orn]
  3824. case NPC_BLEEDING:
  3825. case NPC_CRITICALWOUND:
  3826. case NPC_HELLPOWER:
  3827. case RK_SONICWAVE:
  3828. case AB_DUPLELIGHT_MELEE:
  3829. case RA_AIMEDBOLT:
  3830. case NC_AXEBOOMERANG:
  3831. case NC_POWERSWING:
  3832. case GC_CROSSIMPACT:
  3833. case GC_VENOMPRESSURE:
  3834. case SC_TRIANGLESHOT:
  3835. case SC_FEINTBOMB:
  3836. case LG_BANISHINGPOINT:
  3837. case LG_SHIELDPRESS:
  3838. case LG_RAGEBURST:
  3839. case LG_RAYOFGENESIS:
  3840. case LG_HESPERUSLIT:
  3841. case LG_OVERBRAND:
  3842. case LG_OVERBRAND_BRANDISH:
  3843. case SR_FALLENEMPIRE:
  3844. case SR_CRESCENTELBOW_AUTOSPELL:
  3845. case SR_GATEOFHELL:
  3846. case SR_GENTLETOUCH_QUIET:
  3847. case WM_SEVERE_RAINSTORM_MELEE:
  3848. case WM_GREAT_ECHO:
  3849. case GN_SLINGITEM_RANGEMELEEATK:
  3850. case KO_SETSUDAN:
  3851. case GC_DARKCROW:
  3852. case RL_MASS_SPIRAL:
  3853. case RL_SLUGSHOT:
  3854. case RL_AM_BLAST:
  3855. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3856. break;
  3857. case NC_BOOSTKNUCKLE:
  3858. case NC_PILEBUNKER:
  3859. case NC_COLDSLOWER:
  3860. case NC_ARMSCANNON:
  3861. if (sd) pc_overheat(sd, 1);
  3862. case MO_TRIPLEATTACK:
  3863. case RK_WINDCUTTER:
  3864. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  3865. break;
  3866. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  3867. switch( rnd()%6 ){
  3868. case 0: flag |= BREAK_ANKLE; break;
  3869. case 1: flag |= BREAK_WRIST; break;
  3870. case 2: flag |= BREAK_KNEE; break;
  3871. case 3: flag |= BREAK_SHOULDER; break;
  3872. case 4: flag |= BREAK_WAIST; break;
  3873. case 5: flag |= BREAK_NECK; break;
  3874. }
  3875. //TODO: is there really no cleaner way to do this?
  3876. sc = status_get_sc(bl);
  3877. if (sc) sc->jb_flag = flag;
  3878. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3879. break;
  3880. case MO_COMBOFINISH:
  3881. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  3882. { //Becomes a splash attack when Soul Linked.
  3883. map_foreachinrange(skill_area_sub, bl,
  3884. skill_get_splash(skill_id, skill_lv),splash_target(src),
  3885. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  3886. skill_castend_damage_id);
  3887. } else
  3888. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3889. break;
  3890. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  3891. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3892. skill_area_temp[1] = 0;
  3893. map_foreachinrange(skill_attack_area, src,
  3894. skill_get_splash(skill_id, skill_lv), splash_target(src),
  3895. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  3896. break;
  3897. case KN_CHARGEATK:
  3898. {
  3899. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  3900. unsigned int dist = distance_bl(src, bl);
  3901. uint8 dir = map_calc_dir(bl, src->x, src->y);
  3902. // teleport to target (if not on WoE grounds)
  3903. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  3904. clif_blown(src);
  3905. // cause damage and knockback if the path to target was a straight one
  3906. if( path )
  3907. {
  3908. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist);
  3909. skill_blown(src, bl, dist, dir, 0);
  3910. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  3911. // make the caster look in the direction of the target
  3912. unit_setdir(src, (dir+4)%8);
  3913. }
  3914. }
  3915. break;
  3916. case NC_FLAMELAUNCHER:
  3917. if (sd) pc_overheat(sd,1);
  3918. case SN_SHARPSHOOTING:
  3919. case MA_SHARPSHOOTING:
  3920. case NJ_KAMAITACHI:
  3921. case LG_CANNONSPEAR:
  3922. //It won't shoot through walls since on castend there has to be a direct
  3923. //line of sight between caster and target.
  3924. skill_area_temp[1] = bl->id;
  3925. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3926. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3927. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3928. break;
  3929. case NPC_ACIDBREATH:
  3930. case NPC_DARKNESSBREATH:
  3931. case NPC_FIREBREATH:
  3932. case NPC_ICEBREATH:
  3933. case NPC_THUNDERBREATH:
  3934. skill_area_temp[1] = bl->id;
  3935. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  3936. skill_get_splash(skill_id, skill_lv),skill_get_maxcount(skill_id,skill_lv), splash_target(src),
  3937. skill_get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY);
  3938. break;
  3939. case MO_INVESTIGATE:
  3940. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3941. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3942. break;
  3943. case RG_BACKSTAP:
  3944. {
  3945. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  3946. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  3947. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3948. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  3949. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  3950. unit_setdir(bl,dir);
  3951. }
  3952. else if (sd)
  3953. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  3954. }
  3955. break;
  3956. case MO_FINGEROFFENSIVE:
  3957. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3958. if (battle_config.finger_offensive_type && sd) {
  3959. int i;
  3960. for (i = 1; i < sd->spiritball_old; i++)
  3961. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  3962. }
  3963. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3964. break;
  3965. case MO_CHAINCOMBO:
  3966. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3967. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3968. break;
  3969. #ifndef RENEWAL
  3970. case NJ_ISSEN:
  3971. #endif
  3972. case MO_EXTREMITYFIST:
  3973. {
  3974. struct block_list *mbl = bl; // For NJ_ISSEN
  3975. short x, y, i = 2; // Move 2 cells (From target)
  3976. short dir = map_calc_dir(src,bl->x,bl->y);
  3977. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  3978. if (skill_id == MO_EXTREMITYFIST) {
  3979. status_set_sp(src, 0, 0);
  3980. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  3981. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  3982. #ifdef RENEWAL
  3983. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  3984. #endif
  3985. } else {
  3986. status_set_hp(src, 1, 0);
  3987. status_change_end(src, SC_NEN, INVALID_TIMER);
  3988. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3989. }
  3990. if (skill_id == MO_EXTREMITYFIST) {
  3991. mbl = src; // For MO_EXTREMITYFIST
  3992. i = 3; // Move 3 cells (From caster)
  3993. }
  3994. if (dir > 0 && dir < 4)
  3995. x = -i;
  3996. else if (dir > 4)
  3997. x = i;
  3998. else
  3999. x = 0;
  4000. if (dir > 2 && dir < 6)
  4001. y = -i;
  4002. else if (dir == 7 || dir < 2)
  4003. y = i;
  4004. else
  4005. y = 0;
  4006. // Ashura Strike still has slide effect in GVG
  4007. if ((mbl == src || (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground)) &&
  4008. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  4009. clif_blown(src);
  4010. clif_spiritball(src);
  4011. }
  4012. }
  4013. break;
  4014. case HT_POWER:
  4015. if( tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT )
  4016. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4017. break;
  4018. //Splash attack skills.
  4019. case AS_GRIMTOOTH:
  4020. case MC_CARTREVOLUTION:
  4021. case NPC_SPLASHATTACK:
  4022. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  4023. case AS_SPLASHER:
  4024. case HT_BLITZBEAT:
  4025. case AC_SHOWER:
  4026. case MA_SHOWER:
  4027. case MG_NAPALMBEAT:
  4028. case MG_FIREBALL:
  4029. case RG_RAID:
  4030. case HW_NAPALMVULCAN:
  4031. case NJ_HUUMA:
  4032. case NJ_BAKUENRYU:
  4033. case ASC_METEORASSAULT:
  4034. case GS_DESPERADO:
  4035. case GS_SPREADATTACK:
  4036. case NPC_EARTHQUAKE:
  4037. case NPC_PULSESTRIKE:
  4038. case NPC_HELLJUDGEMENT:
  4039. case NPC_VAMPIRE_GIFT:
  4040. case RK_IGNITIONBREAK:
  4041. case AB_JUDEX:
  4042. case WL_SOULEXPANSION:
  4043. case WL_CRIMSONROCK:
  4044. case WL_JACKFROST:
  4045. case RA_ARROWSTORM:
  4046. case RA_WUGDASH:
  4047. case NC_VULCANARM:
  4048. case NC_SELFDESTRUCTION:
  4049. case NC_AXETORNADO:
  4050. case GC_ROLLINGCUTTER:
  4051. case GC_COUNTERSLASH:
  4052. case LG_MOONSLASHER:
  4053. case LG_EARTHDRIVE:
  4054. case SR_RAMPAGEBLASTER:
  4055. case SR_SKYNETBLOW:
  4056. case SR_WINDMILL:
  4057. case SR_RIDEINLIGHTNING:
  4058. case WM_SOUND_OF_DESTRUCTION:
  4059. case WM_REVERBERATION:
  4060. case SO_VARETYR_SPEAR:
  4061. case GN_CART_TORNADO:
  4062. case GN_CARTCANNON:
  4063. case KO_HAPPOKUNAI:
  4064. case KO_HUUMARANKA:
  4065. case KO_MUCHANAGE:
  4066. case KO_BAKURETSU:
  4067. case GN_ILLUSIONDOPING:
  4068. case RL_FIREDANCE:
  4069. case RL_BANISHING_BUSTER:
  4070. case RL_S_STORM:
  4071. case RL_R_TRIP:
  4072. case MH_XENO_SLASHER:
  4073. if( flag&1 ) {//Recursive invocation
  4074. int sflag = skill_area_temp[0] & 0xFFF;
  4075. int heal = 0;
  4076. if( flag&SD_LEVEL )
  4077. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  4078. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skill_id)&INF2_NPC_SKILL) )
  4079. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  4080. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  4081. if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
  4082. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4083. status_heal(src,heal,0,0);
  4084. }
  4085. } else {
  4086. switch ( skill_id ) {
  4087. case NJ_BAKUENRYU:
  4088. case LG_EARTHDRIVE:
  4089. case GN_CARTCANNON:
  4090. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4091. break;
  4092. case LG_MOONSLASHER:
  4093. case MH_XENO_SLASHER:
  4094. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4095. break;
  4096. case NPC_EARTHQUAKE://FIXME: Isn't EarthQuake a ground skill after all?
  4097. skill_addtimerskill(src,tick+250,src->id,0,0,skill_id,skill_lv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  4098. break;
  4099. default:
  4100. break;
  4101. }
  4102. skill_area_temp[0] = 0;
  4103. skill_area_temp[1] = bl->id;
  4104. skill_area_temp[2] = 0;
  4105. if( skill_id == WL_CRIMSONROCK ) {
  4106. skill_area_temp[4] = bl->x;
  4107. skill_area_temp[5] = bl->y;
  4108. }
  4109. if( skill_id == NC_VULCANARM )
  4110. if (sd) pc_overheat(sd,1);
  4111. // if skill damage should be split among targets, count them
  4112. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  4113. //special case: Venom Splasher uses a different range for searching than for splashing
  4114. if( flag&SD_LEVEL || skill_get_nk(skill_id)&NK_SPLASHSPLIT )
  4115. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  4116. // recursive invocation of skill_castend_damage_id() with flag|1
  4117. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4118. if( skill_id == AS_SPLASHER ) {
  4119. map_freeblock_unlock(); // Don't consume a second gemstone.
  4120. return 0;
  4121. }
  4122. }
  4123. break;
  4124. case WL_COMET:
  4125. if(!map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Nothing should happen if the target is on Land Protector
  4126. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4127. break;
  4128. case SM_MAGNUM:
  4129. case MS_MAGNUM:
  4130. if( flag&1 ) {
  4131. //Damage depends on distance, so add it to flag if it is > 1
  4132. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|distance_bl(src, bl));
  4133. }
  4134. break;
  4135. case KN_BRANDISHSPEAR:
  4136. case ML_BRANDISH:
  4137. //Coded apart for it needs the flag passed to the damage calculation.
  4138. if (skill_area_temp[1] != bl->id)
  4139. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4140. else
  4141. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4142. break;
  4143. case KN_BOWLINGBASH:
  4144. case MS_BOWLINGBASH:
  4145. {
  4146. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  4147. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  4148. c = (skill_lv-(flag&0xFFF)+1)/2;
  4149. // Determine the Bowling Bash area depending on configuration
  4150. if (battle_config.bowling_bash_area == 0) {
  4151. // Gutter line system
  4152. min_x = ((src->x)-c) - ((src->x)-c)%40;
  4153. if(min_x < 0) min_x = 0;
  4154. max_x = min_x + 39;
  4155. min_y = ((src->y)-c) - ((src->y)-c)%40;
  4156. if(min_y < 0) min_y = 0;
  4157. max_y = min_y + 39;
  4158. } else if (battle_config.bowling_bash_area == 1) {
  4159. // Gutter line system without demi gutter bug
  4160. min_x = src->x - (src->x)%40;
  4161. max_x = min_x + 39;
  4162. min_y = src->y - (src->y)%40;
  4163. max_y = min_y + 39;
  4164. } else {
  4165. // Area around caster
  4166. min_x = src->x - battle_config.bowling_bash_area;
  4167. max_x = src->x + battle_config.bowling_bash_area;
  4168. min_y = src->y - battle_config.bowling_bash_area;
  4169. max_y = src->y + battle_config.bowling_bash_area;
  4170. }
  4171. // Initialization, break checks, direction
  4172. if((flag&0xFFF) > 0) {
  4173. // Ignore monsters outside area
  4174. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  4175. break;
  4176. // Ignore monsters already in list
  4177. if(idb_exists(bowling_db, bl->id))
  4178. break;
  4179. // Random direction
  4180. dir = rnd()%8;
  4181. } else {
  4182. // Create an empty list of already hit targets
  4183. db_clear(bowling_db);
  4184. // Direction is walkpath
  4185. dir = (unit_getdir(src)+4)%8;
  4186. }
  4187. // Add current target to the list of already hit targets
  4188. idb_put(bowling_db, bl->id, bl);
  4189. // Keep moving target in direction square by square
  4190. tx = bl->x;
  4191. ty = bl->y;
  4192. for(i=0;i<c;i++) {
  4193. // Target coordinates (get changed even if knockback fails)
  4194. tx -= dirx[dir];
  4195. ty -= diry[dir];
  4196. // If target cell is a wall then break
  4197. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  4198. break;
  4199. skill_blown(src,bl,1,dir,0);
  4200. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  4201. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  4202. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  4203. (map_foreachinarea(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))) {
  4204. // Recursive call
  4205. map_foreachinarea(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);
  4206. // Self-collision
  4207. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  4208. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4209. break;
  4210. }
  4211. }
  4212. // Original hit or chain hit depending on flag
  4213. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  4214. }
  4215. break;
  4216. case KN_SPEARSTAB:
  4217. if(flag&1) {
  4218. if (bl->id==skill_area_temp[1])
  4219. break;
  4220. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  4221. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4222. } else {
  4223. int x=bl->x,y=bl->y,i,dir;
  4224. dir = map_calc_dir(bl,src->x,src->y);
  4225. skill_area_temp[1] = bl->id;
  4226. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  4227. // all the enemies between the caster and the target are hit, as well as the target
  4228. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  4229. skill_blown(src,bl,skill_area_temp[2],-1,0);
  4230. for (i=0;i<4;i++) {
  4231. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  4232. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4233. x += dirx[dir];
  4234. y += diry[dir];
  4235. }
  4236. }
  4237. break;
  4238. case TK_TURNKICK:
  4239. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  4240. {
  4241. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  4242. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  4243. map_foreachinrange(skill_area_sub,bl,
  4244. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  4245. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  4246. skill_castend_nodamage_id);
  4247. }
  4248. break;
  4249. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  4250. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  4251. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0); //Display an absorbed damage attack.
  4252. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4253. break;
  4254. case PR_TURNUNDEAD:
  4255. case ALL_RESURRECTION:
  4256. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  4257. break;
  4258. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4259. break;
  4260. case MG_SOULSTRIKE:
  4261. case NPC_DARKSTRIKE:
  4262. case MG_COLDBOLT:
  4263. case MG_FIREBOLT:
  4264. case MG_LIGHTNINGBOLT:
  4265. case WZ_EARTHSPIKE:
  4266. case AL_HEAL:
  4267. case AL_HOLYLIGHT:
  4268. case WZ_JUPITEL:
  4269. case NPC_DARKTHUNDER:
  4270. case PR_ASPERSIO:
  4271. case MG_FROSTDIVER:
  4272. case WZ_SIGHTBLASTER:
  4273. case WZ_SIGHTRASHER:
  4274. case NJ_KOUENKA:
  4275. case NJ_HYOUSENSOU:
  4276. case NJ_HUUJIN:
  4277. case AB_ADORAMUS:
  4278. case AB_RENOVATIO:
  4279. case AB_HIGHNESSHEAL:
  4280. case AB_DUPLELIGHT_MAGIC:
  4281. case WM_METALICSOUND:
  4282. case KO_KAIHOU:
  4283. case MH_ERASER_CUTTER:
  4284. case RL_B_TRAP:
  4285. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4286. break;
  4287. case NPC_MAGICALATTACK:
  4288. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4289. sc_start(src,src,status_skill2sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  4290. break;
  4291. case HVAN_CAPRICE: //[blackhole89]
  4292. {
  4293. int ran=rnd()%4;
  4294. int sid = 0;
  4295. switch(ran)
  4296. {
  4297. case 0: sid=MG_COLDBOLT; break;
  4298. case 1: sid=MG_FIREBOLT; break;
  4299. case 2: sid=MG_LIGHTNINGBOLT; break;
  4300. case 3: sid=WZ_EARTHSPIKE; break;
  4301. }
  4302. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  4303. }
  4304. break;
  4305. case WZ_WATERBALL:
  4306. {
  4307. int range = skill_lv / 2;
  4308. int maxlv = skill_get_max(skill_id); // learnable level
  4309. int count = 0;
  4310. int x, y;
  4311. struct skill_unit* unit;
  4312. if( skill_lv > maxlv )
  4313. {
  4314. if( src->type == BL_MOB && skill_lv == 10 )
  4315. range = 4;
  4316. else
  4317. range = maxlv / 2;
  4318. }
  4319. for( y = src->y - range; y <= src->y + range; ++y )
  4320. for( x = src->x - range; x <= src->x + range; ++x )
  4321. {
  4322. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL,1) )
  4323. {
  4324. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  4325. count++; // natural water cell
  4326. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL,1)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL,1)) != NULL )
  4327. {
  4328. count++; // skill-induced water cell
  4329. skill_delunit(unit); // consume cell
  4330. }
  4331. }
  4332. }
  4333. if( count > (10000/WATERBALL_INTERVAL)+1 ) //Waterball has a max duration of 10 seconds [Playtester]
  4334. count = (10000/WATERBALL_INTERVAL)+1;
  4335. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  4336. skill_addtimerskill(src,tick+WATERBALL_INTERVAL,bl->id,0,0,skill_id,skill_lv,count-1,flag);
  4337. }
  4338. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4339. break;
  4340. case PR_BENEDICTIO:
  4341. //Should attack undead and demons. [Skotlex]
  4342. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  4343. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4344. break;
  4345. case SL_SMA:
  4346. status_change_end(src, SC_SMA, INVALID_TIMER);
  4347. case SL_STIN:
  4348. case SL_STUN:
  4349. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4350. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  4351. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  4352. break;
  4353. }
  4354. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4355. break;
  4356. case NPC_DARKBREATH:
  4357. clif_emotion(src,E_AG);
  4358. case SN_FALCONASSAULT:
  4359. case PA_PRESSURE:
  4360. case CR_ACIDDEMONSTRATION:
  4361. case TF_THROWSTONE:
  4362. #ifdef RENEWAL
  4363. case ASC_BREAKER:
  4364. #endif
  4365. case NPC_SMOKING:
  4366. case GS_FLING:
  4367. case NJ_ZENYNAGE:
  4368. case GN_THORNS_TRAP:
  4369. case GN_HELLS_PLANT_ATK:
  4370. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4371. break;
  4372. #ifdef RENEWAL
  4373. case NJ_ISSEN: {
  4374. short x, y;
  4375. short dir = map_calc_dir(src, bl->x, bl->y);
  4376. // Move 2 cells (From target)
  4377. if (dir > 0 && dir < 4)
  4378. x = -2;
  4379. else if (dir > 4)
  4380. x = 2;
  4381. else
  4382. x = 0;
  4383. if (dir > 2 && dir < 6)
  4384. y = -2;
  4385. else if (dir == 7 || dir < 2)
  4386. y = 2;
  4387. else
  4388. y = 0;
  4389. // Doesn't have slide effect in GVG
  4390. if (!map_flag_gvg2(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x + x, bl->y + y, 1, 1)) {
  4391. clif_blown(src);
  4392. clif_spiritball(src);
  4393. }
  4394. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  4395. status_set_hp(src, max(status_get_max_hp(src) / 100, 1), 0);
  4396. status_change_end(src, SC_NEN, INVALID_TIMER);
  4397. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4398. }
  4399. break;
  4400. #endif
  4401. case RK_DRAGONBREATH_WATER:
  4402. case RK_DRAGONBREATH: {
  4403. struct status_change *tsc2 = NULL;
  4404. if( (tsc2 = status_get_sc(bl)) && (tsc2->data[SC_HIDING] )) {
  4405. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4406. } else
  4407. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4408. }
  4409. break;
  4410. case NPC_SELFDESTRUCTION: {
  4411. struct status_change *tsc2 = NULL;
  4412. if( (tsc2 = status_get_sc(bl)) && tsc2->data[SC_HIDING] )
  4413. break;
  4414. }
  4415. case HVAN_EXPLOSION:
  4416. if (src != bl)
  4417. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  4418. break;
  4419. // Celest
  4420. case PF_SOULBURN:
  4421. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  4422. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4423. if (skill_lv == 5)
  4424. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4425. status_percent_damage(src, bl, 0, 100, false);
  4426. } else {
  4427. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4428. if (skill_lv == 5)
  4429. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  4430. status_percent_damage(src, src, 0, 100, false);
  4431. }
  4432. break;
  4433. case NPC_BLOODDRAIN:
  4434. case NPC_ENERGYDRAIN:
  4435. {
  4436. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  4437. src, src, bl, skill_id, skill_lv, tick, flag);
  4438. if (heal > 0){
  4439. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4440. status_heal(src, heal, 0, 0);
  4441. }
  4442. }
  4443. break;
  4444. case GS_BULLSEYE:
  4445. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4446. break;
  4447. case NJ_KASUMIKIRI:
  4448. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  4449. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4450. break;
  4451. case NJ_KIRIKAGE:
  4452. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  4453. { //You don't move on GVG grounds.
  4454. short x, y;
  4455. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  4456. if (unit_movepos(src, x, y, 0, 0)) {
  4457. clif_blown(src);
  4458. }
  4459. }
  4460. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4461. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4462. break;
  4463. case RK_HUNDREDSPEAR:
  4464. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4465. if(rnd()%100 < (10 + 3*skill_lv)) {
  4466. int skill_req = ((sd) ? pc_checkskill(sd,KN_SPEARBOOMERANG) : skill_get_max(KN_SPEARBOOMERANG));
  4467. if( !skill_req )
  4468. break; // Spear Boomerang auto cast chance only works if you have Spear Boomerang.
  4469. skill_blown(src,bl,6,-1,0);
  4470. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,skill_req,tick,0);
  4471. }
  4472. break;
  4473. case RK_PHANTOMTHRUST:
  4474. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  4475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4476. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  4477. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  4478. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4479. break;
  4480. case RK_STORMBLAST:
  4481. if( flag&1 )
  4482. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4483. else {
  4484. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4485. 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);
  4486. }
  4487. break;
  4488. case GC_DARKILLUSION:
  4489. {
  4490. short x, y;
  4491. short dir = map_calc_dir(src,bl->x,bl->y);
  4492. if( dir > 0 && dir < 4) x = 2;
  4493. else if( dir > 4 ) x = -2;
  4494. else x = 0;
  4495. if( dir > 2 && dir < 6 ) y = 2;
  4496. else if( dir == 7 || dir < 2 ) y = -2;
  4497. else y = 0;
  4498. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  4499. clif_blown(src);
  4500. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4501. if( rnd()%100 < 4 * skill_lv )
  4502. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  4503. }
  4504. }
  4505. break;
  4506. case GC_WEAPONCRUSH:
  4507. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  4508. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4509. else if( sd )
  4510. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_WEAPONBLOCKING,0);
  4511. break;
  4512. case GC_CROSSRIPPERSLASHER:
  4513. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  4514. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  4515. else
  4516. {
  4517. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4518. status_change_end(src,SC_ROLLINGCUTTER,INVALID_TIMER);
  4519. }
  4520. break;
  4521. case GC_PHANTOMMENACE:
  4522. if( flag&1 )
  4523. { // Only Hits Invisible Targets
  4524. struct status_change *tsc2 = status_get_sc(bl);
  4525. if(tsc2 && (tsc2->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc2->data[SC__INVISIBILITY]) )
  4526. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4527. }
  4528. break;
  4529. case WL_CHAINLIGHTNING:
  4530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4531. skill_addtimerskill(src,tick + status_get_amotion(src),bl->id,0,0,WL_CHAINLIGHTNING_ATK,skill_lv,0,flag);
  4532. break;
  4533. case WL_DRAINLIFE:
  4534. {
  4535. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4536. int rate = 70 + 5 * skill_lv;
  4537. heal = heal * (5 + 5 * skill_lv) / 100;
  4538. if( bl->type == BL_SKILL )
  4539. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  4540. if( heal && rnd()%100 < rate )
  4541. {
  4542. status_heal(src, heal, 0, 0);
  4543. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  4544. }
  4545. }
  4546. break;
  4547. case WL_TETRAVORTEX:
  4548. if( sd && sc ) { // No SC? No spheres
  4549. int spheres[5] = { 0, 0, 0, 0, 0 },
  4550. positions[5] = {-1,-1,-1,-1,-1 },
  4551. i, j = 0, k, subskill = 0;
  4552. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4553. if( sc->data[i] ) {
  4554. spheres[j] = i;
  4555. positions[j] = sc->data[i]->val2;
  4556. j++;
  4557. }
  4558. // Sphere Sort, this time from new to old
  4559. for( i = 0; i <= j - 2; i++ )
  4560. for( k = i + 1; k <= j - 1; k++ )
  4561. if( positions[i] < positions[k] ) {
  4562. swap(positions[i],positions[k]);
  4563. swap(spheres[i],spheres[k]);
  4564. }
  4565. if(j == 5) { // If 5 spheres, remove last one and only do 4 actions (Official behavior)
  4566. status_change_end(src, spheres[4], INVALID_TIMER);
  4567. j = 4;
  4568. }
  4569. k = 0;
  4570. for( i = 0; i < j; i++ ) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  4571. switch( sc->data[spheres[i]]->val1 ) {
  4572. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  4573. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  4574. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  4575. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  4576. }
  4577. skill_addtimerskill(src, tick + i * 200, bl->id, k, 0, subskill, skill_lv, i, flag);
  4578. clif_skill_nodamage(src, bl, subskill, skill_lv, 1);
  4579. status_change_end(src, spheres[i], INVALID_TIMER);
  4580. }
  4581. }
  4582. break;
  4583. case WL_RELEASE:
  4584. if( sd )
  4585. {
  4586. int i;
  4587. // Priority is to release SpellBook
  4588. if( sc && sc->data[SC_READING_SB] )
  4589. { // SpellBook
  4590. uint16 pres_skill_id, pres_skill_lv, point, s = 0;
  4591. int spell[SC_MAXSPELLBOOK-SC_SPELLBOOK1 + 1];
  4592. int cooldown;
  4593. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) // List all available spell to be released
  4594. if( sc->data[i] ) spell[s++] = i;
  4595. if ( s == 0 )
  4596. break;
  4597. i = spell[s==1?0:rnd()%s];// Random select of spell to be released.
  4598. if(sc->data[i] ){// Now extract the data from the preserved spell
  4599. pres_skill_id = sc->data[i]->val1;
  4600. pres_skill_lv = sc->data[i]->val2;
  4601. point = sc->data[i]->val3;
  4602. status_change_end(src, (sc_type)i, INVALID_TIMER);
  4603. }else //something went wrong :(
  4604. break;
  4605. if( sc->data[SC_READING_SB]->val2 > point )
  4606. sc->data[SC_READING_SB]->val2 -= point;
  4607. else // Last spell to be released
  4608. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  4609. if( bl->type != BL_SKILL ) /* skill types will crash the client */
  4610. clif_skill_nodamage(src, bl, pres_skill_id, pres_skill_lv, 1);
  4611. if( !skill_check_condition_castbegin(sd, pres_skill_id, pres_skill_lv) )
  4612. break;
  4613. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  4614. skill_toggle_magicpower(src, pres_skill_id);
  4615. switch( skill_get_casttype(pres_skill_id) )
  4616. {
  4617. case CAST_GROUND:
  4618. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  4619. break;
  4620. case CAST_NODAMAGE:
  4621. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4622. break;
  4623. case CAST_DAMAGE:
  4624. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  4625. break;
  4626. }
  4627. sd->ud.canact_tick = tick + skill_delayfix(src, pres_skill_id, pres_skill_lv);
  4628. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  4629. cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  4630. if( cooldown )
  4631. skill_blockpc_start(sd, pres_skill_id, cooldown);
  4632. }
  4633. else
  4634. { // Summon Balls
  4635. int j = 0, k;
  4636. int spheres[5] = { 0, 0, 0, 0, 0 },
  4637. positions[5] = {-1,-1,-1,-1,-1 };
  4638. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  4639. if( sc && sc->data[i] )
  4640. {
  4641. spheres[j] = i;
  4642. positions[j] = sc->data[i]->val2;
  4643. sc->data[i]->val2--; // Prepares for next position
  4644. j++;
  4645. }
  4646. if( j == 0 )
  4647. { // No Spheres
  4648. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON_NONE,0);
  4649. break;
  4650. }
  4651. // Sphere Sort
  4652. for( i = 0; i <= j - 2; i++ )
  4653. for( k = i + 1; k <= j - 1; k++ )
  4654. if( positions[i] > positions[k] )
  4655. {
  4656. swap(positions[i],positions[k]);
  4657. swap(spheres[i],spheres[k]);
  4658. }
  4659. if( skill_lv == 1 ) j = 1; // Limit only to one ball
  4660. for( i = 0; i < j; i++ )
  4661. {
  4662. int skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  4663. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  4664. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  4665. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  4666. }
  4667. clif_skill_nodamage(src,bl,skill_id,0,1);
  4668. }
  4669. }
  4670. break;
  4671. case WL_FROSTMISTY:
  4672. // Causes Freezing status through walls.
  4673. sc_start(src,bl,status_skill2sc(skill_id),20+12*skill_lv+(sd ? sd->status.job_level : 50)/5,skill_lv,skill_get_time(skill_id,skill_lv));
  4674. // Doesn't deal damage through non-shootable walls.
  4675. 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)) )
  4676. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4677. break;
  4678. case WL_HELLINFERNO:
  4679. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4680. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|ELE_DARK);
  4681. break;
  4682. case RA_WUGSTRIKE:
  4683. if( sd && pc_isridingwug(sd) ){
  4684. short x[8]={0,-1,-1,-1,0,1,1,1};
  4685. short y[8]={1,1,0,-1,-1,-1,0,1};
  4686. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4687. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  4688. clif_blown(src);
  4689. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4690. }
  4691. break;
  4692. }
  4693. case RA_WUGBITE:
  4694. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  4695. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4696. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  4697. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4698. break;
  4699. case RA_SENSITIVEKEEN:
  4700. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  4701. struct status_change * tsc2 = status_get_sc(bl);
  4702. if( tsc2 && tsc2->option&(OPTION_HIDE|OPTION_CLOAK) ){
  4703. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4704. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4705. }
  4706. }
  4707. else
  4708. {
  4709. struct skill_unit *su = NULL;
  4710. struct skill_unit_group* sg;
  4711. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  4712. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4713. {
  4714. struct item item_tmp;
  4715. memset(&item_tmp,0,sizeof(item_tmp));
  4716. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  4717. item_tmp.identify = 1;
  4718. if( item_tmp.nameid )
  4719. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  4720. }
  4721. skill_delunit(su);
  4722. }
  4723. }
  4724. break;
  4725. case NC_INFRAREDSCAN:
  4726. if( flag&1 )
  4727. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  4728. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  4729. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4730. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  4731. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it.
  4732. }
  4733. else
  4734. {
  4735. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4736. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4737. if( sd ) pc_overheat(sd,1);
  4738. }
  4739. break;
  4740. case NC_MAGNETICFIELD:
  4741. if( flag&1 && !map[src->m].flag.pvp ) // Doesn't affect enemies on PvP maps
  4742. sc_start2(src,bl,SC_MAGNETICFIELD,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  4743. break;
  4744. case SC_FATALMENACE:
  4745. if( flag&1 )
  4746. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4747. else
  4748. {
  4749. short x, y;
  4750. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  4751. // Destination area
  4752. skill_area_temp[4] = x;
  4753. skill_area_temp[5] = y;
  4754. 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);
  4755. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  4756. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  4757. }
  4758. break;
  4759. case LG_PINPOINTATTACK:
  4760. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 1, 1) )
  4761. clif_blown(src);
  4762. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4763. break;
  4764. case LG_SHIELDSPELL:
  4765. if (skill_lv == 1)
  4766. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4767. else if (skill_lv == 2)
  4768. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4769. break;
  4770. case SR_DRAGONCOMBO:
  4771. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4772. break;
  4773. case SR_KNUCKLEARROW:
  4774. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  4775. dir_ka = map_calc_dir(bl, src->x, src->y);
  4776. // Has slide effect even in GVG
  4777. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  4778. clif_blown(src);
  4779. if( flag&1 )
  4780. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_LEVEL);
  4781. else
  4782. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  4783. break;
  4784. case SR_HOWLINGOFLION:
  4785. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  4786. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  4787. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  4788. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  4789. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  4790. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  4791. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  4792. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  4793. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  4794. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  4795. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  4796. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  4797. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  4798. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  4799. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  4800. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  4801. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  4802. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  4803. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  4804. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  4805. break;
  4806. case SR_EARTHSHAKER:
  4807. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  4808. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4809. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  4810. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  4811. } else {
  4812. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4813. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4814. }
  4815. break;
  4816. case SR_TIGERCANNON:
  4817. if ( flag&1 ) {
  4818. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4819. status_zap(bl, 0, status_get_max_sp(bl) * 10 / 100);
  4820. } else if ( sd ) {
  4821. int hpcost = 10 + 2 * skill_lv, spcost = 5 + 1 * skill_lv;
  4822. if (!status_charge(src, status_get_max_hp(src) * hpcost / 100, status_get_max_sp(src) * spcost / 100)) {
  4823. if (sd)
  4824. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4825. break;
  4826. }
  4827. 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);
  4828. }
  4829. break;
  4830. case SO_POISON_BUSTER: {
  4831. struct status_change *tsc2 = status_get_sc(bl);
  4832. if( tsc2 && tsc2->data[SC_POISON] ) {
  4833. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4834. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4835. }
  4836. else if( sd )
  4837. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  4838. }
  4839. break;
  4840. case GN_SPORE_EXPLOSION:
  4841. if( flag&1 )
  4842. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4843. else {
  4844. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  4845. skill_addtimerskill(src, gettick() + skill_get_time(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, 0, 0);
  4846. }
  4847. break;
  4848. case GN_DEMONIC_FIRE:
  4849. case GN_FIRE_EXPANSION_ACID:
  4850. if (flag&1)
  4851. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  4852. break;
  4853. case KO_JYUMONJIKIRI: {
  4854. short x, y;
  4855. short dir = map_calc_dir(src,bl->x,bl->y);
  4856. if (dir > 0 && dir < 4)
  4857. x = 2;
  4858. else if (dir > 4)
  4859. x = -2;
  4860. else
  4861. x = 0;
  4862. if (dir > 2 && dir < 6)
  4863. y = 2;
  4864. else if (dir == 7 || dir < 2)
  4865. y = -2;
  4866. else
  4867. y = 0;
  4868. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  4869. clif_blown(src);
  4870. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4871. }
  4872. }
  4873. break;
  4874. case EL_FIRE_BOMB:
  4875. case EL_FIRE_WAVE:
  4876. case EL_WATER_SCREW:
  4877. case EL_HURRICANE:
  4878. case EL_TYPOON_MIS:
  4879. if( flag&1 )
  4880. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  4881. else {
  4882. int i = skill_get_splash(skill_id,skill_lv);
  4883. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4884. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4885. if( rnd()%100 < 30 )
  4886. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4887. else
  4888. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4889. }
  4890. break;
  4891. case EL_ROCK_CRUSHER:
  4892. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4893. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4894. if( rnd()%100 < 50 )
  4895. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  4896. else
  4897. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  4898. break;
  4899. case EL_STONE_RAIN:
  4900. if( flag&1 )
  4901. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4902. else {
  4903. int i = skill_get_splash(skill_id,skill_lv);
  4904. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4905. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4906. if( rnd()%100 < 30 )
  4907. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  4908. else
  4909. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4910. }
  4911. break;
  4912. case EL_FIRE_ARROW:
  4913. case EL_ICE_NEEDLE:
  4914. case EL_WIND_SLASH:
  4915. case EL_STONE_HAMMER:
  4916. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4917. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4918. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4919. break;
  4920. case EL_TIDAL_WEAPON:
  4921. if( src->type == BL_ELEM ) {
  4922. struct elemental_data *ele = BL_CAST(BL_ELEM,src);
  4923. struct status_change *sc2 = status_get_sc(&ele->bl);
  4924. struct status_change *tsc2 = status_get_sc(bl);
  4925. sc_type type = status_skill2sc(skill_id), type2;
  4926. type2 = type-1;
  4927. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  4928. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  4929. if( (sc2 && sc2->data[type2]) || (tsc2 && tsc2->data[type]) ) {
  4930. elemental_clean_single_effect(ele, skill_id);
  4931. }
  4932. if( rnd()%100 < 50 )
  4933. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4934. else {
  4935. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4936. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  4937. }
  4938. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  4939. }
  4940. break;
  4941. //recursive homon skill
  4942. case MH_MAGMA_FLOW:
  4943. case MH_HEILIGE_STANGE:
  4944. if(flag&1){
  4945. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  4946. break;//chance to not trigger atk for magma
  4947. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4948. }
  4949. else
  4950. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4951. break;
  4952. case MH_STAHL_HORN:
  4953. case MH_NEEDLE_OF_PARALYZE:
  4954. case MH_SONIC_CRAW:
  4955. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4956. break;
  4957. case MH_MIDNIGHT_FRENZY:
  4958. case MH_SILVERVEIN_RUSH:
  4959. {
  4960. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4961. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4962. hom_delspiritball(hd,skill_id==MH_SILVERVEIN_RUSH?1:2,0);
  4963. }
  4964. break;
  4965. case MH_TINDER_BREAKER:
  4966. case MH_CBC:
  4967. case MH_EQC:
  4968. {
  4969. int duration = 0;
  4970. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  4971. duration = max(skill_lv,(status_get_str(src)/7 - status_get_str(bl)/10))*1000; //Yommy formula
  4972. if (skill_id == MH_TINDER_BREAKER && unit_movepos(src, bl->x, bl->y, 1, 1)) {
  4973. clif_blown(src);
  4974. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  4975. }
  4976. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  4977. sc_start4(src,bl,status_skill2sc(skill_id),100,skill_lv,src->id,0,0,duration));
  4978. hom_delspiritball(hd,skill_id==MH_EQC?3:2,0); //only EQC consume 3 in grp 2
  4979. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  4980. }
  4981. break;
  4982. case RL_H_MINE:
  4983. if (!(flag&1)) {
  4984. // Direct attack
  4985. if (!sd || !sd->flicker) {
  4986. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  4987. 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);
  4988. break;
  4989. }
  4990. // Triggered by RL_FLICKER
  4991. if (sd && sd->flicker && tsc && tsc->data[SC_H_MINE] && tsc->data[SC_H_MINE]->val2 == src->id) {
  4992. // Splash damage around it!
  4993. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  4994. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4995. flag |= 1; // Don't consume requirement
  4996. tsc->data[SC_H_MINE]->val3 = 1; // Mark the SC end because not expired
  4997. status_change_end(bl, SC_H_MINE, INVALID_TIMER);
  4998. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  4999. }
  5000. }
  5001. else
  5002. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5003. if (sd && sd->flicker)
  5004. flag |= 1; // Don't consume requirement
  5005. break;
  5006. case RL_HAMMER_OF_GOD:
  5007. if (!(flag&1)) {
  5008. if (!sd) {
  5009. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5010. break;
  5011. }
  5012. // First attack. If target is marked by SC_C_MARKER, do another splash damage!
  5013. if (tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id) {
  5014. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  5015. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5016. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5017. }
  5018. }
  5019. else
  5020. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5021. if ((flag&8))
  5022. flag |= 1;
  5023. break;
  5024. case RL_QD_SHOT:
  5025. case RL_D_TAIL:
  5026. if (!sd || (sd && tsc && tsc->data[SC_C_MARKER] && tsc->data[SC_C_MARKER]->val2 == src->id)) {
  5027. int sflag = flag;
  5028. if (skill_id == RL_QD_SHOT && skill_area_temp[1] == bl->id )
  5029. break;
  5030. if (flag&1)
  5031. sflag = (skill_area_temp[0]&0xFFF)|(flag&SD_LEVEL ? SD_LEVEL : 0)|(flag&SD_ANIMATION ? SD_ANIMATION : 0);
  5032. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5033. if (sd) {
  5034. if (skill_id != RL_D_TAIL)
  5035. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  5036. }
  5037. }
  5038. break;
  5039. case 0:/* no skill - basic/normal attack */
  5040. if(sd) {
  5041. if (flag & 3){
  5042. if (bl->id != skill_area_temp[1])
  5043. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  5044. } else {
  5045. skill_area_temp[1] = bl->id;
  5046. map_foreachinrange(skill_area_sub, bl,
  5047. sd->bonus.splash_range, BL_CHAR,
  5048. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  5049. skill_castend_damage_id);
  5050. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  5051. }
  5052. }
  5053. break;
  5054. default:
  5055. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  5056. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  5057. 0, abs(skill_get_num(skill_id, skill_lv)),
  5058. skill_id, skill_lv, skill_get_hit(skill_id));
  5059. map_freeblock_unlock();
  5060. return 1;
  5061. }
  5062. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  5063. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  5064. map_freeblock_unlock();
  5065. if( sd && !(flag&1) )
  5066. {// ensure that the skill last-cast tick is recorded
  5067. sd->canskill_tick = gettick();
  5068. if( sd->state.arrow_atk )
  5069. {// consume arrow on last invocation to this skill.
  5070. battle_consume_ammo(sd, skill_id, skill_lv);
  5071. }
  5072. // perform skill requirement consumption
  5073. skill_consume_requirement(sd,skill_id,skill_lv,2);
  5074. }
  5075. return 0;
  5076. }
  5077. /*==========================================
  5078. *
  5079. *------------------------------------------*/
  5080. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  5081. {
  5082. struct map_session_data *sd, *dstsd;
  5083. struct mob_data *md, *dstmd;
  5084. struct homun_data *hd;
  5085. struct mercenary_data *mer;
  5086. struct status_data *sstatus, *tstatus;
  5087. struct status_change *tsc;
  5088. struct status_change_entry *tsce;
  5089. int chorusbonus = 0;
  5090. int i = 0;
  5091. enum sc_type type;
  5092. if(skill_id > 0 && !skill_lv) return 0; // celest
  5093. nullpo_retr(1, src);
  5094. nullpo_retr(1, bl);
  5095. if (src->m != bl->m)
  5096. return 1;
  5097. sd = BL_CAST(BL_PC, src);
  5098. hd = BL_CAST(BL_HOM, src);
  5099. md = BL_CAST(BL_MOB, src);
  5100. mer = BL_CAST(BL_MER, src);
  5101. dstsd = BL_CAST(BL_PC, bl);
  5102. dstmd = BL_CAST(BL_MOB, bl);
  5103. if(bl->prev == NULL)
  5104. return 1;
  5105. if(status_isdead(src))
  5106. return 1;
  5107. if( src != bl && status_isdead(bl) ) {
  5108. switch( skill_id ) { // Skills that may be cast on dead targets
  5109. case NPC_WIDESOULDRAIN:
  5110. case PR_REDEMPTIO:
  5111. case ALL_RESURRECTION:
  5112. case WM_DEADHILLHERE:
  5113. break;
  5114. default:
  5115. return 1;
  5116. }
  5117. }
  5118. tstatus = status_get_status_data(bl);
  5119. sstatus = status_get_status_data(src);
  5120. // Minstrel/Wanderer number check for chorus skills.
  5121. // Bonus remains 0 unless 3 or more Minstrels/Wanderers are in the party.
  5122. if( sd && sd->status.party_id ) {
  5123. chorusbonus = party_foreachsamemap(party_sub_count_class, sd, MAPID_THIRDMASK, MAPID_MINSTRELWANDERER);
  5124. if( chorusbonus > 7 )
  5125. chorusbonus = 5; // Maximum effect possible from 7 or more Minstrels/Wanderers
  5126. else if( chorusbonus > 2 )
  5127. chorusbonus = chorusbonus - 2; // Effect bonus from additional Minstrels/Wanderers if not above the max possible.
  5128. }
  5129. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  5130. switch (skill_id) {
  5131. case HLIF_HEAL: //[orn]
  5132. if (bl->type != BL_HOM) {
  5133. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0) ;
  5134. break ;
  5135. }
  5136. case AL_HEAL:
  5137. case ALL_RESURRECTION:
  5138. case PR_ASPERSIO:
  5139. case AB_RENOVATIO:
  5140. case AB_HIGHNESSHEAL:
  5141. //Apparently only player casted skills can be offensive like this.
  5142. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  5143. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  5144. //Offensive heal does not works on non-enemies. [Skotlex]
  5145. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5146. return 0;
  5147. }
  5148. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5149. }
  5150. break;
  5151. case SO_ELEMENTAL_SHIELD: {
  5152. struct party_data *p;
  5153. short ret = 0;
  5154. int x0, y0, x1, y1, range;
  5155. if(sd == NULL || !sd->ed)
  5156. break;
  5157. if((p = party_search(sd->status.party_id)) == NULL)
  5158. break;
  5159. range = skill_get_splash(skill_id,skill_lv);
  5160. x0 = sd->bl.x - range;
  5161. y0 = sd->bl.y - range;
  5162. x1 = sd->bl.x + range;
  5163. y1 = sd->bl.y + range;
  5164. elemental_delete(sd->ed,0);
  5165. if(!skill_check_unit_range(src,src->x,src->y,skill_id,skill_lv))
  5166. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag);
  5167. for(i = 0; i < MAX_PARTY; i++) {
  5168. struct map_session_data *psd = p->data[i].sd;
  5169. if(!psd)
  5170. continue;
  5171. if(psd->bl.m != sd->bl.m || !psd->bl.prev)
  5172. continue;
  5173. if(range && (psd->bl.x < x0 || psd->bl.y < y0 ||
  5174. psd->bl.x > x1 || psd->bl.y > y1))
  5175. continue;
  5176. if(!skill_check_unit_range(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv))
  5177. ret |= skill_castend_pos2(bl,psd->bl.x,psd->bl.y,skill_id,skill_lv,tick,flag);
  5178. }
  5179. return ret;
  5180. }
  5181. break;
  5182. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  5183. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  5184. case MH_STEINWAND: {
  5185. struct block_list *s_src = battle_get_master(src);
  5186. short ret = 0;
  5187. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  5188. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  5189. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  5190. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  5191. if (hd)
  5192. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  5193. return ret;
  5194. }
  5195. break;
  5196. default:
  5197. //Skill is actually ground placed.
  5198. if (src == bl && skill_get_unit_id(skill_id,0))
  5199. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  5200. }
  5201. type = status_skill2sc(skill_id);
  5202. tsc = status_get_sc(bl);
  5203. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  5204. if (src!=bl && type > -1 &&
  5205. (i = skill_get_ele(skill_id, skill_lv)) > ELE_NEUTRAL &&
  5206. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  5207. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  5208. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  5209. map_freeblock_lock();
  5210. switch(skill_id)
  5211. {
  5212. case HLIF_HEAL: //[orn]
  5213. case AL_HEAL:
  5214. case AB_HIGHNESSHEAL:
  5215. {
  5216. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  5217. int heal_get_jobexp;
  5218. if( status_isimmune(bl) ||
  5219. (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  5220. (dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
  5221. heal=0;
  5222. if( tsc && tsc->count ) {
  5223. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) ) { //Bounce back heal
  5224. if (--tsc->data[SC_KAITE]->val2 <= 0)
  5225. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5226. if (src == bl)
  5227. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  5228. else {
  5229. bl = src;
  5230. dstsd = sd;
  5231. }
  5232. }
  5233. else if (tsc->data[SC_BERSERK] || tsc->data[SC_SATURDAYNIGHTFEVER])
  5234. heal = 0; //Needed so that it actually displays 0 when healing.
  5235. }
  5236. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  5237. if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
  5238. heal = ~heal + 1;
  5239. heal_get_jobexp = status_heal(bl,heal,0,0);
  5240. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  5241. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  5242. if (heal_get_jobexp <= 0)
  5243. heal_get_jobexp = 1;
  5244. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  5245. }
  5246. }
  5247. break;
  5248. case PR_REDEMPTIO:
  5249. if (sd && !(flag&1)) {
  5250. if (sd->status.party_id == 0) {
  5251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5252. break;
  5253. }
  5254. skill_area_temp[0] = 0;
  5255. party_foreachsamemap(skill_area_sub,
  5256. sd,skill_get_splash(skill_id, skill_lv),
  5257. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  5258. skill_castend_nodamage_id);
  5259. if (skill_area_temp[0] == 0) {
  5260. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5261. break;
  5262. }
  5263. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  5264. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  5265. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  5266. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  5267. clif_updatestatus(sd,SP_BASEEXP);
  5268. clif_updatestatus(sd,SP_JOBEXP);
  5269. }
  5270. status_set_hp(src, 1, 0);
  5271. status_set_sp(src, 0, 0);
  5272. break;
  5273. } else if (status_isdead(bl) && flag&1) { //Revive
  5274. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  5275. skill_lv = 3; //Resurrection level 3 is used
  5276. } else //Invalid target, skip resurrection.
  5277. break;
  5278. case ALL_RESURRECTION:
  5279. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  5280. { //No reviving in WoE grounds!
  5281. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5282. break;
  5283. }
  5284. if (!status_isdead(bl))
  5285. break;
  5286. {
  5287. int per = 0, sper = 0;
  5288. if (tsc && tsc->data[SC_HELLPOWER])
  5289. break;
  5290. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  5291. break;
  5292. switch(skill_lv){
  5293. case 1: per=10; break;
  5294. case 2: per=30; break;
  5295. case 3: per=50; break;
  5296. case 4: per=80; break;
  5297. }
  5298. if(dstsd && dstsd->special_state.restart_full_recover)
  5299. per = sper = 100;
  5300. if (status_revive(bl, per, sper))
  5301. {
  5302. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  5303. if(sd && dstsd && battle_config.resurrection_exp > 0)
  5304. {
  5305. int exp = 0,jexp = 0;
  5306. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  5307. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  5308. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5309. if (exp < 1) exp = 1;
  5310. }
  5311. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  5312. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  5313. if (jexp < 1) jexp = 1;
  5314. }
  5315. if(exp > 0 || jexp > 0)
  5316. pc_gainexp (sd, bl, exp, jexp, false);
  5317. }
  5318. }
  5319. }
  5320. break;
  5321. case AL_DECAGI:
  5322. case MER_DECAGI:
  5323. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  5324. 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)));
  5325. break;
  5326. case AL_CRUCIS:
  5327. if (flag&1)
  5328. 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));
  5329. else {
  5330. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5331. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  5332. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5333. }
  5334. break;
  5335. case PR_LEXDIVINA:
  5336. case MER_LEXDIVINA:
  5337. if( tsce )
  5338. status_change_end(bl,type, INVALID_TIMER);
  5339. else
  5340. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5341. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5342. break;
  5343. case SA_ABRACADABRA:
  5344. if (!skill_abra_count) {
  5345. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5346. break;
  5347. }
  5348. else {
  5349. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = MAX_SKILL_ABRA_DB * 3;
  5350. do {
  5351. i = rnd() % MAX_SKILL_ABRA_DB;
  5352. abra_skill_id = skill_abra_db[i].skill_id;
  5353. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  5354. } while ( checked++ < checked_max &&
  5355. (abra_skill_id == 0 ||
  5356. rnd()%10000 >= skill_abra_db[i].per[max(skill_lv-1,0)]) );
  5357. if (!skill_get_index(abra_skill_id))
  5358. break;
  5359. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  5360. if( sd )
  5361. {// player-casted
  5362. sd->state.abra_flag = 1;
  5363. sd->skillitem = abra_skill_id;
  5364. sd->skillitemlv = abra_skill_lv;
  5365. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  5366. }
  5367. else
  5368. {// mob-casted
  5369. struct unit_data *ud = unit_bl2ud(src);
  5370. int inf = skill_get_inf(abra_skill_id);
  5371. if (!ud) break;
  5372. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  5373. if (src->type == BL_PET)
  5374. bl = (struct block_list*)((TBL_PET*)src)->master;
  5375. if (!bl) bl = src;
  5376. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  5377. } else { //Assume offensive skills
  5378. int target_id = 0;
  5379. if (ud->target)
  5380. target_id = ud->target;
  5381. else switch (src->type) {
  5382. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  5383. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  5384. }
  5385. if (!target_id)
  5386. break;
  5387. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  5388. bl = map_id2bl(target_id);
  5389. if (!bl) bl = src;
  5390. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  5391. } else
  5392. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  5393. }
  5394. }
  5395. }
  5396. break;
  5397. case SA_COMA:
  5398. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5399. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  5400. break;
  5401. case SA_FULLRECOVERY:
  5402. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5403. if (status_isimmune(bl))
  5404. break;
  5405. status_percent_heal(bl, 100, 100);
  5406. break;
  5407. case NPC_ALLHEAL:
  5408. {
  5409. int heal;
  5410. if( status_isimmune(bl) )
  5411. break;
  5412. heal = status_percent_heal(bl, 100, 0);
  5413. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  5414. if( dstmd )
  5415. { // Reset Damage Logs
  5416. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  5417. dstmd->tdmg = 0;
  5418. }
  5419. }
  5420. break;
  5421. case SA_SUMMONMONSTER:
  5422. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5423. if (sd) mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  5424. break;
  5425. case SA_LEVELUP:
  5426. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5427. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  5428. break;
  5429. case SA_INSTANTDEATH:
  5430. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5431. status_kill(src);
  5432. break;
  5433. case SA_QUESTION:
  5434. clif_emotion(src,E_WHAT);
  5435. case SA_GRAVITY:
  5436. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5437. break;
  5438. case SA_CLASSCHANGE:
  5439. case SA_MONOCELL:
  5440. if (dstmd)
  5441. {
  5442. int class_;
  5443. if ( sd && dstmd->status.mode&MD_BOSS )
  5444. {
  5445. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5446. break;
  5447. }
  5448. class_ = skill_id==SA_MONOCELL?1002:mob_get_random_id(4, 1, 0);
  5449. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5450. mob_class_change(dstmd,class_);
  5451. if( tsc && dstmd->status.mode&MD_BOSS )
  5452. {
  5453. 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 };
  5454. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  5455. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5456. for (i = 0; i < ARRAYLENGTH(scs); i++)
  5457. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  5458. }
  5459. }
  5460. break;
  5461. case SA_DEATH:
  5462. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  5463. {
  5464. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5465. break;
  5466. }
  5467. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5468. status_kill(bl);
  5469. break;
  5470. case SA_REVERSEORCISH:
  5471. case ALL_REVERSEORCISH:
  5472. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5473. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  5474. break;
  5475. case SA_FORTUNE:
  5476. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5477. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
  5478. break;
  5479. case SA_TAMINGMONSTER:
  5480. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5481. if (sd && dstmd) {
  5482. ARR_FIND( 0, MAX_PET_DB, i, dstmd->mob_id == pet_db[i].class_ );
  5483. if( i < MAX_PET_DB )
  5484. pet_catch_process1(sd, dstmd->mob_id);
  5485. }
  5486. break;
  5487. case CR_PROVIDENCE:
  5488. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  5489. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  5490. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5491. map_freeblock_unlock();
  5492. return 1;
  5493. }
  5494. }
  5495. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5496. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5497. break;
  5498. case CG_MARIONETTE:
  5499. {
  5500. struct status_change* sc = status_get_sc(src);
  5501. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  5502. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  5503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5504. map_freeblock_unlock();
  5505. return 1;
  5506. }
  5507. if( sc && tsc )
  5508. {
  5509. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  5510. {
  5511. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  5512. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  5513. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5514. }
  5515. else
  5516. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  5517. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  5518. {
  5519. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  5520. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  5521. }
  5522. else
  5523. {
  5524. if( sd )
  5525. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5526. map_freeblock_unlock();
  5527. return 1;
  5528. }
  5529. }
  5530. }
  5531. break;
  5532. case RG_CLOSECONFINE:
  5533. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5534. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  5535. break;
  5536. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  5537. case SA_FROSTWEAPON:
  5538. case SA_LIGHTNINGLOADER:
  5539. case SA_SEISMICWEAPON:
  5540. if (dstsd) {
  5541. if(dstsd->status.weapon == W_FIST ||
  5542. (dstsd->sc.count && !dstsd->sc.data[type] &&
  5543. ( //Allow re-enchanting to lenghten time. [Skotlex]
  5544. dstsd->sc.data[SC_FIREWEAPON] ||
  5545. dstsd->sc.data[SC_WATERWEAPON] ||
  5546. dstsd->sc.data[SC_WINDWEAPON] ||
  5547. dstsd->sc.data[SC_EARTHWEAPON] ||
  5548. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5549. dstsd->sc.data[SC_GHOSTWEAPON] ||
  5550. dstsd->sc.data[SC_ENCPOISON]
  5551. ))
  5552. ) {
  5553. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5554. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5555. break;
  5556. }
  5557. }
  5558. // 100% success rate at lv4 & 5, but lasts longer at lv5
  5559. 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)))) {
  5560. if (sd)
  5561. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5562. if (skill_break_equip(src,bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  5563. clif_displaymessage(sd->fd, msg_txt(sd,669));
  5564. }
  5565. break;
  5566. case PR_ASPERSIO:
  5567. if (sd && dstmd) {
  5568. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5569. break;
  5570. }
  5571. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5572. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5573. break;
  5574. case ITEM_ENCHANTARMS:
  5575. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5576. sc_start2(src,bl,type,100,skill_lv,
  5577. skill_get_ele(skill_id,skill_lv), skill_get_time(skill_id,skill_lv)));
  5578. break;
  5579. case TK_SEVENWIND:
  5580. switch(skill_get_ele(skill_id,skill_lv)) {
  5581. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  5582. case ELE_WIND : type = SC_WINDWEAPON; break;
  5583. case ELE_WATER : type = SC_WATERWEAPON; break;
  5584. case ELE_FIRE : type = SC_FIREWEAPON; break;
  5585. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  5586. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  5587. case ELE_HOLY : type = SC_ASPERSIO; break;
  5588. }
  5589. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5590. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5591. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5592. break;
  5593. case PR_KYRIE:
  5594. case MER_KYRIE:
  5595. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  5596. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5597. break;
  5598. //Passive Magnum, should had been casted on yourself.
  5599. case SM_MAGNUM:
  5600. case MS_MAGNUM:
  5601. skill_area_temp[1] = 0;
  5602. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  5603. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  5604. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  5605. // Initiate 20% of your damage becomes fire element.
  5606. sc_start4(src,src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skill_id, skill_lv));
  5607. if( sd )
  5608. skill_blockpc_start(sd, skill_id, skill_get_time(skill_id, skill_lv));
  5609. else if( bl->type == BL_MER )
  5610. skill_blockmerc_start((TBL_MER*)bl, skill_id, skill_get_time(skill_id, skill_lv));
  5611. break;
  5612. case TK_JUMPKICK:
  5613. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  5614. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  5615. if( unit_movepos(src, bl->x, bl->y, 1, 1) ) {
  5616. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5617. clif_blown(src);
  5618. }
  5619. } else
  5620. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  5621. break;
  5622. case AL_INCAGI:
  5623. case AL_BLESSING:
  5624. case MER_INCAGI:
  5625. case MER_BLESSING:
  5626. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  5627. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5628. break;
  5629. }
  5630. case PR_SLOWPOISON:
  5631. case PR_IMPOSITIO:
  5632. case PR_LEXAETERNA:
  5633. case PR_SUFFRAGIUM:
  5634. case PR_BENEDICTIO:
  5635. case LK_BERSERK:
  5636. case MS_BERSERK:
  5637. case KN_TWOHANDQUICKEN:
  5638. case KN_ONEHAND:
  5639. case MER_QUICKEN:
  5640. case CR_SPEARQUICKEN:
  5641. case CR_REFLECTSHIELD:
  5642. case MS_REFLECTSHIELD:
  5643. case AS_POISONREACT:
  5644. case MC_LOUD:
  5645. case MG_ENERGYCOAT:
  5646. case MO_EXPLOSIONSPIRITS:
  5647. case MO_STEELBODY:
  5648. case MO_BLADESTOP:
  5649. case LK_AURABLADE:
  5650. case LK_PARRYING:
  5651. case MS_PARRYING:
  5652. case LK_CONCENTRATION:
  5653. case WS_CARTBOOST:
  5654. case SN_SIGHT:
  5655. case WS_MELTDOWN:
  5656. case WS_OVERTHRUSTMAX:
  5657. case ST_REJECTSWORD:
  5658. case HW_MAGICPOWER:
  5659. case PF_MEMORIZE:
  5660. case PA_SACRIFICE:
  5661. case ASC_EDP:
  5662. case PF_DOUBLECASTING:
  5663. case SG_SUN_COMFORT:
  5664. case SG_MOON_COMFORT:
  5665. case SG_STAR_COMFORT:
  5666. case NPC_HALLUCINATION:
  5667. case GS_MADNESSCANCEL:
  5668. case GS_ADJUSTMENT:
  5669. case GS_INCREASING:
  5670. case NJ_KASUMIKIRI:
  5671. case NJ_UTSUSEMI:
  5672. case NJ_NEN:
  5673. case NPC_DEFENDER:
  5674. case NPC_MAGICMIRROR:
  5675. case ST_PRESERVE:
  5676. case NPC_INVINCIBLE:
  5677. case NPC_INVINCIBLEOFF:
  5678. case RK_DEATHBOUND:
  5679. case AB_RENOVATIO:
  5680. case AB_EXPIATIO:
  5681. case AB_DUPLELIGHT:
  5682. case AB_SECRAMENT:
  5683. case NC_ACCELERATION:
  5684. case NC_HOVERING:
  5685. case NC_SHAPESHIFT:
  5686. case WL_RECOGNIZEDSPELL:
  5687. case GC_VENOMIMPRESS:
  5688. case SC_DEADLYINFECT:
  5689. case LG_EXEEDBREAK:
  5690. case LG_PRESTIGE:
  5691. case SR_CRESCENTELBOW:
  5692. case SR_LIGHTNINGWALK:
  5693. case GN_CARTBOOST:
  5694. case KO_MEIKYOUSISUI:
  5695. case ALL_ODINS_POWER:
  5696. case ALL_FULL_THROTTLE:
  5697. case RA_UNLIMIT:
  5698. case WL_TELEKINESIS_INTENSE:
  5699. case RL_HEAT_BARREL:
  5700. case RL_P_ALTER:
  5701. case RL_E_CHAIN:
  5702. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5703. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5704. break;
  5705. case KN_AUTOCOUNTER:
  5706. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5707. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  5708. break;
  5709. case SO_STRIKING:
  5710. if (sd) {
  5711. int bonus = 8 + 2 * skill_lv;
  5712. bonus += (pc_checkskill(sd, SA_FLAMELAUNCHER)+pc_checkskill(sd, SA_FROSTWEAPON)+pc_checkskill(sd, SA_LIGHTNINGLOADER)+pc_checkskill(sd, SA_SEISMICWEAPON))*5;
  5713. clif_skill_nodamage( src, bl, skill_id, skill_lv,
  5714. battle_check_target(src,bl,BCT_PARTY|BCT_SELF)>0 ? //only on self or party member
  5715. sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id,skill_lv)) :
  5716. 0
  5717. );
  5718. }
  5719. break;
  5720. case NPC_STOP:
  5721. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5722. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  5723. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  5724. break;
  5725. case HP_ASSUMPTIO:
  5726. if( sd && dstmd )
  5727. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5728. else
  5729. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5730. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5731. break;
  5732. case MG_SIGHT:
  5733. case MER_SIGHT:
  5734. case AL_RUWACH:
  5735. case WZ_SIGHTBLASTER:
  5736. case NPC_WIDESIGHT:
  5737. case NPC_STONESKIN:
  5738. case NPC_ANTIMAGIC:
  5739. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5740. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  5741. break;
  5742. case HLIF_AVOID:
  5743. case HAMI_DEFENCE:
  5744. i = skill_get_time(skill_id,skill_lv);
  5745. clif_skill_nodamage(bl,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,i)); // Master
  5746. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,i)); // Homunc
  5747. break;
  5748. case NJ_BUNSINJYUTSU:
  5749. status_change_end(bl, SC_BUNSINJYUTSU, INVALID_TIMER); // on official recasting cancels existing mirror image [helvetica]
  5750. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5751. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5752. status_change_end(bl, SC_NEN, INVALID_TIMER);
  5753. break;
  5754. /* Was modified to only affect targetted char. [Skotlex]
  5755. case HP_ASSUMPTIO:
  5756. if (flag&1)
  5757. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5758. else
  5759. {
  5760. map_foreachinrange(skill_area_sub, bl,
  5761. skill_get_splash(skill_id, skill_lv), BL_PC,
  5762. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  5763. skill_castend_nodamage_id);
  5764. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5765. }
  5766. break;
  5767. */
  5768. case SM_ENDURE:
  5769. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5770. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5771. break;
  5772. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  5773. if (sd && dstsd && dstsd->sc.count) {
  5774. if (dstsd->sc.data[SC_FIREWEAPON] ||
  5775. dstsd->sc.data[SC_WATERWEAPON] ||
  5776. dstsd->sc.data[SC_WINDWEAPON] ||
  5777. dstsd->sc.data[SC_EARTHWEAPON] ||
  5778. dstsd->sc.data[SC_SHADOWWEAPON] ||
  5779. dstsd->sc.data[SC_GHOSTWEAPON]
  5780. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  5781. ) {
  5782. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  5783. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5784. break;
  5785. }
  5786. }
  5787. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5788. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5789. break;
  5790. case LK_TENSIONRELAX:
  5791. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5792. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  5793. skill_get_time(skill_id,skill_lv)));
  5794. break;
  5795. case MC_CHANGECART:
  5796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5797. break;
  5798. case TK_MISSION:
  5799. if (sd) {
  5800. int id;
  5801. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  5802. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  5803. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5804. break;
  5805. }
  5806. id = mob_get_random_id(0,0xF, sd->status.base_level);
  5807. if (!id) {
  5808. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5809. break;
  5810. }
  5811. sd->mission_mobid = id;
  5812. sd->mission_count = 0;
  5813. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  5814. clif_mission_info(sd, id, 0);
  5815. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5816. }
  5817. break;
  5818. case AC_CONCENTRATION:
  5819. {
  5820. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5821. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  5822. map_foreachinrange( status_change_timer_sub, src,
  5823. skill_get_splash(skill_id, skill_lv), BL_CHAR,
  5824. src,NULL,type,tick);
  5825. }
  5826. break;
  5827. case SM_PROVOKE:
  5828. case SM_SELFPROVOKE:
  5829. case MER_PROVOKE:
  5830. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  5831. {
  5832. map_freeblock_unlock();
  5833. return 1;
  5834. }
  5835. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  5836. clif_skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
  5837. (i = sc_start(src,bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id,skill_lv))));
  5838. if( !i )
  5839. {
  5840. if( sd )
  5841. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5842. map_freeblock_unlock();
  5843. return 0;
  5844. }
  5845. unit_skillcastcancel(bl, 2);
  5846. if( tsc && tsc->count )
  5847. {
  5848. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5849. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  5850. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5851. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5852. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  5853. }
  5854. if( dstmd )
  5855. {
  5856. dstmd->state.provoke_flag = src->id;
  5857. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  5858. }
  5859. break;
  5860. case ML_DEVOTION:
  5861. case CR_DEVOTION:
  5862. {
  5863. int count, lv;
  5864. if( !dstsd || (!sd && !mer) )
  5865. { // Only players can be devoted
  5866. if( sd )
  5867. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5868. break;
  5869. }
  5870. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  5871. lv = -lv;
  5872. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  5873. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  5874. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  5875. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  5876. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  5877. {
  5878. if( sd )
  5879. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5880. map_freeblock_unlock();
  5881. return 1;
  5882. }
  5883. i = 0;
  5884. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  5885. if( sd )
  5886. { // Player Devoting Player
  5887. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  5888. if( i == count )
  5889. {
  5890. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  5891. if( i == count )
  5892. { // No free slots, skill Fail
  5893. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  5894. map_freeblock_unlock();
  5895. return 1;
  5896. }
  5897. }
  5898. sd->devotion[i] = bl->id;
  5899. }
  5900. else
  5901. mer->devotion_flag = 1; // Mercenary Devoting Owner
  5902. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  5903. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src,skill_id,skill_lv), 0, skill_get_time2(skill_id, skill_lv)));
  5904. clif_devotion(src, NULL);
  5905. }
  5906. break;
  5907. case MO_CALLSPIRITS:
  5908. if(sd) {
  5909. int limit = skill_lv;
  5910. if( sd->sc.data[SC_RAISINGDRAGON] )
  5911. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5912. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5913. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5914. }
  5915. break;
  5916. case CH_SOULCOLLECT:
  5917. if(sd) {
  5918. int limit = 5;
  5919. if( sd->sc.data[SC_RAISINGDRAGON] )
  5920. limit += sd->sc.data[SC_RAISINGDRAGON]->val1;
  5921. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5922. for (i = 0; i < limit; i++)
  5923. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  5924. }
  5925. break;
  5926. case MO_KITRANSLATION:
  5927. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  5928. //Require will define how many spiritballs will be transferred
  5929. struct skill_condition require;
  5930. require = skill_get_requirement(sd,skill_id,skill_lv);
  5931. pc_delspiritball(sd,require.spiritball,0);
  5932. for (i = 0; i < require.spiritball; i++)
  5933. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  5934. } else {
  5935. if(sd)
  5936. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  5937. map_freeblock_unlock();
  5938. return 0;
  5939. }
  5940. break;
  5941. case TK_TURNKICK:
  5942. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  5943. if (skill_area_temp[1] != bl->id) {
  5944. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,0);
  5945. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  5946. }
  5947. break;
  5948. case MO_ABSORBSPIRITS:
  5949. i = 0;
  5950. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION))
  5951. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  5952. i = dstsd->spiritball * 7;
  5953. pc_delspiritball(dstsd,dstsd->spiritball,0);
  5954. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rnd() % 100 < 20)
  5955. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  5956. i = 2 * dstmd->level;
  5957. mob_target(dstmd,src,0);
  5958. }
  5959. if (i) status_heal(src, 0, i, 3);
  5960. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  5961. break;
  5962. case AC_MAKINGARROW:
  5963. if(sd) {
  5964. clif_arrow_create_list(sd);
  5965. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5966. }
  5967. break;
  5968. case AM_PHARMACY:
  5969. if(sd) {
  5970. clif_skill_produce_mix_list(sd,skill_id,22);
  5971. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5972. }
  5973. break;
  5974. case SA_CREATECON:
  5975. if(sd) {
  5976. clif_elementalconverter_list(sd);
  5977. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5978. }
  5979. break;
  5980. case BS_HAMMERFALL:
  5981. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  5982. sc_start(src,bl,SC_STUN,(20 + 10 * skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv)));
  5983. break;
  5984. case RG_RAID:
  5985. skill_area_temp[1] = 0;
  5986. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5987. map_foreachinrange(skill_area_sub, bl,
  5988. skill_get_splash(skill_id, skill_lv), splash_target(src),
  5989. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  5990. skill_castend_damage_id);
  5991. status_change_end(src, SC_HIDING, INVALID_TIMER);
  5992. break;
  5993. //List of self skills that give damage around caster
  5994. case ASC_METEORASSAULT:
  5995. case GS_SPREADATTACK:
  5996. case RK_STORMBLAST:
  5997. case NC_AXETORNADO:
  5998. case GC_COUNTERSLASH:
  5999. case SR_SKYNETBLOW:
  6000. case SR_RAMPAGEBLASTER:
  6001. case SR_HOWLINGOFLION:
  6002. case KO_HAPPOKUNAI:
  6003. case RL_FIREDANCE:
  6004. case RL_R_TRIP:
  6005. skill_area_temp[1] = 0;
  6006. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6007. if (battle_config.skill_wall_check)
  6008. i = map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6009. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6010. else
  6011. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src),
  6012. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6013. if( !i && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  6014. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  6015. break;
  6016. case NC_EMERGENCYCOOL:
  6017. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6018. status_change_end(src,SC_OVERHEAT_LIMITPOINT,INVALID_TIMER);
  6019. status_change_end(src,SC_OVERHEAT,INVALID_TIMER);
  6020. break;
  6021. case SR_WINDMILL:
  6022. case GN_CART_TORNADO:
  6023. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6024. case SR_EARTHSHAKER:
  6025. case NC_INFRAREDSCAN:
  6026. case NPC_EARTHQUAKE:
  6027. case NPC_VAMPIRE_GIFT:
  6028. case NPC_HELLJUDGEMENT:
  6029. case NPC_PULSESTRIKE:
  6030. case LG_MOONSLASHER:
  6031. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  6032. break;
  6033. case KN_BRANDISHSPEAR:
  6034. case ML_BRANDISH:
  6035. skill_brandishspear(src, bl, skill_id, skill_lv, tick, flag);
  6036. break;
  6037. case WZ_SIGHTRASHER:
  6038. //Passive side of the attack.
  6039. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  6040. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6041. map_foreachinrange(skill_area_sub,src,
  6042. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  6043. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  6044. skill_castend_damage_id);
  6045. break;
  6046. case NJ_HYOUSYOURAKU:
  6047. case NJ_RAIGEKISAI:
  6048. case WZ_FROSTNOVA:
  6049. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6050. skill_area_temp[1] = 0;
  6051. map_foreachinrange(skill_attack_area, src,
  6052. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6053. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  6054. break;
  6055. case HVAN_EXPLOSION: //[orn]
  6056. case NPC_SELFDESTRUCTION:
  6057. //Self Destruction hits everyone in range (allies+enemies)
  6058. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  6059. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  6060. BCT_ENEMY:BCT_ALL;
  6061. clif_skill_nodamage(src, src, skill_id, -1, 1);
  6062. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  6063. map_foreachinrange(skill_area_sub, bl,
  6064. skill_get_splash(skill_id, skill_lv), splash_target(src),
  6065. src, skill_id, skill_lv, tick, flag|i,
  6066. skill_castend_damage_id);
  6067. if(map_addblock(src))
  6068. return 1;
  6069. status_damage(src, src, sstatus->max_hp,0,0,1);
  6070. break;
  6071. case AL_ANGELUS:
  6072. case PR_MAGNIFICAT:
  6073. case PR_GLORIA:
  6074. case SN_WINDWALK:
  6075. case CASH_BLESSING:
  6076. case CASH_INCAGI:
  6077. case CASH_ASSUMPTIO:
  6078. case WM_FRIGG_SONG:
  6079. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  6080. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6081. else if( sd )
  6082. 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);
  6083. break;
  6084. case MER_MAGNIFICAT:
  6085. if( mer != NULL )
  6086. {
  6087. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6088. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  6089. 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);
  6090. else if( mer->master && !(flag&1) )
  6091. 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)));
  6092. }
  6093. break;
  6094. case BS_ADRENALINE:
  6095. case BS_ADRENALINE2:
  6096. case BS_WEAPONPERFECT:
  6097. case BS_OVERTHRUST:
  6098. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  6099. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  6100. sc_start2(src,bl,type,100,skill_lv,(src == bl)? 1:0,skill_get_time(skill_id,skill_lv)));
  6101. } else if (sd) {
  6102. party_foreachsamemap(skill_area_sub,
  6103. sd,skill_get_splash(skill_id, skill_lv),
  6104. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6105. skill_castend_nodamage_id);
  6106. }
  6107. break;
  6108. case BS_MAXIMIZE:
  6109. case NV_TRICKDEAD:
  6110. case CR_DEFENDER:
  6111. case ML_DEFENDER:
  6112. case CR_AUTOGUARD:
  6113. case ML_AUTOGUARD:
  6114. case TK_READYSTORM:
  6115. case TK_READYDOWN:
  6116. case TK_READYTURN:
  6117. case TK_READYCOUNTER:
  6118. case TK_DODGE:
  6119. case CR_SHRINK:
  6120. case SG_FUSION:
  6121. case GS_GATLINGFEVER:
  6122. if( tsce )
  6123. {
  6124. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6125. map_freeblock_unlock();
  6126. return 0;
  6127. }
  6128. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6129. break;
  6130. case SL_KAITE:
  6131. case SL_KAAHI:
  6132. case SL_KAIZEL:
  6133. case SL_KAUPE:
  6134. if (sd) {
  6135. if (!dstsd || !(
  6136. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  6137. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  6138. dstsd->status.char_id == sd->status.char_id ||
  6139. dstsd->status.char_id == sd->status.partner_id ||
  6140. dstsd->status.char_id == sd->status.child
  6141. )) {
  6142. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  6143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6144. break;
  6145. }
  6146. }
  6147. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6148. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6149. break;
  6150. case SM_AUTOBERSERK:
  6151. case MER_AUTOBERSERK:
  6152. if( tsce )
  6153. i = status_change_end(bl, type, INVALID_TIMER);
  6154. else
  6155. i = sc_start(src,bl,type,100,skill_lv,60000);
  6156. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6157. break;
  6158. case TF_HIDING:
  6159. case ST_CHASEWALK:
  6160. case KO_YAMIKUMO:
  6161. if (tsce)
  6162. {
  6163. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  6164. map_freeblock_unlock();
  6165. return 0;
  6166. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  6167. //Mado Gear cannot hide
  6168. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6169. map_freeblock_unlock();
  6170. return 0;
  6171. }
  6172. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6173. break;
  6174. case TK_RUN:
  6175. if (tsce)
  6176. {
  6177. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  6178. map_freeblock_unlock();
  6179. return 0;
  6180. }
  6181. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  6182. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  6183. clif_walkok(sd); // So aegis has to resend the walk ok.
  6184. break;
  6185. case AS_CLOAKING:
  6186. case GC_CLOAKINGEXCEED:
  6187. case LG_FORCEOFVANGUARD:
  6188. case SC_REPRODUCE:
  6189. case SC_INVISIBILITY:
  6190. case RA_CAMOUFLAGE:
  6191. if (tsce) {
  6192. i = status_change_end(bl, type, INVALID_TIMER);
  6193. if( i )
  6194. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6195. else if( sd )
  6196. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6197. map_freeblock_unlock();
  6198. return 0;
  6199. }
  6200. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6201. if( i )
  6202. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD ) ? skill_lv : -1,i);
  6203. else if( sd )
  6204. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6205. break;
  6206. case BD_ADAPTATION:
  6207. if(tsc && tsc->data[SC_DANCING]){
  6208. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6209. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6210. }
  6211. break;
  6212. case BA_FROSTJOKER:
  6213. case DC_SCREAM:
  6214. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6215. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  6216. if (md) {
  6217. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  6218. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  6219. char temp[70];
  6220. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skill_get_index(skill_id)]->desc);
  6221. clif_disp_overhead(&md->bl,temp);
  6222. }
  6223. break;
  6224. case BA_PANGVOICE:
  6225. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,50,7,skill_get_time(skill_id,skill_lv)));
  6226. break;
  6227. case DC_WINKCHARM:
  6228. if( dstsd )
  6229. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,30,7,skill_get_time2(skill_id,skill_lv)));
  6230. else
  6231. if( dstmd )
  6232. {
  6233. if( status_get_lv(src) > status_get_lv(bl)
  6234. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER || tstatus->race == RC_ANGEL)
  6235. && !(tstatus->mode&MD_BOSS) )
  6236. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,70,skill_lv,src->id,skill_get_time(skill_id,skill_lv)));
  6237. else
  6238. {
  6239. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6240. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6241. }
  6242. }
  6243. break;
  6244. case TF_STEAL:
  6245. if(sd) {
  6246. if(pc_steal_item(sd,bl,skill_lv))
  6247. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6248. else
  6249. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  6250. }
  6251. break;
  6252. case RG_STEALCOIN:
  6253. if(sd) {
  6254. if(pc_steal_coin(sd,bl))
  6255. {
  6256. dstmd->state.provoke_flag = src->id;
  6257. mob_target(dstmd, src, skill_get_range2(src,skill_id,skill_lv));
  6258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6259. }
  6260. else
  6261. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6262. }
  6263. break;
  6264. case MG_STONECURSE:
  6265. {
  6266. int brate = 0;
  6267. if (tstatus->mode&MD_BOSS) {
  6268. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6269. break;
  6270. }
  6271. if(status_isimmune(bl) || !tsc)
  6272. break;
  6273. if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
  6274. brate = sd->sc.data[SC_PETROLOGY_OPTION]->val3;
  6275. if (tsc->data[SC_STONE]) {
  6276. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6277. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6278. break;
  6279. }
  6280. if (sc_start4(src,bl,SC_STONE,(skill_lv*4+20)+brate,
  6281. skill_lv, 0, 0, skill_get_time(skill_id, skill_lv),
  6282. skill_get_time2(skill_id,skill_lv)))
  6283. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6284. else if(sd) {
  6285. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6286. // Level 6-10 doesn't consume a red gem if it fails [celest]
  6287. if (skill_lv > 5)
  6288. { // not to consume items
  6289. map_freeblock_unlock();
  6290. return 0;
  6291. }
  6292. }
  6293. }
  6294. break;
  6295. case NV_FIRSTAID:
  6296. clif_skill_nodamage(src,bl,skill_id,5,1);
  6297. status_heal(bl,5,0,0);
  6298. break;
  6299. case AL_CURE:
  6300. if(status_isimmune(bl)) {
  6301. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6302. break;
  6303. }
  6304. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6305. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6306. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6307. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6308. break;
  6309. case TF_DETOXIFY:
  6310. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6311. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6312. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  6313. break;
  6314. case PR_STRECOVERY:
  6315. if(status_isimmune(bl)) {
  6316. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  6317. break;
  6318. }
  6319. if (tsc && tsc->opt1) {
  6320. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6321. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6322. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6323. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6324. status_change_end(bl, SC_WHITEIMPRISON, INVALID_TIMER);
  6325. status_change_end(bl, SC_NETHERWORLD, INVALID_TIMER);
  6326. }
  6327. //Is this equation really right? It looks so... special.
  6328. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  6329. {
  6330. status_change_start(src,bl, SC_BLIND,
  6331. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  6332. 1,0,0,0,
  6333. skill_get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,SCSTART_NONE);
  6334. }
  6335. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6336. if(dstmd)
  6337. mob_unlocktarget(dstmd,tick);
  6338. break;
  6339. // Mercenary Supportive Skills
  6340. case MER_BENEDICTION:
  6341. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6342. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6343. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6344. break;
  6345. case MER_COMPRESS:
  6346. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  6347. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6348. break;
  6349. case MER_MENTALCURE:
  6350. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  6351. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6352. break;
  6353. case MER_RECUPERATE:
  6354. status_change_end(bl, SC_POISON, INVALID_TIMER);
  6355. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  6356. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6357. break;
  6358. case MER_REGAIN:
  6359. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  6360. status_change_end(bl, SC_STUN, INVALID_TIMER);
  6361. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6362. break;
  6363. case MER_TENDER:
  6364. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  6365. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6366. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6367. break;
  6368. case MER_SCAPEGOAT:
  6369. if( mer && mer->master )
  6370. {
  6371. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  6372. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  6373. }
  6374. break;
  6375. case MER_ESTIMATION:
  6376. if( !mer )
  6377. break;
  6378. sd = mer->master;
  6379. case WZ_ESTIMATION:
  6380. if( sd == NULL )
  6381. break;
  6382. if( dstsd )
  6383. { // Fail on Players
  6384. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6385. break;
  6386. }
  6387. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM )
  6388. break; // Cannot be Used on Emperium
  6389. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6390. clif_skill_estimation(sd, bl);
  6391. if( skill_id == MER_ESTIMATION )
  6392. sd = NULL;
  6393. break;
  6394. case BS_REPAIRWEAPON:
  6395. if(sd && dstsd)
  6396. clif_item_repair_list(sd,dstsd,skill_lv);
  6397. break;
  6398. case MC_IDENTIFY:
  6399. if(sd) {
  6400. clif_item_identify_list(sd);
  6401. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  6402. map_freeblock_unlock();
  6403. return 1;
  6404. }
  6405. else { // consume sp only if succeeded
  6406. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  6407. status_zap(src,0,req.sp);
  6408. }
  6409. }
  6410. break;
  6411. // Weapon Refining [Celest]
  6412. case WS_WEAPONREFINE:
  6413. if(sd)
  6414. clif_item_refine_list(sd);
  6415. break;
  6416. case MC_VENDING:
  6417. if(sd)
  6418. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  6419. if ( !pc_can_give_items(sd) )
  6420. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6421. else {
  6422. sd->state.prevend = 1;
  6423. clif_openvendingreq(sd,2+skill_lv);
  6424. }
  6425. }
  6426. break;
  6427. case AL_TELEPORT:
  6428. case ALL_ODINS_RECALL:
  6429. if(sd)
  6430. {
  6431. if (map[bl->m].flag.noteleport && skill_lv <= 2) {
  6432. clif_skill_teleportmessage(sd,0);
  6433. break;
  6434. }
  6435. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  6436. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  6437. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  6438. break;
  6439. }
  6440. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED)
  6441. memset(sd->hd->blockskill, 0, sizeof(hd->blockskill));
  6442. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  6443. {
  6444. if( skill_lv == 1 )
  6445. pc_randomwarp(sd,CLR_TELEPORT);
  6446. else
  6447. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  6448. break;
  6449. }
  6450. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6451. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  6452. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,0,0,0);
  6453. else
  6454. clif_skill_warppoint(sd,skill_id,skill_lv, (unsigned short)-1,sd->status.save_point.map,0,0);
  6455. } else
  6456. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6457. break;
  6458. case NPC_EXPULSION:
  6459. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6460. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  6461. break;
  6462. case AL_HOLYWATER:
  6463. if(sd) {
  6464. if (skill_produce_mix(sd, skill_id, 523, 0, 0, 0, 1))
  6465. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6466. else
  6467. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6468. }
  6469. break;
  6470. case TF_PICKSTONE:
  6471. if(sd) {
  6472. unsigned char eflag;
  6473. struct item item_tmp;
  6474. struct block_list tbl;
  6475. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6476. memset(&item_tmp,0,sizeof(item_tmp));
  6477. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  6478. item_tmp.nameid = ITEMID_STONE;
  6479. item_tmp.identify = 1;
  6480. tbl.id = 0;
  6481. // Commented because of duplicate animation [Lemongrass]
  6482. // At the moment this displays the pickup animation a second time
  6483. // If this is required in older clients, we need to add a version check here
  6484. //clif_takeitem(&sd->bl,&tbl);
  6485. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  6486. if(eflag) {
  6487. clif_additem(sd,0,0,eflag);
  6488. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  6489. }
  6490. }
  6491. break;
  6492. case ASC_CDP:
  6493. if(sd) {
  6494. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6495. skill_produce_mix(sd, skill_id, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  6496. }
  6497. break;
  6498. case RG_STRIPWEAPON:
  6499. case RG_STRIPSHIELD:
  6500. case RG_STRIPARMOR:
  6501. case RG_STRIPHELM:
  6502. case ST_FULLSTRIP:
  6503. case GC_WEAPONCRUSH:
  6504. case SC_STRIPACCESSARY: {
  6505. unsigned short location = 0;
  6506. int d = 0;
  6507. //Rate in percent
  6508. if ( skill_id == ST_FULLSTRIP ) {
  6509. i = 5 + 2*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6510. } else if( skill_id == SC_STRIPACCESSARY ) {
  6511. i = 12 + 2 * skill_lv + (sstatus->dex - tstatus->dex)/5;
  6512. } else {
  6513. i = 5 + 5*skill_lv + (sstatus->dex - tstatus->dex)/5;
  6514. }
  6515. if (i < 5) i = 5; //Minimum rate 5%
  6516. //Duration in ms
  6517. if( skill_id == GC_WEAPONCRUSH){
  6518. d = skill_get_time(skill_id,skill_lv);
  6519. if(bl->type == BL_PC)
  6520. d += skill_lv * 15 + (sstatus->dex - tstatus->dex);
  6521. else
  6522. d += skill_lv * 30 + (sstatus->dex - tstatus->dex) / 2;
  6523. }else
  6524. d = skill_get_time(skill_id,skill_lv) + (sstatus->dex - tstatus->dex)*500;
  6525. if (d < 0) d = 0; //Minimum duration 0ms
  6526. switch (skill_id) {
  6527. case RG_STRIPWEAPON:
  6528. case GC_WEAPONCRUSH:
  6529. location = EQP_WEAPON;
  6530. break;
  6531. case RG_STRIPSHIELD:
  6532. location = EQP_SHIELD;
  6533. break;
  6534. case RG_STRIPARMOR:
  6535. location = EQP_ARMOR;
  6536. break;
  6537. case RG_STRIPHELM:
  6538. location = EQP_HELM;
  6539. break;
  6540. case ST_FULLSTRIP:
  6541. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  6542. break;
  6543. case SC_STRIPACCESSARY:
  6544. location = EQP_ACC;
  6545. break;
  6546. }
  6547. //Special message when trying to use strip on FCP [Jobbie]
  6548. 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])
  6549. {
  6550. clif_gospel_info(sd, 0x28);
  6551. break;
  6552. }
  6553. //Attempts to strip at rate i and duration d
  6554. if( (i = skill_strip_equip(src,bl, location, i, skill_lv, d)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  6555. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  6556. //Nothing stripped.
  6557. if( sd && !i )
  6558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6559. break;
  6560. }
  6561. case AM_BERSERKPITCHER:
  6562. case AM_POTIONPITCHER:
  6563. {
  6564. int j,hp = 0,sp = 0;
  6565. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  6566. map_freeblock_unlock();
  6567. return 1;
  6568. }
  6569. if( sd ) {
  6570. int x,bonus=100;
  6571. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  6572. x = skill_lv%11 - 1;
  6573. j = pc_search_inventory(sd, require.itemid[x]);
  6574. if (j < 0 || require.itemid[x] <= 0) {
  6575. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6576. map_freeblock_unlock();
  6577. return 1;
  6578. }
  6579. if (sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[x]) {
  6580. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6581. map_freeblock_unlock();
  6582. return 1;
  6583. }
  6584. if( skill_id == AM_BERSERKPITCHER ) {
  6585. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  6586. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6587. map_freeblock_unlock();
  6588. return 1;
  6589. }
  6590. }
  6591. potion_flag = 1;
  6592. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  6593. potion_target = bl->id;
  6594. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  6595. potion_flag = potion_target = 0;
  6596. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  6597. bonus += sd->status.base_level;
  6598. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  6599. hp = tstatus->max_hp * potion_per_hp / 100;
  6600. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6601. if( dstsd ) {
  6602. sp = dstsd->status.max_sp * potion_per_sp / 100;
  6603. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6604. }
  6605. } else {
  6606. if( potion_hp > 0 ) {
  6607. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6608. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6609. if( dstsd )
  6610. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6611. }
  6612. if( potion_sp > 0 ) {
  6613. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  6614. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  6615. if( dstsd )
  6616. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  6617. }
  6618. }
  6619. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION))) {
  6620. hp += hp * bonus / 100;
  6621. sp += sp * bonus / 100;
  6622. }
  6623. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  6624. hp += hp * j / 100;
  6625. sp += sp * j / 100;
  6626. }
  6627. } else {
  6628. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  6629. switch (skill_lv) {
  6630. case 1: hp = 45; break;
  6631. case 2: hp = 105; break;
  6632. case 3: hp = 175; break;
  6633. default: hp = 325; break;
  6634. }
  6635. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  6636. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  6637. if( dstsd )
  6638. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  6639. }
  6640. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  6641. hp += hp * j / 100;
  6642. sp += sp * j / 100;
  6643. }
  6644. if( tsc && tsc->count ) {
  6645. if( tsc->data[SC_CRITICALWOUND] ) {
  6646. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6647. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6648. }
  6649. if( tsc->data[SC_DEATHHURT] ) {
  6650. hp -= hp * 20 / 100;
  6651. sp -= sp * 20 / 100;
  6652. }
  6653. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2 ) {
  6654. hp += hp / 10;
  6655. sp += sp / 10;
  6656. }
  6657. }
  6658. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6659. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  6660. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  6661. if( sp > 0 )
  6662. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  6663. #ifdef RENEWAL
  6664. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  6665. sp = 0;
  6666. #endif
  6667. status_heal(bl,hp,sp,0);
  6668. }
  6669. break;
  6670. case AM_CP_WEAPON:
  6671. case AM_CP_SHIELD:
  6672. case AM_CP_ARMOR:
  6673. case AM_CP_HELM:
  6674. {
  6675. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  6676. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  6677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6678. map_freeblock_unlock(); // Don't consume item requirements
  6679. return 0;
  6680. }
  6681. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6682. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6683. }
  6684. break;
  6685. case AM_TWILIGHT1:
  6686. if (sd) {
  6687. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6688. //Prepare 200 White Potions.
  6689. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200))
  6690. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6691. }
  6692. break;
  6693. case AM_TWILIGHT2:
  6694. if (sd) {
  6695. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6696. //Prepare 200 Slim White Potions.
  6697. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200))
  6698. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6699. }
  6700. break;
  6701. case AM_TWILIGHT3:
  6702. if (sd) {
  6703. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  6704. if( ebottle >= 0 )
  6705. ebottle = sd->status.inventory[ebottle].amount;
  6706. //check if you can produce all three, if not, then fail:
  6707. if (!skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100) //100 Alcohol
  6708. || !skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50) //50 Acid Bottle
  6709. || !skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50) //50 Flame Bottle
  6710. || ebottle < 200 //200 empty bottle are required at total.
  6711. ) {
  6712. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6713. break;
  6714. }
  6715. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6716. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100);
  6717. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50);
  6718. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50);
  6719. }
  6720. break;
  6721. case SA_DISPELL:
  6722. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1)
  6723. {
  6724. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6725. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6726. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  6727. || rnd()%100 >= 50+10*skill_lv
  6728. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  6729. {
  6730. if (sd)
  6731. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6732. break;
  6733. }
  6734. if(status_isimmune(bl))
  6735. break;
  6736. //Remove bonus_script by Dispell
  6737. if (dstsd)
  6738. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  6739. if(!tsc || !tsc->count)
  6740. break;
  6741. if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
  6742. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6743. break;
  6744. }
  6745. for(i=0;i<SC_MAX;i++) {
  6746. if (!tsc->data[i])
  6747. continue;
  6748. switch (i) {
  6749. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6750. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6751. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6752. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6753. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6754. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6755. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6756. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6757. case SC_EDP: case SC_AUTOBERSERK:
  6758. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6759. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6760. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6761. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6762. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6763. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6764. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6765. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  6766. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6767. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6768. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6769. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6770. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6771. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6772. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  6773. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  6774. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  6775. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  6776. case SC_INCHEALRATE: case SC_ELECTRICSHOCKER: case SC__STRIPACCESSORY:
  6777. case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD: case SC_MINOR_BBQ:
  6778. case SC_SIROMA_ICE_TEA: case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6779. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER:
  6780. case SC_STEALTHFIELD: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD:
  6781. case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION:
  6782. case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC__SHADOWFORM:
  6783. case SC_RECOGNIZEDSPELL:case SC_LEADERSHIP: case SC_GLORYWOUNDS:
  6784. case SC_SOULCOLD: case SC_HAWKEYES: case SC_REGENERATION:
  6785. case SC_PUSH_CART: case SC_RAISINGDRAGON: case SC_GT_ENERGYGAIN:
  6786. case SC_GT_CHANGE: case SC_GT_REVITALIZE: case SC_REFLECTDAMAGE:
  6787. case SC_INSPIRATION: case SC_EXEEDBREAK: case SC_FORCEOFVANGUARD:
  6788. case SC_BANDING: case SC_DUPLELIGHT: case SC_EXPIATIO:
  6789. case SC_LAUDAAGNUS: case SC_LAUDARAMUS: case SC_GATLINGFEVER:
  6790. case SC_INCREASING: case SC_ADJUSTMENT: case SC_MADNESSCANCEL:
  6791. case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM: case SC_FULL_THROTTLE:
  6792. case SC_REBOUND: case SC_TELEKINESIS_INTENSE: case SC_MOONSTAR:
  6793. case SC_SUPER_STAR: case SC_ALL_RIDING: case SC_MTF_ASPD:
  6794. case SC_MTF_RANGEATK: case SC_MTF_MATK: case SC_MTF_MLEATKED:
  6795. case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL: case SC_HEAT_BARREL_AFTER:
  6796. case SC_P_ALTER: case SC_E_CHAIN: case SC_C_MARKER:
  6797. case SC_B_TRAP: case SC_H_MINE: case SC_STRANGELIGHTS:
  6798. case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST: case SC_CHASEWALK2:
  6799. #ifdef RENEWAL
  6800. case SC_EXTREMITYFIST2:
  6801. #endif
  6802. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  6803. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  6804. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  6805. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  6806. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  6807. continue;
  6808. //bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  6809. case SC_WHISTLE:
  6810. case SC_ASSNCROS:
  6811. case SC_POEMBRAGI:
  6812. case SC_APPLEIDUN:
  6813. case SC_HUMMING:
  6814. case SC_DONTFORGETME:
  6815. case SC_FORTUNE:
  6816. case SC_SERVICE4U:
  6817. if(tsc->data[i]->val4==0)
  6818. continue; //if in song-area don't end it
  6819. break;
  6820. case SC_ASSUMPTIO:
  6821. if( bl->type == BL_MOB )
  6822. continue;
  6823. break;
  6824. }
  6825. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6826. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6827. }
  6828. break;
  6829. }
  6830. //Affect all targets on splash area.
  6831. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  6832. src, skill_id, skill_lv, tick, flag|1,
  6833. skill_castend_damage_id);
  6834. break;
  6835. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  6836. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6837. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  6838. break;
  6839. case TK_HIGHJUMP:
  6840. {
  6841. int x,y, dir = unit_getdir(src);
  6842. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  6843. if( map[src->m].flag.noteleport &&
  6844. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  6845. ) {
  6846. x = src->x;
  6847. y = src->y;
  6848. } else {
  6849. x = src->x + dirx[dir]*skill_lv*2;
  6850. y = src->y + diry[dir]*skill_lv*2;
  6851. }
  6852. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  6853. 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))
  6854. clif_blown(src);
  6855. }
  6856. break;
  6857. case SA_CASTCANCEL:
  6858. case SO_SPELLFIST:
  6859. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6860. unit_skillcastcancel(src,1);
  6861. if(sd) {
  6862. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  6863. if( skill_id == SO_SPELLFIST ){
  6864. sc_start4(src,src,type,100,skill_lv+1,skill_lv,sd->skill_id_old,sd->skill_lv_old,skill_get_time(skill_id,skill_lv));
  6865. sd->skill_id_old = sd->skill_lv_old = 0;
  6866. break;
  6867. }
  6868. sp = sp * (90 - (skill_lv-1)*20) / 100;
  6869. if(sp < 0) sp = 0;
  6870. status_zap(src, 0, sp);
  6871. }
  6872. break;
  6873. case SA_SPELLBREAKER:
  6874. {
  6875. int sp;
  6876. if(tsc && tsc->data[SC_MAGICROD]) {
  6877. sp = skill_get_sp(skill_id,skill_lv);
  6878. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  6879. if(sp < 1) sp = 1;
  6880. status_heal(bl,0,sp,2);
  6881. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  6882. } else {
  6883. struct unit_data *ud = unit_bl2ud(bl);
  6884. int bl_skill_id=0,bl_skill_lv=0,hp = 0;
  6885. if (!ud || ud->skilltimer == INVALID_TIMER)
  6886. break; //Nothing to cancel.
  6887. bl_skill_id = ud->skill_id;
  6888. bl_skill_lv = ud->skill_lv;
  6889. if (tstatus->mode & MD_BOSS)
  6890. { //Only 10% success chance against bosses. [Skotlex]
  6891. if (rnd()%100 < 90)
  6892. {
  6893. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  6894. break;
  6895. }
  6896. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  6897. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  6898. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6899. unit_skillcastcancel(bl,0);
  6900. sp = skill_get_sp(bl_skill_id,bl_skill_lv);
  6901. status_zap(bl, hp, sp);
  6902. if (hp && skill_lv >= 5)
  6903. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  6904. else
  6905. hp = 0;
  6906. if (sp) //Recover some of the SP used
  6907. sp = sp*(25*(skill_lv-1))/100;
  6908. if(hp || sp)
  6909. status_heal(src, hp, sp, 2);
  6910. }
  6911. }
  6912. break;
  6913. case SA_MAGICROD:
  6914. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  6915. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6916. break;
  6917. case SA_AUTOSPELL:
  6918. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6919. if(sd)
  6920. clif_autospell(sd,skill_lv);
  6921. else {
  6922. int maxlv=1,spellid=0;
  6923. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  6924. if(skill_lv >= 10) {
  6925. spellid = MG_FROSTDIVER;
  6926. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  6927. // maxlv = 10;
  6928. // else
  6929. maxlv = skill_lv - 9;
  6930. }
  6931. else if(skill_lv >=8) {
  6932. spellid = MG_FIREBALL;
  6933. maxlv = skill_lv - 7;
  6934. }
  6935. else if(skill_lv >=5) {
  6936. spellid = MG_SOULSTRIKE;
  6937. maxlv = skill_lv - 4;
  6938. }
  6939. else if(skill_lv >=2) {
  6940. int i_rnd = rnd()%3;
  6941. spellid = spellarray[i_rnd];
  6942. maxlv = skill_lv - 1;
  6943. }
  6944. else if(skill_lv > 0) {
  6945. spellid = MG_NAPALMBEAT;
  6946. maxlv = 3;
  6947. }
  6948. if(spellid > 0)
  6949. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  6950. skill_get_time(SA_AUTOSPELL,skill_lv));
  6951. }
  6952. break;
  6953. case BS_GREED:
  6954. if(sd){
  6955. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6956. map_foreachinrange(skill_greed,bl,
  6957. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  6958. }
  6959. break;
  6960. case SA_ELEMENTWATER:
  6961. case SA_ELEMENTFIRE:
  6962. case SA_ELEMENTGROUND:
  6963. case SA_ELEMENTWIND:
  6964. if(sd && !dstmd) //Only works on monsters.
  6965. break;
  6966. if(tstatus->mode&MD_BOSS)
  6967. break;
  6968. case NPC_ATTRICHANGE:
  6969. case NPC_CHANGEWATER:
  6970. case NPC_CHANGEGROUND:
  6971. case NPC_CHANGEFIRE:
  6972. case NPC_CHANGEWIND:
  6973. case NPC_CHANGEPOISON:
  6974. case NPC_CHANGEHOLY:
  6975. case NPC_CHANGEDARKNESS:
  6976. case NPC_CHANGETELEKINESIS:
  6977. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6978. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6979. skill_get_time(skill_id, skill_lv)));
  6980. break;
  6981. case NPC_CHANGEUNDEAD:
  6982. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  6983. //TO-DO This is ugly, fix it
  6984. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  6985. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6986. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  6987. skill_get_time(skill_id, skill_lv)));
  6988. break;
  6989. case NPC_PROVOCATION:
  6990. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6991. if (md) mob_unlocktarget(md, tick);
  6992. break;
  6993. case NPC_KEEPING:
  6994. case NPC_BARRIER:
  6995. {
  6996. int skill_time = skill_get_time(skill_id,skill_lv);
  6997. struct unit_data *ud = unit_bl2ud(bl);
  6998. if (clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6999. sc_start(src,bl,type,100,skill_lv,skill_time))
  7000. && ud) { //Disable attacking/acting/moving for skill's duration.
  7001. ud->attackabletime =
  7002. ud->canact_tick =
  7003. ud->canmove_tick = tick + skill_time;
  7004. }
  7005. }
  7006. break;
  7007. case NPC_REBIRTH:
  7008. if( md && md->state.rebirth )
  7009. break; // only works once
  7010. sc_start(src,bl,type,100,skill_lv,-1);
  7011. break;
  7012. case NPC_DARKBLESSING:
  7013. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7014. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7015. break;
  7016. case NPC_LICK:
  7017. status_zap(bl, 0, 100);
  7018. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7019. sc_start(src,bl,type,(skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv)));
  7020. break;
  7021. case NPC_SUICIDE:
  7022. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7023. status_kill(src); //When suiciding, neither exp nor drops is given.
  7024. break;
  7025. case NPC_SUMMONSLAVE:
  7026. case NPC_SUMMONMONSTER:
  7027. if(md && md->skill_idx >= 0)
  7028. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv,skill_id);
  7029. break;
  7030. case NPC_CALLSLAVE:
  7031. mob_warpslave(src,MOB_SLAVEDISTANCE);
  7032. break;
  7033. case NPC_RANDOMMOVE:
  7034. if (md) {
  7035. md->next_walktime = tick - 1;
  7036. mob_randomwalk(md,tick);
  7037. }
  7038. break;
  7039. case NPC_SPEEDUP:
  7040. {
  7041. // or does it increase casting rate? just a guess xD
  7042. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  7043. if (i_type > SC_ASPDPOTION3)
  7044. i_type = SC_ASPDPOTION3;
  7045. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7046. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  7047. }
  7048. break;
  7049. case NPC_REVENGE:
  7050. // not really needed... but adding here anyway ^^
  7051. if (md && md->master_id > 0) {
  7052. struct block_list *mbl, *tbl;
  7053. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  7054. (tbl = battle_gettargeted(mbl)) == NULL)
  7055. break;
  7056. md->state.provoke_flag = tbl->id;
  7057. mob_target(md, tbl, sstatus->rhw.range);
  7058. }
  7059. break;
  7060. case NPC_RUN:
  7061. if (md && unit_escape(src, bl, rnd()%10 + 1))
  7062. mob_unlocktarget(md, tick);
  7063. break;
  7064. case NPC_TRANSFORMATION:
  7065. case NPC_METAMORPHOSIS:
  7066. if(md && md->skill_idx >= 0) {
  7067. int class_ = mob_random_class (md->db->skill[md->skill_idx].val,0);
  7068. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  7069. mob_summonslave(md,md->db->skill[md->skill_idx].val,skill_lv-1,skill_id);
  7070. if (class_) mob_class_change(md, class_);
  7071. }
  7072. break;
  7073. case NPC_EMOTION_ON:
  7074. case NPC_EMOTION:
  7075. //val[0] is the emotion to use.
  7076. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  7077. //val[1] 'sets' the mode
  7078. //val[2] adds to the current mode
  7079. //val[3] removes from the current mode
  7080. //val[4] if set, asks to delete the previous mode change.
  7081. if(md && md->skill_idx >= 0 && tsc)
  7082. {
  7083. clif_emotion(bl, md->db->skill[md->skill_idx].val[0]);
  7084. if(md->db->skill[md->skill_idx].val[4] && tsce)
  7085. status_change_end(bl, type, INVALID_TIMER);
  7086. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  7087. if(skill_id == NPC_EMOTION && md->db->skill[md->skill_idx].val[1])
  7088. mob_unlocktarget(md,tick);
  7089. if(md->db->skill[md->skill_idx].val[1] || md->db->skill[md->skill_idx].val[2])
  7090. sc_start4(src,src, type, 100, skill_lv,
  7091. md->db->skill[md->skill_idx].val[1],
  7092. md->db->skill[md->skill_idx].val[2],
  7093. md->db->skill[md->skill_idx].val[3],
  7094. skill_get_time(skill_id, skill_lv));
  7095. }
  7096. break;
  7097. case NPC_POWERUP:
  7098. sc_start(src,bl,SC_INCATKRATE,100,200,skill_get_time(skill_id, skill_lv));
  7099. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7100. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7101. break;
  7102. case NPC_AGIUP:
  7103. sc_start(src,bl,SC_SPEEDUP1,100,50,skill_get_time(skill_id, skill_lv));
  7104. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7105. sc_start(src,bl,type,100,100,skill_get_time(skill_id, skill_lv)));
  7106. break;
  7107. case NPC_INVISIBLE:
  7108. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  7109. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7110. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  7111. break;
  7112. case NPC_SIEGEMODE:
  7113. // not sure what it does
  7114. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7115. break;
  7116. case WE_MALE:
  7117. if( status_get_hp(src) > status_get_max_hp(src) / 10 ) {
  7118. int hp_rate=(!skill_lv)? 0:skill_get_hp_rate(skill_id, skill_lv);
  7119. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  7120. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  7121. }
  7122. break;
  7123. case WE_FEMALE:
  7124. if( status_get_sp(src) > status_get_max_sp(src) / 10 ) {
  7125. int sp_rate=(!skill_lv)? 0:skill_get_sp_rate(skill_id, skill_lv);
  7126. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  7127. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  7128. }
  7129. break;
  7130. // parent-baby skills
  7131. case WE_BABY:
  7132. if(sd){
  7133. struct map_session_data *f_sd = pc_get_father(sd);
  7134. struct map_session_data *m_sd = pc_get_mother(sd);
  7135. if( (!f_sd && !m_sd) // if neither was found
  7136. || (sd->status.party_id != 0 && //not in same party
  7137. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  7138. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  7139. ))
  7140. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  7141. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  7142. ) {
  7143. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7144. map_freeblock_unlock();
  7145. return 0;
  7146. }
  7147. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  7148. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7149. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7150. }
  7151. break;
  7152. case PF_HPCONVERSION:
  7153. {
  7154. int hp, sp;
  7155. hp = sstatus->max_hp/10;
  7156. sp = hp * 10 * skill_lv / 100;
  7157. if (!status_charge(src,hp,0)) {
  7158. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7159. break;
  7160. }
  7161. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7162. status_heal(bl,0,sp,2);
  7163. }
  7164. break;
  7165. case MA_REMOVETRAP:
  7166. case HT_REMOVETRAP:
  7167. {
  7168. struct skill_unit* su;
  7169. struct skill_unit_group* sg = NULL;
  7170. su = BL_CAST(BL_SKILL, bl);
  7171. // Mercenaries can remove any trap
  7172. // Players can only remove their own traps or traps on Vs maps.
  7173. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  7174. {
  7175. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7176. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  7177. { // prevent picking up expired traps
  7178. if( battle_config.skill_removetrap_type )
  7179. { // get back all items used to deploy the trap
  7180. for( i = 0; i < 10; i++ )
  7181. {
  7182. if( skill_get_itemid(su->group->skill_id, i+1) > 0 )
  7183. {
  7184. int flag2;
  7185. struct item item_tmp;
  7186. memset(&item_tmp,0,sizeof(item_tmp));
  7187. item_tmp.nameid = skill_get_itemid(su->group->skill_id, i+1);
  7188. item_tmp.identify = 1;
  7189. item_tmp.amount = skill_get_itemqty(su->group->skill_id, i+1);
  7190. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  7191. clif_additem(sd,0,0,flag2);
  7192. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7193. }
  7194. }
  7195. }
  7196. }
  7197. else
  7198. { // get back 1 trap
  7199. struct item item_tmp;
  7200. memset(&item_tmp,0,sizeof(item_tmp));
  7201. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  7202. item_tmp.identify = 1;
  7203. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  7204. {
  7205. clif_additem(sd,0,0,flag);
  7206. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4);
  7207. }
  7208. }
  7209. }
  7210. skill_delunit(su);
  7211. }else if(sd)
  7212. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7213. }
  7214. break;
  7215. case HT_SPRINGTRAP:
  7216. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7217. {
  7218. struct skill_unit *su=NULL;
  7219. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  7220. switch(su->group->unit_id){
  7221. case UNT_ANKLESNARE: // ankle snare
  7222. if (su->group->val2 != 0)
  7223. // if it is already trapping something don't spring it,
  7224. // remove trap should be used instead
  7225. break;
  7226. // otherwise fallthrough to below
  7227. case UNT_BLASTMINE:
  7228. case UNT_SKIDTRAP:
  7229. case UNT_LANDMINE:
  7230. case UNT_SHOCKWAVE:
  7231. case UNT_SANDMAN:
  7232. case UNT_FLASHER:
  7233. case UNT_FREEZINGTRAP:
  7234. case UNT_CLAYMORETRAP:
  7235. case UNT_TALKIEBOX:
  7236. su->group->unit_id = UNT_USED_TRAPS;
  7237. clif_changetraplook(bl, UNT_USED_TRAPS);
  7238. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  7239. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  7240. }
  7241. }
  7242. }
  7243. break;
  7244. case BD_ENCORE:
  7245. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7246. if(sd)
  7247. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  7248. break;
  7249. case AS_SPLASHER:
  7250. if(tstatus->mode&MD_BOSS
  7251. // Renewal dropped the 3/4 hp requirement
  7252. #ifndef RENEWAL
  7253. || tstatus-> hp > tstatus->max_hp*3/4
  7254. #endif
  7255. ) {
  7256. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7257. map_freeblock_unlock();
  7258. return 1;
  7259. }
  7260. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7261. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  7262. #ifndef RENEWAL
  7263. if (sd) skill_blockpc_start (sd, skill_id, skill_get_time(skill_id, skill_lv)+3000);
  7264. #endif
  7265. break;
  7266. case PF_MINDBREAKER:
  7267. {
  7268. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  7269. {
  7270. map_freeblock_unlock();
  7271. return 1;
  7272. }
  7273. if (tsce)
  7274. { //HelloKitty2 (?) explained that this silently fails when target is
  7275. //already inflicted. [Skotlex]
  7276. map_freeblock_unlock();
  7277. return 1;
  7278. }
  7279. //Has a 55% + skill_lv*5% success chance.
  7280. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7281. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  7282. {
  7283. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7284. map_freeblock_unlock();
  7285. return 0;
  7286. }
  7287. unit_skillcastcancel(bl,0);
  7288. if(tsc && tsc->count){
  7289. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7290. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  7291. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7292. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  7293. }
  7294. if(dstmd)
  7295. mob_target(dstmd,src,skill_get_range2(src,skill_id,skill_lv));
  7296. }
  7297. break;
  7298. case PF_SOULCHANGE:
  7299. {
  7300. unsigned int sp1 = 0, sp2 = 0;
  7301. if (dstmd) {
  7302. if (dstmd->state.soul_change_flag) {
  7303. if(sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7304. break;
  7305. }
  7306. dstmd->state.soul_change_flag = 1;
  7307. sp2 = sstatus->max_sp * 3 /100;
  7308. status_heal(src, 0, sp2, 2);
  7309. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7310. break;
  7311. }
  7312. sp1 = sstatus->sp;
  7313. sp2 = tstatus->sp;
  7314. #ifdef RENEWAL
  7315. sp1 = sp1 / 2;
  7316. sp2 = sp2 / 2;
  7317. if( tsc && tsc->data[SC_EXTREMITYFIST2] )
  7318. sp1 = tstatus->sp;
  7319. #endif
  7320. status_set_sp(src, sp2, 3);
  7321. status_set_sp(bl, sp1, 3);
  7322. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7323. }
  7324. break;
  7325. // Slim Pitcher
  7326. case CR_SLIMPITCHER:
  7327. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  7328. if( dstmd && (dstmd->mob_id == MOBID_EMPERIUM || (dstmd->mob_id >= MOBID_BARRICADE1 && dstmd->mob_id <= MOBID_GUARIDAN_STONE2)) )
  7329. break;
  7330. if (potion_hp || potion_sp) {
  7331. int hp = potion_hp, sp = potion_sp;
  7332. hp = hp * (100 + (tstatus->vit<<1))/100;
  7333. sp = sp * (100 + (tstatus->int_<<1))/100;
  7334. if (dstsd) {
  7335. if (hp)
  7336. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7337. if (sp)
  7338. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  7339. }
  7340. if( tsc && tsc->count ) {
  7341. if (tsc->data[SC_CRITICALWOUND]) {
  7342. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7343. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  7344. }
  7345. if (tsc->data[SC_DEATHHURT]) {
  7346. hp -= hp * 20 / 100;
  7347. sp -= sp * 20 / 100;
  7348. }
  7349. if( tsc->data[SC_WATER_INSIGNIA] && tsc->data[SC_WATER_INSIGNIA]->val1 == 2) {
  7350. hp += hp / 10;
  7351. sp += sp / 10;
  7352. }
  7353. }
  7354. if(hp > 0)
  7355. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  7356. if(sp > 0)
  7357. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  7358. status_heal(bl,hp,sp,0);
  7359. }
  7360. break;
  7361. // Full Chemical Protection
  7362. case CR_FULLPROTECTION:
  7363. {
  7364. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  7365. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  7366. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  7367. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  7368. continue;
  7369. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  7370. s++;
  7371. }
  7372. if( sd && !s ){
  7373. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7374. map_freeblock_unlock(); // Don't consume item requirements
  7375. return 0;
  7376. }
  7377. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7378. }
  7379. break;
  7380. case RG_CLEANER: //AppleGirl
  7381. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7382. break;
  7383. case CG_LONGINGFREEDOM:
  7384. {
  7385. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  7386. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  7387. {
  7388. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7389. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7390. }
  7391. }
  7392. break;
  7393. case CG_TAROTCARD:
  7394. {
  7395. int count = -1;
  7396. if( rnd() % 100 > skill_lv * 8 || (tsc && tsc->data[SC_BASILICA]) ||
  7397. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) ) {
  7398. if( sd )
  7399. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7400. map_freeblock_unlock();
  7401. return 0;
  7402. }
  7403. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  7404. do {
  7405. int eff = rnd() % 14;
  7406. clif_specialeffect(bl, 523 + eff, AREA);
  7407. switch (eff)
  7408. {
  7409. case 0: // heals SP to 0
  7410. status_percent_damage(src, bl, 0, 100, false);
  7411. break;
  7412. case 1: // matk halved
  7413. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7414. break;
  7415. case 2: // all buffs removed
  7416. status_change_clear_buffs(bl,1);
  7417. break;
  7418. case 3: // 1000 damage, random armor destroyed
  7419. {
  7420. status_fix_damage(src, bl, 1000, 0);
  7421. clif_damage(src,bl,tick,0,0,1000,0,DMG_NORMAL,0);
  7422. if( !status_isdead(bl) ) {
  7423. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  7424. skill_break_equip(src,bl, where[rnd()%5], 10000, BCT_ENEMY);
  7425. }
  7426. }
  7427. break;
  7428. case 4: // atk halved
  7429. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7430. break;
  7431. case 5: // 2000HP heal, random teleported
  7432. status_heal(src, 2000, 0, 0);
  7433. if( !map_flag_vs(bl->m) )
  7434. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  7435. break;
  7436. case 6: // random 2 other effects
  7437. if (count == -1)
  7438. count = 3;
  7439. else
  7440. count++; //Should not retrigger this one.
  7441. break;
  7442. case 7: // stop freeze or stoned
  7443. {
  7444. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  7445. sc_start(src,bl,sc[rnd()%3],100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7446. }
  7447. break;
  7448. case 8: // curse coma and poison
  7449. sc_start(src,bl,SC_COMA,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7450. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7451. sc_start(src,bl,SC_POISON,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7452. break;
  7453. case 9: // confusion
  7454. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  7455. break;
  7456. case 10: // 6666 damage, atk matk halved, cursed
  7457. status_fix_damage(src, bl, 6666, 0);
  7458. clif_damage(src,bl,tick,0,0,6666,0,DMG_NORMAL,0);
  7459. sc_start(src,bl,SC_INCATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7460. sc_start(src,bl,SC_INCMATKRATE,100,-50,skill_get_time2(skill_id,skill_lv));
  7461. sc_start(src,bl,SC_CURSE,skill_lv,100,skill_get_time2(skill_id,skill_lv));
  7462. break;
  7463. case 11: // 4444 damage
  7464. status_fix_damage(src, bl, 4444, 0);
  7465. clif_damage(src,bl,tick,0,0,4444,0,DMG_NORMAL,0);
  7466. break;
  7467. case 12: // stun
  7468. sc_start(src,bl,SC_STUN,100,skill_lv,5000);
  7469. break;
  7470. case 13: // atk,matk,hit,flee,def reduced
  7471. sc_start(src,bl,SC_INCATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7472. sc_start(src,bl,SC_INCMATKRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7473. sc_start(src,bl,SC_INCHITRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7474. sc_start(src,bl,SC_INCFLEERATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7475. sc_start(src,bl,SC_INCDEFRATE,100,-20,skill_get_time2(skill_id,skill_lv));
  7476. break;
  7477. default:
  7478. break;
  7479. }
  7480. } while ((--count) > 0);
  7481. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7482. }
  7483. break;
  7484. case SL_ALCHEMIST:
  7485. case SL_ASSASIN:
  7486. case SL_BARDDANCER:
  7487. case SL_BLACKSMITH:
  7488. case SL_CRUSADER:
  7489. case SL_HUNTER:
  7490. case SL_KNIGHT:
  7491. case SL_MONK:
  7492. case SL_PRIEST:
  7493. case SL_ROGUE:
  7494. case SL_SAGE:
  7495. case SL_SOULLINKER:
  7496. case SL_STAR:
  7497. case SL_SUPERNOVICE:
  7498. case SL_WIZARD:
  7499. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  7500. if (sd && dstsd && !((dstsd->class_&MAPID_UPPERMASK) == type)) {
  7501. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7502. break;
  7503. }
  7504. if (skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rnd()%100))
  7505. { //Erase death count 1% of the casts
  7506. dstsd->die_counter = 0;
  7507. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  7508. clif_specialeffect(bl, 0x152, AREA);
  7509. //SC_SPIRIT invokes status_calc_pc for us.
  7510. }
  7511. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7512. sc_start4(src,bl,SC_SPIRIT,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7513. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7514. break;
  7515. case SL_HIGH:
  7516. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  7517. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7518. break;
  7519. }
  7520. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7521. sc_start4(src,bl,type,100,skill_lv,skill_id,0,0,skill_get_time(skill_id,skill_lv)));
  7522. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7523. break;
  7524. case SL_SWOO:
  7525. if (tsce) {
  7526. if(sd)
  7527. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7528. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
  7529. status_change_end(bl, SC_SWOO, INVALID_TIMER);
  7530. break;
  7531. }
  7532. case SL_SKA: // [marquis007]
  7533. case SL_SKE:
  7534. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  7535. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7536. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7537. break;
  7538. }
  7539. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7540. if (skill_id == SL_SKE)
  7541. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  7542. break;
  7543. // New guild skills [Celest]
  7544. case GD_BATTLEORDER:
  7545. if(flag&1) {
  7546. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7547. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7548. } else if (status_get_guild_id(src)) {
  7549. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7550. map_foreachinrange(skill_area_sub, src,
  7551. skill_get_splash(skill_id, skill_lv), BL_PC,
  7552. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7553. skill_castend_nodamage_id);
  7554. if (sd)
  7555. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7556. }
  7557. break;
  7558. case GD_REGENERATION:
  7559. if(flag&1) {
  7560. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7561. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  7562. } else if (status_get_guild_id(src)) {
  7563. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7564. map_foreachinrange(skill_area_sub, src,
  7565. skill_get_splash(skill_id, skill_lv), BL_PC,
  7566. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7567. skill_castend_nodamage_id);
  7568. if (sd)
  7569. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7570. }
  7571. break;
  7572. case GD_RESTORE:
  7573. if(flag&1) {
  7574. if (status_get_guild_id(src) == status_get_guild_id(bl))
  7575. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  7576. } else if (status_get_guild_id(src)) {
  7577. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7578. map_foreachinrange(skill_area_sub, src,
  7579. skill_get_splash(skill_id, skill_lv), BL_PC,
  7580. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  7581. skill_castend_nodamage_id);
  7582. if (sd)
  7583. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7584. }
  7585. break;
  7586. case GD_EMERGENCYCALL:
  7587. case GD_ITEMEMERGENCYCALL:
  7588. {
  7589. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  7590. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  7591. uint8 j = 0, calls = 0, called = 0;
  7592. struct guild *g;
  7593. // i don't know if it actually summons in a circle, but oh well. ;P
  7594. g = sd?sd->guild:guild_search(status_get_guild_id(src));
  7595. if (!g)
  7596. break;
  7597. if (skill_id == GD_ITEMEMERGENCYCALL)
  7598. switch (skill_lv) {
  7599. case 1: calls = 7; break;
  7600. case 2: calls = 12; break;
  7601. case 3: calls = 20; break;
  7602. default: calls = 0; break;
  7603. }
  7604. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7605. for (i = 0; i < g->max_member && (!calls || (calls && called < calls)); i++, j++) {
  7606. if (j > 8)
  7607. j = 0;
  7608. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  7609. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  7610. continue;
  7611. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  7612. dx[j] = dy[j] = 0;
  7613. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  7614. called++;
  7615. }
  7616. }
  7617. if (sd)
  7618. guild_block_skill(sd,skill_get_time2(skill_id,skill_lv));
  7619. }
  7620. break;
  7621. case SG_FEEL:
  7622. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  7623. if (sd) {
  7624. if(!sd->feel_map[skill_lv-1].index)
  7625. clif_feel_req(sd->fd,sd, skill_lv);
  7626. else
  7627. clif_feel_info(sd, skill_lv-1, 1);
  7628. }
  7629. break;
  7630. case SG_HATE:
  7631. if (sd) {
  7632. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7633. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  7634. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7635. }
  7636. break;
  7637. case GS_GLITTERING:
  7638. if(sd) {
  7639. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7640. if(rnd()%100 < (20+10*skill_lv))
  7641. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  7642. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  7643. pc_delspiritball(sd,1,0);
  7644. }
  7645. break;
  7646. case GS_CRACKER:
  7647. /* per official standards, this skill works on players and mobs. */
  7648. if (sd && (dstsd || dstmd))
  7649. {
  7650. i =65 -5*distance_bl(src,bl); //Base rate
  7651. if (i < 30) i = 30;
  7652. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7653. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  7654. }
  7655. break;
  7656. case AM_CALLHOMUN: //[orn]
  7657. if (sd && !hom_call(sd))
  7658. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7659. break;
  7660. case AM_REST:
  7661. if (sd) {
  7662. if (hom_vaporize(sd,HOM_ST_REST))
  7663. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7664. else
  7665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7666. }
  7667. break;
  7668. case HAMI_CASTLE: //[orn]
  7669. if (rnd()%100 < 20 * skill_lv && src != bl) {
  7670. int x = src->x, y = src->y;
  7671. if (hd)
  7672. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  7673. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  7674. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  7675. clif_blown(src);
  7676. if (unit_movepos(bl,x,y,0,0)) {
  7677. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1); // Master
  7678. clif_blown(bl);
  7679. }
  7680. //TODO: Make casted skill also change its target
  7681. map_foreachinrange(skill_changetarget,src,AREA_SIZE,BL_CHAR,bl,src);
  7682. }
  7683. } else if (hd && hd->master) // Failed
  7684. clif_skill_fail(hd->master, skill_id, USESKILL_FAIL_LEVEL, 0);
  7685. else if (sd)
  7686. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  7687. break;
  7688. case HVAN_CHAOTIC: //[orn]
  7689. {
  7690. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  7691. int r = rnd()%100;
  7692. i = (skill_lv-1)%5;
  7693. if(r<per[i][0]) //Self
  7694. bl = src;
  7695. else if(r<per[i][1]) //Master
  7696. bl = battle_get_master(src);
  7697. else //Enemy
  7698. bl = map_id2bl(battle_gettarget(src));
  7699. if (!bl) bl = src;
  7700. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  7701. //Eh? why double skill packet?
  7702. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  7703. clif_skill_nodamage(src,bl,skill_id,i,1);
  7704. status_heal(bl, i, 0, 0);
  7705. }
  7706. break;
  7707. //Homun single-target support skills [orn]
  7708. case HAMI_BLOODLUST:
  7709. case HFLI_FLEET:
  7710. case HFLI_SPEED:
  7711. case HLIF_CHANGE:
  7712. case MH_ANGRIFFS_MODUS:
  7713. case MH_GOLDENE_FERSE:
  7714. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7715. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7716. if (hd)
  7717. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  7718. break;
  7719. case NPC_DRAGONFEAR:
  7720. if (flag&1) {
  7721. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  7722. int j;
  7723. j = i = rnd()%ARRAYLENGTH(sc);
  7724. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  7725. i++;
  7726. if ( i == ARRAYLENGTH(sc) )
  7727. i = 0;
  7728. if (i == j)
  7729. break;
  7730. }
  7731. break;
  7732. }
  7733. case NPC_WIDEBLEEDING:
  7734. case NPC_WIDECONFUSE:
  7735. case NPC_WIDECURSE:
  7736. case NPC_WIDEFREEZE:
  7737. case NPC_WIDESLEEP:
  7738. case NPC_WIDESILENCE:
  7739. case NPC_WIDESTONE:
  7740. case NPC_WIDESTUN:
  7741. case NPC_SLOWCAST:
  7742. case NPC_WIDEHELLDIGNITY:
  7743. case NPC_WIDEHEALTHFEAR:
  7744. case NPC_WIDEBODYBURNNING:
  7745. case NPC_WIDEFROSTMISTY:
  7746. case NPC_WIDECOLD:
  7747. case NPC_WIDE_DEEP_SLEEP:
  7748. case NPC_WIDESIREN:
  7749. if (flag&1){
  7750. switch ( type ) {
  7751. case SC_BURNING:
  7752. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  7753. break;
  7754. case SC_VOICEOFSIREN:
  7755. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7756. break;
  7757. default:
  7758. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  7759. }
  7760. }
  7761. else {
  7762. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7763. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7764. map_foreachinrange(skill_area_sub, bl,
  7765. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7766. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7767. skill_castend_nodamage_id);
  7768. }
  7769. break;
  7770. case NPC_WIDESOULDRAIN:
  7771. if (flag&1)
  7772. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  7773. else {
  7774. skill_area_temp[2] = 0; //For SD_PREAMBLE
  7775. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7776. map_foreachinrange(skill_area_sub, bl,
  7777. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  7778. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  7779. skill_castend_nodamage_id);
  7780. }
  7781. break;
  7782. case ALL_PARTYFLEE:
  7783. if( sd && !(flag&1) ) {
  7784. if( !sd->status.party_id ) {
  7785. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7786. break;
  7787. }
  7788. 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);
  7789. } else
  7790. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7791. break;
  7792. case NPC_TALK:
  7793. case ALL_WEWISH:
  7794. case ALL_CATCRY:
  7795. case ALL_DREAM_SUMMERNIGHT:
  7796. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7797. break;
  7798. case ALL_BUYING_STORE:
  7799. if( sd )
  7800. {// players only, skill allows 5 buying slots
  7801. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  7802. }
  7803. break;
  7804. case RK_ENCHANTBLADE:
  7805. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7806. sc_start2(src,bl,type,100,skill_lv,(100+20*skill_lv)*(status_get_lv(src)/150)+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  7807. break;
  7808. case RK_DRAGONHOWLING:
  7809. if( flag&1)
  7810. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  7811. else
  7812. {
  7813. skill_area_temp[2] = 0;
  7814. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7815. map_foreachinrange(skill_area_sub, src,
  7816. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  7817. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  7818. skill_castend_nodamage_id);
  7819. }
  7820. break;
  7821. case RK_IGNITIONBREAK:
  7822. case LG_EARTHDRIVE:
  7823. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  7824. i = skill_get_splash(skill_id,skill_lv);
  7825. if( skill_id == LG_EARTHDRIVE ) {
  7826. int dummy = 1;
  7827. map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  7828. }
  7829. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,
  7830. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7831. break;
  7832. case RK_STONEHARDSKIN:
  7833. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  7834. {
  7835. int heal = sstatus->hp / 5; // 20% HP
  7836. if( status_charge(bl,heal,0) )
  7837. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(src,bl,type,100,skill_lv,heal,skill_get_time(skill_id,skill_lv)));
  7838. else
  7839. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  7840. }
  7841. break;
  7842. case RK_REFRESH:
  7843. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  7844. {
  7845. int heal = status_get_max_hp(bl) * 25 / 100;
  7846. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7847. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7848. status_heal(bl,heal,0,1);
  7849. status_change_clear_buffs(bl,4);
  7850. }
  7851. break;
  7852. case RK_MILLENNIUMSHIELD:
  7853. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  7854. {
  7855. int8 rate = rnd()%100;
  7856. int16 shields = ((rate < 20) ? 4 : (rate < 50) ? 3 : 2);
  7857. sc_start4(src,bl,type,100,skill_lv,shields,1000,0,skill_get_time(skill_id,skill_lv));
  7858. clif_millenniumshield(bl,shields);
  7859. clif_skill_nodamage(src,bl,skill_id,1,1);
  7860. }
  7861. break;
  7862. case RK_GIANTGROWTH:
  7863. case RK_VITALITYACTIVATION:
  7864. case RK_ABUNDANCE:
  7865. case RK_CRUSHSTRIKE:
  7866. if( sd )
  7867. {
  7868. int lv = 1; // RK_GIANTGROWTH
  7869. if( skill_id == RK_VITALITYACTIVATION )
  7870. lv = 2;
  7871. else if( skill_id == RK_ABUNDANCE )
  7872. lv = 6;
  7873. else if( skill_id == RK_CRUSHSTRIKE )
  7874. lv = 7;
  7875. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  7876. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7877. }
  7878. break;
  7879. case RK_FIGHTINGSPIRIT: {
  7880. // val1: ATKBonus: Caster: 7*PartyMember. Member: 7*PartyMember/4
  7881. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  7882. if( flag&1 ) {
  7883. if( skill_area_temp[1] == bl->id )
  7884. sc_start2(src,bl,type,100,7 * skill_area_temp[0],4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_area_temp[4]);
  7885. else
  7886. sc_start(src,bl,type,100,skill_area_temp[3],skill_area_temp[4]);
  7887. } else {
  7888. if( sd && sd->status.party_id ) {
  7889. skill_area_temp[0] = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,BCT_PARTY,skill_area_sub_count);
  7890. skill_area_temp[1] = src->id;
  7891. skill_area_temp[3] = 7 * skill_area_temp[0] / 4;
  7892. skill_area_temp[4] = skill_get_time(skill_id,skill_lv);
  7893. 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);
  7894. }
  7895. else
  7896. sc_start2(src,bl,type,100,7,4 * ((sd) ? pc_checkskill(sd,RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY)),skill_get_time(skill_id,skill_lv));
  7897. clif_skill_nodamage(src,bl,skill_id,1,1);
  7898. }
  7899. }
  7900. break;
  7901. case RK_LUXANIMA:
  7902. if( !sd->status.party_id || flag&1 ) {
  7903. if( src == bl ) break;
  7904. while( skill_area_temp[5] >= 0x10 ) {
  7905. type = SC_NONE;
  7906. i = 0;
  7907. if( skill_area_temp[5]&0x10 ) {
  7908. if( dstsd ) {
  7909. i = (rnd()%100 < 50) ? 4 : ((rnd()%100 < 80) ? 3 : 2);
  7910. clif_millenniumshield(bl,i);
  7911. skill_area_temp[5] &= ~0x10;
  7912. type = SC_MILLENNIUMSHIELD;
  7913. }
  7914. } else if( skill_area_temp[5]&0x20 ) {
  7915. i = status_get_max_hp(bl) * 25 / 100;
  7916. status_change_clear_buffs(bl,4);
  7917. skill_area_temp[5] &= ~0x20;
  7918. status_heal(bl,i,0,1);
  7919. type = SC_REFRESH;
  7920. } else if( skill_area_temp[5]&0x40 ) {
  7921. skill_area_temp[5] &= ~0x40;
  7922. type = SC_GIANTGROWTH;
  7923. } else if( skill_area_temp[5]&0x80 ) {
  7924. if( dstsd ) {
  7925. i = sstatus->hp / 5;
  7926. if( status_charge(bl,i,0) )
  7927. type = SC_STONEHARDSKIN;
  7928. skill_area_temp[5] &= ~0x80;
  7929. }
  7930. } else if( skill_area_temp[5]&0x100 ) {
  7931. skill_area_temp[5] &= ~0x100;
  7932. type = SC_VITALITYACTIVATION;
  7933. } else if( skill_area_temp[5]&0x200 ) {
  7934. skill_area_temp[5] &= ~0x200;
  7935. type = SC_ABUNDANCE;
  7936. }
  7937. if( type > SC_NONE )
  7938. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7939. sc_start4(src,bl,type,100,skill_lv,i,0,1,skill_get_time(skill_id,skill_lv)));
  7940. } //end while
  7941. } else if( sd ) {
  7942. if( tsc && tsc->count ) {
  7943. if( tsc->data[SC_MILLENNIUMSHIELD] ) skill_area_temp[5] |= 0x10;
  7944. if( tsc->data[SC_REFRESH] ) skill_area_temp[5] |= 0x20;
  7945. if( tsc->data[SC_GIANTGROWTH] ) skill_area_temp[5] |= 0x40;
  7946. if( tsc->data[SC_STONEHARDSKIN] ) skill_area_temp[5] |= 0x80;
  7947. if( tsc->data[SC_VITALITYACTIVATION] ) skill_area_temp[5] |= 0x100;
  7948. if( tsc->data[SC_ABUNDANCE] ) skill_area_temp[5] |= 0x200;
  7949. }
  7950. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7951. 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);
  7952. }
  7953. break;
  7954. case GC_ROLLINGCUTTER:
  7955. {
  7956. short count = 1;
  7957. skill_area_temp[2] = 0;
  7958. 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);
  7959. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  7960. { // Every time the skill is casted the status change is reseted adding a counter.
  7961. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  7962. if( count > 10 )
  7963. count = 10; // Max coounter
  7964. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  7965. }
  7966. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  7967. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  7968. }
  7969. break;
  7970. case GC_WEAPONBLOCKING:
  7971. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  7972. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  7973. else
  7974. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7975. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7976. break;
  7977. case GC_CREATENEWPOISON:
  7978. if( sd )
  7979. {
  7980. clif_skill_produce_mix_list(sd,skill_id,25);
  7981. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7982. }
  7983. break;
  7984. case GC_POISONINGWEAPON:
  7985. if( sd ) {
  7986. clif_poison_list(sd,skill_lv);
  7987. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7988. }
  7989. break;
  7990. case GC_ANTIDOTE:
  7991. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7992. if( tsc )
  7993. {
  7994. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  7995. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  7996. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  7997. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  7998. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  7999. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8000. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8001. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  8002. }
  8003. break;
  8004. case GC_PHANTOMMENACE:
  8005. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8006. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8007. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  8008. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8009. break;
  8010. case GC_HALLUCINATIONWALK:
  8011. {
  8012. int heal = status_get_max_hp(bl) / 10;
  8013. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  8014. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8015. break;
  8016. }
  8017. if( !status_charge(bl,heal,0) )
  8018. {
  8019. if( sd ) clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  8020. break;
  8021. }
  8022. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8023. }
  8024. break;
  8025. case AB_ANCILLA:
  8026. if( sd ) {
  8027. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8028. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1);
  8029. }
  8030. break;
  8031. case AB_CLEMENTIA:
  8032. case AB_CANTO:
  8033. {
  8034. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  8035. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  8036. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8037. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  8038. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  8039. else if( sd )
  8040. 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);
  8041. }
  8042. break;
  8043. case AB_PRAEFATIO:
  8044. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  8045. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  8046. else if( sd )
  8047. 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);
  8048. break;
  8049. case AB_CHEAL:
  8050. if( sd == NULL || sd->status.party_id == 0 || flag&1 ) {
  8051. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->data[SC_BERSERK] ) {
  8052. int partycount = ( sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0 );
  8053. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  8054. if( partycount > 1 )
  8055. i += (i / 100) * (partycount * 10) / 4;
  8056. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  8057. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  8058. clif_skill_nodamage(bl, bl, skill_id, i, 1);
  8059. if( tsc && tsc->data[SC_AKAITSUKI] && i )
  8060. i = ~i + 1;
  8061. status_heal(bl, i, 0, 0);
  8062. }
  8063. }
  8064. else if( sd )
  8065. 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);
  8066. break;
  8067. case AB_ORATIO:
  8068. if( flag&1 )
  8069. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  8070. else
  8071. {
  8072. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8073. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8074. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8075. }
  8076. break;
  8077. case AB_LAUDAAGNUS:
  8078. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8079. if( tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] || tsc->data[SC_BLIND] ||
  8080. tsc->data[SC_BURNING] || tsc->data[SC_FREEZING] || tsc->data[SC_CRYSTALIZE])) {
  8081. // Success Chance: (40 + 10 * Skill Level) %
  8082. if( rnd()%100 > 40+10*skill_lv ) break;
  8083. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8084. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8085. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8086. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8087. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8088. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8089. }else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8090. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8091. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8092. } else if( sd )
  8093. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8094. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8095. break;
  8096. case AB_LAUDARAMUS:
  8097. if( flag&1 || sd == NULL || !sd->status.party_id ) {
  8098. if( tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] || tsc->data[SC_MANDRAGORA] || tsc->data[SC_SILENCE] || tsc->data[SC_DEEPSLEEP]) ){
  8099. // Success Chance: (40 + 10 * Skill Level) %
  8100. if( rnd()%100 > 40+10*skill_lv ) break;
  8101. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8102. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8103. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8104. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8105. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8106. }else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  8107. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8108. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8109. } else if( sd )
  8110. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  8111. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8112. break;
  8113. case AB_CLEARANCE:
  8114. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 )
  8115. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  8116. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  8117. break;
  8118. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8119. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 60 + 8 * skill_lv) {
  8120. if (sd)
  8121. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8122. break;
  8123. }
  8124. if(status_isimmune(bl))
  8125. break;
  8126. //Remove bonus_script by Clearance
  8127. if (dstsd)
  8128. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  8129. if(!tsc || !tsc->count)
  8130. break;
  8131. for( i = 0; i < SC_MAX; i++ ) {
  8132. if (!tsc->data[i])
  8133. continue;
  8134. switch (i) {
  8135. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  8136. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  8137. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  8138. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  8139. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  8140. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  8141. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  8142. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  8143. case SC_SPIRIT: case SC_AUTOBERSERK:
  8144. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  8145. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  8146. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  8147. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  8148. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  8149. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  8150. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  8151. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  8152. /*case SC_SPEEDUP1:*/ case SC_AUTOTRADE: case SC_CRITICALWOUND:
  8153. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  8154. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  8155. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  8156. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  8157. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  8158. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  8159. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  8160. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  8161. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  8162. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  8163. case SC_FOOD_LUK_CASH: case SC_ELECTRICSHOCKER: case SC_BITE:
  8164. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  8165. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  8166. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  8167. case SC_MAGNETICFIELD: case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  8168. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES: case SC_NEUTRALBARRIER_MASTER:
  8169. case SC_NEUTRALBARRIER: case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD:
  8170. case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD:
  8171. case SC_HAWKEYES: case SC_REGENERATION: case SC_SEVENWIND:
  8172. case SC_MIRACLE: case SC_S_LIFEPOTION: case SC_L_LIFEPOTION:
  8173. case SC_INCHEALRATE: case SC_PUSH_CART: case SC_PARTYFLEE:
  8174. case SC_RAISINGDRAGON: case SC_GT_REVITALIZE: case SC_GT_ENERGYGAIN:
  8175. case SC_GT_CHANGE: case SC_ANGEL_PROTECT: case SC_MONSTER_TRANSFORM:
  8176. case SC_FULL_THROTTLE: case SC_REBOUND: case SC_TELEKINESIS_INTENSE:
  8177. case SC_MOONSTAR: case SC_SUPER_STAR: case SC_ALL_RIDING:
  8178. case SC_MTF_ASPD: case SC_MTF_RANGEATK: case SC_MTF_MATK:
  8179. case SC_MTF_MLEATKED: case SC_MTF_CRIDAMAGE: case SC_HEAT_BARREL:
  8180. case SC_HEAT_BARREL_AFTER: case SC_P_ALTER: case SC_E_CHAIN:
  8181. case SC_C_MARKER: case SC_B_TRAP: case SC_H_MINE:
  8182. case SC_STRANGELIGHTS: case SC_DECORATION_OF_MUSIC: case SC_GN_CARTBOOST:
  8183. case SC_RECOGNIZEDSPELL: case SC_CHASEWALK2:
  8184. #ifdef RENEWAL
  8185. case SC_EXTREMITYFIST2:
  8186. #endif
  8187. case SC_HIDING: case SC_CLOAKING: case SC_CHASEWALK:
  8188. case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: case SC_UTSUSEMI:
  8189. case SC_MTF_ASPD2: case SC_MTF_RANGEATK2: case SC_MTF_MATK2:
  8190. case SC_2011RWC_SCROLL: case SC_JP_EVENT04: case SC_MTF_MHP:
  8191. case SC_MTF_MSP: case SC_MTF_PUMPKIN: case SC_MTF_HITFLEE:
  8192. continue;
  8193. case SC_ASSUMPTIO:
  8194. if( bl->type == BL_MOB )
  8195. continue;
  8196. break;
  8197. }
  8198. if(i == SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8199. status_change_end(bl,(sc_type)i,INVALID_TIMER);
  8200. }
  8201. break;
  8202. }
  8203. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  8204. break;
  8205. case AB_SILENTIUM:
  8206. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  8207. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8208. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8209. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8210. break;
  8211. case WL_STASIS:
  8212. if( flag&1 )
  8213. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8214. else
  8215. {
  8216. if (battle_config.skill_wall_check)
  8217. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8218. else
  8219. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  8220. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8221. }
  8222. break;
  8223. case AB_OFFERTORIUM:{
  8224. struct status_change *sc = status_get_sc(src);
  8225. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8226. if( sc ) {
  8227. int sc_toend[] = {SC_CURSE, SC_POISON, SC_HALLUCINATION, SC_CONFUSION, SC_BLEEDING, SC_BURNING, SC_FREEZING, SC_MANDRAGORA};
  8228. for( i = 0; i < ARRAYLENGTH(sc_toend); i++) {
  8229. status_change_end(bl, (sc_type)sc_toend[i], INVALID_TIMER);
  8230. }
  8231. }
  8232. }
  8233. break;
  8234. case WL_WHITEIMPRISON:
  8235. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && !is_boss(bl) )// Should not work with bosses.
  8236. {
  8237. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  8238. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  8239. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  8240. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  8241. if( sd )
  8242. skill_blockpc_start(sd,skill_id,4000);
  8243. if( !(tsc && tsc->data[type]) ){
  8244. 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));
  8245. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8246. if( !i )
  8247. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8248. }
  8249. }else
  8250. if( sd )
  8251. clif_skill_fail(sd,skill_id,USESKILL_FAIL_TOTARGET,0);
  8252. break;
  8253. case WL_FROSTMISTY:
  8254. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8255. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  8256. break;
  8257. case WL_JACKFROST:
  8258. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8259. if (battle_config.skill_wall_check)
  8260. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8261. else
  8262. 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);
  8263. break;
  8264. case WL_MARSHOFABYSS:
  8265. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8266. sc_start4(src,bl, type, 100, skill_lv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  8267. skill_get_time(skill_id, skill_lv)));
  8268. break;
  8269. case WL_SIENNAEXECRATE:
  8270. if( status_isimmune(bl) || !tsc )
  8271. break;
  8272. if( flag&1 ) {
  8273. if( bl->id == skill_area_temp[1] )
  8274. break; // Already work on this target
  8275. if( tsc && tsc->data[SC_STONE] )
  8276. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8277. else
  8278. status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8279. } else {
  8280. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  8281. // IroWiki says Rate should be reduced by target stats, but currently unknown
  8282. if( rnd()%100 < rate ) { // Success on First Target
  8283. if( !tsc->data[SC_STONE] )
  8284. rate = status_change_start(src,bl,SC_STONE,10000,skill_lv,0,0,1000,skill_get_time(skill_id, skill_lv),SCSTART_NOTICKDEF);
  8285. else {
  8286. rate = 1;
  8287. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8288. }
  8289. if( rate ) {
  8290. skill_area_temp[1] = bl->id;
  8291. 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);
  8292. }
  8293. // Doesn't send failure packet if it fails on defense.
  8294. }
  8295. else if( sd ) // Failure on Rate
  8296. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8297. }
  8298. break;
  8299. case WL_SUMMONFB:
  8300. case WL_SUMMONBL:
  8301. case WL_SUMMONWB:
  8302. case WL_SUMMONSTONE:
  8303. {
  8304. short element = 0, sctype = 0, pos = -1;
  8305. struct status_change *sc = status_get_sc(src);
  8306. if( !sc )
  8307. break;
  8308. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ ) {
  8309. if( !sctype && !sc->data[i] )
  8310. sctype = i; // Take the free SC
  8311. if( sc->data[i] )
  8312. pos = max(sc->data[i]->val2,pos);
  8313. }
  8314. if( !sctype ) {
  8315. if( sd ) // No free slots to put SC
  8316. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  8317. break;
  8318. }
  8319. pos++; // Used in val2 for SC. Indicates the order of this ball
  8320. switch( skill_id ) { // Set val1. The SC element for this ball
  8321. case WL_SUMMONFB: element = WLS_FIRE; break;
  8322. case WL_SUMMONBL: element = WLS_WIND; break;
  8323. case WL_SUMMONWB: element = WLS_WATER; break;
  8324. case WL_SUMMONSTONE: element = WLS_STONE; break;
  8325. }
  8326. sc_start4(src,src,(enum sc_type)sctype,100,element,pos,skill_lv,0,skill_get_time(skill_id,skill_lv));
  8327. clif_skill_nodamage(src,bl,skill_id,0,0);
  8328. }
  8329. break;
  8330. case WL_READING_SB:
  8331. if( sd ) {
  8332. struct status_change *sc = status_get_sc(bl);
  8333. for( i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++)
  8334. if( sc && !sc->data[i] )
  8335. break;
  8336. if( i == SC_MAXSPELLBOOK ) {
  8337. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  8338. break;
  8339. }
  8340. sc_start(src,bl, SC_STOP, 100, skill_lv, INVALID_TIMER); //Can't move while selecting a spellbook.
  8341. clif_spellbook_list(sd);
  8342. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8343. }
  8344. break;
  8345. case RA_FEARBREEZE:
  8346. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8347. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8348. break;
  8349. case RA_WUGMASTERY:
  8350. if( sd ) {
  8351. if( !pc_iswug(sd) )
  8352. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8353. else
  8354. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8355. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8356. }
  8357. break;
  8358. case RA_WUGRIDER:
  8359. if( sd ) {
  8360. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  8361. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  8362. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  8363. } else if( pc_isridingwug(sd) ) {
  8364. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  8365. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  8366. }
  8367. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8368. }
  8369. break;
  8370. case RA_WUGDASH:
  8371. if( tsce ) {
  8372. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type, INVALID_TIMER));
  8373. map_freeblock_unlock();
  8374. return 0;
  8375. }
  8376. if( sd && pc_isridingwug(sd) ) {
  8377. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8378. clif_walkok(sd);
  8379. }
  8380. break;
  8381. case RA_SENSITIVEKEEN:
  8382. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8383. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8384. 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);
  8385. break;
  8386. case NC_F_SIDESLIDE:
  8387. case NC_B_SIDESLIDE:
  8388. {
  8389. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  8390. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,0);
  8391. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8392. }
  8393. break;
  8394. case NC_SELFDESTRUCTION:
  8395. if( sd ) {
  8396. if( pc_ismadogear(sd) )
  8397. pc_setmadogear(sd, 0);
  8398. skill_area_temp[1] = 0;
  8399. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8400. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8401. status_set_sp(src, 0, 0);
  8402. skill_clear_unitgroup(src);
  8403. }
  8404. break;
  8405. case NC_ANALYZE:
  8406. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8407. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8408. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv)));
  8409. if( sd ) pc_overheat(sd,1);
  8410. break;
  8411. case NC_MAGNETICFIELD:
  8412. if( (i = sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv))) )
  8413. {
  8414. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  8415. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8416. if (sd) pc_overheat(sd,1);
  8417. }
  8418. clif_skill_nodamage(src,src,skill_id,skill_lv,i);
  8419. break;
  8420. case NC_REPAIR:
  8421. if( sd ) {
  8422. int heal, hp = 0;
  8423. if( !dstsd || !pc_ismadogear(dstsd) ) {
  8424. clif_skill_fail(sd, skill_id, USESKILL_FAIL_TOTARGET, 0);
  8425. break;
  8426. }
  8427. switch(skill_lv) {
  8428. case 1: hp = 4; break;
  8429. case 2: hp = 7; break;
  8430. case 3: hp = 13; break;
  8431. case 4: hp = 17; break;
  8432. case 5: default: hp = 23; break;
  8433. }
  8434. heal = dstsd->status.max_hp * hp / 100;
  8435. status_heal(bl,heal,0,2);
  8436. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  8437. }
  8438. break;
  8439. case NC_DISJOINT:
  8440. {
  8441. if( bl->type != BL_MOB ) break;
  8442. md = map_id2md(bl->id);
  8443. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  8444. status_kill(bl);
  8445. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8446. }
  8447. break;
  8448. case SC_AUTOSHADOWSPELL:
  8449. if( sd ) {
  8450. if( (sd->reproduceskill_idx >= 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  8451. (sd->cloneskill_idx >= 0 && sd->status.skill[sd->cloneskill_idx].id) )
  8452. {
  8453. sc_start(src,src,SC_STOP,100,skill_lv,-1);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  8454. clif_autoshadowspell_list(sd);
  8455. clif_skill_nodamage(src,bl,skill_id,1,1);
  8456. }
  8457. else
  8458. clif_skill_fail(sd,skill_id,USESKILL_FAIL_IMITATION_SKILL_NONE,0);
  8459. }
  8460. break;
  8461. case SC_SHADOWFORM:
  8462. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  8463. 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))) )
  8464. dstsd->shadowform_id = src->id;
  8465. }
  8466. else if( sd )
  8467. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8468. break;
  8469. case SC_BODYPAINT:
  8470. if( flag&1 ) {
  8471. if( tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED]) ) {
  8472. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  8473. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  8474. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  8475. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8476. sc_start(src,bl,SC_BLIND,53 + 2 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  8477. }
  8478. } else {
  8479. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  8480. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  8481. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8482. }
  8483. break;
  8484. case SC_ENERVATION:
  8485. case SC_GROOMY:
  8486. case SC_LAZINESS:
  8487. case SC_UNLUCKY:
  8488. case SC_WEAKNESS:
  8489. if( !(tsc && tsc->data[type]) ) {
  8490. int rate;
  8491. if (is_boss(bl))
  8492. break;
  8493. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8494. - (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));
  8495. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8496. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  8497. } else if( sd )
  8498. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8499. break;
  8500. case SC_IGNORANCE:
  8501. if( !(tsc && tsc->data[type]) ) {
  8502. int rate;
  8503. if (is_boss(bl))
  8504. break;
  8505. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  8506. - (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));
  8507. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  8508. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  8509. int sp = 100 * skill_lv;
  8510. if( dstmd )
  8511. sp = dstmd->level;
  8512. if( !dstmd )
  8513. status_zap(bl, 0, sp);
  8514. status_heal(src, 0, sp / 2, 3);
  8515. } else if( sd )
  8516. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8517. } else if( sd )
  8518. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8519. break;
  8520. case LG_TRAMPLE:
  8521. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8522. if (rnd()%100 < (25 + 25 * skill_lv))
  8523. map_foreachinrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  8524. break;
  8525. case LG_REFLECTDAMAGE:
  8526. if( tsc && tsc->data[type] )
  8527. status_change_end(bl,type,INVALID_TIMER);
  8528. else
  8529. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8530. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8531. break;
  8532. case LG_SHIELDSPELL:
  8533. if (sd) {
  8534. int opt = 0;
  8535. short index = sd->equip_index[EQI_HAND_L], shield_def = 0, shield_mdef = 0, shield_refine = 0;
  8536. struct item_data *shield_data = NULL;
  8537. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  8538. shield_data = sd->inventory_data[index];
  8539. if (!shield_data || shield_data->type != IT_ARMOR) // Group with 'skill_unconditional' gets these as default
  8540. shield_def = shield_mdef = shield_refine = 10;
  8541. else {
  8542. shield_def = shield_data->def;
  8543. shield_mdef = sd->bonus.shieldmdef;
  8544. shield_refine = sd->status.inventory[sd->equip_index[EQI_HAND_L]].refine;
  8545. }
  8546. if (flag&1) {
  8547. sc_start(src,bl,SC_SILENCE,100,skill_lv,shield_mdef * 30000);
  8548. break;
  8549. }
  8550. opt = rnd()%3 + 1; // Generates a number between 1 - 3. The number generated will determine which effect will be triggered.
  8551. switch(skill_lv) {
  8552. case 1: { // DEF Based
  8553. int splashrange = 0;
  8554. #ifdef RENEWAL
  8555. if (shield_def >= 0 && shield_def <= 40)
  8556. #else
  8557. if (shield_def >= 0 && shield_def <= 4)
  8558. #endif
  8559. splashrange = 1;
  8560. #ifdef RENEWAL
  8561. else if (shield_def >= 41 && shield_def <= 80)
  8562. #else
  8563. else if (shield_def >= 5 && shield_def <= 9)
  8564. #endif
  8565. splashrange = 2;
  8566. else
  8567. splashrange = 3;
  8568. switch(opt) {
  8569. case 1: // Splash AoE ATK
  8570. sc_start(src,bl,SC_SHIELDSPELL_DEF,100,opt,INVALID_TIMER);
  8571. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8572. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8573. status_change_end(bl,SC_SHIELDSPELL_DEF,INVALID_TIMER);
  8574. break;
  8575. case 2: // % Damage Reflecting Increase
  8576. #ifdef RENEWAL
  8577. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def / 10,shield_def * 1000);
  8578. #else
  8579. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 1000 * 10);
  8580. #endif
  8581. break;
  8582. case 3: // Equipment Attack Increase
  8583. #ifdef RENEWAL
  8584. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def,shield_def * 3000);
  8585. #else
  8586. sc_start2(src,bl,SC_SHIELDSPELL_DEF,100,opt,shield_def * 10,shield_def * 3000 * 10);
  8587. #endif
  8588. break;
  8589. }
  8590. }
  8591. break;
  8592. case 2: { // MDEF Based
  8593. int splashrange = 0;
  8594. if (shield_mdef >= 1 && shield_mdef <= 3)
  8595. splashrange = 1;
  8596. else if (shield_mdef >= 4 && shield_mdef <= 5)
  8597. splashrange = 2;
  8598. else
  8599. splashrange = 3;
  8600. switch(opt) {
  8601. case 1: // Splash AoE MATK
  8602. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,INVALID_TIMER);
  8603. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8604. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  8605. status_change_end(bl,SC_SHIELDSPELL_MDEF,INVALID_TIMER);
  8606. break;
  8607. case 2: // Splash AoE Lex Divina
  8608. sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 2000);
  8609. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  8610. map_foreachinrange(skill_area_sub,src,splashrange,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  8611. break;
  8612. case 3: // Casts Magnificat.
  8613. if (sc_start(src,bl,SC_SHIELDSPELL_MDEF,100,opt,shield_mdef * 30000))
  8614. clif_skill_nodamage(src,bl,PR_MAGNIFICAT,skill_lv,
  8615. sc_start(src,bl,SC_MAGNIFICAT,100,1,shield_mdef * 30000));
  8616. break;
  8617. }
  8618. }
  8619. break;
  8620. case 3: // Refine Based
  8621. switch(opt) {
  8622. case 1: // Allows you to break armor at a 100% rate when you do damage.
  8623. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 30000);
  8624. break;
  8625. case 2: // Increases DEF and Status Effect resistance depending on Shield refine rate.
  8626. #ifdef RENEWAL
  8627. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine * 10 * status_get_lv(src) / 100,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8628. #else
  8629. sc_start4(src,bl,SC_SHIELDSPELL_REF,100,opt,shield_refine,(shield_refine * 2) + (sstatus->luk / 10),0,shield_refine * 20000);
  8630. #endif
  8631. break;
  8632. case 3: // Recovers HP depending on Shield refine rate.
  8633. sc_start(src,bl,SC_SHIELDSPELL_REF,100,opt,INVALID_TIMER); //HP Recovery.
  8634. status_heal(bl,sstatus->max_hp * ((status_get_lv(src) / 10) + (shield_refine + 1)) / 100,0,2);
  8635. status_change_end(bl,SC_SHIELDSPELL_REF,INVALID_TIMER);
  8636. break;
  8637. }
  8638. break;
  8639. }
  8640. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8641. }
  8642. break;
  8643. case LG_PIETY:
  8644. if( flag&1 )
  8645. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8646. else {
  8647. skill_area_temp[2] = 0;
  8648. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  8649. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8650. }
  8651. break;
  8652. case LG_INSPIRATION:
  8653. if( sd && !map[sd->bl.m].flag.noexppenalty && sd->status.base_level != MAX_LEVEL ) {
  8654. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * 1 / 100); // 1% penalty.
  8655. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * 1 / 100);
  8656. clif_updatestatus(sd,SP_BASEEXP);
  8657. clif_updatestatus(sd,SP_JOBEXP);
  8658. }
  8659. clif_skill_nodamage(bl,src,skill_id,skill_lv,
  8660. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8661. break;
  8662. case SR_CURSEDCIRCLE:
  8663. if( flag&1 ) {
  8664. if( is_boss(bl) ) break;
  8665. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  8666. if( bl->type == BL_MOB )
  8667. mob_unlocktarget((TBL_MOB*)bl,gettick());
  8668. unit_stop_attack(bl);
  8669. clif_bladestop(src, bl->id, 1);
  8670. map_freeblock_unlock();
  8671. return 1;
  8672. }
  8673. } else {
  8674. int count = 0;
  8675. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8676. 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
  8677. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8678. if( sd ) pc_delspiritball(sd, count, 0);
  8679. clif_skill_nodamage(src, src, skill_id, skill_lv,
  8680. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  8681. }
  8682. break;
  8683. case SR_RAISINGDRAGON:
  8684. if( sd ) {
  8685. short max = 5 + skill_lv;
  8686. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8687. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  8688. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  8689. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  8690. }
  8691. break;
  8692. case SR_ASSIMILATEPOWER:
  8693. if( flag&1 ) {
  8694. i = 0;
  8695. if( dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER )
  8696. {
  8697. i = dstsd->spiritball; //1%sp per spiritball.
  8698. pc_delspiritball(dstsd, dstsd->spiritball, 0);
  8699. }
  8700. if( i ) status_percent_heal(src, 0, i);
  8701. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  8702. } else {
  8703. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  8704. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  8705. }
  8706. break;
  8707. case SR_POWERVELOCITY:
  8708. if( !dstsd )
  8709. break;
  8710. if( sd && dstsd->spiritball <= 5 ) {
  8711. for(i = 0; i <= 5; i++) {
  8712. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  8713. pc_delspiritball(sd, sd->spiritball, 0);
  8714. }
  8715. }
  8716. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8717. break;
  8718. case SR_GENTLETOUCH_CURE:
  8719. {
  8720. int heal;
  8721. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  8722. status_heal(bl, heal, 0, 0);
  8723. if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) ) {
  8724. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8725. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8726. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8727. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8728. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  8729. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8730. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8731. }
  8732. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8733. }
  8734. break;
  8735. case SR_GENTLETOUCH_ENERGYGAIN:
  8736. case SR_GENTLETOUCH_CHANGE:
  8737. case SR_GENTLETOUCH_REVITALIZE:
  8738. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8739. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8740. break;
  8741. case SR_FLASHCOMBO: {
  8742. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON, SR_SKYNETBLOW };
  8743. if (sd)
  8744. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  8745. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8746. sc_start2(src,bl,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv)));
  8747. for (i = 0; i < ARRAYLENGTH(combo); i++)
  8748. skill_addtimerskill(src,tick + 500 * i,bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  8749. }
  8750. break;
  8751. case WA_SWING_DANCE:
  8752. case WA_MOONLIT_SERENADE:
  8753. case WA_SYMPHONY_OF_LOVER:
  8754. case MI_RUSH_WINDMILL:
  8755. case MI_ECHOSONG:
  8756. if( !sd || !sd->status.party_id || (flag & 1) ) {
  8757. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8758. 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));
  8759. } else if( sd ) {
  8760. 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);
  8761. 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));
  8762. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8763. }
  8764. break;
  8765. case MI_HARMONIZE:
  8766. if( src != bl )
  8767. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8768. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  8769. break;
  8770. case WM_DEADHILLHERE:
  8771. if( bl->type == BL_PC ) {
  8772. if( !status_isdead(bl) )
  8773. break;
  8774. if( rnd()%100 < 88 + 2 * skill_lv ) {
  8775. int heal = tstatus->sp;
  8776. if( heal <= 0 )
  8777. heal = 1;
  8778. tstatus->hp = heal;
  8779. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  8780. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8781. pc_revive((TBL_PC*)bl,heal,0);
  8782. clif_resurrection(bl,1);
  8783. }
  8784. }
  8785. break;
  8786. case WM_SIRCLEOFNATURE:
  8787. if( flag&1 )
  8788. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8789. else {
  8790. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|BCT_ALL|1,skill_castend_nodamage_id);
  8791. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8792. }
  8793. break;
  8794. case WM_VOICEOFSIREN:
  8795. if (flag&1)
  8796. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  8797. else {
  8798. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster’s Job Level / 2) %
  8799. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : skill_get_max(WM_LESSON)) * 2 + (sd ? sd->status.job_level : 50) / 2;
  8800. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  8801. 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_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  8802. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8803. }
  8804. break;
  8805. case WM_GLOOMYDAY:
  8806. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8807. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  8808. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  8809. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  8810. {
  8811. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8812. break;
  8813. }
  8814. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8815. break;
  8816. case WM_SATURDAY_NIGHT_FEVER:
  8817. if( flag&1 ) { // Affect to all targets arround the caster and caster too.
  8818. if( !(tsc && tsc->data[type]) )
  8819. sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv));
  8820. } else if( flag&2 ) {
  8821. if( src->id != bl->id && battle_check_target(src,bl,BCT_ENEMY) > 0 )
  8822. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8823. } else if( sd ) {
  8824. short chance = sstatus->int_/6 + sd->status.job_level/5 + skill_lv*4;
  8825. if( !sd->status.party_id || (rnd()%100 > chance)) {
  8826. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  8827. break;
  8828. }
  8829. if( map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id,skill_lv),
  8830. BL_PC, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) > 7 )
  8831. flag |= 2;
  8832. else
  8833. flag |= 1;
  8834. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF, skill_castend_nodamage_id);
  8835. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  8836. sc_start(src,src,SC_STOP,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8837. if( flag&2 ) // Dealed here to prevent conflicts
  8838. status_fix_damage(src,bl,9999,clif_damage(src,bl,tick,0,0,9999,0,DMG_NORMAL,0));
  8839. }
  8840. break;
  8841. case WM_SONG_OF_MANA:
  8842. case WM_DANCE_WITH_WUG:
  8843. case WM_LERADS_DEW:
  8844. case WM_UNLIMITED_HUMMING_VOICE:
  8845. if( flag&1 ) { // These affect to to all party members near the caster.
  8846. struct status_change *sc = status_get_sc(src);
  8847. if( sc && sc->data[type] ) {
  8848. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8849. }
  8850. } else if( sd ) {
  8851. if( sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv)) )
  8852. 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);
  8853. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8854. }
  8855. break;
  8856. case WM_MELODYOFSINK:
  8857. case WM_BEYOND_OF_WARCRY:
  8858. if( flag&1 ) {
  8859. sc_start2(src,bl,type,100,skill_lv,chorusbonus,skill_get_time(skill_id,skill_lv));
  8860. } else { // These affect to all targets arround the caster.
  8861. if( rnd()%100 < 15 + 5 * skill_lv * 5 * chorusbonus ) {
  8862. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  8863. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8864. }
  8865. }
  8866. break;
  8867. case WM_RANDOMIZESPELL:
  8868. if (!skill_improvise_count) {
  8869. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8870. break;
  8871. }
  8872. else {
  8873. int improv_skill_id = 0, improv_skill_lv, checked = 0, checked_max = MAX_SKILL_IMPROVISE_DB*3;
  8874. do {
  8875. i = rnd() % MAX_SKILL_IMPROVISE_DB;
  8876. improv_skill_id = skill_improvise_db[i].skill_id;
  8877. } while( checked++ < checked_max && (improv_skill_id == 0 || rnd()%10000 >= skill_improvise_db[i].per) );
  8878. if (!skill_get_index(improv_skill_id)) {
  8879. if (sd)
  8880. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  8881. break;
  8882. }
  8883. improv_skill_lv = 4 + skill_lv;
  8884. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8885. if( sd ) {
  8886. sd->state.abra_flag = 2;
  8887. sd->skillitem = improv_skill_id;
  8888. sd->skillitemlv = improv_skill_lv;
  8889. clif_item_skill(sd, improv_skill_id, improv_skill_lv);
  8890. } else {
  8891. struct unit_data *ud = unit_bl2ud(src);
  8892. int inf = skill_get_inf(improv_skill_id);
  8893. if (!ud) break;
  8894. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  8895. if (src->type == BL_PET)
  8896. bl = (struct block_list*)((TBL_PET*)src)->master;
  8897. if (!bl) bl = src;
  8898. unit_skilluse_id(src, bl->id, improv_skill_id, improv_skill_lv);
  8899. } else {
  8900. int target_id = 0;
  8901. if (ud->target)
  8902. target_id = ud->target;
  8903. else switch (src->type) {
  8904. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  8905. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  8906. }
  8907. if (!target_id)
  8908. break;
  8909. if (skill_get_casttype(improv_skill_id) == CAST_GROUND) {
  8910. bl = map_id2bl(target_id);
  8911. if (!bl) bl = src;
  8912. unit_skilluse_pos(src, bl->x, bl->y, improv_skill_id, improv_skill_lv);
  8913. } else
  8914. unit_skilluse_id(src, target_id, improv_skill_id, improv_skill_lv);
  8915. }
  8916. }
  8917. }
  8918. break;
  8919. case RETURN_TO_ELDICASTES:
  8920. case ALL_GUARDIAN_RECALL:
  8921. case ECLAGE_RECALL:
  8922. if( sd )
  8923. {
  8924. short x=0, y=0; // Destiny position.
  8925. unsigned short mapindex=0;
  8926. switch(skill_id){
  8927. default:
  8928. case RETURN_TO_ELDICASTES:
  8929. x = 198;
  8930. y = 187;
  8931. mapindex = mapindex_name2id(MAP_DICASTES);
  8932. break;
  8933. case ALL_GUARDIAN_RECALL:
  8934. x = 44;
  8935. y = 151;
  8936. mapindex = mapindex_name2id(MAP_MORA);
  8937. break;
  8938. case ECLAGE_RECALL:
  8939. x = 47;
  8940. y = 31;
  8941. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  8942. break;
  8943. }
  8944. if(!mapindex)
  8945. { //Given map not found?
  8946. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  8947. map_freeblock_unlock();
  8948. return 0;
  8949. }
  8950. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  8951. }
  8952. break;
  8953. case ECL_SNOWFLIP:
  8954. case ECL_PEONYMAMY:
  8955. case ECL_SADAGUI:
  8956. case ECL_SEQUOIADUST:
  8957. switch(skill_id){
  8958. case ECL_SNOWFLIP:
  8959. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  8960. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8961. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8962. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8963. break;
  8964. case ECL_PEONYMAMY:
  8965. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8966. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8967. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8968. break;
  8969. case ECL_SADAGUI:
  8970. status_change_end(bl, SC_STUN, INVALID_TIMER);
  8971. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8972. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8973. status_change_end(bl, SC_FEAR, INVALID_TIMER);
  8974. break;
  8975. case ECL_SEQUOIADUST:
  8976. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8977. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8978. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8979. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8980. status_change_end(bl, SC_ORCISH, INVALID_TIMER);
  8981. break;
  8982. }
  8983. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8984. break;
  8985. case GM_SANDMAN:
  8986. if( tsc ) {
  8987. if( tsc->opt1 == OPT1_SLEEP )
  8988. tsc->opt1 = 0;
  8989. else
  8990. tsc->opt1 = OPT1_SLEEP;
  8991. clif_changeoption(bl);
  8992. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  8993. }
  8994. break;
  8995. case SO_ARRULLO:
  8996. {
  8997. // Success chance: [(15 + 5 * Skill Level) + ( Caster's INT / 5 ) + ( Caster's Job Level / 5 ) - ( Target's INT / 6 ) - ( Target's LUK / 10 )] %
  8998. int rate = (15 + 5 * skill_lv) * 1000 + status_get_int(src) * 200 + (sd ? sd->status.job_level * 200 : 0) - status_get_int(bl) * 1000 / 6 - status_get_luk(bl) * 100;
  8999. struct status_data *bstatus = status_get_base_status(bl);
  9000. // Resistance: {(Target’s Base Level / 20) + (Target’s Base INT / 40)} seconds
  9001. int duration = skill_get_time(skill_id, skill_lv) - (status_get_baselevel_limit(bl, 150) * 50 + bstatus->int_ * 25);
  9002. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9003. status_change_start(src,bl,type,rate,skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9004. }
  9005. break;
  9006. case WM_LULLABY_DEEPSLEEP:
  9007. if (flag&1) {
  9008. struct status_data *bstatus = status_get_base_status(bl);
  9009. // Resistance: {(Target’s Base Level / 20) + (Target’s Base INT / 20)} seconds
  9010. int duration = skill_area_temp[6] - (status_get_baselevel_limit(bl, 150) * 50 + bstatus->int_ * 50);
  9011. status_change_start(src,bl,type,skill_area_temp[5],skill_lv,0,0,0,max(duration,5000),SCSTART_NORATEDEF|SCSTART_NOTICKDEF); // Avoid general resistance
  9012. }
  9013. else {
  9014. // Success chance: [(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster's Base Level / 15) + (Caster's Job Level / 5)] %
  9015. skill_area_temp[5] = (4 * skill_lv * 1000) + ((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)) * 2000 + (status_get_lv(src) * 1000 / 15) + (sd ? sd->status.job_level * 200 : 0);
  9016. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  9017. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9018. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  9019. }
  9020. break;
  9021. case SO_SUMMON_AGNI:
  9022. case SO_SUMMON_AQUA:
  9023. case SO_SUMMON_VENTUS:
  9024. case SO_SUMMON_TERA:
  9025. if( sd ) {
  9026. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  9027. // Remove previous elemental fisrt.
  9028. if( sd->ed )
  9029. elemental_delete(sd->ed,0);
  9030. // Summoning the new one.
  9031. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  9032. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9033. break;
  9034. }
  9035. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9036. }
  9037. break;
  9038. case SO_EL_CONTROL:
  9039. if( sd ) {
  9040. int mode = EL_MODE_PASSIVE; // Standard mode.
  9041. if( !sd->ed ) break;
  9042. if( skill_lv == 4 ) {// At level 4 delete elementals.
  9043. elemental_delete(sd->ed, 0);
  9044. break;
  9045. }
  9046. switch( skill_lv ) {// Select mode bassed on skill level used.
  9047. case 2: mode = EL_MODE_ASSIST; break;
  9048. case 3: mode = EL_MODE_AGGRESSIVE; break;
  9049. }
  9050. if( !elemental_change_mode(sd->ed,mode) ) {
  9051. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9052. break;
  9053. }
  9054. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9055. }
  9056. break;
  9057. case SO_EL_ACTION:
  9058. if( sd ) {
  9059. int duration = 3000;
  9060. if( !sd->ed )
  9061. break;
  9062. switch(sd->ed->db->class_) {
  9063. case 2115:case 2124:
  9064. case 2118:case 2121:
  9065. duration = 6000;
  9066. break;
  9067. case 2116:case 2119:
  9068. case 2122:case 2125:
  9069. duration = 9000;
  9070. break;
  9071. }
  9072. sd->skill_id_old = skill_id;
  9073. elemental_action(sd->ed, bl, tick);
  9074. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9075. skill_blockpc_start(sd, skill_id, duration);
  9076. }
  9077. break;
  9078. case SO_EL_CURE:
  9079. if( sd ) {
  9080. struct elemental_data *ed = sd->ed;
  9081. int s_hp = sd->battle_status.hp * 10 / 100, s_sp = sd->battle_status.sp * 10 / 100;
  9082. int e_hp, e_sp;
  9083. if( !ed ) break;
  9084. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  9085. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9086. break;
  9087. }
  9088. e_hp = ed->battle_status.max_hp * 10 / 100;
  9089. e_sp = ed->battle_status.max_sp * 10 / 100;
  9090. status_heal(&ed->bl,e_hp,e_sp,3);
  9091. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  9092. }
  9093. break;
  9094. case GN_CHANGEMATERIAL:
  9095. case SO_EL_ANALYSIS:
  9096. if( sd ) {
  9097. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9098. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  9099. }
  9100. break;
  9101. case GN_BLOOD_SUCKER:
  9102. {
  9103. struct status_change *sc = status_get_sc(src);
  9104. if( sc && sc->bs_counter < skill_get_maxcount( skill_id , skill_lv) ) {
  9105. if( tsc && tsc->data[type] ){
  9106. (sc->bs_counter)--;
  9107. status_change_end(src, type, INVALID_TIMER); // the first one cancels and the last one will take effect resetting the timer
  9108. }
  9109. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9110. sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  9111. (sc->bs_counter)++;
  9112. } else if( sd ) {
  9113. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9114. break;
  9115. }
  9116. }
  9117. break;
  9118. case GN_MANDRAGORA:
  9119. if( flag&1 ) {
  9120. int rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  9121. if (rate < 10)
  9122. rate = 10;
  9123. if (bl->type == BL_MOB)
  9124. break;
  9125. if (rnd()%100 < rate) {
  9126. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9127. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  9128. }
  9129. } else {
  9130. 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);
  9131. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9132. }
  9133. break;
  9134. case GN_SLINGITEM:
  9135. if( sd ) {
  9136. short ammo_id;
  9137. i = sd->equip_index[EQI_AMMO];
  9138. if( i < 0 )
  9139. break; // No ammo.
  9140. ammo_id = sd->inventory_data[i]->nameid;
  9141. if( ammo_id <= 0 )
  9142. break;
  9143. sd->itemid = ammo_id;
  9144. if( itemdb_is_GNbomb(ammo_id) ) {
  9145. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  9146. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  9147. 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);
  9148. else
  9149. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  9150. } else //Otherwise, it fails, shows animation and removes items.
  9151. clif_skill_fail(sd,GN_SLINGITEM_RANGEMELEEATK,USESKILL_FAIL,0);
  9152. } else if( itemdb_is_GNthrowable(ammo_id) ){
  9153. struct script_code *script = sd->inventory_data[i]->script;
  9154. if( !script )
  9155. break;
  9156. if( dstsd )
  9157. run_script(script,0,dstsd->bl.id,fake_nd->bl.id);
  9158. else
  9159. run_script(script,0,src->id,0);
  9160. }
  9161. }
  9162. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9163. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  9164. break;
  9165. case GN_MIX_COOKING:
  9166. case GN_MAKEBOMB:
  9167. case GN_S_PHARMACY:
  9168. if( sd ) {
  9169. int qty = 1;
  9170. sd->skill_id_old = skill_id;
  9171. sd->skill_lv_old = skill_lv;
  9172. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  9173. qty = 10;
  9174. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  9175. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9176. }
  9177. break;
  9178. case EL_CIRCLE_OF_FIRE:
  9179. case EL_PYROTECHNIC:
  9180. case EL_HEATER:
  9181. case EL_TROPIC:
  9182. case EL_AQUAPLAY:
  9183. case EL_COOLER:
  9184. case EL_CHILLY_AIR:
  9185. case EL_GUST:
  9186. case EL_BLAST:
  9187. case EL_WILD_STORM:
  9188. case EL_PETROLOGY:
  9189. case EL_CURSED_SOIL:
  9190. case EL_UPHEAVAL:
  9191. case EL_FIRE_CLOAK:
  9192. case EL_WATER_DROP:
  9193. case EL_WIND_CURTAIN:
  9194. case EL_SOLID_SKIN:
  9195. case EL_STONE_SHIELD:
  9196. case EL_WIND_STEP: {
  9197. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9198. if( ele ) {
  9199. sc_type type2 = (sc_type)(type-1);
  9200. struct status_change *sc = status_get_sc(&ele->bl);
  9201. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9202. elemental_clean_single_effect(ele, skill_id);
  9203. } else {
  9204. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9205. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9206. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  9207. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,0);
  9208. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9209. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9210. }
  9211. }
  9212. }
  9213. break;
  9214. case EL_FIRE_MANTLE:
  9215. case EL_WATER_BARRIER:
  9216. case EL_ZEPHYR:
  9217. case EL_POWER_OF_GAIA:
  9218. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9219. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9220. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  9221. break;
  9222. case EL_WATER_SCREEN: {
  9223. struct elemental_data *ele = BL_CAST(BL_ELEM, src);
  9224. if( ele ) {
  9225. struct status_change *sc = status_get_sc(&ele->bl);
  9226. sc_type type2 = (sc_type)(type-1);
  9227. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9228. if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
  9229. elemental_clean_single_effect(ele, skill_id);
  9230. } else {
  9231. // This not heals at the end.
  9232. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9233. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9234. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  9235. }
  9236. }
  9237. }
  9238. break;
  9239. case KO_KAHU_ENTEN:
  9240. case KO_HYOUHU_HUBUKI:
  9241. case KO_KAZEHU_SEIRAN:
  9242. case KO_DOHU_KOUKAI:
  9243. if(sd) {
  9244. int i_tal, ttype = skill_get_ele(skill_id, skill_lv);
  9245. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9246. ARR_FIND(1, 6, i_tal, sd->talisman[i_tal] > 0 && ttype != i_tal);
  9247. if( i_tal < 6 )
  9248. pc_del_talisman(sd, sd->talisman[i_tal], i_tal); // Replace talisman
  9249. pc_add_talisman(sd, skill_get_time(skill_id, skill_lv), 10, ttype);
  9250. }
  9251. break;
  9252. case KO_ZANZOU:
  9253. if(sd){
  9254. struct mob_data *md2;
  9255. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  9256. if( md2 )
  9257. {
  9258. md2->master_id = src->id;
  9259. md2->special_state.ai = AI_ZANZOU;
  9260. if( md2->deletetimer != INVALID_TIMER )
  9261. delete_timer(md2->deletetimer, mob_timer_delete);
  9262. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  9263. mob_spawn( md2 );
  9264. pc_setinvincibletimer(sd,500);// unlock target lock
  9265. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9266. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),0);
  9267. }
  9268. }
  9269. break;
  9270. case KO_KYOUGAKU:
  9271. if( dstsd && tsc && !tsc->data[type] && rnd()%100 < tstatus->int_/2 ){
  9272. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9273. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9274. }else if( sd )
  9275. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9276. break;
  9277. case KO_JYUSATSU:
  9278. if( dstsd && tsc && !tsc->data[type] &&
  9279. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  9280. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9281. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID));
  9282. status_zap(bl, tstatus->max_hp*skill_lv*5/100 , 0);
  9283. if( status_get_lv(bl) <= status_get_lv(src) )
  9284. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  9285. }else if( sd )
  9286. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9287. break;
  9288. case KO_GENWAKU:
  9289. if ( !map_flag_gvg2(src->m) && ( dstsd || dstmd ) && !(tstatus->mode&MD_PLANT) && battle_check_target(src,bl,BCT_ENEMY) > 0 ) {
  9290. int x = src->x, y = src->y;
  9291. if( sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10) ){//[(Base chance of success) - (Intelligence Objectives / 10)]%.
  9292. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9293. break;
  9294. }
  9295. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9296. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9297. clif_blown(src);
  9298. sc_start(src,src,SC_CONFUSION,25,skill_lv,skill_get_time(skill_id,skill_lv));
  9299. if (unit_movepos(bl,x,y,0,0)) {
  9300. clif_skill_damage(bl,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, -1, 6);
  9301. if( bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  9302. clif_sitting(bl); //Avoid sitting sync problem
  9303. clif_blown(bl);
  9304. sc_start(src,bl,SC_CONFUSION,75,skill_lv,skill_get_time(skill_id,skill_lv));
  9305. }
  9306. }
  9307. }
  9308. break;
  9309. case OB_AKAITSUKI:
  9310. case OB_OBOROGENSOU:
  9311. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  9312. || is_boss(bl) ) ){ // Does not work on Boss monsters.
  9313. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9314. break;
  9315. }
  9316. case KO_IZAYOI:
  9317. case OB_ZANGETSU:
  9318. case KG_KYOMU:
  9319. case KG_KAGEMUSYA:
  9320. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9321. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9322. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9323. break;
  9324. case KG_KAGEHUMI:
  9325. if( flag&1 ){
  9326. if(tsc && ( tsc->option&(OPTION_CLOAK|OPTION_HIDE) ||
  9327. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__SHADOWFORM] ||
  9328. tsc->data[SC_MARIONETTE] || tsc->data[SC_HARMONIZE])){
  9329. sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9330. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9331. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9332. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9333. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  9334. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  9335. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  9336. status_change_end(bl, SC_MARIONETTE, INVALID_TIMER);
  9337. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9338. }
  9339. if( skill_area_temp[2] == 1 ){
  9340. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  9341. sc_start(src,src, SC_STOP, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9342. }
  9343. }else{
  9344. skill_area_temp[2] = 0;
  9345. if (battle_config.skill_wall_check)
  9346. map_foreachinshootrange(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);
  9347. else
  9348. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_nodamage_id);
  9349. }
  9350. break;
  9351. case MH_SILENT_BREEZE:
  9352. {
  9353. int heal = 5 * status_get_lv(&hd->bl) +
  9354. #ifdef RENEWAL
  9355. status_base_matk(bl, &hd->battle_status, status_get_lv(&hd->bl));
  9356. #else
  9357. status_base_matk_min(&hd->battle_status);
  9358. #endif
  9359. //Silences the homunculus and target
  9360. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9361. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  9362. //Recover the target's HP
  9363. status_heal(bl,heal,0,3);
  9364. //Removes these SC from target
  9365. if (tsc) {
  9366. const enum sc_type scs[] = {
  9367. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  9368. };
  9369. for (i = 0; i < ARRAYLENGTH(scs); i++)
  9370. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  9371. }
  9372. if (hd)
  9373. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9374. }
  9375. break;
  9376. case MH_OVERED_BOOST:
  9377. if (hd) {
  9378. struct block_list *s_bl = battle_get_master(src);
  9379. if(hd->homunculus.hunger>50) //reduce hunger
  9380. hd->homunculus.hunger = hd->homunculus.hunger/2;
  9381. else
  9382. hd->homunculus.hunger = min(1,hd->homunculus.hunger);
  9383. if(s_bl && s_bl->type==BL_PC) {
  9384. status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
  9385. clif_send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
  9386. sc_start(src,s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)); //gene bonus
  9387. }
  9388. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9389. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9390. }
  9391. break;
  9392. case MH_GRANITIC_ARMOR:
  9393. case MH_PYROCLASTIC:
  9394. if(hd) {
  9395. struct block_list *s_bl = battle_get_master(src);
  9396. 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
  9397. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9398. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9399. }
  9400. break;
  9401. case MH_LIGHT_OF_REGENE: //self
  9402. if(hd) {
  9403. struct block_list *s_bl = battle_get_master(src);
  9404. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9405. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  9406. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_NEUTRAL); //change to neutral
  9407. if(sd) clif_send_homdata(sd, SP_INTIMATE, hd->homunculus.intimacy/100); //refresh intimacy info
  9408. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9409. }
  9410. break;
  9411. case MH_STYLE_CHANGE:
  9412. if(hd){
  9413. struct status_change_entry *sce;
  9414. if((sce=hd->sc.data[SC_STYLE_CHANGE])!=NULL){ //in preparation for other bl usage
  9415. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  9416. else sce->val1 = MH_MD_FIGHTING;
  9417. if(hd->master && hd->sc.data[SC_STYLE_CHANGE]) {
  9418. char output[128];
  9419. safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  9420. clif_colormes(hd->master,color_table[COLOR_RED],output);
  9421. }
  9422. }
  9423. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  9424. }
  9425. break;
  9426. case MH_MAGMA_FLOW:
  9427. case MH_PAIN_KILLER:
  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_cooldown(skill_id, skill_lv));
  9431. break;
  9432. case MH_SUMMON_LEGION: {
  9433. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  9434. int qty[5] = {3 , 3 , 4 , 4 , 5};
  9435. struct mob_data *sum_md;
  9436. int i_slave,c=0;
  9437. int maxcount = qty[skill_lv-1];
  9438. 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);
  9439. if(c >= maxcount) return 0; //max qty already spawned
  9440. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  9441. 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);
  9442. if (sum_md) {
  9443. sum_md->master_id = src->id;
  9444. sum_md->special_state.ai = AI_LEGION;
  9445. if (sum_md->deletetimer != INVALID_TIMER)
  9446. delete_timer(sum_md->deletetimer, mob_timer_delete);
  9447. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  9448. mob_spawn(sum_md); //Now it is ready for spawning.
  9449. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  9450. }
  9451. }
  9452. if (hd)
  9453. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9454. }
  9455. break;
  9456. case RL_RICHS_COIN:
  9457. if (sd) {
  9458. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9459. for (i = 0; i < 10; i++)
  9460. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9461. }
  9462. break;
  9463. case RL_C_MARKER:
  9464. if (sd) {
  9465. // If marked by someone else, failed
  9466. if (tsce && tsce->val2 != src->id) {
  9467. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9468. break;
  9469. }
  9470. // Check if marked before
  9471. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  9472. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9473. // Find empty slot
  9474. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  9475. if (i == MAX_SKILL_CRIMSON_MARKER) {
  9476. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  9477. break;
  9478. }
  9479. }
  9480. sd->c_marker[i] = bl->id;
  9481. 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);
  9482. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9483. }
  9484. // If mob casts this, at least SC_C_MARKER as debuff
  9485. else {
  9486. 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);
  9487. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9488. }
  9489. break;
  9490. case RL_D_TAIL:
  9491. if (sd) {
  9492. if (battle_config.skill_wall_check)
  9493. skill_area_temp[0] = map_foreachinshootrange(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);
  9494. else
  9495. 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);
  9496. if (!skill_area_temp[0]) {
  9497. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  9498. break;
  9499. }
  9500. }
  9501. if (battle_config.skill_wall_check)
  9502. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|SD_ANIMATION|1, skill_castend_damage_id);
  9503. else
  9504. 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|SD_ANIMATION|1, skill_castend_damage_id);
  9505. skill_area_temp[0] = 0;
  9506. break;
  9507. case RL_QD_SHOT:
  9508. if (sd) {
  9509. skill_area_temp[1] = bl->id;
  9510. // Check surrounding
  9511. if (battle_config.skill_wall_check)
  9512. skill_area_temp[0] = map_foreachinshootrange(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);
  9513. else
  9514. 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);
  9515. if (skill_area_temp[0])
  9516. 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);
  9517. // Main target always receives damage
  9518. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9519. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  9520. if (tsc && tsc->data[SC_C_MARKER])
  9521. status_change_end(bl, SC_C_MARKER, INVALID_TIMER);
  9522. }
  9523. else {
  9524. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  9525. if (battle_config.skill_wall_check)
  9526. map_foreachinshootrange(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);
  9527. else
  9528. 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);
  9529. }
  9530. skill_area_temp[0] = 0;
  9531. skill_area_temp[1] = 0;
  9532. break;
  9533. case RL_FLICKER:
  9534. if (sd) {
  9535. int16 splash = skill_get_splash(skill_id, skill_lv);
  9536. sd->flicker = true;
  9537. skill_area_temp[1] = 0;
  9538. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9539. // Detonate RL_B_TRAP
  9540. if ((i = pc_checkskill(sd, RL_B_TRAP))) {
  9541. map_foreachinrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  9542. }
  9543. // Detonate RL_H_MINE
  9544. if ((i = pc_checkskill(sd, RL_H_MINE)))
  9545. map_foreachinrange(skill_area_sub, src, splash, BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  9546. sd->flicker = false;
  9547. }
  9548. break;
  9549. case SO_ELEMENTAL_SHIELD:
  9550. // Used to avoid displaying the warning below.
  9551. break;
  9552. default:
  9553. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skill_id);
  9554. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9555. map_freeblock_unlock();
  9556. return 1;
  9557. }
  9558. if(skill_id != SR_CURSEDCIRCLE){
  9559. struct status_change *sc = status_get_sc(src);
  9560. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
  9561. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  9562. }
  9563. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  9564. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  9565. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  9566. }
  9567. if( sd && !(flag&1) )
  9568. {// ensure that the skill last-cast tick is recorded
  9569. sd->canskill_tick = gettick();
  9570. if( sd->state.arrow_atk )
  9571. {// consume arrow on last invocation to this skill.
  9572. battle_consume_ammo(sd, skill_id, skill_lv);
  9573. }
  9574. skill_onskillusage(sd, bl, skill_id, tick);
  9575. // perform skill requirement consumption
  9576. skill_consume_requirement(sd,skill_id,skill_lv,2);
  9577. }
  9578. map_freeblock_unlock();
  9579. return 0;
  9580. }
  9581. /**
  9582. * Checking that causing skill failed
  9583. * @param src Caster
  9584. * @param target Target
  9585. * @param skill_id
  9586. * @param skill_lv
  9587. * @return -1 success, others are failed @see enum useskill_fail_cause.
  9588. **/
  9589. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  9590. int inf = skill_get_inf(skill_id);
  9591. int inf2 = skill_get_inf2(skill_id);
  9592. struct map_session_data *sd = BL_CAST(BL_PC, src);
  9593. struct status_change *tsc = status_get_sc(target);
  9594. switch (skill_id) {
  9595. case RG_BACKSTAP:
  9596. {
  9597. uint8 dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  9598. if (check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir))
  9599. return USESKILL_FAIL_MAX;
  9600. }
  9601. break;
  9602. case PR_TURNUNDEAD:
  9603. {
  9604. struct status_data *tstatus = status_get_status_data(target);
  9605. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  9606. return USESKILL_FAIL_MAX;
  9607. }
  9608. break;
  9609. case PR_LEXDIVINA:
  9610. case MER_LEXDIVINA:
  9611. {
  9612. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  9613. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->data[SC_SILENCE])) {
  9614. clif_skill_nodamage (src, target, skill_id, skill_lv, 0);
  9615. return USESKILL_FAIL_MAX;
  9616. }
  9617. }
  9618. break;
  9619. // Check if path can be reached
  9620. case RA_WUGSTRIKE:
  9621. if (!path_search(NULL,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  9622. return USESKILL_FAIL_MAX;
  9623. break;
  9624. }
  9625. // Check partner
  9626. if (sd && (inf2&INF2_CHORUS_SKILL) && skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1 ) {
  9627. clif_skill_fail(sd, skill_id, USESKILL_FAIL_NEED_HELPER, 0);
  9628. return USESKILL_FAIL_NEED_HELPER;
  9629. }
  9630. if (inf&INF_ATTACK_SKILL ||
  9631. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF) //Combo skills
  9632. ) // Casted through combo.
  9633. inf = BCT_ENEMY; //Offensive skill.
  9634. else if (inf2&INF2_NO_ENEMY)
  9635. inf = BCT_NOENEMY;
  9636. else
  9637. inf = 0;
  9638. if (inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target) {
  9639. inf |=
  9640. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  9641. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  9642. //Remove neutral targets (but allow enemy if skill is designed to be so)
  9643. inf &= ~BCT_NEUTRAL;
  9644. }
  9645. switch (skill_id) {
  9646. // Cannot be casted to Emperium
  9647. case SL_SKE:
  9648. case SL_SKA:
  9649. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  9650. return USESKILL_FAIL_MAX;
  9651. break;
  9652. // Still can be casted to party member in normal map
  9653. case RK_PHANTOMTHRUST:
  9654. case AB_CLEARANCE:
  9655. if (target->type != BL_MOB && !map_flag_vs(src->m) && battle_check_target(src,target,BCT_PARTY) <= 0)
  9656. return USESKILL_FAIL_MAX;
  9657. inf |= BCT_PARTY;
  9658. break;
  9659. }
  9660. if (inf && battle_check_target(src, target, inf) <= 0)
  9661. return USESKILL_FAIL_LEVEL;
  9662. //Fogwall makes all offensive-type targetted skills fail at 75%
  9663. if (inf&BCT_ENEMY && tsc && tsc->data[SC_FOGWALL] && rnd() % 100 < 75)
  9664. return USESKILL_FAIL_LEVEL;
  9665. return -1;
  9666. }
  9667. /**
  9668. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  9669. * @param tid
  9670. * @param tick
  9671. * @param data
  9672. **/
  9673. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  9674. {
  9675. struct block_list *target, *src;
  9676. struct map_session_data *sd;
  9677. struct mob_data *md;
  9678. struct unit_data *ud;
  9679. struct status_change *sc = NULL;
  9680. int flag = 0;
  9681. src = map_id2bl(id);
  9682. if( src == NULL )
  9683. {
  9684. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  9685. return 0;// not found
  9686. }
  9687. ud = unit_bl2ud(src);
  9688. if( ud == NULL )
  9689. {
  9690. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  9691. return 0;// ???
  9692. }
  9693. sd = BL_CAST(BL_PC, src);
  9694. md = BL_CAST(BL_MOB, src);
  9695. if( src->prev == NULL ) {
  9696. ud->skilltimer = INVALID_TIMER;
  9697. return 0;
  9698. }
  9699. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  9700. if( ud->skilltimer != tid ) {
  9701. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  9702. ud->skilltimer = INVALID_TIMER;
  9703. return 0;
  9704. }
  9705. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  9706. {// restore original walk speed
  9707. ud->skilltimer = INVALID_TIMER;
  9708. status_calc_bl(&sd->bl, SCB_SPEED);
  9709. }
  9710. ud->skilltimer = INVALID_TIMER;
  9711. }
  9712. if (ud->skilltarget == id)
  9713. target = src;
  9714. else
  9715. target = map_id2bl(ud->skilltarget);
  9716. // Use a do so that you can break out of it when the skill fails.
  9717. do {
  9718. bool fail = false;
  9719. int8 res = USESKILL_FAIL_LEVEL;
  9720. if (!target || target->prev == NULL)
  9721. break;
  9722. if (src->m != target->m || status_isdead(src))
  9723. break;
  9724. //These should become skill_castend_pos
  9725. switch (ud->skill_id) {
  9726. case WE_CALLPARTNER:
  9727. if (sd)
  9728. clif_callpartner(sd);
  9729. case WE_CALLPARENT:
  9730. if (sd) {
  9731. struct map_session_data *f_sd = pc_get_father(sd);
  9732. struct map_session_data *m_sd = pc_get_mother(sd);
  9733. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  9734. fail = true;
  9735. break;
  9736. }
  9737. }
  9738. case WE_CALLBABY:
  9739. if (sd) {
  9740. struct map_session_data *c_sd = pc_get_child(sd);
  9741. if (c_sd && c_sd->state.autotrade) {
  9742. fail = true;
  9743. break;
  9744. }
  9745. }
  9746. case AM_RESURRECTHOMUN:
  9747. case PF_SPIDERWEB:
  9748. {
  9749. //Find a random spot to place the skill. [Skotlex]
  9750. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  9751. ud->skillx = target->x + splash;
  9752. ud->skilly = target->y + splash;
  9753. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  9754. ud->skillx = target->x;
  9755. ud->skilly = target->y;
  9756. }
  9757. ud->skilltimer = tid;
  9758. return skill_castend_pos(tid,tick,id,data);
  9759. }
  9760. case GN_WALLOFTHORN:
  9761. ud->skillx = target->x;
  9762. ud->skilly = target->y;
  9763. ud->skilltimer = tid;
  9764. return skill_castend_pos(tid,tick,id,data);
  9765. }
  9766. // Failing
  9767. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  9768. if (sd && res != USESKILL_FAIL_MAX)
  9769. clif_skill_fail(sd, ud->skill_id, (enum useskill_fail_cause)res, 0);
  9770. break;
  9771. }
  9772. //Avoid doing double checks for instant-cast skills.
  9773. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  9774. break;
  9775. if(md) {
  9776. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  9777. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  9778. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  9779. }
  9780. if(src != target && battle_config.skill_add_range &&
  9781. !check_distance_bl(src, target, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range))
  9782. {
  9783. if (sd) {
  9784. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9785. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  9786. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9787. }
  9788. break;
  9789. }
  9790. #ifdef OFFICIAL_WALKPATH
  9791. if( !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL) )
  9792. {
  9793. if (sd) {
  9794. clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9795. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  9796. }
  9797. break;
  9798. }
  9799. #endif
  9800. if( sd )
  9801. {
  9802. if( !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  9803. break;
  9804. else
  9805. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  9806. }
  9807. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  9808. break;
  9809. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  9810. ud->state.running = 0;
  9811. status_change_end(src, SC_RUN, INVALID_TIMER);
  9812. flag = 1;
  9813. }
  9814. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  9815. unit_stop_walking(src,1);
  9816. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9817. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  9818. if (sd) { //Cooldown application
  9819. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  9820. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  9821. }
  9822. if( battle_config.display_status_timers && sd )
  9823. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  9824. if( sd )
  9825. {
  9826. switch( ud->skill_id )
  9827. {
  9828. case GS_DESPERADO:
  9829. case RL_FIREDANCE:
  9830. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  9831. break;
  9832. case CR_GRANDCROSS:
  9833. case NPC_GRANDDARKNESS:
  9834. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  9835. {
  9836. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  9837. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skill_id, ud->skill_lv)) > 0 )
  9838. break;
  9839. }
  9840. sc_start2(src,src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  9841. break;
  9842. }
  9843. }
  9844. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE)
  9845. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  9846. if(battle_config.skill_log && battle_config.skill_log&src->type)
  9847. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  9848. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  9849. map_freeblock_lock();
  9850. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  9851. skill_toggle_magicpower(src, ud->skill_id);
  9852. // only normal attack and auto cast skills benefit from its bonuses
  9853. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  9854. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  9855. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  9856. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9857. else
  9858. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  9859. sc = status_get_sc(src);
  9860. if(sc && sc->count) {
  9861. if(sc->data[SC_SPIRIT] &&
  9862. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  9863. sc->data[SC_SPIRIT]->val3 == ud->skill_id &&
  9864. ud->skill_id != WZ_WATERBALL)
  9865. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  9866. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skill_id)&INF2_SONG_DANCE && sd )
  9867. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  9868. }
  9869. if( sd && ud->skill_id != SA_ABRACADABRA && ud->skill_id != WM_RANDOMIZESPELL ) // they just set the data so leave it as it is.[Inkfish]
  9870. sd->skillitem = sd->skillitemlv = 0;
  9871. if (ud->skilltimer == INVALID_TIMER) {
  9872. if(md) md->skill_idx = -1;
  9873. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  9874. ud->skill_lv = ud->skilltarget = 0;
  9875. }
  9876. map_freeblock_unlock();
  9877. return 1;
  9878. } while(0);
  9879. //Skill failed.
  9880. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  9881. { //When Asura fails... (except when it fails from Wall of Fog)
  9882. //Consume SP/spheres
  9883. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  9884. status_set_sp(src, 0, 0);
  9885. sc = &sd->sc;
  9886. if (sc->count)
  9887. { //End states
  9888. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9889. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  9890. #ifdef RENEWAL
  9891. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  9892. #endif
  9893. }
  9894. if( target && target->m == src->m ) { //Move character to target anyway.
  9895. short x, y;
  9896. short dir = map_calc_dir(src,target->x,target->y);
  9897. //Move 3 cells (From Caster)
  9898. if( dir > 0 && dir < 4 )
  9899. x = -3;
  9900. else if( dir > 4 )
  9901. x = 3;
  9902. else
  9903. x = 0;
  9904. if( dir > 2 && dir < 6 )
  9905. y = -3;
  9906. else if( dir == 7 || dir < 2 )
  9907. y = 3;
  9908. else
  9909. y = 0;
  9910. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  9911. clif_blown(src);
  9912. clif_spiritball(src);
  9913. }
  9914. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,5);
  9915. }
  9916. }
  9917. ud->skill_id = ud->skilltarget = 0;
  9918. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  9919. ud->canact_tick = tick;
  9920. //You can't place a skill failed packet here because it would be
  9921. //sent in ALL cases, even cases where skill_check_condition fails
  9922. //which would lead to double 'skill failed' messages u.u [Skotlex]
  9923. if(sd)
  9924. sd->skillitem = sd->skillitemlv = 0;
  9925. else if(md)
  9926. md->skill_idx = -1;
  9927. return 0;
  9928. }
  9929. /*==========================================
  9930. *
  9931. *------------------------------------------*/
  9932. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  9933. {
  9934. struct block_list* src = map_id2bl(id);
  9935. struct map_session_data *sd;
  9936. struct unit_data *ud = unit_bl2ud(src);
  9937. struct mob_data *md;
  9938. nullpo_ret(ud);
  9939. sd = BL_CAST(BL_PC , src);
  9940. md = BL_CAST(BL_MOB, src);
  9941. if( src->prev == NULL ) {
  9942. ud->skilltimer = INVALID_TIMER;
  9943. return 0;
  9944. }
  9945. if( ud->skilltimer != tid )
  9946. {
  9947. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  9948. ud->skilltimer = INVALID_TIMER;
  9949. return 0;
  9950. }
  9951. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  9952. {// restore original walk speed
  9953. ud->skilltimer = INVALID_TIMER;
  9954. status_calc_bl(&sd->bl, SCB_SPEED);
  9955. }
  9956. ud->skilltimer = INVALID_TIMER;
  9957. do {
  9958. int maxcount=0;
  9959. if( status_isdead(src) )
  9960. break;
  9961. if( !(src->type&battle_config.skill_reiteration) &&
  9962. skill_get_unit_flag(ud->skill_id)&UF_NOREITERATION &&
  9963. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv)
  9964. )
  9965. {
  9966. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9967. break;
  9968. }
  9969. if( src->type&battle_config.skill_nofootset &&
  9970. skill_get_unit_flag(ud->skill_id)&UF_NOFOOTSET &&
  9971. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,false)
  9972. )
  9973. {
  9974. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9975. break;
  9976. }
  9977. if( src->type&battle_config.land_skill_limit &&
  9978. (maxcount = skill_get_maxcount(ud->skill_id, ud->skill_lv)) > 0
  9979. ) {
  9980. int i;
  9981. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  9982. if(ud->skillunit[i]->skill_id == ud->skill_id)
  9983. maxcount--;
  9984. }
  9985. if( maxcount == 0 )
  9986. {
  9987. if (sd) clif_skill_fail(sd,ud->skill_id,USESKILL_FAIL_LEVEL,0);
  9988. break;
  9989. }
  9990. }
  9991. if(tid != INVALID_TIMER)
  9992. { //Avoid double checks on instant cast skills. [Skotlex]
  9993. if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
  9994. break;
  9995. if(battle_config.skill_add_range &&
  9996. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
  9997. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  9998. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3);
  9999. break;
  10000. }
  10001. }
  10002. if( sd )
  10003. {
  10004. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(sd, ud->skill_id, ud->skill_lv) )
  10005. break;
  10006. else
  10007. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  10008. }
  10009. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  10010. break;
  10011. if(md) {
  10012. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  10013. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx].emotion >= 0)
  10014. clif_emotion(src, md->db->skill[md->skill_idx].emotion);
  10015. }
  10016. if(battle_config.skill_log && battle_config.skill_log&src->type)
  10017. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  10018. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  10019. if (ud->walktimer != INVALID_TIMER)
  10020. unit_stop_walking(src,1);
  10021. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10022. ud->canact_tick = tick + skill_delayfix(src, ud->skill_id, ud->skill_lv);
  10023. if (sd) { //Cooldown application
  10024. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  10025. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  10026. }
  10027. if( battle_config.display_status_timers && sd )
  10028. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  10029. // if( sd )
  10030. // {
  10031. // switch( ud->skill_id )
  10032. // {
  10033. // case ????:
  10034. // sd->canequip_tick = tick + ????;
  10035. // break;
  10036. // }
  10037. // }
  10038. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  10039. if(!(skill_get_inf3(ud->skill_id)&INF3_NOENDCAMOUFLAGE))
  10040. status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
  10041. map_freeblock_lock();
  10042. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  10043. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  10044. sd->skillitem = sd->skillitemlv = 0;
  10045. if (ud->skilltimer == INVALID_TIMER) {
  10046. if (md) md->skill_idx = -1;
  10047. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  10048. ud->skill_lv = ud->skillx = ud->skilly = 0;
  10049. }
  10050. map_freeblock_unlock();
  10051. return 1;
  10052. } while(0);
  10053. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  10054. ud->canact_tick = tick;
  10055. ud->skill_id = ud->skill_lv = 0;
  10056. if(sd)
  10057. sd->skillitem = sd->skillitemlv = 0;
  10058. else if(md)
  10059. md->skill_idx = -1;
  10060. return 0;
  10061. }
  10062. /* skill count without self */
  10063. static int skill_count_wos(struct block_list *bl,va_list ap) {
  10064. struct block_list* src = va_arg(ap, struct block_list*);
  10065. if( src->id != bl->id ) {
  10066. return 1;
  10067. }
  10068. return 0;
  10069. }
  10070. /*==========================================
  10071. *
  10072. *------------------------------------------*/
  10073. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  10074. {
  10075. struct map_session_data* sd;
  10076. struct status_change* sc;
  10077. struct status_change_entry *sce;
  10078. struct skill_unit_group* sg;
  10079. enum sc_type type;
  10080. int i;
  10081. //if(skill_lv <= 0) return 0;
  10082. if(skill_id > 0 && !skill_lv) return 0; // celest
  10083. nullpo_ret(src);
  10084. if(status_isdead(src))
  10085. return 0;
  10086. sd = BL_CAST(BL_PC, src);
  10087. sc = status_get_sc(src);
  10088. type = status_skill2sc(skill_id);
  10089. sce = (sc && type != -1)?sc->data[type]:NULL;
  10090. switch (skill_id) { //Skill effect.
  10091. case WZ_METEOR:
  10092. case WZ_ICEWALL:
  10093. case MO_BODYRELOCATION:
  10094. case CR_CULTIVATION:
  10095. case HW_GANBANTEIN:
  10096. case LG_EARTHDRIVE:
  10097. case SC_ESCAPE:
  10098. case RL_HAMMER_OF_GOD:
  10099. break; //Effect is displayed on respective switch case.
  10100. default:
  10101. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  10102. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10103. else
  10104. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10105. }
  10106. // SC_MAGICPOWER needs to switch states before any damage is actually dealt
  10107. skill_toggle_magicpower(src, skill_id);
  10108. switch(skill_id)
  10109. {
  10110. case PR_BENEDICTIO:
  10111. skill_area_temp[1] = src->id;
  10112. i = skill_get_splash(skill_id, skill_lv);
  10113. map_foreachinarea(skill_area_sub,
  10114. src->m, x-i, y-i, x+i, y+i, BL_PC,
  10115. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  10116. skill_castend_nodamage_id);
  10117. map_foreachinarea(skill_area_sub,
  10118. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10119. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  10120. skill_castend_damage_id);
  10121. break;
  10122. case BS_HAMMERFALL:
  10123. i = skill_get_splash(skill_id, skill_lv);
  10124. map_foreachinarea (skill_area_sub,
  10125. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10126. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  10127. skill_castend_nodamage_id);
  10128. break;
  10129. case HT_DETECTING:
  10130. i = skill_get_splash(skill_id, skill_lv);
  10131. map_foreachinarea( status_change_timer_sub,
  10132. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  10133. src,NULL,SC_SIGHT,tick);
  10134. if(battle_config.traps_setting&1)
  10135. map_foreachinarea(skill_reveal_trap, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  10136. break;
  10137. break;
  10138. case SR_RIDEINLIGHTNING:
  10139. i = skill_get_splash(skill_id, skill_lv);
  10140. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  10141. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  10142. break;
  10143. case SA_VOLCANO:
  10144. case SA_DELUGE:
  10145. case SA_VIOLENTGALE:
  10146. { //Does not consumes if the skill is already active. [Skotlex]
  10147. struct skill_unit_group *sg2;
  10148. if ((sg2= skill_locate_element_field(src)) != NULL && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  10149. {
  10150. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  10151. {
  10152. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10153. return 0; // not to consume items
  10154. }
  10155. else
  10156. sg2->limit = 0; //Disable it.
  10157. }
  10158. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10159. break;
  10160. }
  10161. // Skill Unit Setting
  10162. case MG_SAFETYWALL:
  10163. case MG_FIREWALL:
  10164. case MG_THUNDERSTORM:
  10165. case AL_PNEUMA:
  10166. case WZ_FIREPILLAR:
  10167. case WZ_QUAGMIRE:
  10168. case WZ_VERMILION:
  10169. case WZ_STORMGUST:
  10170. case WZ_HEAVENDRIVE:
  10171. case PR_SANCTUARY:
  10172. case PR_MAGNUS:
  10173. case CR_GRANDCROSS:
  10174. case NPC_GRANDDARKNESS:
  10175. case HT_SKIDTRAP:
  10176. case MA_SKIDTRAP:
  10177. case HT_LANDMINE:
  10178. case MA_LANDMINE:
  10179. case HT_ANKLESNARE:
  10180. case HT_SHOCKWAVE:
  10181. case HT_SANDMAN:
  10182. case MA_SANDMAN:
  10183. case HT_FLASHER:
  10184. case HT_FREEZINGTRAP:
  10185. case MA_FREEZINGTRAP:
  10186. case HT_BLASTMINE:
  10187. case HT_CLAYMORETRAP:
  10188. case AS_VENOMDUST:
  10189. case AM_DEMONSTRATION:
  10190. case PF_FOGWALL:
  10191. case PF_SPIDERWEB:
  10192. case HT_TALKIEBOX:
  10193. case WE_CALLPARTNER:
  10194. case WE_CALLPARENT:
  10195. case WE_CALLBABY:
  10196. case AC_SHOWER: //Ground-placed skill implementation.
  10197. case MA_SHOWER:
  10198. case SA_LANDPROTECTOR:
  10199. case BD_LULLABY:
  10200. case BD_RICHMANKIM:
  10201. case BD_ETERNALCHAOS:
  10202. case BD_DRUMBATTLEFIELD:
  10203. case BD_RINGNIBELUNGEN:
  10204. case BD_ROKISWEIL:
  10205. case BD_INTOABYSS:
  10206. case BD_SIEGFRIED:
  10207. case BA_DISSONANCE:
  10208. case BA_POEMBRAGI:
  10209. case BA_WHISTLE:
  10210. case BA_ASSASSINCROSS:
  10211. case BA_APPLEIDUN:
  10212. case DC_UGLYDANCE:
  10213. case DC_HUMMING:
  10214. case DC_DONTFORGETME:
  10215. case DC_FORTUNEKISS:
  10216. case DC_SERVICEFORYOU:
  10217. case CG_MOONLIT:
  10218. case GS_DESPERADO:
  10219. case NJ_KAENSIN:
  10220. case NJ_BAKUENRYU:
  10221. case NJ_SUITON:
  10222. case NJ_HYOUSYOURAKU:
  10223. case NJ_RAIGEKISAI:
  10224. case NJ_KAMAITACHI:
  10225. #ifdef RENEWAL
  10226. case NJ_HUUMA:
  10227. #endif
  10228. case NPC_EVILLAND:
  10229. case RA_ELECTRICSHOCKER:
  10230. case RA_CLUSTERBOMB:
  10231. case RA_MAGENTATRAP:
  10232. case RA_COBALTTRAP:
  10233. case RA_MAIZETRAP:
  10234. case RA_VERDURETRAP:
  10235. case RA_FIRINGTRAP:
  10236. case RA_ICEBOUNDTRAP:
  10237. case SC_MANHOLE:
  10238. case SC_DIMENSIONDOOR:
  10239. case SC_CHAOSPANIC:
  10240. case SC_MAELSTROM:
  10241. case SC_BLOODYLUST:
  10242. case WM_REVERBERATION:
  10243. case WM_POEMOFNETHERWORLD:
  10244. case SO_PSYCHIC_WAVE:
  10245. case SO_VACUUM_EXTREME:
  10246. case GN_THORNS_TRAP:
  10247. case GN_DEMONIC_FIRE:
  10248. case GN_HELLS_PLANT:
  10249. case SO_EARTHGRAVE:
  10250. case SO_DIAMONDDUST:
  10251. case SO_FIRE_INSIGNIA:
  10252. case SO_WATER_INSIGNIA:
  10253. case SO_WIND_INSIGNIA:
  10254. case SO_EARTH_INSIGNIA:
  10255. case KO_HUUMARANKA:
  10256. case KO_BAKURETSU:
  10257. case KO_ZENKAI:
  10258. case MH_LAVA_SLIDE:
  10259. case MH_VOLCANIC_ASH:
  10260. case MH_POISON_MIST:
  10261. case MH_STEINWAND:
  10262. case MH_XENO_SLASHER:
  10263. case NC_MAGMA_ERUPTION:
  10264. case LG_KINGS_GRACE:
  10265. case SO_ELEMENTAL_SHIELD:
  10266. case RL_B_TRAP:
  10267. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  10268. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  10269. case GN_WALLOFTHORN:
  10270. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10271. break;
  10272. case WZ_ICEWALL:
  10273. flag|=1;
  10274. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  10275. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10276. break;
  10277. case RG_GRAFFITI: /* Graffiti [Valaris] */
  10278. skill_clear_unitgroup(src);
  10279. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10280. flag|=1;
  10281. break;
  10282. case HP_BASILICA:
  10283. if( sc->data[SC_BASILICA] ) {
  10284. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica and return so requirement isn't consumed again
  10285. return 0;
  10286. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  10287. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  10288. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10289. return 0;
  10290. }
  10291. skill_clear_unitgroup(src);
  10292. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10293. flag|=1;
  10294. }
  10295. break;
  10296. case CG_HERMODE:
  10297. skill_clear_unitgroup(src);
  10298. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10299. sc_start4(src,src,SC_DANCING,100,
  10300. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  10301. flag|=1;
  10302. break;
  10303. case RG_CLEANER: // [Valaris]
  10304. i = skill_get_splash(skill_id, skill_lv);
  10305. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  10306. break;
  10307. case SO_WARMER:
  10308. flag|= 8;
  10309. case SO_CLOUD_KILL:
  10310. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10311. break;
  10312. case WZ_METEOR: {
  10313. int area = skill_get_splash(skill_id, skill_lv);
  10314. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  10315. for( i = 0; i < 2 + (skill_lv>>1); i++ ) {
  10316. // Creates a random Cell in the Splash Area
  10317. tmpx = x - area + rnd()%(area * 2 + 1);
  10318. tmpy = y - area + rnd()%(area * 2 + 1);
  10319. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL)
  10320. && !map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR))
  10321. clif_skill_poseffect(src,skill_id,skill_lv,tmpx,tmpy,tick);
  10322. if( i > 0 )
  10323. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,(x1<<16)|y1,0);
  10324. x1 = tmpx;
  10325. y1 = tmpy;
  10326. }
  10327. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skill_id,skill_lv,-1,0);
  10328. }
  10329. break;
  10330. case AL_WARP:
  10331. if(sd)
  10332. {
  10333. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  10334. (skill_lv >= 2) ? sd->status.memo_point[0].map : 0,
  10335. (skill_lv >= 3) ? sd->status.memo_point[1].map : 0,
  10336. (skill_lv >= 4) ? sd->status.memo_point[2].map : 0
  10337. );
  10338. }
  10339. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10340. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10341. return 0; // not to consume item.
  10342. case MO_BODYRELOCATION:
  10343. if (unit_movepos(src, x, y, 1, 1)) {
  10344. #if PACKETVER >= 20111005
  10345. clif_snap(src, src->x, src->y);
  10346. #else
  10347. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  10348. #endif
  10349. if (sd)
  10350. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  10351. }
  10352. break;
  10353. case NJ_SHADOWJUMP:
  10354. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, x, y, 1, 0) ) //You don't move on GVG grounds.
  10355. clif_blown(src);
  10356. status_change_end(src, SC_HIDING, INVALID_TIMER);
  10357. break;
  10358. case AM_SPHEREMINE:
  10359. case AM_CANNIBALIZE:
  10360. {
  10361. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  10362. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  10363. int ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  10364. struct mob_data *md;
  10365. // Correct info, don't change any of this! [celest]
  10366. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  10367. if (md) {
  10368. md->master_id = src->id;
  10369. md->special_state.ai = (enum mob_ai)ai;
  10370. if( md->deletetimer != INVALID_TIMER )
  10371. delete_timer(md->deletetimer, mob_timer_delete);
  10372. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  10373. mob_spawn (md); //Now it is ready for spawning.
  10374. }
  10375. }
  10376. break;
  10377. // Slim Pitcher [Celest]
  10378. case CR_SLIMPITCHER:
  10379. if (sd) {
  10380. int i_lv = 0, j = 0;
  10381. struct skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  10382. i_lv = skill_lv%11 - 1;
  10383. j = pc_search_inventory(sd, require.itemid[i_lv]);
  10384. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < require.amount[i_lv])
  10385. {
  10386. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10387. return 1;
  10388. }
  10389. potion_flag = 1;
  10390. potion_hp = 0;
  10391. potion_sp = 0;
  10392. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  10393. potion_flag = 0;
  10394. //Apply skill bonuses
  10395. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  10396. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  10397. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  10398. + pc_skillheal_bonus(sd, skill_id);
  10399. potion_hp = potion_hp * (100+i_lv)/100;
  10400. potion_sp = potion_sp * (100+i_lv)/100;
  10401. if(potion_hp > 0 || potion_sp > 0) {
  10402. i_lv = skill_get_splash(skill_id, skill_lv);
  10403. map_foreachinarea(skill_area_sub,
  10404. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  10405. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10406. skill_castend_nodamage_id);
  10407. }
  10408. } else {
  10409. int id = skill_get_itemid(skill_id, skill_lv);
  10410. struct item_data *item;
  10411. item = itemdb_search(id);
  10412. potion_flag = 1;
  10413. potion_hp = 0;
  10414. potion_sp = 0;
  10415. run_script(item->script,0,src->id,0);
  10416. potion_flag = 0;
  10417. id = skill_get_max(CR_SLIMPITCHER)*10;
  10418. potion_hp = potion_hp * (100+id)/100;
  10419. potion_sp = potion_sp * (100+id)/100;
  10420. if(potion_hp > 0 || potion_sp > 0) {
  10421. id = skill_get_splash(skill_id, skill_lv);
  10422. map_foreachinarea(skill_area_sub,
  10423. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  10424. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  10425. skill_castend_nodamage_id);
  10426. }
  10427. }
  10428. break;
  10429. case HW_GANBANTEIN:
  10430. if (rnd()%100 < 80) {
  10431. int dummy = 1;
  10432. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10433. i = skill_get_splash(skill_id, skill_lv);
  10434. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  10435. } else {
  10436. if (sd) clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10437. return 1;
  10438. }
  10439. break;
  10440. case HW_GRAVITATION:
  10441. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  10442. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  10443. flag|=1;
  10444. break;
  10445. // Plant Cultivation [Celest]
  10446. case CR_CULTIVATION:
  10447. if (sd) {
  10448. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  10449. {
  10450. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10451. return 1;
  10452. }
  10453. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  10454. if (rnd()%100 < 50) {
  10455. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10456. } else {
  10457. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skill_lv < 2 ? MOBID_BLACK_MUSHROOM + rnd()%2 : MOBID_RED_PLANT + rnd()%6),"", SZ_SMALL, AI_NONE);
  10458. int t;
  10459. if (!md) break;
  10460. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  10461. {
  10462. if( md->deletetimer != INVALID_TIMER )
  10463. delete_timer(md->deletetimer, mob_timer_delete);
  10464. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  10465. }
  10466. mob_spawn (md);
  10467. }
  10468. }
  10469. break;
  10470. case SG_SUN_WARM:
  10471. case SG_MOON_WARM:
  10472. case SG_STAR_WARM:
  10473. skill_clear_unitgroup(src);
  10474. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  10475. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10476. flag|=1;
  10477. break;
  10478. case PA_GOSPEL:
  10479. if (sce && sce->val4 == BCT_SELF)
  10480. {
  10481. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  10482. return 0;
  10483. }
  10484. else
  10485. {
  10486. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  10487. if (!sg) break;
  10488. if (sce)
  10489. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  10490. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  10491. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  10492. }
  10493. break;
  10494. case NJ_TATAMIGAESHI:
  10495. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  10496. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  10497. break;
  10498. case AM_RESURRECTHOMUN: //[orn]
  10499. if (sd)
  10500. {
  10501. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  10502. {
  10503. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10504. break;
  10505. }
  10506. }
  10507. break;
  10508. case RK_WINDCUTTER:
  10509. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10510. case NC_COLDSLOWER:
  10511. case NC_ARMSCANNON:
  10512. case RK_DRAGONBREATH:
  10513. case RK_DRAGONBREATH_WATER:
  10514. i = skill_get_splash(skill_id,skill_lv);
  10515. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10516. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10517. break;
  10518. case SO_ARRULLO:
  10519. i = skill_get_splash(skill_id,skill_lv);
  10520. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10521. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10522. break;
  10523. case GC_POISONSMOKE:
  10524. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  10525. if( sd )
  10526. clif_skill_fail(sd,skill_id,USESKILL_FAIL_GC_POISONINGWEAPON,0);
  10527. return 0;
  10528. }
  10529. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,6);
  10530. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  10531. break;
  10532. case AB_EPICLESIS:
  10533. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  10534. i = sg->unit->range;
  10535. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  10536. }
  10537. break;
  10538. case WL_COMET:
  10539. if( sc ) {
  10540. sc->comet_x = x;
  10541. sc->comet_y = y;
  10542. }
  10543. i = skill_get_splash(skill_id,skill_lv);
  10544. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10545. break;
  10546. case WL_EARTHSTRAIN:
  10547. {
  10548. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  10549. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  10550. for( w = 1; w <= wave; w++ )
  10551. {
  10552. switch( dir ){
  10553. case 0: case 1: case 7: sy = y + w; break;
  10554. case 3: case 4: case 5: sy = y - w; break;
  10555. case 2: sx = x - w; break;
  10556. case 6: sx = x + w; break;
  10557. }
  10558. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  10559. }
  10560. }
  10561. break;
  10562. case RA_DETONATOR:
  10563. i = skill_get_splash(skill_id, skill_lv);
  10564. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  10565. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  10566. break;
  10567. case NC_NEUTRALBARRIER:
  10568. case NC_STEALTHFIELD:
  10569. if( (sc->data[SC_NEUTRALBARRIER_MASTER] && skill_id == NC_NEUTRALBARRIER) || (sc->data[SC_STEALTHFIELD_MASTER] && skill_id == NC_STEALTHFIELD) ) {
  10570. skill_clear_unitgroup(src);
  10571. return 0;
  10572. }
  10573. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  10574. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10575. 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));
  10576. if( sd ) pc_overheat(sd,1);
  10577. }
  10578. break;
  10579. case NC_SILVERSNIPER:
  10580. {
  10581. struct mob_data *md;
  10582. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  10583. if( md ) {
  10584. md->master_id = src->id;
  10585. md->special_state.ai = AI_FAW;
  10586. if( md->deletetimer != INVALID_TIMER )
  10587. delete_timer(md->deletetimer, mob_timer_delete);
  10588. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  10589. mob_spawn(md);
  10590. }
  10591. }
  10592. break;
  10593. case NC_MAGICDECOY:
  10594. if( sd ) clif_magicdecoy_list(sd,skill_lv,x,y);
  10595. break;
  10596. case SC_FEINTBOMB:
  10597. skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  10598. skill_blown(src,src,3*skill_lv,unit_getdir(src),0);
  10599. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  10600. break;
  10601. case SC_ESCAPE:
  10602. clif_skill_nodamage(src,src,skill_id,-1,1);
  10603. skill_unitsetting(src,HT_ANKLESNARE,skill_lv,x,y,2);
  10604. skill_addtimerskill(src,tick,src->id,0,0,skill_id,skill_lv,0,0);
  10605. break;
  10606. case LG_OVERBRAND: {
  10607. int dir = map_calc_dir(src,x,y);
  10608. int sx = src->x, sy = src->y;
  10609. struct s_skill_nounit_layout *layout = skill_get_nounit_layout(skill_id,skill_lv,src,sx,sy,dir);
  10610. for( i = 0; i < layout->count; i++ )
  10611. map_foreachincell(skill_area_sub,src->m,sx+layout->dx[i],sy+layout->dy[i],BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10612. skill_addtimerskill(src,gettick() + status_get_amotion(src),0,x,y,LG_OVERBRAND_BRANDISH,skill_lv,dir,flag);
  10613. }
  10614. break;
  10615. case LG_BANDING:
  10616. if( sc && sc->data[SC_BANDING] )
  10617. status_change_end(src,SC_BANDING,INVALID_TIMER);
  10618. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != NULL ) {
  10619. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  10620. if( sd ) pc_banding(sd,skill_lv);
  10621. }
  10622. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10623. break;
  10624. case LG_RAYOFGENESIS:
  10625. if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
  10626. i = skill_get_splash(skill_id,skill_lv);
  10627. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
  10628. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10629. } else if( sd )
  10630. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  10631. break;
  10632. case WM_DOMINION_IMPULSE:
  10633. i = skill_get_splash(skill_id, skill_lv);
  10634. map_foreachinarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  10635. break;
  10636. case WM_GREAT_ECHO:
  10637. flag|=1; // Should counsume 1 item per skill usage.
  10638. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_castend_damage_id);
  10639. break;
  10640. case WM_SEVERE_RAINSTORM:
  10641. flag |= 1;
  10642. if (sd)
  10643. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  10644. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10645. break;
  10646. case GN_CRAZYWEED: {
  10647. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  10648. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  10649. int x1 = x - area + rnd()%(area * 2 + 1);
  10650. int y1 = y - area + rnd()%(area * 2 + 1);
  10651. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  10652. }
  10653. }
  10654. break;
  10655. case GN_FIRE_EXPANSION: {
  10656. int i_su;
  10657. struct unit_data *ud = unit_bl2ud(src);
  10658. if( !ud ) break;
  10659. for( i_su = 0; i_su < MAX_SKILLUNITGROUP && ud->skillunit[i_su]; i_su ++ ) {
  10660. if( ud->skillunit[i_su]->skill_id == GN_DEMONIC_FIRE &&
  10661. distance_xy(x, y, ud->skillunit[i_su]->unit->bl.x, ud->skillunit[i_su]->unit->bl.y) < 4 ) {
  10662. switch( skill_lv ) {
  10663. case 1:
  10664. ud->skillunit[i_su]->unit->val2 = skill_lv;
  10665. ud->skillunit[i_su]->unit->group->val2 = skill_lv;
  10666. break;
  10667. case 2:
  10668. map_foreachinarea(skill_area_sub,src->m,
  10669. ud->skillunit[i_su]->unit->bl.x - 2,ud->skillunit[i_su]->unit->bl.y - 2,
  10670. ud->skillunit[i_su]->unit->bl.x + 2,ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10671. src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10672. skill_delunit(ud->skillunit[i_su]->unit);
  10673. break;
  10674. case 3:
  10675. skill_delunit(ud->skillunit[i_su]->unit);
  10676. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  10677. flag |= 1;
  10678. break;
  10679. case 4:
  10680. skill_delunit(ud->skillunit[i_su]->unit);
  10681. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  10682. flag |= 1;
  10683. break;
  10684. case 5: {
  10685. int acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  10686. if( sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5 )
  10687. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  10688. map_foreachinarea(skill_area_sub, src->m,
  10689. ud->skillunit[i_su]->unit->bl.x - 2, ud->skillunit[i_su]->unit->bl.y - 2,
  10690. ud->skillunit[i_su]->unit->bl.x + 2, ud->skillunit[i_su]->unit->bl.y + 2, BL_CHAR,
  10691. src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag|BCT_ENEMY|SD_LEVEL|1, skill_castend_damage_id);
  10692. skill_delunit(ud->skillunit[i_su]->unit);
  10693. }
  10694. break;
  10695. }
  10696. }
  10697. }
  10698. }
  10699. break;
  10700. case SO_FIREWALK:
  10701. case SO_ELECTRICWALK:
  10702. if( sc && sc->data[type] )
  10703. status_change_end(src,type,INVALID_TIMER);
  10704. clif_skill_nodamage(src, src ,skill_id, skill_lv,
  10705. sc_start2(src,src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv)));
  10706. break;
  10707. case KO_MAKIBISHI:
  10708. for( i = 0; i < (skill_lv+2); i++ ) {
  10709. x = src->x - 1 + rnd()%3;
  10710. y = src->y - 1 + rnd()%3;
  10711. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  10712. }
  10713. break;
  10714. case KO_MUCHANAGE: {
  10715. struct status_data *sstatus;
  10716. int rate = 0;
  10717. sstatus = status_get_status_data(src);
  10718. i = skill_get_splash(skill_id,skill_lv);
  10719. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  10720. if( rate < 0 )
  10721. rate = 0;
  10722. 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);
  10723. if( rnd()%100 < rate )
  10724. 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);
  10725. }
  10726. break;
  10727. case RL_FALLEN_ANGEL:
  10728. if (unit_movepos(src,x,y,1,1)) {
  10729. enum e_skill skill_use = GS_DESPERADO;
  10730. uint8 skill_use_lv = pc_checkskill(sd,skill_use);
  10731. clif_blown(src);
  10732. if (skill_use_lv && skill_check_condition_castend(sd,skill_use,skill_use_lv)) {
  10733. sd->skill_id_old = RL_FALLEN_ANGEL;
  10734. skill_castend_pos2(src,src->x,src->y,skill_use,skill_use_lv,tick,SD_LEVEL|SD_ANIMATION|SD_SPLASH);
  10735. battle_consume_ammo(sd,skill_use,skill_use_lv);
  10736. }
  10737. sd->skill_id_old = 0;
  10738. }
  10739. else {
  10740. if (sd)
  10741. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10742. }
  10743. break;
  10744. case RL_HAMMER_OF_GOD:
  10745. {
  10746. i = skill_get_splash(skill_id, skill_lv);
  10747. if (sd) {
  10748. 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);
  10749. if (!skill_area_temp[0]) {
  10750. // This skill doesn't have area effect, apply self? :P
  10751. //clif_skill_poseffect(src, skill_id, skill_lv, x, y, tick+500);
  10752. clif_skill_nodamage(src, src, skill_id, 0, 1);
  10753. break;
  10754. }
  10755. }
  10756. 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|SD_SPLASH|SD_ANIMATION|8, skill_castend_damage_id);
  10757. skill_area_temp[0] = 0;
  10758. break;
  10759. }
  10760. break;
  10761. case RL_FIRE_RAIN: {
  10762. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  10763. int sx = x = src->x, sy = y = src->y;
  10764. for (w = 1; w <= wave; w++) {
  10765. switch (dir) {
  10766. case 0: sy = y + w; break;
  10767. case 1: sy = y + w; sx = x - w; break;
  10768. case 2: sx = x - w; break;
  10769. case 3: sx = x - w; sy = y - w; break;
  10770. case 4: sy = y - w; break;
  10771. case 5: sx = x + w; sy = y - w; break;
  10772. case 6: sx = x + w; break;
  10773. case 7: sy = y + w; sx = x + w; break;
  10774. }
  10775. skill_addtimerskill(src,gettick() + (40 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  10776. }
  10777. }
  10778. break;
  10779. default:
  10780. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  10781. return 1;
  10782. }
  10783. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] ) //Should only remove after the skill has been casted.
  10784. status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
  10785. if( sd )
  10786. {// ensure that the skill last-cast tick is recorded
  10787. sd->canskill_tick = gettick();
  10788. if( sd->state.arrow_atk && !(flag&1) )
  10789. {// consume arrow if this is a ground skill
  10790. battle_consume_ammo(sd, skill_id, skill_lv);
  10791. }
  10792. skill_onskillusage(sd, NULL, skill_id, tick);
  10793. // perform skill requirement consumption
  10794. skill_consume_requirement(sd,skill_id,skill_lv,2);
  10795. }
  10796. return 0;
  10797. }
  10798. /*==========================================
  10799. *
  10800. *------------------------------------------*/
  10801. int skill_castend_map (struct map_session_data *sd, uint16 skill_id, const char *mapname)
  10802. {
  10803. nullpo_ret(sd);
  10804. //Simplify skill_failed code.
  10805. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  10806. if(skill_id != sd->menuskill_id)
  10807. return 0;
  10808. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  10809. skill_failed(sd);
  10810. return 0;
  10811. }
  10812. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  10813. skill_failed(sd);
  10814. return 0;
  10815. }
  10816. pc_stop_attack(sd);
  10817. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  10818. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  10819. if(strcmp(mapname,"cancel")==0) {
  10820. skill_failed(sd);
  10821. return 0;
  10822. }
  10823. switch(skill_id)
  10824. {
  10825. case AL_TELEPORT:
  10826. case ALL_ODINS_RECALL:
  10827. //The storage window is closed automatically by the client when there's
  10828. //any kind of map change, so we need to restore it automatically
  10829. //bugreport:8027
  10830. if(strcmp(mapname,"Random") == 0)
  10831. pc_randomwarp(sd,CLR_TELEPORT);
  10832. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  10833. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  10834. clif_refresh_storagewindow(sd);
  10835. break;
  10836. case AL_WARP:
  10837. {
  10838. const struct point *p[4];
  10839. struct skill_unit_group *group;
  10840. int i, lv, wx, wy;
  10841. int maxcount=0;
  10842. int x,y;
  10843. unsigned short mapindex;
  10844. mapindex = mapindex_name2id((char*)mapname);
  10845. if(!mapindex) { //Given map not found?
  10846. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10847. skill_failed(sd);
  10848. return 0;
  10849. }
  10850. p[0] = &sd->status.save_point;
  10851. p[1] = &sd->status.memo_point[0];
  10852. p[2] = &sd->status.memo_point[1];
  10853. p[3] = &sd->status.memo_point[2];
  10854. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  10855. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  10856. if(sd->ud.skillunit[i]->skill_id == skill_id)
  10857. maxcount--;
  10858. }
  10859. if(!maxcount) {
  10860. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  10861. skill_failed(sd);
  10862. return 0;
  10863. }
  10864. }
  10865. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  10866. wx = sd->menuskill_val>>16;
  10867. wy = sd->menuskill_val&0xffff;
  10868. if( lv <= 0 ) return 0;
  10869. if( lv > 4 ) lv = 4; // crash prevention
  10870. // check if the chosen map exists in the memo list
  10871. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  10872. if( i < lv ) {
  10873. x=p[i]->x;
  10874. y=p[i]->y;
  10875. } else {
  10876. skill_failed(sd);
  10877. return 0;
  10878. }
  10879. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  10880. { // This checks versus skill_id/skill_lv...
  10881. skill_failed(sd);
  10882. return 0;
  10883. }
  10884. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  10885. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  10886. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==NULL) {
  10887. skill_failed(sd);
  10888. return 0;
  10889. }
  10890. group->val1 = (group->val1<<16)|(short)0;
  10891. // record the destination coordinates
  10892. group->val2 = (x<<16)|y;
  10893. group->val3 = mapindex;
  10894. }
  10895. break;
  10896. }
  10897. sd->menuskill_id = sd->menuskill_val = 0;
  10898. return 0;
  10899. #undef skill_failed
  10900. }
  10901. /// transforms 'target' skill unit into dissonance (if conditions are met)
  10902. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  10903. {
  10904. struct skill_unit* target = (struct skill_unit*)bl;
  10905. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  10906. int flag = va_arg(ap, int);
  10907. if (src == target)
  10908. return 0;
  10909. if (!target->group || !(target->group->state.song_dance&0x1))
  10910. return 0;
  10911. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  10912. return 0;
  10913. if (flag) //Set dissonance
  10914. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  10915. else //Remove dissonance
  10916. target->val2 &= ~UF_ENSEMBLE;
  10917. clif_getareachar_skillunit(&target->bl, target, AREA, 0); //Update look of affected cell.
  10918. return 1;
  10919. }
  10920. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  10921. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  10922. //When 1, this unit has been positioned, so start the cancel effect.
  10923. int skill_dance_overlap(struct skill_unit* unit, int flag)
  10924. {
  10925. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  10926. return 0;
  10927. if (!flag && !(unit->val2&UF_ENSEMBLE))
  10928. return 0; //Nothing to remove, this unit is not overlapped.
  10929. if (unit->val1 != unit->group->skill_id)
  10930. { //Reset state
  10931. unit->val1 = unit->group->skill_id;
  10932. unit->val2 &= ~UF_ENSEMBLE;
  10933. }
  10934. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  10935. }
  10936. /**
  10937. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  10938. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  10939. * @param flag 0 Convert
  10940. * @param flag 1 Revert
  10941. * @return true success
  10942. * @TODO: This should be completely removed later and rewritten
  10943. * The entire execution of the overlapping songs instances is dirty and hacked together
  10944. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  10945. */
  10946. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  10947. {
  10948. static int prevflag = 1; // by default the backup is empty
  10949. static struct skill_unit_group backup;
  10950. struct skill_unit_group* group;
  10951. if( unit == NULL || (group = unit->group) == NULL )
  10952. return false;
  10953. //val2&UF_ENSEMBLE is a hack to indicate dissonance
  10954. if ( !((group->state.song_dance&0x1) && (unit->val2&UF_ENSEMBLE)) )
  10955. return false;
  10956. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  10957. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  10958. flag ? "read an empty backup" : "write to a full backup",
  10959. group->skill_id, group->skill_lv, group->src_id);
  10960. return false;
  10961. }
  10962. prevflag = flag;
  10963. if (!flag) { //Transform
  10964. uint16 skill_id = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  10965. // backup
  10966. backup.skill_id = group->skill_id;
  10967. backup.skill_lv = group->skill_lv;
  10968. backup.unit_id = group->unit_id;
  10969. backup.target_flag = group->target_flag;
  10970. backup.bl_flag = group->bl_flag;
  10971. backup.interval = group->interval;
  10972. // replace
  10973. group->skill_id = skill_id;
  10974. group->skill_lv = 1;
  10975. group->unit_id = skill_get_unit_id(skill_id,0);
  10976. group->target_flag = skill_get_unit_target(skill_id);
  10977. group->bl_flag = skill_get_unit_bl_target(skill_id);
  10978. group->interval = skill_get_unit_interval(skill_id);
  10979. } else { //Restore
  10980. group->skill_id = backup.skill_id;
  10981. group->skill_lv = backup.skill_lv;
  10982. group->unit_id = backup.unit_id;
  10983. group->target_flag = backup.target_flag;
  10984. group->bl_flag = backup.bl_flag;
  10985. group->interval = backup.interval;
  10986. }
  10987. return true;
  10988. }
  10989. /**
  10990. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  10991. * @param src Object that triggers the skill
  10992. * @param skill_id Skill ID
  10993. * @param skill_lv Skill level of used skill
  10994. * @param x Position x
  10995. * @param y Position y
  10996. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  10997. * @return skill_unit_group
  10998. */
  10999. struct skill_unit_group *skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  11000. {
  11001. struct skill_unit_group *group;
  11002. int i, limit, val1 = 0, val2 = 0, val3 = 0;
  11003. int link_group_id = 0;
  11004. int target, interval, range, unit_flag, req_item = 0;
  11005. struct s_skill_unit_layout *layout;
  11006. struct map_session_data *sd;
  11007. struct status_data *status;
  11008. struct status_change *sc;
  11009. int active_flag = 1;
  11010. int subunt = 0;
  11011. nullpo_retr(NULL, src);
  11012. limit = skill_get_time(skill_id,skill_lv);
  11013. range = skill_get_unit_range(skill_id,skill_lv);
  11014. interval = skill_get_unit_interval(skill_id);
  11015. target = skill_get_unit_target(skill_id);
  11016. unit_flag = skill_get_unit_flag(skill_id);
  11017. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  11018. sd = BL_CAST(BL_PC, src);
  11019. status = status_get_status_data(src);
  11020. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  11021. switch( skill_id ) {
  11022. case MH_STEINWAND:
  11023. val2 = 4 + skill_lv;
  11024. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  11025. break;
  11026. case MG_SAFETYWALL:
  11027. #ifdef RENEWAL
  11028. val2 = status_get_max_hp(src) * 3;
  11029. #else
  11030. val2 = skill_lv+1;
  11031. #endif
  11032. break;
  11033. case MG_FIREWALL:
  11034. if(sc && sc->data[SC_VIOLENTGALE])
  11035. limit = limit*3/2;
  11036. val2 = 4+skill_lv;
  11037. break;
  11038. case AL_WARP:
  11039. val1=skill_lv+6;
  11040. if(!(flag&1))
  11041. limit=2000;
  11042. else // previous implementation (not used anymore)
  11043. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  11044. if( src->type != BL_SKILL ) return NULL;
  11045. group = ((TBL_SKILL*)src)->group;
  11046. src = map_id2bl(group->src_id);
  11047. if( !src ) return NULL;
  11048. val2 = group->val2; //Copy the (x,y) position you warp to
  11049. val3 = group->val3; //as well as the mapindex to warp to.
  11050. }
  11051. break;
  11052. case HP_BASILICA:
  11053. val1 = src->id; // Store caster id.
  11054. break;
  11055. case PR_SANCTUARY:
  11056. case NPC_EVILLAND:
  11057. val1=(skill_lv+3)*2;
  11058. break;
  11059. case WZ_FIREPILLAR:
  11060. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11061. return NULL;
  11062. if((flag&1)!=0)
  11063. limit=1000;
  11064. val1=skill_lv+2;
  11065. break;
  11066. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  11067. case AM_DEMONSTRATION:
  11068. case GN_HELLS_PLANT:
  11069. if( skill_id == GN_HELLS_PLANT && map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11070. return NULL;
  11071. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  11072. && (src->type&battle_config.vs_traps_bctall))
  11073. target = BCT_ALL;
  11074. break;
  11075. case HT_ANKLESNARE:
  11076. if( flag&2 ) val3 = SC_ESCAPE;
  11077. case HT_SKIDTRAP:
  11078. case MA_SKIDTRAP:
  11079. //Save position of caster
  11080. val1 = ((src->x)<<16)|(src->y);
  11081. case HT_SHOCKWAVE:
  11082. case HT_SANDMAN:
  11083. case MA_SANDMAN:
  11084. case HT_CLAYMORETRAP:
  11085. case HT_LANDMINE:
  11086. case MA_LANDMINE:
  11087. case HT_FLASHER:
  11088. case HT_FREEZINGTRAP:
  11089. case MA_FREEZINGTRAP:
  11090. case HT_BLASTMINE:
  11091. case RA_ELECTRICSHOCKER:
  11092. case RA_CLUSTERBOMB:
  11093. case RA_MAGENTATRAP:
  11094. case RA_COBALTTRAP:
  11095. case RA_MAIZETRAP:
  11096. case RA_VERDURETRAP:
  11097. case RA_FIRINGTRAP:
  11098. case RA_ICEBOUNDTRAP:
  11099. case RL_B_TRAP:
  11100. {
  11101. struct skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  11102. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  11103. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  11104. req_item = req.itemid[i];
  11105. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  11106. limit *= 4; // longer trap times in WOE [celest]
  11107. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11108. target = BCT_ALL;
  11109. }
  11110. break;
  11111. case SA_LANDPROTECTOR:
  11112. case SA_VOLCANO:
  11113. case SA_DELUGE:
  11114. case SA_VIOLENTGALE:
  11115. {
  11116. struct skill_unit_group *old_sg;
  11117. if ((old_sg = skill_locate_element_field(src)) != NULL)
  11118. { //HelloKitty confirmed that these are interchangeable,
  11119. //so you can change element and not consume gemstones.
  11120. if ((
  11121. old_sg->skill_id == SA_VOLCANO ||
  11122. old_sg->skill_id == SA_DELUGE ||
  11123. old_sg->skill_id == SA_VIOLENTGALE
  11124. ) && old_sg->limit > 0)
  11125. { //Use the previous limit (minus the elapsed time) [Skotlex]
  11126. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  11127. if (limit < 0) //This can happen...
  11128. limit = skill_get_time(skill_id,skill_lv);
  11129. }
  11130. skill_clear_group(src,1);
  11131. }
  11132. break;
  11133. }
  11134. case BA_WHISTLE:
  11135. val1 = skill_lv +status->agi/10; // Flee increase
  11136. val2 = ((skill_lv+1)/2)+status->luk/10; // Perfect dodge increase
  11137. if(sd){
  11138. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11139. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  11140. }
  11141. break;
  11142. case DC_HUMMING:
  11143. val1 = 2*skill_lv+status->dex/10; // Hit increase
  11144. #ifdef RENEWAL
  11145. val1 *= 2;
  11146. #endif
  11147. if(sd)
  11148. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11149. break;
  11150. case BA_POEMBRAGI:
  11151. val1 = 3*skill_lv+status->dex/10; // Casting time reduction
  11152. //For some reason at level 10 the base delay reduction is 50%.
  11153. val2 = (skill_lv<10?3*skill_lv:50)+status->int_/5; // After-cast delay reduction
  11154. if(sd){
  11155. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  11156. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  11157. }
  11158. break;
  11159. case DC_DONTFORGETME:
  11160. val1 = 30 * skill_lv + status->dex; // ASPD decrease
  11161. val2 = 2 * skill_lv + status->agi / 10; // Movement speed adjustment.
  11162. if(sd){
  11163. val1 += 10 * pc_checkskill(sd,DC_DANCINGLESSON);
  11164. val2 += (pc_checkskill(sd,DC_DANCINGLESSON) + 1) / 2; // Movement speed -1% per 2 levels
  11165. }
  11166. break;
  11167. case DC_SERVICEFORYOU:
  11168. val1 = 15+skill_lv+(status->int_/10); // MaxSP percent increase
  11169. val2 = 20+3*skill_lv+(status->int_/10); // SP cost reduction
  11170. if(sd){
  11171. val1 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11172. val2 += pc_checkskill(sd,DC_DANCINGLESSON)/2;
  11173. }
  11174. break;
  11175. case BA_ASSASSINCROSS:
  11176. #ifdef RENEWAL
  11177. val1 = skill_lv + (status->agi/20); // ASPD increase
  11178. #else
  11179. val1 = 10 + skill_lv + (status->agi/10); // ASPD increase
  11180. #endif
  11181. if(sd)
  11182. val1 += pc_checkskill(sd,BA_MUSICALLESSON)/2;
  11183. val1*=10; // ASPD works with 1000 as 100%
  11184. break;
  11185. case DC_FORTUNEKISS:
  11186. val1 = 10+skill_lv+(status->luk/10); // Critical increase
  11187. if(sd)
  11188. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  11189. val1*=10; //Because every 10 crit is an actual cri point.
  11190. break;
  11191. case BD_DRUMBATTLEFIELD:
  11192. #ifdef RENEWAL
  11193. val1 = (skill_lv+5)*25; //Atk increase
  11194. val2 = skill_lv*10; //Def increase
  11195. #else
  11196. val1 = (skill_lv+1)*25; //Atk increase
  11197. val2 = (skill_lv+1)*2; //Def increase
  11198. #endif
  11199. break;
  11200. case BD_RINGNIBELUNGEN:
  11201. val1 = (skill_lv+2)*25; //Atk increase
  11202. break;
  11203. case BD_RICHMANKIM:
  11204. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  11205. break;
  11206. case BD_SIEGFRIED:
  11207. val1 = 55 + skill_lv*5; //Elemental Resistance
  11208. val2 = skill_lv*10; //Status ailment resistance
  11209. break;
  11210. case WE_CALLPARTNER:
  11211. if (sd) val1 = sd->status.partner_id;
  11212. break;
  11213. case WE_CALLPARENT:
  11214. if (sd) {
  11215. val1 = sd->status.father;
  11216. val2 = sd->status.mother;
  11217. }
  11218. break;
  11219. case WE_CALLBABY:
  11220. if (sd) val1 = sd->status.child;
  11221. break;
  11222. case NJ_KAENSIN:
  11223. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  11224. val2 = (skill_lv+1)/2 + 4;
  11225. break;
  11226. case NJ_SUITON:
  11227. skill_clear_group(src, 1);
  11228. break;
  11229. case GS_GROUNDDRIFT:
  11230. {
  11231. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  11232. val1 = status->rhw.ele;
  11233. if (!val1)
  11234. val1=element[rnd()%5];
  11235. switch (val1)
  11236. {
  11237. case ELE_FIRE:
  11238. subunt++;
  11239. case ELE_WATER:
  11240. subunt++;
  11241. case ELE_POISON:
  11242. subunt++;
  11243. case ELE_DARK:
  11244. subunt++;
  11245. case ELE_WIND:
  11246. break;
  11247. default:
  11248. subunt=rnd()%5;
  11249. break;
  11250. }
  11251. break;
  11252. }
  11253. case GC_POISONSMOKE:
  11254. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  11255. return NULL;
  11256. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  11257. val3 = sc->data[SC_POISONINGWEAPON]->val1;
  11258. limit = 4000 + 2000 * skill_lv;
  11259. break;
  11260. case GD_LEADERSHIP:
  11261. case GD_GLORYWOUNDS:
  11262. case GD_SOULCOLD:
  11263. case GD_HAWKEYES:
  11264. limit = 1000000;//it doesn't matter
  11265. break;
  11266. case LG_BANDING:
  11267. limit = -1;
  11268. break;
  11269. case WM_REVERBERATION:
  11270. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  11271. target = BCT_ALL;
  11272. val1 = skill_lv + 1;
  11273. val2 = 1;
  11274. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  11275. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  11276. target = BCT_ALL;
  11277. case WM_SEVERE_RAINSTORM:
  11278. case SO_WATER_INSIGNIA:
  11279. case SO_FIRE_INSIGNIA:
  11280. case SO_WIND_INSIGNIA:
  11281. case SO_EARTH_INSIGNIA:
  11282. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  11283. return NULL;
  11284. break;
  11285. case SO_CLOUD_KILL:
  11286. skill_clear_group(src, 4);
  11287. break;
  11288. case SO_WARMER:
  11289. skill_clear_group(src, 8);
  11290. break;
  11291. case GN_WALLOFTHORN:
  11292. // Turns to Firewall
  11293. if( flag&1 )
  11294. limit = 3000;
  11295. val3 = (x<<16)|y;
  11296. break;
  11297. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  11298. case GN_FIRE_EXPANSION_TEAR_GAS:
  11299. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  11300. break;
  11301. case KO_ZENKAI:
  11302. if( sd ){
  11303. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  11304. if( i < 5 ){
  11305. val1 = sd->talisman[i]; // no. of aura
  11306. val2 = i; // aura type
  11307. limit += val1 * 1000;
  11308. subunt = i - 1;
  11309. pc_del_talisman(sd, sd->talisman[i], i);
  11310. }
  11311. }
  11312. break;
  11313. case HW_GRAVITATION:
  11314. if(sc && sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  11315. link_group_id = sc->data[SC_GRAVITATION]->val4;
  11316. break;
  11317. case SO_VACUUM_EXTREME:
  11318. // Coordinates
  11319. val1 = x;
  11320. val2 = y;
  11321. val3 = 0; // Suck target at n seconds.
  11322. break;
  11323. }
  11324. // Init skill unit group
  11325. nullpo_retr(NULL, (group = skill_initunitgroup(src,layout->count,skill_id,skill_lv,skill_get_unit_id(skill_id,flag&1)+subunt, limit, interval)));
  11326. group->val1 = val1;
  11327. group->val2 = val2;
  11328. group->val3 = val3;
  11329. group->link_group_id = link_group_id;
  11330. group->target_flag = target;
  11331. group->bl_flag = skill_get_unit_bl_target(skill_id);
  11332. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  11333. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  11334. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  11335. group->item_id = req_item;
  11336. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  11337. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  11338. active_flag = 0;
  11339. // Put message for Talkie Box & Graffiti
  11340. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  11341. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  11342. if (sd)
  11343. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  11344. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  11345. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  11346. }
  11347. // Dance skill
  11348. if (group->state.song_dance) {
  11349. if(sd) {
  11350. sd->skill_id_dance = skill_id;
  11351. sd->skill_lv_dance = skill_lv;
  11352. }
  11353. if (
  11354. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  11355. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  11356. )
  11357. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  11358. }
  11359. // Set skill unit
  11360. limit = group->limit;
  11361. for( i = 0; i < layout->count; i++ ) {
  11362. struct skill_unit *unit;
  11363. int ux = x + layout->dx[i];
  11364. int uy = y + layout->dy[i];
  11365. int unit_val1 = skill_lv;
  11366. int unit_val2 = 0;
  11367. int alive = 1;
  11368. // are the coordinates out of range?
  11369. if( ux <= 0 || uy <= 0 || ux >= map[src->m].xs || uy >= map[src->m].ys ){
  11370. continue;
  11371. }
  11372. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  11373. continue; // don't place skill units on walls (except for songs/dances/encores)
  11374. if( battle_config.skill_wall_check && unit_flag&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  11375. continue; // no path between cell and center of casting.
  11376. switch( skill_id ) {
  11377. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  11378. case HT_LANDMINE:
  11379. case MA_LANDMINE:
  11380. case HT_ANKLESNARE:
  11381. case HT_SHOCKWAVE:
  11382. case HT_SANDMAN:
  11383. case MA_SANDMAN:
  11384. case HT_FLASHER:
  11385. case HT_FREEZINGTRAP:
  11386. case MA_FREEZINGTRAP:
  11387. case HT_SKIDTRAP:
  11388. case MA_SKIDTRAP:
  11389. case HT_CLAYMORETRAP:
  11390. case HT_BLASTMINE:
  11391. unit_val1 = 3500;
  11392. break;
  11393. case MG_FIREWALL:
  11394. case NJ_KAENSIN:
  11395. unit_val2 = group->val2;
  11396. break;
  11397. case WZ_ICEWALL:
  11398. unit_val1 = (skill_lv <= 1) ? 500 : 200 + 200*skill_lv;
  11399. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  11400. break;
  11401. case GS_DESPERADO:
  11402. unit_val1 = abs(layout->dx[i]);
  11403. unit_val2 = abs(layout->dy[i]);
  11404. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  11405. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  11406. if (unit_val1) unit_val1--;
  11407. unit_val1 = 36 -12*unit_val1;
  11408. } else //Diagonal edges
  11409. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  11410. if (unit_val1 < 1) unit_val1 = 1;
  11411. unit_val2 = 0;
  11412. break;
  11413. case WM_POEMOFNETHERWORLD:
  11414. unit_val1 = 1 + skill_lv;
  11415. break;
  11416. case GN_WALLOFTHORN:
  11417. if (flag&1) // Turned become Firewall
  11418. break;
  11419. unit_val1 = 2000 + 2000 * skill_lv; // HP
  11420. unit_val2 = 20; // Max hits
  11421. break;
  11422. case RL_B_TRAP:
  11423. unit_val1 = 3500;
  11424. unit_val2 = 0;
  11425. break;
  11426. default:
  11427. if (group->state.song_dance&0x1)
  11428. unit_val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  11429. break;
  11430. }
  11431. if (unit_flag&UF_RANGEDSINGLEUNIT && i == (layout->count / 2))
  11432. unit_val2 |= UF_RANGEDSINGLEUNIT; // center.
  11433. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  11434. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  11435. // Check active cell to failing or remove current unit
  11436. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  11437. if( !alive )
  11438. continue;
  11439. nullpo_retr(NULL, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2)));
  11440. unit->limit = limit;
  11441. unit->range = range;
  11442. if (skill_id == PF_FOGWALL && alive == 2)
  11443. { //Double duration of cells on top of Deluge/Suiton
  11444. unit->limit *= 2;
  11445. group->limit = unit->limit;
  11446. }
  11447. // Execute on all targets standing on this cell
  11448. if (range == 0 && active_flag)
  11449. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11450. }
  11451. if (!group->alive_count)
  11452. { //No cells? Something that was blocked completely by Land Protector?
  11453. skill_delunitgroup(group);
  11454. return NULL;
  11455. }
  11456. //success, unit created.
  11457. switch( skill_id ) {
  11458. case NJ_TATAMIGAESHI: //Store number of tiles.
  11459. group->val1 = group->alive_count;
  11460. break;
  11461. }
  11462. return group;
  11463. }
  11464. /*==========================================
  11465. *
  11466. *------------------------------------------*/
  11467. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11468. {
  11469. skill_unit_onplace(unit, bl, tick);
  11470. }
  11471. /**
  11472. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  11473. * while skill unit initialized or moved (such by knock back).
  11474. * As a follow of skill_unit_effect flag &1
  11475. * @param unit
  11476. * @param bl Target
  11477. * @param tick
  11478. */
  11479. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11480. {
  11481. struct skill_unit_group *sg;
  11482. struct block_list *ss; // Actual source that cast the skill unit
  11483. struct status_change *sc;
  11484. struct status_change_entry *sce;
  11485. enum sc_type type;
  11486. uint16 skill_id;
  11487. nullpo_ret(unit);
  11488. nullpo_ret(bl);
  11489. if(bl->prev == NULL || !unit->alive || status_isdead(bl))
  11490. return 0;
  11491. nullpo_ret(sg = unit->group);
  11492. nullpo_ret(ss = map_id2bl(sg->src_id));
  11493. if( (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR) ||
  11494. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  11495. return 0; //AoE skills are ineffective. [Skotlex]
  11496. if( skill_get_inf2(sg->skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  11497. return 0; //Songs don't work in Basilica
  11498. sc = status_get_sc(bl);
  11499. if (sc && sc->option&OPTION_HIDE && !(skill_get_inf3(sg->skill_id)&INF3_HIT_HIDING))
  11500. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  11501. if (sc && sc->data[SC_VACUUM_EXTREME] && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  11502. status_change_end(bl, SC_VACUUM_EXTREME, INVALID_TIMER);
  11503. if (sc && sc->data[SC_HOVERING] && skill_get_inf3(sg->skill_id)&INF3_NO_EFF_HOVERING)
  11504. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11505. type = status_skill2sc(sg->skill_id);
  11506. sce = (sc && type != SC_NONE) ? sc->data[type] : NULL;
  11507. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  11508. switch (sg->unit_id) {
  11509. case UNT_SPIDERWEB:
  11510. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 ) {
  11511. // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  11512. sc->data[SC_SPIDERWEB]->val2++;
  11513. break;
  11514. } else if( sc && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
  11515. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11516. if( status_change_start(ss, bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,SCSTART_NORATEDEF) ) {
  11517. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  11518. if( td )
  11519. sec = DIFF_TICK(td->tick, tick);
  11520. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11521. clif_fixpos(bl);
  11522. sg->val2 = bl->id;
  11523. }
  11524. else
  11525. sec = 3000; //Couldn't trap it?
  11526. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11527. }
  11528. break;
  11529. case UNT_SAFETYWALL:
  11530. if (!sce)
  11531. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  11532. break;
  11533. case UNT_BLOODYLUST:
  11534. if (sg->src_id == bl->id)
  11535. break; //Does not affect the caster.
  11536. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  11537. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  11538. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  11539. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  11540. break;
  11541. case UNT_PNEUMA:
  11542. if (!sce)
  11543. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11544. break;
  11545. case UNT_CHAOSPANIC:
  11546. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  11547. break;
  11548. case UNT_WARP_WAITING: {
  11549. int working = sg->val1&0xffff;
  11550. if(bl->type==BL_PC && !working){
  11551. struct map_session_data *sd = (struct map_session_data *)bl;
  11552. if((!sd->chatID || battle_config.chat_warpportal)
  11553. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  11554. {
  11555. int x = sg->val2>>16;
  11556. int y = sg->val2&0xffff;
  11557. int count = sg->val1>>16;
  11558. unsigned short m = sg->val3;
  11559. if( --count <= 0 )
  11560. skill_delunitgroup(sg);
  11561. if ( map_mapindex2mapid(sg->val3) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  11562. working = 1;/* we break it because officials break it, lovely stuff. */
  11563. sg->val1 = (count<<16)|working;
  11564. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  11565. }
  11566. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  11567. int16 m = map_mapindex2mapid(sg->val3);
  11568. if (m < 0) break; //Map not available on this map-server.
  11569. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  11570. }
  11571. }
  11572. break;
  11573. case UNT_QUAGMIRE:
  11574. if( !sce && battle_check_target(&sg->unit->bl,bl,sg->target_flag) > 0 )
  11575. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  11576. break;
  11577. case UNT_VOLCANO:
  11578. case UNT_DELUGE:
  11579. case UNT_VIOLENTGALE:
  11580. if(!sce)
  11581. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  11582. break;
  11583. case UNT_SUITON:
  11584. if(!sce)
  11585. sc_start4(ss, bl,type,100,sg->skill_lv,
  11586. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  11587. 0,0,sg->limit);
  11588. break;
  11589. case UNT_HERMODE:
  11590. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  11591. status_change_clear_buffs(bl,1); //Should dispell only allies.
  11592. case UNT_RICHMANKIM:
  11593. case UNT_ETERNALCHAOS:
  11594. case UNT_DRUMBATTLEFIELD:
  11595. case UNT_RINGNIBELUNGEN:
  11596. case UNT_ROKISWEIL:
  11597. case UNT_INTOABYSS:
  11598. case UNT_SIEGFRIED:
  11599. //Needed to check when a dancer/bard leaves their ensemble area.
  11600. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11601. return skill_id;
  11602. if (!sce)
  11603. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11604. break;
  11605. case UNT_WHISTLE:
  11606. case UNT_ASSASSINCROSS:
  11607. case UNT_POEMBRAGI:
  11608. case UNT_APPLEIDUN:
  11609. case UNT_HUMMING:
  11610. case UNT_DONTFORGETME:
  11611. case UNT_FORTUNEKISS:
  11612. case UNT_SERVICEFORYOU:
  11613. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  11614. return 0;
  11615. if (!sc) return 0;
  11616. if (!sce)
  11617. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  11618. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  11619. sce->val4 = 0; //remove the mark that we stepped out
  11620. delete_timer(sce->timer, status_change_timer);
  11621. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  11622. }
  11623. break;
  11624. case UNT_FOGWALL:
  11625. if (!sce)
  11626. {
  11627. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  11628. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11629. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  11630. }
  11631. break;
  11632. case UNT_GRAVITATION:
  11633. if (!sce)
  11634. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  11635. break;
  11636. case UNT_BASILICA:
  11637. {
  11638. int i = battle_check_target(bl, bl, BCT_ENEMY);
  11639. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  11640. { // knock-back any enemy except Boss
  11641. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  11642. break;
  11643. }
  11644. if (!sce && i <= 0)
  11645. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  11646. }
  11647. break;
  11648. // officially, icewall has no problems existing on occupied cells [ultramage]
  11649. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  11650. // unit->val1 = 0;
  11651. // if(unit->limit + sg->tick > tick + 700)
  11652. // unit->limit = DIFF_TICK(tick+700,sg->tick);
  11653. // break;
  11654. case UNT_MOONLIT:
  11655. //Knockback out of area if affected char isn't in Moonlit effect
  11656. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  11657. break;
  11658. if (ss == bl) //Also needed to prevent infinite loop crash.
  11659. break;
  11660. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  11661. break;
  11662. case UNT_REVERBERATION:
  11663. if (sg->src_id == bl->id)
  11664. break; //Does not affect the caster.
  11665. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  11666. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  11667. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  11668. sg->unit_id = UNT_USED_TRAPS;
  11669. break;
  11670. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  11671. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11672. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  11673. break;
  11674. case UNT_FIRE_EXPANSION_TEAR_GAS:
  11675. if (!sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0)
  11676. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  11677. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  11678. break;
  11679. case UNT_VOLCANIC_ASH:
  11680. if (!sce)
  11681. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  11682. break;
  11683. case UNT_KINGS_GRACE:
  11684. if (!sce) {
  11685. int state = 0;
  11686. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  11687. state |= BCT_GUILD;
  11688. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  11689. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  11690. }
  11691. break;
  11692. case UNT_GD_LEADERSHIP:
  11693. case UNT_GD_GLORYWOUNDS:
  11694. case UNT_GD_SOULCOLD:
  11695. case UNT_GD_HAWKEYES:
  11696. if ( !sce && battle_check_target(&sg->unit->bl, bl, sg->target_flag) > 0 )
  11697. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  11698. break;
  11699. }
  11700. return skill_id;
  11701. }
  11702. /**
  11703. * Process skill unit each interval (sg->interval, see interval field of skill_unit_db.txt)
  11704. * @param unit Skill unit
  11705. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  11706. * @param tick
  11707. */
  11708. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, unsigned int tick)
  11709. {
  11710. struct skill_unit_group *sg;
  11711. struct block_list *ss;
  11712. TBL_PC* tsd;
  11713. struct status_data *tstatus;
  11714. struct status_change *tsc;
  11715. struct skill_unit_group_tickset *ts;
  11716. enum sc_type type;
  11717. uint16 skill_id;
  11718. int diff = 0;
  11719. nullpo_ret(unit);
  11720. nullpo_ret(bl);
  11721. if (bl->prev == NULL || !unit->alive || status_isdead(bl))
  11722. return 0;
  11723. nullpo_ret(sg = unit->group);
  11724. nullpo_ret(ss = map_id2bl(sg->src_id));
  11725. tsd = BL_CAST(BL_PC, bl);
  11726. tsc = status_get_sc(bl);
  11727. tstatus = status_get_status_data(bl);
  11728. type = status_skill2sc(sg->skill_id);
  11729. skill_id = sg->skill_id;
  11730. if (tsc && tsc->data[SC_HOVERING] && skill_get_inf3(skill_id)&INF3_NO_EFF_HOVERING)
  11731. return 0; // Under Hovering characters are immune to trap and ground target skills.
  11732. if (sg->interval == -1) {
  11733. switch (sg->unit_id) {
  11734. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  11735. case UNT_FIREPILLAR_ACTIVE:
  11736. case UNT_ELECTRICSHOCKER:
  11737. case UNT_MANHOLE:
  11738. return 0;
  11739. default:
  11740. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  11741. return 0;
  11742. }
  11743. }
  11744. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  11745. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  11746. diff = DIFF_TICK(tick,ts->tick);
  11747. if (diff < 0)
  11748. return 0;
  11749. ts->tick = tick+sg->interval;
  11750. if ((skill_id==CR_GRANDCROSS || skill_id==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  11751. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR,0)-1);
  11752. }
  11753. // Wall of Thorn damaged by Fire element unit [Cydh]
  11754. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  11755. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  11756. struct skill_unit *su = (struct skill_unit *)bl;
  11757. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  11758. 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);
  11759. su->group->limit = sg->limit = 0;
  11760. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  11761. return skill_id;
  11762. }
  11763. }
  11764. switch (sg->unit_id) {
  11765. // Units that deals simple attack
  11766. case UNT_GRAVITATION:
  11767. case UNT_EARTHSTRAIN:
  11768. case UNT_FIREWALK:
  11769. case UNT_ELECTRICWALK:
  11770. case UNT_PSYCHIC_WAVE:
  11771. case UNT_MAGMA_ERUPTION:
  11772. case UNT_MAKIBISHI:
  11773. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11774. break;
  11775. case UNT_DUMMYSKILL:
  11776. switch (sg->skill_id) {
  11777. case SG_SUN_WARM: //SG skills [Komurka]
  11778. case SG_MOON_WARM:
  11779. case SG_STAR_WARM: {
  11780. int count = 0;
  11781. const int x = bl->x, y = bl->y;
  11782. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  11783. do {
  11784. if( bl->type == BL_PC )
  11785. status_zap(bl, 0, 15); // sp damage to players
  11786. else // mobs
  11787. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  11788. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  11789. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  11790. } else { //should end when out of sp.
  11791. sg->limit = DIFF_TICK(tick,sg->tick);
  11792. break;
  11793. }
  11794. } while( x == bl->x && y == bl->y &&
  11795. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  11796. }
  11797. break;
  11798. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  11799. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  11800. if (tsc)
  11801. tsc->sg_counter++; //SG hit counter.
  11802. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  11803. tsc->sg_counter=0; //Attack absorbed.
  11804. break;
  11805. #endif
  11806. case GS_DESPERADO:
  11807. if (rnd()%100 < unit->val1)
  11808. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11809. break;
  11810. case GN_CRAZYWEED_ATK:
  11811. if( bl->type == BL_SKILL ) {
  11812. struct skill_unit *su = (struct skill_unit *)bl;
  11813. if( su && !(skill_get_inf2(su->group->skill_id)&INF2_TRAP) )
  11814. break;
  11815. }
  11816. default:
  11817. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11818. }
  11819. break;
  11820. case UNT_FIREWALL:
  11821. case UNT_KAEN: {
  11822. int count = 0;
  11823. const int x = bl->x, y = bl->y;
  11824. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  11825. break;
  11826. //Take into account these hit more times than the timer interval can handle.
  11827. do
  11828. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  11829. while(--unit->val2 && x == bl->x && y == bl->y &&
  11830. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  11831. if (unit->val2 <= 0)
  11832. skill_delunit(unit);
  11833. }
  11834. break;
  11835. case UNT_SANCTUARY:
  11836. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  11837. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  11838. 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) )
  11839. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  11840. } else {
  11841. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11842. struct mob_data *md = BL_CAST(BL_MOB, bl);
  11843. #ifdef RENEWAL
  11844. if( md && md->mob_id == MOBID_EMPERIUM )
  11845. break;
  11846. #endif
  11847. if( md && mob_is_battleground(md) )
  11848. break;
  11849. if( tstatus->hp >= tstatus->max_hp )
  11850. break;
  11851. if( status_isimmune(bl) )
  11852. heal = 0;
  11853. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11854. if( tsc && tsc->data[SC_AKAITSUKI] && heal )
  11855. heal = ~heal + 1;
  11856. status_heal(bl, heal, 0, 0);
  11857. if( diff >= 500 )
  11858. sg->val1--;
  11859. }
  11860. if( sg->val1 <= 0 )
  11861. skill_delunitgroup(sg);
  11862. break;
  11863. case UNT_EVILLAND:
  11864. //Will heal demon and undead element monsters, but not players.
  11865. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  11866. { //Damage enemies
  11867. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  11868. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  11869. } else {
  11870. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  11871. if (tstatus->hp >= tstatus->max_hp)
  11872. break;
  11873. if (status_isimmune(bl))
  11874. heal = 0;
  11875. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  11876. status_heal(bl, heal, 0, 0);
  11877. }
  11878. break;
  11879. case UNT_MAGNUS:
  11880. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  11881. break;
  11882. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11883. break;
  11884. case UNT_FIREPILLAR_WAITING:
  11885. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  11886. skill_delunit(unit);
  11887. break;
  11888. case UNT_SKIDTRAP: {
  11889. //Knockback away from position of user during placement [Playtester]
  11890. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  11891. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,0);
  11892. sg->unit_id = UNT_USED_TRAPS;
  11893. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11894. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  11895. //Target will be stopped for 3 seconds
  11896. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  11897. }
  11898. break;
  11899. case UNT_ANKLESNARE:
  11900. case UNT_MANHOLE:
  11901. if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
  11902. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  11903. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  11904. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  11905. if( td )
  11906. sec = DIFF_TICK(td->tick, tick);
  11907. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  11908. || !unit_blown_immune(bl,0x1) )
  11909. {
  11910. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  11911. clif_fixpos(bl);
  11912. }
  11913. sg->val2 = bl->id;
  11914. } else
  11915. sec = 3000; //Couldn't trap it?
  11916. if (sg->unit_id == UNT_ANKLESNARE) {
  11917. clif_skillunit_update(&unit->bl);
  11918. /**
  11919. * If you're snared from a trap that was invisible this makes the trap be
  11920. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  11921. * bugreport:3961
  11922. **/
  11923. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  11924. }
  11925. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  11926. sg->interval = -1;
  11927. unit->range = 0;
  11928. }
  11929. break;
  11930. case UNT_ELECTRICSHOCKER:
  11931. if( bl->id != ss->id ) {
  11932. if( status_get_mode(bl)&MD_BOSS )
  11933. break;
  11934. 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) ) {
  11935. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  11936. clif_fixpos(bl);
  11937. }
  11938. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11939. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11940. }
  11941. break;
  11942. case UNT_VENOMDUST:
  11943. if(tsc && !tsc->data[type])
  11944. 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_NONE);
  11945. break;
  11946. case UNT_LANDMINE:
  11947. //Land Mine only hits single target
  11948. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  11949. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11950. sg->limit = 1500;
  11951. break;
  11952. case UNT_MAGENTATRAP:
  11953. case UNT_COBALTTRAP:
  11954. case UNT_MAIZETRAP:
  11955. case UNT_VERDURETRAP:
  11956. if( bl->type == BL_PC )// it won't work on players
  11957. break;
  11958. case UNT_FIRINGTRAP:
  11959. case UNT_ICEBOUNDTRAP:
  11960. case UNT_CLUSTERBOMB:
  11961. if( bl->id == ss->id )// it won't trigger on caster
  11962. break;
  11963. case UNT_BLASTMINE:
  11964. case UNT_SHOCKWAVE:
  11965. case UNT_SANDMAN:
  11966. case UNT_FLASHER:
  11967. case UNT_FREEZINGTRAP:
  11968. case UNT_FIREPILLAR_ACTIVE:
  11969. case UNT_CLAYMORETRAP:
  11970. if (tsc && tsc->data[SC__MANHOLE])
  11971. break;
  11972. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  11973. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &unit->bl, tick);
  11974. else
  11975. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  11976. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  11977. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  11978. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  11979. sg->limit = DIFF_TICK(tick, sg->tick) +
  11980. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  11981. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  11982. break;
  11983. case UNT_TALKIEBOX:
  11984. if (sg->src_id == bl->id)
  11985. break;
  11986. if (sg->val2 == 0) {
  11987. clif_talkiebox(&unit->bl, sg->valstr);
  11988. sg->unit_id = UNT_USED_TRAPS;
  11989. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  11990. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  11991. sg->val2 = -1;
  11992. }
  11993. break;
  11994. case UNT_LULLABY:
  11995. if (ss->id == bl->id)
  11996. break;
  11997. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  11998. break;
  11999. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  12000. if (ss->id != bl->id)
  12001. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  12002. break;
  12003. case UNT_DISSONANCE:
  12004. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12005. break;
  12006. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  12007. int heal;
  12008. #ifdef RENEWAL
  12009. struct mob_data *md = BL_CAST(BL_MOB, bl);
  12010. if (md && md->mob_id == MOBID_EMPERIUM)
  12011. break;
  12012. #endif
  12013. if (sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12014. break; // affects self only when soullinked
  12015. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  12016. if (tsc->data[SC_AKAITSUKI] && heal)
  12017. heal = ~heal + 1;
  12018. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  12019. status_heal(bl, heal, 0, 0);
  12020. }
  12021. break;
  12022. case UNT_TATAMIGAESHI:
  12023. case UNT_DEMONSTRATION:
  12024. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12025. break;
  12026. case UNT_GOSPEL:
  12027. if (rnd()%100 > sg->skill_lv*10 || ss == bl)
  12028. break;
  12029. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  12030. { // Support Effect only on party, not guild
  12031. int heal;
  12032. int i = rnd()%13; // Positive buff count
  12033. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  12034. switch (i)
  12035. {
  12036. case 0: // Heal 1~9999 HP
  12037. heal = rnd() %9999+1;
  12038. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  12039. status_heal(bl,heal,0,0);
  12040. break;
  12041. case 1: // End all negative status
  12042. status_change_clear_buffs(bl,6);
  12043. if (tsd) clif_gospel_info(tsd, 0x15);
  12044. break;
  12045. case 2: // Immunity to all status
  12046. sc_start(ss, bl,SC_SCRESIST,100,100,time);
  12047. if (tsd) clif_gospel_info(tsd, 0x16);
  12048. break;
  12049. case 3: // MaxHP +100%
  12050. sc_start(ss, bl,SC_INCMHPRATE,100,100,time);
  12051. if (tsd) clif_gospel_info(tsd, 0x17);
  12052. break;
  12053. case 4: // MaxSP +100%
  12054. sc_start(ss, bl,SC_INCMSPRATE,100,100,time);
  12055. if (tsd) clif_gospel_info(tsd, 0x18);
  12056. break;
  12057. case 5: // All stats +20
  12058. sc_start(ss, bl,SC_INCALLSTATUS,100,20,time);
  12059. if (tsd) clif_gospel_info(tsd, 0x19);
  12060. break;
  12061. case 6: // Level 10 Blessing
  12062. sc_start(ss, bl,SC_BLESSING,100,10,time);
  12063. break;
  12064. case 7: // Level 10 Increase AGI
  12065. sc_start(ss, bl,SC_INCREASEAGI,100,10,time);
  12066. break;
  12067. case 8: // Enchant weapon with Holy element
  12068. sc_start(ss, bl,SC_ASPERSIO,100,1,time);
  12069. if (tsd) clif_gospel_info(tsd, 0x1c);
  12070. break;
  12071. case 9: // Enchant armor with Holy element
  12072. sc_start(ss, bl,SC_BENEDICTIO,100,1,time);
  12073. if (tsd) clif_gospel_info(tsd, 0x1d);
  12074. break;
  12075. case 10: // DEF +25%
  12076. sc_start(ss, bl,SC_INCDEFRATE,100,25,time);
  12077. if (tsd) clif_gospel_info(tsd, 0x1e);
  12078. break;
  12079. case 11: // ATK +100%
  12080. sc_start(ss, bl,SC_INCATKRATE,100,100,time);
  12081. if (tsd) clif_gospel_info(tsd, 0x1f);
  12082. break;
  12083. case 12: // HIT/Flee +50
  12084. sc_start(ss, bl,SC_INCHIT,100,50,time);
  12085. sc_start(ss, bl,SC_INCFLEE,100,50,time);
  12086. if (tsd) clif_gospel_info(tsd, 0x20);
  12087. break;
  12088. }
  12089. }
  12090. else if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  12091. { // Offensive Effect
  12092. int i = rnd()%9; // Negative buff count
  12093. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  12094. switch (i)
  12095. {
  12096. case 0: // Deal 1~9999 damage
  12097. skill_attack(BF_MISC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12098. break;
  12099. case 1: // Curse
  12100. sc_start(ss, bl,SC_CURSE,100,1,time);
  12101. break;
  12102. case 2: // Blind
  12103. sc_start(ss, bl,SC_BLIND,100,1,time);
  12104. break;
  12105. case 3: // Poison
  12106. sc_start(ss, bl,SC_POISON,100,1,time);
  12107. break;
  12108. case 4: // Level 10 Provoke
  12109. sc_start(ss, bl,SC_PROVOKE,100,10,time);
  12110. break;
  12111. case 5: // DEF -100%
  12112. sc_start(ss, bl,SC_INCDEFRATE,100,-100,time);
  12113. break;
  12114. case 6: // ATK -100%
  12115. sc_start(ss, bl,SC_INCATKRATE,100,-100,time);
  12116. break;
  12117. case 7: // Flee -100%
  12118. sc_start(ss, bl,SC_INCFLEERATE,100,-100,time);
  12119. break;
  12120. case 8: // Speed/ASPD -25%
  12121. sc_start4(ss, bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  12122. break;
  12123. }
  12124. }
  12125. break;
  12126. case UNT_BASILICA:
  12127. {
  12128. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  12129. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  12130. { // knock-back any enemy except Boss
  12131. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), 0);
  12132. break;
  12133. }
  12134. if (i <= 0 && (!tsc || !tsc->data[SC_BASILICA]))
  12135. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  12136. }
  12137. break;
  12138. case UNT_GROUNDDRIFT_WIND:
  12139. case UNT_GROUNDDRIFT_DARK:
  12140. case UNT_GROUNDDRIFT_POISON:
  12141. case UNT_GROUNDDRIFT_WATER:
  12142. case UNT_GROUNDDRIFT_FIRE:
  12143. map_foreachinrange(skill_trap_splash,&unit->bl,
  12144. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  12145. &unit->bl,tick);
  12146. sg->unit_id = UNT_USED_TRAPS;
  12147. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  12148. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  12149. break;
  12150. case UNT_POISONSMOKE:
  12151. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rnd()%100 < 20 )
  12152. sc_start(ss,bl,(sc_type)sg->val2,100,sg->val3,skill_get_time2(GC_POISONINGWEAPON, 1));
  12153. break;
  12154. case UNT_EPICLESIS:
  12155. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12156. int hp, sp;
  12157. switch( sg->skill_lv ) {
  12158. case 1: case 2: hp = 3; sp = 2; break;
  12159. case 3: case 4: hp = 4; sp = 3; break;
  12160. case 5: default: hp = 5; sp = 4; break;
  12161. }
  12162. hp = tstatus->max_hp * hp / 100;
  12163. sp = tstatus->max_sp * sp / 100;
  12164. if (tstatus->hp < tstatus->max_hp)
  12165. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  12166. if (tstatus->sp < tstatus->max_sp)
  12167. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  12168. if (tsc && tsc->data[SC_AKAITSUKI] && hp)
  12169. hp = ~hp + 1;
  12170. status_heal(bl, hp, sp, 3);
  12171. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  12172. sg->val2++;
  12173. // Reveal hidden players every 5 seconds.
  12174. if( sg->val2 >= 5 ) {
  12175. sg->val2 = 0;
  12176. // Doesn't remove Invisibility or Chase Walk.
  12177. status_change_end(bl,SC_HIDING,INVALID_TIMER);
  12178. status_change_end(bl,SC_CLOAKING,INVALID_TIMER);
  12179. status_change_end(bl,SC_CLOAKINGEXCEED,INVALID_TIMER);
  12180. }
  12181. }
  12182. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  12183. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  12184. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  12185. break;
  12186. case UNT_STEALTHFIELD:
  12187. if( bl->id == sg->src_id )
  12188. break; // Dont work on Self (video shows that)
  12189. case UNT_NEUTRALBARRIER:
  12190. sc_start(ss, bl,type,100,sg->skill_lv,sg->interval + 100);
  12191. break;
  12192. case UNT_DIMENSIONDOOR:
  12193. if( tsd && !map[bl->m].flag.noteleport )
  12194. pc_randomwarp(tsd,CLR_TELEPORT);
  12195. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  12196. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  12197. break;
  12198. case UNT_REVERBERATION:
  12199. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  12200. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  12201. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  12202. sg->unit_id = UNT_USED_TRAPS;
  12203. break;
  12204. case UNT_SEVERE_RAINSTORM:
  12205. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12206. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  12207. break;
  12208. case UNT_NETHERWORLD:
  12209. if (!(status_get_mode(bl)&MD_BOSS) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  12210. if (!(tsc && tsc->data[type])) {
  12211. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12212. sg->limit = DIFF_TICK(tick,sg->tick);
  12213. sg->unit_id = UNT_USED_TRAPS;
  12214. }
  12215. }
  12216. break;
  12217. case UNT_THORNS_TRAP:
  12218. if( tsc ) {
  12219. if( !sg->val2 ) {
  12220. int sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  12221. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  12222. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  12223. if( td )
  12224. sec = DIFF_TICK(td->tick, tick);
  12225. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  12226. clif_fixpos(bl);
  12227. sg->val2 = bl->id;
  12228. } else
  12229. sec = 3000; // Couldn't trap it?
  12230. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  12231. } else if( tsc->data[SC_THORNSTRAP] && bl->id == sg->val2 )
  12232. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  12233. }
  12234. break;
  12235. case UNT_WALLOFTHORN:
  12236. if (unit->val2-- <= 0) // Max hit reached
  12237. break;
  12238. if (status_get_mode(bl)&MD_BOSS)
  12239. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  12240. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), -1, 0);
  12241. 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);
  12242. break;
  12243. case UNT_DEMONIC_FIRE:
  12244. switch( sg->val2 ) {
  12245. case 1:
  12246. default:
  12247. sc_start(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12248. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  12249. break;
  12250. }
  12251. break;
  12252. case UNT_HELLS_PLANT:
  12253. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 )
  12254. skill_attack(skill_get_type(GN_HELLS_PLANT_ATK), ss, &unit->bl, bl, GN_HELLS_PLANT_ATK, sg->skill_lv, tick, SCSTART_NONE);
  12255. if( ss != bl) // The caster is the only one who can step on the Plants without destroying them
  12256. sg->limit = DIFF_TICK(tick, sg->tick) + 100;
  12257. break;
  12258. case UNT_CLOUD_KILL:
  12259. if(tsc && !tsc->data[type])
  12260. 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);
  12261. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12262. break;
  12263. case UNT_WARMER:
  12264. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  12265. int hp = 0;
  12266. struct status_change *ssc = status_get_sc(ss);
  12267. if( ssc && ssc->data[SC_HEATER_OPTION] )
  12268. hp = tstatus->max_hp * 3 * sg->skill_lv / 100;
  12269. else
  12270. hp = tstatus->max_hp * sg->skill_lv / 100;
  12271. if( tstatus->hp != tstatus->max_hp )
  12272. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 0);
  12273. if( tsc && tsc->data[SC_AKAITSUKI] && hp )
  12274. hp = ~hp + 1;
  12275. status_heal(bl, hp, 0, 0);
  12276. sc_start(ss, bl, SC_WARMER, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12277. }
  12278. break;
  12279. case UNT_ZEPHYR:
  12280. if (ss == bl)
  12281. break; // Doesn't affect the Elemental
  12282. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12283. break;
  12284. case UNT_FIRE_INSIGNIA:
  12285. case UNT_WATER_INSIGNIA:
  12286. case UNT_WIND_INSIGNIA:
  12287. case UNT_EARTH_INSIGNIA:
  12288. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  12289. if (!battle_check_undead(tstatus->race, tstatus->def_ele)) {
  12290. int hp = tstatus->max_hp / 100; //+1% each 5s
  12291. if ((sg->val3) % 5) { //each 5s
  12292. if (tstatus->def_ele == skill_get_ele(sg->skill_id,sg->skill_lv)){
  12293. status_heal(bl, hp, 0, 2);
  12294. } else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
  12295. ||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
  12296. ||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
  12297. ||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
  12298. ){
  12299. status_heal(bl, -hp, 0, 0);
  12300. }
  12301. }
  12302. sg->val3++; //timer
  12303. if (sg->val3 > 5) sg->val3 = 0;
  12304. }
  12305. break;
  12306. case UNT_VACUUM_EXTREME:
  12307. if (tsc && (tsc->data[SC_HALLUCINATIONWALK] || tsc->data[SC_HOVERING] || tsc->data[SC_VACUUM_EXTREME] ||
  12308. (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)
  12309. return 0;
  12310. else
  12311. // Apply effect and suck targets one-by-one each n seconds
  12312. sc_start4(ss, bl, SC_VACUUM_EXTREME, 100, sg->skill_lv, sg->group_id, (sg->val1<<16)|(sg->val2), ++sg->val3*500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  12313. break;
  12314. case UNT_BANDING:
  12315. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(status_get_mode(bl)&MD_BOSS) && !(tsc && tsc->data[SC_BANDING_DEFENCE]) )
  12316. 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));
  12317. break;
  12318. case UNT_FIRE_MANTLE:
  12319. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  12320. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  12321. break;
  12322. case UNT_ZENKAI_WATER:
  12323. case UNT_ZENKAI_LAND:
  12324. case UNT_ZENKAI_FIRE:
  12325. case UNT_ZENKAI_WIND:
  12326. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  12327. switch( sg->unit_id ) {
  12328. case UNT_ZENKAI_WATER:
  12329. switch (rnd()%2 + 1) {
  12330. case 1:
  12331. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12332. break;
  12333. case 2:
  12334. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12335. break;
  12336. }
  12337. break;
  12338. case UNT_ZENKAI_LAND:
  12339. switch (rnd()%2 + 1) {
  12340. case 1:
  12341. sc_start(ss, bl, SC_STONE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12342. break;
  12343. case 2:
  12344. sc_start(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12345. break;
  12346. }
  12347. break;
  12348. case UNT_ZENKAI_FIRE:
  12349. sc_start(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12350. break;
  12351. case UNT_ZENKAI_WIND:
  12352. switch (rnd()%3 + 1) {
  12353. case 1:
  12354. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12355. break;
  12356. case 2:
  12357. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12358. break;
  12359. case 3:
  12360. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  12361. break;
  12362. }
  12363. break;
  12364. }
  12365. } else
  12366. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  12367. break;
  12368. case UNT_LAVA_SLIDE:
  12369. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12370. if(++sg->val1 > 4) //after 5 stop hit and destroy me
  12371. sg->limit = DIFF_TICK(tick, sg->tick);
  12372. break;
  12373. case UNT_POISON_MIST:
  12374. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  12375. status_change_start(ss, bl, SC_BLIND, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  12376. break;
  12377. case UNT_CHAOSPANIC:
  12378. if (tsc && tsc->data[type])
  12379. break;
  12380. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, sg->skill_lv * 4000, SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  12381. break;
  12382. case UNT_B_TRAP:
  12383. if (tsc && tsc->data[type])
  12384. break;
  12385. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  12386. unit->val2++; // Mark as ever been used
  12387. break;
  12388. case UNT_FIRE_RAIN:
  12389. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  12390. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  12391. 1,sg->skill_id,sg->skill_lv,6);
  12392. break;
  12393. }
  12394. if (bl->type == BL_MOB && ss != bl)
  12395. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  12396. return skill_id;
  12397. }
  12398. /**
  12399. * Triggered when a char steps out of a skill unit
  12400. * @param src Skill unit from char moved out
  12401. * @param bl Char
  12402. * @param tick
  12403. */
  12404. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, unsigned int tick)
  12405. {
  12406. struct skill_unit_group *sg;
  12407. struct status_change *sc;
  12408. struct status_change_entry *sce;
  12409. enum sc_type type;
  12410. nullpo_ret(src);
  12411. nullpo_ret(bl);
  12412. nullpo_ret(sg=src->group);
  12413. sc = status_get_sc(bl);
  12414. type = status_skill2sc(sg->skill_id);
  12415. sce = (sc && type != -1)?sc->data[type]:NULL;
  12416. if( bl->prev==NULL || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  12417. return 0;
  12418. switch(sg->unit_id){
  12419. case UNT_SAFETYWALL:
  12420. case UNT_PNEUMA:
  12421. case UNT_EPICLESIS://Arch Bishop
  12422. case UNT_NEUTRALBARRIER:
  12423. case UNT_STEALTHFIELD:
  12424. if (sce)
  12425. status_change_end(bl, type, INVALID_TIMER);
  12426. break;
  12427. case UNT_BASILICA:
  12428. if (sce && sce->val4 != bl->id)
  12429. status_change_end(bl, type, INVALID_TIMER);
  12430. break;
  12431. case UNT_HERMODE: //Clear Hermode if the owner moved.
  12432. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  12433. status_change_end(bl, type, INVALID_TIMER);
  12434. break;
  12435. case UNT_SPIDERWEB:
  12436. {
  12437. struct block_list *target = map_id2bl(sg->val2);
  12438. if (target && target==bl) {
  12439. if (sce && sce->val3 == sg->group_id)
  12440. status_change_end(bl, type, INVALID_TIMER);
  12441. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  12442. }
  12443. break;
  12444. }
  12445. case UNT_DISSONANCE:
  12446. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  12447. {
  12448. short i;
  12449. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  12450. if(skill_get_inf2(i)&(INF2_SONG_DANCE)) {
  12451. type = status_skill2sc(i);
  12452. sce = (sc && type != -1)?sc->data[type]:NULL;
  12453. if(sce)
  12454. return i;
  12455. }
  12456. }
  12457. }
  12458. case UNT_WHISTLE:
  12459. case UNT_ASSASSINCROSS:
  12460. case UNT_POEMBRAGI:
  12461. case UNT_APPLEIDUN:
  12462. case UNT_HUMMING:
  12463. case UNT_DONTFORGETME:
  12464. case UNT_FORTUNEKISS:
  12465. case UNT_SERVICEFORYOU:
  12466. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  12467. return -1;
  12468. }
  12469. return sg->skill_id;
  12470. }
  12471. /**
  12472. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  12473. * @param skill_id Skill ID
  12474. * @param bl A char
  12475. * @param tick
  12476. */
  12477. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, unsigned int tick)
  12478. {
  12479. struct status_change *sc;
  12480. struct status_change_entry *sce;
  12481. enum sc_type type;
  12482. sc = status_get_sc(bl);
  12483. if (sc && !sc->count)
  12484. sc = NULL;
  12485. type = status_skill2sc(skill_id);
  12486. sce = (sc && type != -1)?sc->data[type]:NULL;
  12487. switch (skill_id)
  12488. {
  12489. case WZ_QUAGMIRE:
  12490. if (bl->type==BL_MOB)
  12491. break;
  12492. if (sce)
  12493. status_change_end(bl, type, INVALID_TIMER);
  12494. break;
  12495. case BD_LULLABY:
  12496. case BD_RICHMANKIM:
  12497. case BD_ETERNALCHAOS:
  12498. case BD_DRUMBATTLEFIELD:
  12499. case BD_RINGNIBELUNGEN:
  12500. case BD_ROKISWEIL:
  12501. case BD_INTOABYSS:
  12502. case BD_SIEGFRIED:
  12503. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  12504. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  12505. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  12506. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  12507. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  12508. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  12509. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  12510. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12511. }
  12512. case MH_STEINWAND:
  12513. case MG_SAFETYWALL:
  12514. case AL_PNEUMA:
  12515. case SA_VOLCANO:
  12516. case SA_DELUGE:
  12517. case SA_VIOLENTGALE:
  12518. case CG_HERMODE:
  12519. case HW_GRAVITATION:
  12520. case HP_BASILICA:
  12521. case NJ_SUITON:
  12522. case SC_MAELSTROM:
  12523. case EL_WATER_BARRIER:
  12524. case EL_ZEPHYR:
  12525. case EL_POWER_OF_GAIA:
  12526. case SO_FIRE_INSIGNIA:
  12527. case SO_WATER_INSIGNIA:
  12528. case SO_WIND_INSIGNIA:
  12529. case SO_EARTH_INSIGNIA:
  12530. case SC_BLOODYLUST:
  12531. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  12532. case GN_FIRE_EXPANSION_TEAR_GAS:
  12533. case LG_KINGS_GRACE:
  12534. case SO_ELEMENTAL_SHIELD:
  12535. if (sce)
  12536. status_change_end(bl, type, INVALID_TIMER);
  12537. break;
  12538. case BA_DISSONANCE:
  12539. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  12540. {
  12541. short i;
  12542. for(i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  12543. if(skill_get_inf2(i)&(INF2_SONG_DANCE)){
  12544. type = status_skill2sc(i);
  12545. sce = (sc && type != -1)?sc->data[type]:NULL;
  12546. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  12547. delete_timer(sce->timer, status_change_timer);
  12548. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12549. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  12550. }
  12551. }
  12552. }
  12553. }
  12554. break;
  12555. case BA_POEMBRAGI:
  12556. case BA_WHISTLE:
  12557. case BA_ASSASSINCROSS:
  12558. case BA_APPLEIDUN:
  12559. case DC_HUMMING:
  12560. case DC_DONTFORGETME:
  12561. case DC_FORTUNEKISS:
  12562. case DC_SERVICEFORYOU:
  12563. if (sce)
  12564. {
  12565. delete_timer(sce->timer, status_change_timer);
  12566. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  12567. //not possible on our current implementation.
  12568. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  12569. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  12570. }
  12571. break;
  12572. case PF_FOGWALL:
  12573. if (sce)
  12574. {
  12575. status_change_end(bl, type, INVALID_TIMER);
  12576. if ((sce=sc->data[SC_BLIND]))
  12577. {
  12578. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  12579. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  12580. else {
  12581. delete_timer(sce->timer, status_change_timer);
  12582. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  12583. }
  12584. }
  12585. }
  12586. break;
  12587. case GD_LEADERSHIP:
  12588. case GD_GLORYWOUNDS:
  12589. case GD_SOULCOLD:
  12590. case GD_HAWKEYES:
  12591. if( !(sce && sce->val4) )
  12592. status_change_end(bl, type, INVALID_TIMER);
  12593. break;
  12594. }
  12595. return skill_id;
  12596. }
  12597. /*==========================================
  12598. * Invoked when a unit cell has been placed/removed/deleted.
  12599. * flag values:
  12600. * flag&1: Invoke onplace function (otherwise invoke onout)
  12601. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  12602. * flag&8: Recursive
  12603. *------------------------------------------*/
  12604. static int skill_unit_effect(struct block_list* bl, va_list ap)
  12605. {
  12606. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  12607. struct skill_unit_group* group = unit->group;
  12608. unsigned int tick = va_arg(ap,unsigned int);
  12609. unsigned int flag = va_arg(ap,unsigned int);
  12610. uint16 skill_id;
  12611. bool dissonance = false;
  12612. bool isTarget = false;
  12613. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  12614. return 0;
  12615. nullpo_ret(group);
  12616. if( !(flag&8) ) {
  12617. dissonance = skill_dance_switch(unit, 0);
  12618. //Target-type check.
  12619. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  12620. }
  12621. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  12622. skill_id = group->skill_id;
  12623. if( isTarget ){
  12624. if( flag&1 )
  12625. skill_unit_onplace(unit,bl,tick);
  12626. else {
  12627. if( skill_unit_onout(unit,bl,tick) == -1 )
  12628. return 0; // Don't let a Bard/Dancer update their own song timer
  12629. }
  12630. if( flag&4 )
  12631. skill_unit_onleft(skill_id, bl, tick);
  12632. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  12633. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  12634. if( dissonance ) {
  12635. skill_dance_switch(unit, 1);
  12636. //we placed a dissonance, let's update
  12637. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  12638. }
  12639. return 0;
  12640. }
  12641. /**
  12642. * Check skill unit while receiving damage
  12643. * @param unit Skill unit
  12644. * @param damage Received damage
  12645. * @return Damage
  12646. */
  12647. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  12648. {
  12649. struct skill_unit_group *sg;
  12650. nullpo_ret(unit);
  12651. nullpo_ret(sg = unit->group);
  12652. switch( sg->unit_id ) {
  12653. case UNT_BLASTMINE:
  12654. case UNT_SKIDTRAP:
  12655. case UNT_LANDMINE:
  12656. case UNT_SHOCKWAVE:
  12657. case UNT_SANDMAN:
  12658. case UNT_FLASHER:
  12659. case UNT_CLAYMORETRAP:
  12660. case UNT_FREEZINGTRAP:
  12661. case UNT_ANKLESNARE:
  12662. case UNT_ICEWALL:
  12663. case UNT_WALLOFTHORN:
  12664. case UNT_NETHERWORLD:
  12665. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  12666. break;
  12667. case UNT_REVERBERATION:
  12668. unit->val1--;
  12669. default:
  12670. damage = 0;
  12671. break;
  12672. }
  12673. return damage;
  12674. }
  12675. /**
  12676. * Check char condition around the skill caster
  12677. * @param bl Char around area
  12678. * @param *c Counter for 'valid' condition found
  12679. * @param *p_sd Stores 'rid' of char found
  12680. * @param skill_id Skill ID
  12681. * @param skill_lv Level of used skill
  12682. */
  12683. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  12684. {
  12685. int *c, skill_id;
  12686. struct block_list *src;
  12687. struct map_session_data *sd;
  12688. struct map_session_data *tsd;
  12689. int *p_sd; //Contains the list of characters found.
  12690. nullpo_ret(bl);
  12691. nullpo_ret(tsd=(struct map_session_data*)bl);
  12692. nullpo_ret(src=va_arg(ap,struct block_list *));
  12693. nullpo_ret(sd=(struct map_session_data*)src);
  12694. c=va_arg(ap,int *);
  12695. p_sd = va_arg(ap, int *);
  12696. skill_id = va_arg(ap,int);
  12697. if ( ((skill_id != PR_BENEDICTIO && *c >=1) || *c >=2) && !(skill_get_inf2(skill_id)&INF2_CHORUS_SKILL) )
  12698. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  12699. if (bl == src)
  12700. return 0;
  12701. if(pc_isdead(tsd))
  12702. return 0;
  12703. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  12704. return 0;
  12705. if( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL ) {
  12706. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  12707. p_sd[(*c)++] = tsd->bl.id;
  12708. return 1;
  12709. } else {
  12710. switch(skill_id) {
  12711. case PR_BENEDICTIO: {
  12712. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  12713. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  12714. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  12715. && sd->status.sp >= 10)
  12716. p_sd[(*c)++]=tsd->bl.id;
  12717. return 1;
  12718. }
  12719. case AB_ADORAMUS:
  12720. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  12721. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  12722. p_sd[(*c)++] = tsd->bl.id;
  12723. return 1;
  12724. case WL_COMET:
  12725. // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  12726. if( ( sd->class_&MAPID_THIRDMASK ) == MAPID_WARLOCK )
  12727. p_sd[(*c)++] = tsd->bl.id;
  12728. return 1;
  12729. case LG_RAYOFGENESIS:
  12730. if( tsd->status.party_id == sd->status.party_id && (tsd->class_&MAPID_THIRDMASK) == MAPID_ROYAL_GUARD &&
  12731. tsd->sc.data[SC_BANDING] )
  12732. p_sd[(*c)++] = tsd->bl.id;
  12733. return 1;
  12734. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  12735. {
  12736. uint16 skill_lv;
  12737. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  12738. return 0;
  12739. if (sd->status.sex != tsd->status.sex &&
  12740. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  12741. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  12742. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  12743. sd->status.party_id && tsd->status.party_id &&
  12744. sd->status.party_id == tsd->status.party_id &&
  12745. !tsd->sc.data[SC_DANCING])
  12746. {
  12747. p_sd[(*c)++]=tsd->bl.id;
  12748. return skill_lv;
  12749. } else {
  12750. return 0;
  12751. }
  12752. }
  12753. break;
  12754. }
  12755. }
  12756. return 0;
  12757. }
  12758. /**
  12759. * Checks and stores partners for ensemble skills [Skotlex]
  12760. * Max partners is 2.
  12761. * @param sd Caster
  12762. * @param skill_id
  12763. * @param skill_lv
  12764. * @param range Area range to check
  12765. * @param cast_flag Special handle
  12766. */
  12767. int skill_check_pc_partner(struct map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  12768. {
  12769. static int c=0;
  12770. static int p_sd[2] = { 0, 0 };
  12771. int i;
  12772. bool is_chorus = ( skill_get_inf2(skill_id)&INF2_CHORUS_SKILL );
  12773. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  12774. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  12775. if (cast_flag) { //Execute the skill on the partners.
  12776. struct map_session_data* tsd;
  12777. switch (skill_id) {
  12778. case PR_BENEDICTIO:
  12779. for (i = 0; i < c; i++) {
  12780. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  12781. status_charge(&tsd->bl, 0, 10);
  12782. }
  12783. return c;
  12784. case AB_ADORAMUS:
  12785. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL ) {
  12786. i = 2 * (*skill_lv);
  12787. status_charge(&tsd->bl, 0, i);
  12788. }
  12789. break;
  12790. case WM_GREAT_ECHO:
  12791. for( i = 0; i < c; i++ ) {
  12792. if( (tsd = map_id2sd(p_sd[i])) != NULL )
  12793. status_zap(&tsd->bl,0,skill_get_sp(skill_id,*skill_lv)/c);
  12794. }
  12795. break;
  12796. default: //Warning: Assuming Ensemble skills here (for speed)
  12797. if( is_chorus )
  12798. break;//Chorus skills are not to be parsed as ensambles
  12799. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL) {
  12800. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  12801. 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);
  12802. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  12803. tsd->skill_id_dance = skill_id;
  12804. tsd->skill_lv_dance = *skill_lv;
  12805. }
  12806. return c;
  12807. }
  12808. }
  12809. //Else: new search for partners.
  12810. c = 0;
  12811. memset (p_sd, 0, sizeof(p_sd));
  12812. if( is_chorus )
  12813. i = party_foreachsamemap(skill_check_condition_char_sub,sd,AREA_SIZE,&sd->bl, &c, &p_sd, skill_id, *skill_lv);
  12814. else
  12815. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  12816. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WL_COMET ) //Apply the average lv to encore skills.
  12817. *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.
  12818. return c;
  12819. }
  12820. /**
  12821. * Sub function to count how many spawned mob is around.
  12822. * Some skills check with matched AI.
  12823. * @param rid Source ID
  12824. * @param mob_class Monster ID
  12825. * @param skill_id Used skill
  12826. * @param *c Counter for found monster
  12827. */
  12828. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  12829. {
  12830. int *c,src_id,mob_class,skill;
  12831. uint16 ai;
  12832. struct mob_data *md;
  12833. md=(struct mob_data*)bl;
  12834. src_id=va_arg(ap,int);
  12835. mob_class=va_arg(ap,int);
  12836. skill=va_arg(ap,int);
  12837. c=va_arg(ap,int *);
  12838. ai = (unsigned)(skill == AM_SPHEREMINE?AI_SPHERE:skill == KO_ZANZOU?AI_ZANZOU:skill == MH_SUMMON_LEGION?AI_LEGION:skill == NC_SILVERSNIPER?AI_FAW:skill == NC_MAGICDECOY?AI_FAW:AI_FLORA);
  12839. if( md->master_id != src_id || md->special_state.ai != ai)
  12840. return 0; //Non alchemist summoned mobs have nothing to do here.
  12841. if(md->mob_id==mob_class)
  12842. (*c)++;
  12843. return 1;
  12844. }
  12845. /**
  12846. * Determines if a given skill should be made to consume ammo
  12847. * when used by the player. [Skotlex]
  12848. * @param sd Player
  12849. * @param skill_id Skill ID
  12850. * @return True if skill is need ammo; False otherwise.
  12851. */
  12852. int skill_isammotype(struct map_session_data *sd, unsigned short skill_id)
  12853. {
  12854. return (
  12855. battle_config.arrow_decrement == 2 &&
  12856. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  12857. skill_id != HT_PHANTASMIC &&
  12858. skill_get_type(skill_id) == BF_WEAPON &&
  12859. !(skill_get_nk(skill_id)&NK_NO_DAMAGE) &&
  12860. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  12861. );
  12862. }
  12863. /**
  12864. * Check SC required to cast a skill
  12865. * @param sc
  12866. * @param skill_id
  12867. * @return True if condition is met, False otherwise
  12868. **/
  12869. static bool skill_check_condition_sc_required(struct map_session_data *sd, unsigned short skill_id, struct skill_condition *require) {
  12870. uint8 c = 0;
  12871. struct status_change *sc = NULL;
  12872. if (!require->status_count)
  12873. return true;
  12874. nullpo_ret(sd);
  12875. if (!require || !skill_get_index(skill_id))
  12876. return false;
  12877. if (!(sc = &sd->sc)) {
  12878. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12879. return false;
  12880. }
  12881. /* May has multiple requirements */
  12882. for (c = 0; c < require->status_count; c++) {
  12883. enum sc_type req_sc = require->status[c];
  12884. if (req_sc == SC_NONE)
  12885. continue;
  12886. switch (req_sc) {
  12887. /* Official fail msg */
  12888. case SC_PUSH_CART:
  12889. if (!sc->data[SC_PUSH_CART]) {
  12890. clif_skill_fail(sd, skill_id, USESKILL_FAIL_CART, 0);
  12891. return false;
  12892. }
  12893. break;
  12894. case SC_POISONINGWEAPON:
  12895. if (!sc->data[SC_POISONINGWEAPON]) {
  12896. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON, 0);
  12897. return false;
  12898. }
  12899. break;
  12900. default:
  12901. if (!sc->data[req_sc]) {
  12902. clif_skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
  12903. return false;
  12904. }
  12905. break;
  12906. }
  12907. }
  12908. return true;
  12909. }
  12910. /**
  12911. * Check skill condition when cast begin
  12912. * For ammo, only check if the skill need ammo
  12913. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  12914. * @param sd Player who uses skill
  12915. * @param skill_id ID of used skill
  12916. * @param skill_lv Level of used skill
  12917. * @return true: All condition passed, false: Failed
  12918. */
  12919. bool skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  12920. {
  12921. struct status_data *status;
  12922. struct status_change *sc;
  12923. struct skill_condition require;
  12924. int i;
  12925. uint32 inf2, inf3;
  12926. nullpo_retr(false,sd);
  12927. if (sd->chatID) return false;
  12928. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id )
  12929. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  12930. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  12931. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  12932. return true;
  12933. }
  12934. switch( sd->menuskill_id ) {
  12935. case AM_PHARMACY:
  12936. switch( skill_id ) {
  12937. case AM_PHARMACY:
  12938. case AC_MAKINGARROW:
  12939. case BS_REPAIRWEAPON:
  12940. case AM_TWILIGHT1:
  12941. case AM_TWILIGHT2:
  12942. case AM_TWILIGHT3:
  12943. return false;
  12944. }
  12945. break;
  12946. case GN_MIX_COOKING:
  12947. case GN_MAKEBOMB:
  12948. case GN_S_PHARMACY:
  12949. case GN_CHANGEMATERIAL:
  12950. if( sd->menuskill_id != skill_id )
  12951. return false;
  12952. break;
  12953. }
  12954. status = &sd->battle_status;
  12955. sc = &sd->sc;
  12956. if( !sc->count )
  12957. sc = NULL;
  12958. if( sd->skillitem == skill_id )
  12959. {
  12960. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  12961. sd->state.abra_flag = 0;
  12962. else
  12963. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  12964. if( (i = sd->itemindex) == -1 ||
  12965. sd->status.inventory[i].nameid != sd->itemid ||
  12966. sd->inventory_data[i] == NULL ||
  12967. !sd->inventory_data[i]->flag.delay_consume ||
  12968. sd->status.inventory[i].amount < 1
  12969. )
  12970. { //Something went wrong, item exploit?
  12971. sd->itemid = sd->itemindex = -1;
  12972. return false;
  12973. }
  12974. //Consume
  12975. sd->itemid = sd->itemindex = -1;
  12976. if( skill_id == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rnd()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  12977. ; //Do not consume item.
  12978. else if( sd->status.inventory[i].expire_time == 0 )
  12979. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  12980. }
  12981. return true;
  12982. }
  12983. if( pc_is90overweight(sd) ) {
  12984. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  12985. return false;
  12986. }
  12987. if( sc && ( sc->data[SC__SHADOWFORM] || sc->data[SC__IGNORANCE] ) )
  12988. return false;
  12989. //Checks if disabling skill - in which case no SP requirements are necessary
  12990. if( sc && skill_disable_check(sc,skill_id))
  12991. return true;
  12992. inf3 = skill_get_inf3(skill_id);
  12993. // Check the skills that can be used while mounted on a warg
  12994. if( pc_isridingwug(sd) ) {
  12995. if(!(inf3&INF3_USABLE_WARG))
  12996. return false; // in official there is no message.
  12997. }
  12998. if( pc_ismadogear(sd) ) {
  12999. //None Mado skills are unusable when Mado is equipped. [Jobbie]
  13000. //Only Mechanic exlcusive skill can be used.
  13001. if(inf3&INF3_DIS_MADO){
  13002. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13003. return false;
  13004. }
  13005. }
  13006. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  13007. // return false;
  13008. require = skill_get_requirement(sd,skill_id,skill_lv);
  13009. //Can only update state when weapon/arrow info is checked.
  13010. sd->state.arrow_atk = require.ammo?1:0;
  13011. // perform skill-group checks
  13012. inf2 = skill_get_inf2(skill_id);
  13013. if(inf2&INF2_CHORUS_SKILL) {
  13014. if ( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_splash(skill_id,skill_lv),0) < 1 ){
  13015. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13016. return false;
  13017. }
  13018. }
  13019. else if(inf2&INF2_ENSEMBLE_SKILL) {
  13020. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 1) {
  13021. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13022. return false;
  13023. }
  13024. }
  13025. // perform skill-specific checks (and actions)
  13026. switch( skill_id ) {
  13027. case SO_SPELLFIST:
  13028. if(sd->skill_id_old != MG_FIREBOLT && sd->skill_id_old != MG_COLDBOLT && sd->skill_id_old != MG_LIGHTNINGBOLT) {
  13029. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13030. return false;
  13031. }
  13032. case SA_CASTCANCEL:
  13033. if(sd->ud.skilltimer == INVALID_TIMER) {
  13034. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13035. return false;
  13036. }
  13037. break;
  13038. case AS_CLOAKING:
  13039. {
  13040. if( skill_lv < 3 && ((sd->bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  13041. || (sd->bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  13042. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  13043. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  13044. int di;
  13045. ARR_FIND( 0, 8, di, map_getcell(sd->bl.m, sd->bl.x+dx[di], sd->bl.y+dy[di], CELL_CHKNOPASS) != 0 );
  13046. if( di == 8 ) {
  13047. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13048. return false;
  13049. }
  13050. }
  13051. break;
  13052. }
  13053. case AL_WARP:
  13054. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  13055. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_WARP));
  13056. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  13057. return false;
  13058. }
  13059. break;
  13060. case MO_CALLSPIRITS:
  13061. if(sc && sc->data[SC_RAISINGDRAGON])
  13062. skill_lv += sc->data[SC_RAISINGDRAGON]->val1;
  13063. if(sd->spiritball >= skill_lv) {
  13064. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13065. return false;
  13066. }
  13067. break;
  13068. case MO_FINGEROFFENSIVE:
  13069. case GS_FLING:
  13070. case SR_RAMPAGEBLASTER:
  13071. case SR_RIDEINLIGHTNING:
  13072. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  13073. sd->spiritball_old = require.spiritball = sd->spiritball;
  13074. else
  13075. sd->spiritball_old = require.spiritball;
  13076. break;
  13077. case MO_CHAINCOMBO:
  13078. if(!sc)
  13079. return false;
  13080. if(sc->data[SC_BLADESTOP])
  13081. break;
  13082. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  13083. break;
  13084. return false;
  13085. case MO_COMBOFINISH:
  13086. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  13087. return false;
  13088. break;
  13089. case CH_TIGERFIST:
  13090. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  13091. return false;
  13092. break;
  13093. case CH_CHAINCRUSH:
  13094. if(!(sc && sc->data[SC_COMBO]))
  13095. return false;
  13096. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  13097. return false;
  13098. break;
  13099. case MO_EXTREMITYFIST:
  13100. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  13101. // return false;
  13102. if( sc && (sc->data[SC_BLADESTOP] || sc->data[SC_CURSEDCIRCLE_ATKER]) )
  13103. break;
  13104. if( sc && sc->data[SC_COMBO] ) {
  13105. switch(sc->data[SC_COMBO]->val1) {
  13106. case MO_COMBOFINISH:
  13107. case CH_TIGERFIST:
  13108. case CH_CHAINCRUSH:
  13109. break;
  13110. default:
  13111. return false;
  13112. }
  13113. }
  13114. else if( !unit_can_move(&sd->bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  13115. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13116. return false;
  13117. }
  13118. break;
  13119. case TK_MISSION:
  13120. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  13121. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13122. return false;
  13123. }
  13124. break;
  13125. case TK_READYCOUNTER:
  13126. case TK_READYDOWN:
  13127. case TK_READYSTORM:
  13128. case TK_READYTURN:
  13129. case TK_JUMPKICK:
  13130. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  13131. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13132. return false;
  13133. }
  13134. break;
  13135. case TK_TURNKICK:
  13136. case TK_STORMKICK:
  13137. case TK_DOWNKICK:
  13138. case TK_COUNTER:
  13139. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  13140. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  13141. if(!(sc && sc->data[SC_COMBO]) || sc->data[SC_COMBO]->val1 == TK_JUMPKICK)
  13142. return false; //Combo needs to be ready
  13143. if (sc->data[SC_COMBO]->val3) { //Kick chain
  13144. //Do not repeat a kick.
  13145. if (sc->data[SC_COMBO]->val3 != skill_id)
  13146. break;
  13147. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  13148. return false;
  13149. }
  13150. if(sc->data[SC_COMBO]->val1 != skill_id && !pc_is_taekwon_ranker(sd)) { //Cancel combo wait.
  13151. unit_cancel_combo(&sd->bl);
  13152. return false;
  13153. }
  13154. break; //Combo ready.
  13155. case BD_ADAPTATION:
  13156. {
  13157. int time;
  13158. if(!(sc && sc->data[SC_DANCING])) {
  13159. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13160. return false;
  13161. }
  13162. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  13163. if (skill_get_time(
  13164. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  13165. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  13166. - time < skill_get_time2(skill_id,skill_lv))
  13167. {
  13168. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13169. return false;
  13170. }
  13171. }
  13172. break;
  13173. case PR_BENEDICTIO:
  13174. if (skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 0) < 2) {
  13175. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13176. return false;
  13177. }
  13178. break;
  13179. case SL_SMA:
  13180. if(!(sc && sc->data[SC_SMA]))
  13181. return false;
  13182. break;
  13183. case HT_POWER:
  13184. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == AC_DOUBLE))
  13185. return false;
  13186. break;
  13187. case CG_HERMODE:
  13188. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill_id, skill_lv))) {
  13189. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13190. return false;
  13191. }
  13192. break;
  13193. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  13194. {
  13195. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  13196. int size = range*2+1;
  13197. for (s=0;s<size*size;s++) {
  13198. int x = sd->bl.x+(s%size-range);
  13199. int y = sd->bl.y+(s/size-range);
  13200. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  13201. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13202. return false;
  13203. }
  13204. }
  13205. }
  13206. break;
  13207. case PR_REDEMPTIO:
  13208. {
  13209. int exp;
  13210. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  13211. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  13212. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); //Not enough exp.
  13213. return false;
  13214. }
  13215. break;
  13216. }
  13217. case HP_BASILICA:
  13218. if( !sc || (sc && !sc->data[SC_BASILICA])) {
  13219. if( sd ) {
  13220. // When castbegin, needs 7x7 clear area
  13221. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  13222. int size = range*2+1;
  13223. for( s=0;s<size*size;s++ ) {
  13224. int x = sd->bl.x+(s%size-range);
  13225. int y = sd->bl.y+(s/size-range);
  13226. if( map_getcell(sd->bl.m,x,y,CELL_CHKWALL) ) {
  13227. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13228. return false;
  13229. }
  13230. }
  13231. if( map_foreachinrange(skill_count_wos, &sd->bl, range, BL_ALL, &sd->bl) ) {
  13232. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13233. return false;
  13234. }
  13235. }
  13236. }
  13237. break;
  13238. case AM_TWILIGHT2:
  13239. case AM_TWILIGHT3:
  13240. if (!party_skill_check(sd, sd->status.party_id, skill_id, skill_lv)) {
  13241. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13242. return false;
  13243. }
  13244. break;
  13245. case SG_SUN_WARM:
  13246. case SG_MOON_WARM:
  13247. case SG_STAR_WARM:
  13248. if (sc && sc->data[SC_MIRACLE])
  13249. break;
  13250. i = skill_id-SG_SUN_WARM;
  13251. if (sd->bl.m == sd->feel_map[i].m)
  13252. break;
  13253. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13254. return false;
  13255. break;
  13256. case SG_SUN_COMFORT:
  13257. case SG_MOON_COMFORT:
  13258. case SG_STAR_COMFORT:
  13259. if (sc && sc->data[SC_MIRACLE])
  13260. break;
  13261. i = skill_id-SG_SUN_COMFORT;
  13262. if (sd->bl.m == sd->feel_map[i].m &&
  13263. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  13264. break;
  13265. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13266. return false;
  13267. case SG_FUSION:
  13268. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  13269. break;
  13270. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  13271. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  13272. if( require.sp > 0 ) {
  13273. if (status->sp < (unsigned int)require.sp)
  13274. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13275. else
  13276. status_zap(&sd->bl, 0, require.sp);
  13277. }
  13278. return false;
  13279. case GD_BATTLEORDER:
  13280. case GD_REGENERATION:
  13281. case GD_RESTORE:
  13282. if (!map_flag_gvg2(sd->bl.m)) {
  13283. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13284. return false;
  13285. }
  13286. case GD_EMERGENCYCALL:
  13287. case GD_ITEMEMERGENCYCALL:
  13288. // other checks were already done in skill_isNotOk()
  13289. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  13290. return false;
  13291. break;
  13292. case GS_GLITTERING:
  13293. if(sd->spiritball >= 10) {
  13294. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13295. return false;
  13296. }
  13297. break;
  13298. case NJ_ISSEN:
  13299. #ifdef RENEWAL
  13300. if (status->hp < (status->hp/100)) {
  13301. #else
  13302. if (status->hp < 2) {
  13303. #endif
  13304. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13305. return false;
  13306. }
  13307. case NJ_BUNSINJYUTSU:
  13308. if (!(sc && sc->data[SC_NEN])) {
  13309. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13310. return false;
  13311. }
  13312. break;
  13313. case NJ_ZENYNAGE:
  13314. case KO_MUCHANAGE:
  13315. if(sd->status.zeny < require.zeny) {
  13316. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13317. return false;
  13318. }
  13319. break;
  13320. case PF_HPCONVERSION:
  13321. if (status->sp == status->max_sp)
  13322. return false; //Unusable when at full SP.
  13323. break;
  13324. case AM_CALLHOMUN: //Can't summon if a hom is already out
  13325. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  13326. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13327. return false;
  13328. }
  13329. break;
  13330. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  13331. if (!hom_is_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100)) {
  13332. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13333. return false;
  13334. }
  13335. break;
  13336. case AB_ANCILLA: {
  13337. int count = 0;
  13338. for( i = 0; i < MAX_INVENTORY; i++ )
  13339. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  13340. count += sd->status.inventory[i].amount;
  13341. if( count >= 3 ) {
  13342. clif_skill_fail(sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER, 0);
  13343. return false;
  13344. }
  13345. }
  13346. break;
  13347. /**
  13348. * Keeping as a note:
  13349. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  13350. */
  13351. //case AB_LAUDAAGNUS:
  13352. //case AB_LAUDARAMUS:
  13353. // if( !sd->status.party_id ) {
  13354. // clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13355. // return false;
  13356. // }
  13357. // break;
  13358. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus and Comet -helvetica
  13359. case WL_COMET:
  13360. if( skill_check_pc_partner(sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  13361. && sd->special_state.no_gemstone == 0
  13362. && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) ) {
  13363. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_ITEM,require.amount[0],require.itemid[0]);
  13364. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13365. return false;
  13366. }
  13367. break;
  13368. case WL_SUMMONFB:
  13369. case WL_SUMMONBL:
  13370. case WL_SUMMONWB:
  13371. case WL_SUMMONSTONE:
  13372. if( sc ) {
  13373. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  13374. if( i == SC_SPHERE_5+1 ) { // No more free slots
  13375. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SUMMON,0);
  13376. return false;
  13377. }
  13378. }
  13379. break;
  13380. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  13381. if( sc ) {
  13382. int j = 0;
  13383. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  13384. if( sc->data[i] ) {
  13385. j++;
  13386. }
  13387. if( j < 4 ) { // Need 4 spheres minimum
  13388. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13389. return false;
  13390. }
  13391. }
  13392. else { // no status at all? no spheres present
  13393. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13394. return false;
  13395. }
  13396. break;
  13397. case GC_HALLUCINATIONWALK:
  13398. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  13399. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13400. return false;
  13401. }
  13402. break;
  13403. case GC_COUNTERSLASH:
  13404. case GC_WEAPONCRUSH:
  13405. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  13406. clif_skill_fail(sd, skill_id, USESKILL_FAIL_GC_WEAPONBLOCKING, 0);
  13407. return false;
  13408. }
  13409. break;
  13410. case RA_WUGMASTERY:
  13411. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || pc_isridingwug(sd) || sd->sc.data[SC__GROOMY]) {
  13412. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13413. return false;
  13414. }
  13415. break;
  13416. case RA_WUGSTRIKE:
  13417. if( !pc_iswug(sd) && !pc_isridingwug(sd) ) {
  13418. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13419. return false;
  13420. }
  13421. break;
  13422. case RA_WUGRIDER:
  13423. if( (pc_isfalcon(sd) && !battle_config.warg_can_falcon) || ( !pc_isridingwug(sd) && !pc_iswug(sd) ) ) {
  13424. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13425. return false;
  13426. }
  13427. break;
  13428. case RA_WUGDASH:
  13429. if(!pc_isridingwug(sd)) {
  13430. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13431. return false;
  13432. }
  13433. break;
  13434. case LG_BANDING:
  13435. if( sc && sc->data[SC_INSPIRATION] ) {
  13436. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13437. return false;
  13438. }
  13439. break;
  13440. case LG_PRESTIGE:
  13441. if( sc && (sc->data[SC_BANDING] || sc->data[SC_INSPIRATION]) ) {
  13442. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13443. return false;
  13444. }
  13445. break;
  13446. case LG_RAGEBURST:
  13447. if( sd->spiritball == 0 ) {
  13448. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SKILLINTERVAL,0);
  13449. return false;
  13450. }
  13451. sd->spiritball_old = require.spiritball = sd->spiritball;
  13452. break;
  13453. case LG_SHIELDSPELL: {
  13454. short index = sd->equip_index[EQI_HAND_L];
  13455. struct item_data *shield_data = NULL;
  13456. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_ARMOR)
  13457. shield_data = sd->inventory_data[index];
  13458. if (!shield_data || shield_data->type != IT_ARMOR) { // Skill will first check if a shield is equipped. If none is found the skill will fail.
  13459. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13460. break;
  13461. }
  13462. }
  13463. break;
  13464. case LG_RAYOFGENESIS:
  13465. if( sc && sc->data[SC_INSPIRATION] )
  13466. return true; // Don't check for partner.
  13467. if( !(sc && sc->data[SC_BANDING]) ) {
  13468. clif_skill_fail(sd,skill_id,USESKILL_FAIL,0);
  13469. return false;
  13470. } else if( skill_check_pc_partner(sd,skill_id,&skill_lv,skill_get_range(skill_id,skill_lv),0) < 1 )
  13471. return false; // Just fails, no msg here.
  13472. break;
  13473. case LG_HESPERUSLIT:
  13474. if( sc && sc->data[SC_INSPIRATION] )
  13475. return true;
  13476. if( sc && sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 < 3 ) {
  13477. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13478. return false;
  13479. }
  13480. break;
  13481. case SR_FALLENEMPIRE:
  13482. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_DRAGONCOMBO) )
  13483. return false;
  13484. break;
  13485. case SR_CRESCENTELBOW:
  13486. if( sc && sc->data[SC_CRESCENTELBOW] ) {
  13487. clif_skill_fail(sd, skill_id, USESKILL_FAIL_DUPLICATE, 0);
  13488. return false;
  13489. }
  13490. break;
  13491. case SR_CURSEDCIRCLE:
  13492. if (map_flag_gvg(sd->bl.m)) {
  13493. if (map_foreachinrange(mob_count_sub, &sd->bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  13494. MOBID_EMPERIUM, MOBID_GUARIDAN_STONE1, MOBID_GUARIDAN_STONE2)) {
  13495. char output[128];
  13496. sprintf(output,"%s",msg_txt(sd,382)); // You're too close to a stone or emperium to use this skill.
  13497. clif_colormes(sd,color_table[COLOR_RED], output);
  13498. return false;
  13499. }
  13500. }
  13501. if( sd->spiritball > 0 )
  13502. sd->spiritball_old = require.spiritball = sd->spiritball;
  13503. else {
  13504. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13505. return false;
  13506. }
  13507. break;
  13508. case SR_GATEOFHELL:
  13509. if( sd->spiritball > 0 )
  13510. sd->spiritball_old = require.spiritball;
  13511. break;
  13512. case SC_MANHOLE:
  13513. case SC_DIMENSIONDOOR:
  13514. if( sc && sc->data[SC_MAGNETICFIELD] ) {
  13515. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13516. return false;
  13517. }
  13518. break;
  13519. case SC_FEINTBOMB:
  13520. if( map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKLANDPROTECTOR) ) {
  13521. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13522. return false;
  13523. }
  13524. break;
  13525. case WM_GREAT_ECHO: {
  13526. int count;
  13527. count = skill_check_pc_partner(sd, skill_id, &skill_lv, skill_get_splash(skill_id,skill_lv), 0);
  13528. if( count < 1 ) {
  13529. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_HELPER,0);
  13530. return false;
  13531. } else
  13532. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  13533. }
  13534. break;
  13535. case SO_FIREWALK:
  13536. case SO_ELECTRICWALK: // Can't be casted until you've walked all cells.
  13537. if( sc && sc->data[SC_PROPERTYWALK] &&
  13538. sc->data[SC_PROPERTYWALK]->val3 < skill_get_maxcount(sc->data[SC_PROPERTYWALK]->val1,sc->data[SC_PROPERTYWALK]->val2) ) {
  13539. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13540. return false;
  13541. }
  13542. break;
  13543. case SO_EL_CONTROL:
  13544. if( !sd->status.ele_id || !sd->ed ) {
  13545. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13546. return false;
  13547. }
  13548. break;
  13549. case RETURN_TO_ELDICASTES:
  13550. if( pc_ismadogear(sd) ) { //Cannot be used if Mado is equipped.
  13551. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13552. return false;
  13553. }
  13554. break;
  13555. case LG_REFLECTDAMAGE:
  13556. case CR_REFLECTSHIELD:
  13557. if( sc && sc->data[SC_KYOMU] && rnd()%100 < 30){
  13558. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13559. return false;
  13560. }
  13561. break;
  13562. case KO_JYUMONJIKIRI:
  13563. if (sd->weapontype1 && (sd->weapontype2 || sd->status.shield))
  13564. return true;
  13565. else {
  13566. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13567. return false;
  13568. }
  13569. break;
  13570. case KO_KAHU_ENTEN:
  13571. case KO_HYOUHU_HUBUKI:
  13572. case KO_KAZEHU_SEIRAN:
  13573. case KO_DOHU_KOUKAI:
  13574. {
  13575. int ttype = skill_get_ele(skill_id, skill_lv);
  13576. ARR_FIND(1, 5, i, sd->talisman[i] > 0 && i != ttype);
  13577. if( sd->talisman[ttype] >= 10 ) {
  13578. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13579. return false;
  13580. }
  13581. }
  13582. break;
  13583. case KO_KAIHOU:
  13584. case KO_ZENKAI:
  13585. ARR_FIND(1, 6, i, sd->talisman[i] > 0);
  13586. if( i > 4 ) {
  13587. clif_skill_fail(sd, skill_id, USESKILL_FAIL_SUMMON, 0);
  13588. return false;
  13589. }
  13590. break;
  13591. }
  13592. /* check state required */
  13593. switch (require.state) {
  13594. case ST_HIDDEN:
  13595. if(!pc_ishiding(sd)) {
  13596. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13597. return false;
  13598. }
  13599. break;
  13600. case ST_RIDING:
  13601. if(!pc_isriding(sd) && !pc_isridingdragon(sd)) {
  13602. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13603. return false;
  13604. }
  13605. break;
  13606. case ST_FALCON:
  13607. if(!pc_isfalcon(sd)) {
  13608. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13609. return false;
  13610. }
  13611. break;
  13612. case ST_CART:
  13613. if(!pc_iscarton(sd)) {
  13614. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CART,0);
  13615. return false;
  13616. }
  13617. break;
  13618. case ST_SHIELD:
  13619. if(sd->status.shield <= 0) {
  13620. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13621. return false;
  13622. }
  13623. break;
  13624. case ST_RECOV_WEIGHT_RATE:
  13625. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  13626. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13627. return false;
  13628. }
  13629. break;
  13630. case ST_MOVE_ENABLE:
  13631. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill_id)
  13632. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  13633. if (!unit_can_move(&sd->bl)) {
  13634. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13635. return false;
  13636. }
  13637. break;
  13638. case ST_WATER:
  13639. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  13640. break;
  13641. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  13642. break;
  13643. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13644. return false;
  13645. case ST_RIDINGDRAGON:
  13646. if( !pc_isridingdragon(sd) ) {
  13647. clif_skill_fail(sd,skill_id,USESKILL_FAIL_DRAGON,0);
  13648. return false;
  13649. }
  13650. break;
  13651. case ST_WUG:
  13652. if( !pc_iswug(sd) ) {
  13653. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13654. return false;
  13655. }
  13656. break;
  13657. case ST_RIDINGWUG:
  13658. if( !pc_isridingwug(sd) ) {
  13659. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13660. return false;
  13661. }
  13662. break;
  13663. case ST_MADO:
  13664. if( !pc_ismadogear(sd) ) {
  13665. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MADOGEAR,0);
  13666. return false;
  13667. }
  13668. break;
  13669. case ST_ELEMENTALSPIRIT:
  13670. if(!sd->ed) {
  13671. clif_skill_fail(sd,skill_id,USESKILL_FAIL_EL_SUMMON,0);
  13672. return false;
  13673. }
  13674. break;
  13675. case ST_PECO:
  13676. if(!pc_isriding(sd)) {
  13677. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13678. return false;
  13679. }
  13680. break;
  13681. }
  13682. /* check the status required */
  13683. if (require.status_count) {
  13684. switch (skill_id) {
  13685. // Being checked later in skill_check_condition_castend()
  13686. case WZ_SIGHTRASHER:
  13687. break;
  13688. default:
  13689. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13690. return false;
  13691. break;
  13692. }
  13693. }
  13694. //check if equipped item
  13695. if (require.eqItem_count) {
  13696. for (i = 0; i < require.eqItem_count; i++) {
  13697. uint16 reqeqit = require.eqItem[i];
  13698. if (!reqeqit)
  13699. break; //no more required item get out of here
  13700. if (!pc_checkequip2(sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  13701. char output[CHAT_SIZE_MAX];
  13702. //Official use msgstringtable.txt for each skill failure
  13703. sprintf(output,msg_txt(sd,722),itemdb_jname(reqeqit));
  13704. clif_colormes(sd,color_table[COLOR_RED],output);
  13705. return false;
  13706. }
  13707. }
  13708. }
  13709. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  13710. //mhp is the max-hp-requirement, that is,
  13711. //you must have this % or less of HP to cast it.
  13712. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13713. return false;
  13714. }
  13715. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13716. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13717. return false;
  13718. }
  13719. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  13720. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SP_INSUFFICIENT,0);
  13721. return false;
  13722. }
  13723. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  13724. clif_skill_fail(sd,skill_id,USESKILL_FAIL_MONEY,0);
  13725. return false;
  13726. }
  13727. if( (require.spiritball > 0 && sd->spiritball < require.spiritball) ||
  13728. (require.spiritball == -1 && sd->spiritball < 1) ) {
  13729. clif_skill_fail(sd,skill_id,USESKILL_FAIL_SPIRITS,(require.spiritball == -1)? 1: require.spiritball);
  13730. return false;
  13731. }
  13732. return true;
  13733. }
  13734. /**
  13735. * Check skill condition when cast end.
  13736. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  13737. * @param sd Player who uses skill
  13738. * @param skill_id ID of used skill
  13739. * @param skill_lv Level of used skill
  13740. * @return true: All condition passed, false: Failed
  13741. */
  13742. bool skill_check_condition_castend(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  13743. {
  13744. struct skill_condition require;
  13745. struct status_data *status;
  13746. int i;
  13747. short index[MAX_SKILL_ITEM_REQUIRE];
  13748. nullpo_retr(false,sd);
  13749. if( sd->chatID )
  13750. return false;
  13751. if( pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL) && sd->skillitem != skill_id ) {
  13752. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  13753. sd->state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  13754. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  13755. return true;
  13756. }
  13757. switch( sd->menuskill_id ) { // Cast start or cast end??
  13758. case AM_PHARMACY:
  13759. switch( skill_id ) {
  13760. case AM_PHARMACY:
  13761. case AC_MAKINGARROW:
  13762. case BS_REPAIRWEAPON:
  13763. case AM_TWILIGHT1:
  13764. case AM_TWILIGHT2:
  13765. case AM_TWILIGHT3:
  13766. return false;
  13767. }
  13768. break;
  13769. case GN_MIX_COOKING:
  13770. case GN_MAKEBOMB:
  13771. case GN_S_PHARMACY:
  13772. case GN_CHANGEMATERIAL:
  13773. if( sd->menuskill_id != skill_id )
  13774. return false;
  13775. break;
  13776. }
  13777. if( sd->skillitem == skill_id ) // Casting finished (Item skill or Hocus-Pocus)
  13778. return true;
  13779. if( pc_is90overweight(sd) ) {
  13780. clif_skill_fail(sd,skill_id,USESKILL_FAIL_WEIGHTOVER,0);
  13781. return false;
  13782. }
  13783. // perform skill-specific checks (and actions)
  13784. switch( skill_id ) {
  13785. case PR_BENEDICTIO:
  13786. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13787. break;
  13788. case AM_CANNIBALIZE:
  13789. case AM_SPHEREMINE: {
  13790. int c=0;
  13791. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_MANDRAGORA };
  13792. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  13793. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  13794. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  13795. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13796. if(c >= maxcount ||
  13797. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  13798. { //Fails when: exceed max limit. There are other plant types already out.
  13799. clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13800. return false;
  13801. }
  13802. }
  13803. break;
  13804. }
  13805. case NC_SILVERSNIPER:
  13806. case NC_MAGICDECOY: {
  13807. int c = 0;
  13808. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  13809. int mob_class = MOBID_SILVERSNIPER;
  13810. if( skill_id == NC_MAGICDECOY )
  13811. mob_class = MOBID_MAGICDECOY_FIRE;
  13812. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  13813. if( skill_id == NC_MAGICDECOY ) {
  13814. int j;
  13815. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  13816. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill_id, &c);
  13817. } else
  13818. map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill_id, &c);
  13819. if( c >= maxcount ) {
  13820. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13821. return false;
  13822. }
  13823. }
  13824. }
  13825. break;
  13826. case KO_ZANZOU: {
  13827. int c = 0;
  13828. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, MOBID_ZANZOU, skill_id, &c);
  13829. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  13830. clif_skill_fail(sd , skill_id, USESKILL_FAIL_LEVEL, 0);
  13831. return false;
  13832. }
  13833. }
  13834. break;
  13835. }
  13836. status = &sd->battle_status;
  13837. require = skill_get_requirement(sd,skill_id,skill_lv);
  13838. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  13839. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
  13840. return false;
  13841. }
  13842. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  13843. clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13844. return false;
  13845. }
  13846. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  13847. if((i=sd->equip_index[EQI_AMMO]) < 0 || !sd->inventory_data[i] ) {
  13848. clif_arrow_fail(sd,0);
  13849. return false;
  13850. } else if( sd->status.inventory[i].amount < require.ammo_qty ) {
  13851. char e_msg[100];
  13852. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  13853. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_MORE_BULLET,0);
  13854. return false;
  13855. }
  13856. else if (require.ammo&(1<<AMMO_KUNAI)) {
  13857. clif_skill_fail(sd,skill_id,USESKILL_FAIL_NEED_EQUIPMENT_KUNAI,0);
  13858. return false;
  13859. }
  13860. sprintf(e_msg,msg_txt(sd,381), //Skill Failed. [%s] requires %dx %s.
  13861. skill_get_desc(skill_id),
  13862. require.ammo_qty,
  13863. itemdb_jname(sd->status.inventory[i].nameid));
  13864. clif_colormes(sd,color_table[COLOR_RED],e_msg);
  13865. return false;
  13866. }
  13867. if (!(require.ammo&1<<sd->inventory_data[i]->look)) { //Ammo type check. Send the "wrong weapon type" message
  13868. //which is the closest we have to wrong ammo type. [Skotlex]
  13869. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  13870. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_THIS_WEAPON,0);
  13871. return false;
  13872. }
  13873. }
  13874. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  13875. if( !require.itemid[i] )
  13876. continue;
  13877. index[i] = pc_search_inventory(sd,require.itemid[i]);
  13878. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  13879. if( require.itemid[i] == ITEMID_HOLY_WATER )
  13880. clif_skill_fail(sd,skill_id,USESKILL_FAIL_HOLYWATER,0); //Holy water is required.
  13881. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  13882. clif_skill_fail(sd,skill_id,USESKILL_FAIL_REDJAMSTONE,0); //Red gemstone is required.
  13883. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  13884. clif_skill_fail(sd,skill_id,USESKILL_FAIL_BLUEJAMSTONE,0); //Blue gemstone is required.
  13885. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  13886. clif_skill_fail(sd,skill_id,USESKILL_FAIL_PAINTBRUSH,0); //Paint brush is required.
  13887. else if( require.itemid[i] == ITEMID_ANCILLA )
  13888. clif_skill_fail(sd,skill_id,USESKILL_FAIL_ANCILLA,0); //Ancilla is required.
  13889. else {
  13890. char output[CHAT_SIZE_MAX];
  13891. //Official is using msgstringtable.txt for each requirement failure
  13892. //clif_skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
  13893. sprintf(output, msg_txt(sd,720), itemdb_jname(require.itemid[i])); // %s is required.
  13894. clif_colormes(sd,color_table[COLOR_RED],output);
  13895. }
  13896. return false;
  13897. }
  13898. }
  13899. /* check the status required */
  13900. if (require.status_count) {
  13901. switch (skill_id) {
  13902. case WZ_SIGHTRASHER:
  13903. if (!skill_check_condition_sc_required(sd, skill_id, &require))
  13904. return false;
  13905. break;
  13906. default:
  13907. break;
  13908. }
  13909. }
  13910. return true;
  13911. }
  13912. /** Consume skill requirement
  13913. * @param sd Player who uses the skill
  13914. * @param skill_id ID of used skill
  13915. * @param skill_lv Level of used skill
  13916. * @param type Consume type
  13917. * type&1: consume the others (before skill was used);
  13918. * type&2: consume items (after skill was used)
  13919. */
  13920. void skill_consume_requirement(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  13921. {
  13922. struct skill_condition require;
  13923. nullpo_retv(sd);
  13924. require = skill_get_requirement(sd,skill_id,skill_lv);
  13925. if( type&1 ) {
  13926. switch( skill_id ) {
  13927. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  13928. case MC_IDENTIFY:
  13929. require.sp = 0;
  13930. break;
  13931. case GS_DESPERADO:
  13932. if (sd->skill_id_old == RL_FALLEN_ANGEL) //Don't consume SP if triggered by Fallen Angel
  13933. require.sp = 0;
  13934. break;
  13935. case MO_KITRANSLATION:
  13936. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  13937. require.spiritball = 0;
  13938. //Fall through
  13939. default:
  13940. if(sd->state.autocast)
  13941. require.sp = 0;
  13942. break;
  13943. }
  13944. if(require.hp || require.sp)
  13945. status_zap(&sd->bl, require.hp, require.sp);
  13946. if(require.spiritball > 0)
  13947. pc_delspiritball(sd,require.spiritball,0);
  13948. else if(require.spiritball == -1) {
  13949. sd->spiritball_old = sd->spiritball;
  13950. pc_delspiritball(sd,sd->spiritball,0);
  13951. }
  13952. if(require.zeny > 0)
  13953. {
  13954. if( skill_id == NJ_ZENYNAGE )
  13955. require.zeny = 0; //Zeny is reduced on skill_attack.
  13956. if( sd->status.zeny < require.zeny )
  13957. require.zeny = sd->status.zeny;
  13958. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME,NULL);
  13959. }
  13960. }
  13961. if( type&2 ) {
  13962. struct status_change *sc = &sd->sc;
  13963. int n,i;
  13964. if( !sc->count )
  13965. sc = NULL;
  13966. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  13967. {
  13968. if( !require.itemid[i] )
  13969. continue;
  13970. if( itemid_isgemstone(require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  13971. continue; //Gemstones are checked, but not substracted from inventory.
  13972. switch( skill_id ){
  13973. case SA_SEISMICWEAPON:
  13974. if( sc && sc->data[SC_UPHEAVAL_OPTION] && rnd()%100 < 50 )
  13975. continue;
  13976. break;
  13977. case SA_FLAMELAUNCHER:
  13978. case SA_VOLCANO:
  13979. if( sc && sc->data[SC_TROPIC_OPTION] && rnd()%100 < 50 )
  13980. continue;
  13981. break;
  13982. case SA_FROSTWEAPON:
  13983. case SA_DELUGE:
  13984. if( sc && sc->data[SC_CHILLY_AIR_OPTION] && rnd()%100 < 50 )
  13985. continue;
  13986. break;
  13987. case SA_LIGHTNINGLOADER:
  13988. case SA_VIOLENTGALE:
  13989. if( sc && sc->data[SC_WILD_STORM_OPTION] && rnd()%100 < 50 )
  13990. continue;
  13991. break;
  13992. }
  13993. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  13994. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  13995. }
  13996. }
  13997. }
  13998. /**
  13999. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  14000. * @param sd Player's that will be checked
  14001. * @param skill_id Skill that's being used
  14002. * @param skill_lv Skill level of used skill
  14003. * @return skill_condition Struct 'skill_condition' that store the modified skill requirements
  14004. */
  14005. struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  14006. {
  14007. struct skill_condition req;
  14008. struct status_data *status;
  14009. struct status_change *sc;
  14010. int i,hp_rate,sp_rate, sp_skill_rate_bonus = 100;
  14011. uint16 idx;
  14012. bool level_dependent = false;
  14013. memset(&req,0,sizeof(req));
  14014. if( !sd )
  14015. return req;
  14016. if( sd->skillitem == skill_id )
  14017. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  14018. sc = &sd->sc;
  14019. if( !sc->count )
  14020. sc = NULL;
  14021. //Checks if disabling skill - in which case no SP requirements are necessary
  14022. if( sc && skill_disable_check(sc,skill_id) )
  14023. return req;
  14024. idx = skill_get_index(skill_id);
  14025. if( idx == 0 ) // invalid skill id
  14026. return req;
  14027. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  14028. status = &sd->battle_status;
  14029. req.hp = skill_db[idx]->require.hp[skill_lv-1];
  14030. hp_rate = skill_db[idx]->require.hp_rate[skill_lv-1];
  14031. if(hp_rate > 0)
  14032. req.hp += (status->hp * hp_rate)/100;
  14033. else
  14034. req.hp += (status->max_hp * (-hp_rate))/100;
  14035. req.sp = skill_db[idx]->require.sp[skill_lv-1];
  14036. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  14037. req.sp /= 2;
  14038. sp_rate = skill_db[idx]->require.sp_rate[skill_lv-1];
  14039. if(sp_rate > 0)
  14040. req.sp += (status->sp * sp_rate)/100;
  14041. else
  14042. req.sp += (status->max_sp * (-sp_rate))/100;
  14043. if( sd->dsprate != 100 )
  14044. req.sp = req.sp * sd->dsprate / 100;
  14045. ARR_FIND(0, ARRAYLENGTH(sd->skillusesprate), i, sd->skillusesprate[i].id == skill_id);
  14046. if( i < ARRAYLENGTH(sd->skillusesprate) )
  14047. sp_skill_rate_bonus += sd->skillusesprate[i].val;
  14048. ARR_FIND(0, ARRAYLENGTH(sd->skillusesp), i, sd->skillusesp[i].id == skill_id);
  14049. if( i < ARRAYLENGTH(sd->skillusesp) )
  14050. req.sp -= sd->skillusesp[i].val;
  14051. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  14052. if( sc ) {
  14053. if( sc->data[SC__LAZINESS] )
  14054. req.sp += req.sp + sc->data[SC__LAZINESS]->val1 * 10;
  14055. if (sc->data[SC_UNLIMITEDHUMMINGVOICE])
  14056. req.sp += req.sp * sc->data[SC_UNLIMITEDHUMMINGVOICE]->val3 / 100;
  14057. if( sc->data[SC_RECOGNIZEDSPELL] )
  14058. req.sp += req.sp / 4;
  14059. if( sc->data[SC_OFFERTORIUM])
  14060. req.sp += req.sp * sc->data[SC_OFFERTORIUM]->val3 / 100;
  14061. if( sc->data[SC_TELEKINESIS_INTENSE] && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  14062. req.sp -= req.sp * sc->data[SC_TELEKINESIS_INTENSE]->val2 / 100;
  14063. }
  14064. req.zeny = skill_db[idx]->require.zeny[skill_lv-1];
  14065. if( sc && sc->data[SC__UNLUCKY] ) {
  14066. if(sc->data[SC__UNLUCKY]->val1 < 3)
  14067. req.zeny += sc->data[SC__UNLUCKY]->val1 * 250;
  14068. else
  14069. req.zeny += 1000;
  14070. }
  14071. req.spiritball = skill_db[idx]->require.spiritball[skill_lv-1];
  14072. req.state = skill_db[idx]->require.state;
  14073. req.mhp = skill_db[idx]->require.mhp[skill_lv-1];
  14074. req.weapon = skill_db[idx]->require.weapon;
  14075. req.ammo_qty = skill_db[idx]->require.ammo_qty[skill_lv-1];
  14076. if (req.ammo_qty)
  14077. req.ammo = skill_db[idx]->require.ammo;
  14078. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  14079. { //Assume this skill is using the weapon, therefore it requires arrows.
  14080. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  14081. req.ammo_qty = 1;
  14082. }
  14083. req.status_count = skill_db[idx]->require.status_count;
  14084. req.status = skill_db[idx]->require.status;
  14085. req.eqItem_count = skill_db[idx]->require.eqItem_count;
  14086. req.eqItem = skill_db[idx]->require.eqItem;
  14087. switch( skill_id ) {
  14088. /* Skill level-dependent checks */
  14089. case NC_SHAPESHIFT:
  14090. case NC_REPAIR:
  14091. //NOTE: Please make sure Magic_Gear_Fuel in the last position in skill_require_db.txt
  14092. req.itemid[1] = skill_db[idx]->require.itemid[MAX_SKILL_ITEM_REQUIRE-1];
  14093. req.amount[1] = skill_db[idx]->require.amount[MAX_SKILL_ITEM_REQUIRE-1];
  14094. case GN_FIRE_EXPANSION:
  14095. case SO_SUMMON_AGNI:
  14096. case SO_SUMMON_AQUA:
  14097. case SO_SUMMON_VENTUS:
  14098. case SO_SUMMON_TERA:
  14099. case SO_WATER_INSIGNIA:
  14100. case SO_FIRE_INSIGNIA:
  14101. case SO_WIND_INSIGNIA:
  14102. case SO_EARTH_INSIGNIA:
  14103. case WZ_FIREPILLAR: // no gems required at level 1-5 [celest]
  14104. req.itemid[0] = skill_db[idx]->require.itemid[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14105. req.amount[0] = skill_db[idx]->require.amount[min(skill_lv-1,MAX_SKILL_ITEM_REQUIRE-1)];
  14106. level_dependent = true;
  14107. /* Normal skill requirements and gemstone checks */
  14108. default:
  14109. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  14110. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  14111. if (!level_dependent) {
  14112. switch( skill_id ) {
  14113. case AM_POTIONPITCHER:
  14114. case CR_SLIMPITCHER:
  14115. case CR_CULTIVATION:
  14116. if (i != skill_lv%11 - 1)
  14117. continue;
  14118. break;
  14119. case AM_CALLHOMUN:
  14120. if (sd->status.hom_id) //Don't delete items when hom is already out.
  14121. continue;
  14122. break;
  14123. case AB_ADORAMUS:
  14124. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  14125. continue;
  14126. break;
  14127. case WL_COMET:
  14128. if( itemid_isgemstone(skill_db[idx]->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 0)) )
  14129. continue;
  14130. break;
  14131. }
  14132. req.itemid[i] = skill_db[idx]->require.itemid[i];
  14133. req.amount[i] = skill_db[idx]->require.amount[i];
  14134. if( skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0){
  14135. int16 itIndex;
  14136. if( (itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->status.inventory[itIndex].amount < req.amount[i] ) ){
  14137. req.itemid[i] = ITEMID_TRAP_ALLOY;
  14138. req.amount[i] = 1;
  14139. }
  14140. break;
  14141. }
  14142. }
  14143. // Check requirement for gemstone.
  14144. if (itemid_isgemstone(req.itemid[i])) {
  14145. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  14146. req.itemid[i] = req.amount[i] = 0;
  14147. else {
  14148. if( sd->special_state.no_gemstone )
  14149. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  14150. if( skill_id != SA_ABRACADABRA )
  14151. req.itemid[i] = req.amount[i] = 0;
  14152. else if( --req.amount[i] < 1 )
  14153. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14154. }
  14155. if(sc && sc->data[SC_INTOABYSS])
  14156. {
  14157. if( skill_id != SA_ABRACADABRA )
  14158. req.itemid[i] = req.amount[i] = 0;
  14159. else if( --req.amount[i] < 1 )
  14160. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  14161. }
  14162. }
  14163. }
  14164. }
  14165. break;
  14166. }
  14167. // Check for cost reductions due to skills & SCs
  14168. switch(skill_id) {
  14169. case MC_MAMMONITE:
  14170. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  14171. req.zeny -= req.zeny*10/100;
  14172. break;
  14173. case AL_HOLYLIGHT:
  14174. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  14175. req.sp *= 5;
  14176. break;
  14177. case SL_SMA:
  14178. case SL_STUN:
  14179. case SL_STIN:
  14180. {
  14181. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  14182. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  14183. break;
  14184. if(sd->status.base_level>=90)
  14185. req.sp -= req.sp*7*kaina_lv/100;
  14186. else if(sd->status.base_level>=80)
  14187. req.sp -= req.sp*5*kaina_lv/100;
  14188. else if(sd->status.base_level>=70)
  14189. req.sp -= req.sp*3*kaina_lv/100;
  14190. }
  14191. break;
  14192. case MO_CHAINCOMBO:
  14193. case MO_COMBOFINISH:
  14194. case CH_TIGERFIST:
  14195. case CH_CHAINCRUSH:
  14196. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  14197. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  14198. break;
  14199. case MO_BODYRELOCATION:
  14200. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  14201. req.spiritball = 0;
  14202. break;
  14203. case MO_EXTREMITYFIST:
  14204. if( sc ) {
  14205. if( sc->data[SC_BLADESTOP] )
  14206. req.spiritball--;
  14207. else if( sc->data[SC_COMBO] ) {
  14208. switch( sc->data[SC_COMBO]->val1 ) {
  14209. case MO_COMBOFINISH:
  14210. req.spiritball = 4;
  14211. break;
  14212. case CH_TIGERFIST:
  14213. req.spiritball = 3;
  14214. break;
  14215. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  14216. req.spiritball = sd->spiritball?sd->spiritball:1;
  14217. break;
  14218. }
  14219. } else if( sc->data[SC_RAISINGDRAGON] && sd->spiritball > 5)
  14220. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  14221. }
  14222. break;
  14223. case SR_RAMPAGEBLASTER:
  14224. req.spiritball = sd->spiritball?sd->spiritball:15;
  14225. break;
  14226. case LG_RAGEBURST:
  14227. req.spiritball = sd->spiritball?sd->spiritball:1;
  14228. break;
  14229. case SR_GATEOFHELL:
  14230. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == SR_FALLENEMPIRE )
  14231. req.sp -= req.sp * 10 / 100;
  14232. break;
  14233. case SO_SUMMON_AGNI:
  14234. case SO_SUMMON_AQUA:
  14235. case SO_SUMMON_VENTUS:
  14236. case SO_SUMMON_TERA: {
  14237. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  14238. if( spirit_sympathy )
  14239. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  14240. }
  14241. break;
  14242. case SO_PSYCHIC_WAVE:
  14243. if( sc && (sc->data[SC_HEATER_OPTION] || sc->data[SC_COOLER_OPTION] || sc->data[SC_CURSED_SOIL_OPTION] || sc->data[SC_BLAST_OPTION]) )
  14244. req.sp += req.sp / 2; // 1.5x SP cost
  14245. break;
  14246. }
  14247. //Check if player is using the copied skill [Cydh]
  14248. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  14249. uint16 req_opt = skill_db[idx]->copyable.req_opt;
  14250. if (req_opt&0x0001) req.hp = 0;
  14251. if (req_opt&0x0002) req.mhp = 0;
  14252. if (req_opt&0x0004) req.sp = 0;
  14253. if (req_opt&0x0008) req.hp_rate = 0;
  14254. if (req_opt&0x0010) req.sp_rate = 0;
  14255. if (req_opt&0x0020) req.zeny = 0;
  14256. if (req_opt&0x0040) req.weapon = 0;
  14257. if (req_opt&0x0080) { req.ammo = 0; req.ammo_qty = 0; }
  14258. if (req_opt&0x0100) req.state = ST_NONE;
  14259. if (req_opt&0x0200) req.status_count = 0;
  14260. if (req_opt&0x0400) req.spiritball = 0;
  14261. if (req_opt&0x0800) { memset(req.itemid,0,sizeof(req.itemid)); memset(req.amount,0,sizeof(req.amount)); }
  14262. if (req_opt&0x1000) req.eqItem_count = 0;
  14263. }
  14264. return req;
  14265. }
  14266. /*==========================================
  14267. * Does cast-time reductions based on dex, item bonuses and config setting
  14268. *------------------------------------------*/
  14269. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  14270. int time = skill_get_cast(skill_id, skill_lv);
  14271. nullpo_ret(bl);
  14272. #ifndef RENEWAL_CAST
  14273. {
  14274. struct map_session_data *sd;
  14275. sd = BL_CAST(BL_PC, bl);
  14276. // calculate base cast time (reduced by dex)
  14277. if( !(skill_get_castnodex(skill_id)&1) ) {
  14278. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14279. if( scale > 0 ) // not instant cast
  14280. time = time * scale / battle_config.castrate_dex_scale;
  14281. else
  14282. return 0; // instant cast
  14283. }
  14284. // calculate cast time reduced by item/card bonuses
  14285. if( !(skill_get_castnodex(skill_id)&4) && sd )
  14286. {
  14287. int i;
  14288. if( sd->castrate != 100 )
  14289. time = time * sd->castrate / 100;
  14290. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14291. {
  14292. if( sd->skillcastrate[i].id == skill_id )
  14293. {
  14294. time += time * sd->skillcastrate[i].val / 100;
  14295. break;
  14296. }
  14297. }
  14298. }
  14299. }
  14300. #endif
  14301. // config cast time multiplier
  14302. if (battle_config.cast_rate != 100)
  14303. time = time * battle_config.cast_rate / 100;
  14304. // return final cast time
  14305. time = max(time, 0);
  14306. //ShowInfo("Castime castfix = %d\n",time);
  14307. return time;
  14308. }
  14309. #ifndef RENEWAL_CAST
  14310. /**
  14311. * Get the skill cast time for Pre-Re cast
  14312. * @param bl: The caster
  14313. * @param time: Cast time before Status Change addition or reduction
  14314. * @return time: Modified castime after status change addition or reduction
  14315. */
  14316. int skill_castfix_sc(struct block_list *bl, int time)
  14317. {
  14318. struct status_change *sc = status_get_sc(bl);
  14319. if( time < 0 )
  14320. return 0;
  14321. if (sc && sc->count) {
  14322. if (sc->data[SC_SLOWCAST])
  14323. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  14324. if (sc->data[SC_PARALYSIS])
  14325. time += sc->data[SC_PARALYSIS]->val3;
  14326. if (sc->data[SC_SUFFRAGIUM]) {
  14327. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  14328. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14329. }
  14330. if (sc->data[SC_MEMORIZE]) {
  14331. time>>=1;
  14332. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14333. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14334. }
  14335. if (sc->data[SC_POEMBRAGI])
  14336. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  14337. if (sc->data[SC_IZAYOI])
  14338. time -= time * 50 / 100;
  14339. }
  14340. time = max(time, 0);
  14341. //ShowInfo("Castime castfix_sc = %d\n",time);
  14342. return time;
  14343. }
  14344. #else
  14345. /**
  14346. * Get the skill cast time for RENEWAL_CAST.
  14347. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  14348. * Additive value:
  14349. * Variable CastTime : time += value
  14350. * Fixed CastTime : fixed += value
  14351. * Multipicative value
  14352. * Variable CastTime : VARCAST_REDUCTION(value)
  14353. * Fixed CastTime : FIXEDCASTRATE2(value)
  14354. * @param bl: The caster
  14355. * @param time: Cast time without reduction
  14356. * @param skill_id: Skill ID of the casted skill
  14357. * @param skill_lv: Skill level of the casted skill
  14358. * @return time: Modified castime after status and bonus addition or reduction
  14359. */
  14360. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  14361. {
  14362. struct status_change *sc = status_get_sc(bl);
  14363. struct map_session_data *sd = BL_CAST(BL_PC,bl);
  14364. int fixed = skill_get_fixed_cast(skill_id, skill_lv);
  14365. short fixcast_r = 0;
  14366. uint8 i = 0, flag = skill_get_castnodex(skill_id);
  14367. #define FIXEDCASTRATE2(val) ( FIXEDCASTRATE(fixcast_r,(val)) )
  14368. nullpo_ret(bl);
  14369. if( time < 0 )
  14370. return 0;
  14371. if( bl->type == BL_MOB )
  14372. return (int)time;
  14373. if( fixed < 0 || battle_config.default_fixed_castrate == 0 ) // no fixed cast time
  14374. fixed = 0;
  14375. else if( fixed == 0 ) {
  14376. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  14377. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  14378. }
  14379. // Additive Variable Cast bonus first
  14380. if (sd && !(flag&4)) { // item bonus
  14381. time += sd->bonus.add_varcast; // bonus bVariableCast
  14382. for (i = 0; i < ARRAYLENGTH(sd->skillvarcast) && sd->skillvarcast[i].id; i++)
  14383. if( sd->skillvarcast[i].id == skill_id ){ // bonus2 bSkillVariableCast
  14384. time += sd->skillvarcast[i].val;
  14385. break;
  14386. }
  14387. }
  14388. /*if (sc && sc->count && !(flag&2)) { // status change
  14389. // -NONE YET-
  14390. // if (sc->data[????])
  14391. // bonus += sc->data[????]->val?;
  14392. }*/
  14393. // Adjusted by item bonuses
  14394. if (sd && !(flag&4)) {
  14395. // Additive values
  14396. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  14397. for (i = 0; i < ARRAYLENGTH(sd->skillfixcast) && sd->skillfixcast[i].id; i++)
  14398. if (sd->skillfixcast[i].id == skill_id){ // bonus2 bSkillFixedCast
  14399. fixed += sd->skillfixcast[i].val;
  14400. break;
  14401. }
  14402. // Multipicative values
  14403. if (sd->bonus.varcastrate != 0)
  14404. VARCAST_REDUCTION(sd->bonus.varcastrate); // bonus bVariableCastrate
  14405. if (sd->bonus.fixcastrate != 0)
  14406. FIXEDCASTRATE2(sd->bonus.fixcastrate); // bonus bFixedCastrate
  14407. for( i = 0; i < ARRAYLENGTH(sd->skillcastrate) && sd->skillcastrate[i].id; i++ )
  14408. if( sd->skillcastrate[i].id == skill_id ){ // bonus2 bVariableCastrate
  14409. VARCAST_REDUCTION(sd->skillcastrate[i].val);
  14410. break;
  14411. }
  14412. for( i = 0; i < ARRAYLENGTH(sd->skillfixcastrate) && sd->skillfixcastrate[i].id; i++ )
  14413. if( sd->skillfixcastrate[i].id == skill_id ){ // bonus2 bFixedCastrate
  14414. FIXEDCASTRATE2(sd->skillfixcastrate[i].val);
  14415. break;
  14416. }
  14417. }
  14418. // Adjusted by active statuses
  14419. if (sc && sc->count && !(flag&2) ) {
  14420. // Multiplicative Variable CastTime values
  14421. if (sc->data[SC_SLOWCAST])
  14422. VARCAST_REDUCTION(sc->data[SC_SLOWCAST]->val2);
  14423. if (sc->data[SC__LAZINESS])
  14424. VARCAST_REDUCTION(sc->data[SC__LAZINESS]->val2);
  14425. if (sc->data[SC_SUFFRAGIUM]) {
  14426. VARCAST_REDUCTION(-sc->data[SC_SUFFRAGIUM]->val2);
  14427. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  14428. }
  14429. if (sc->data[SC_MEMORIZE]) {
  14430. VARCAST_REDUCTION(-50);
  14431. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  14432. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  14433. }
  14434. if (sc->data[SC_POEMBRAGI])
  14435. VARCAST_REDUCTION(-sc->data[SC_POEMBRAGI]->val2);
  14436. if (sc->data[SC_IZAYOI])
  14437. VARCAST_REDUCTION(-50);
  14438. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WATER))
  14439. VARCAST_REDUCTION(-30); //Reduces 30% Variable Cast Time of Water spells.
  14440. if (sc->data[SC_TELEKINESIS_INTENSE])
  14441. VARCAST_REDUCTION(-sc->data[SC_TELEKINESIS_INTENSE]->val4);
  14442. // Multiplicative Fixed CastTime values
  14443. if (sc->data[SC_SECRAMENT])
  14444. FIXEDCASTRATE2(-sc->data[SC_SECRAMENT]->val2);
  14445. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  14446. FIXEDCASTRATE2(-(5 + skill_lv * 5));
  14447. if (sc->data[SC_DANCEWITHWUG])
  14448. FIXEDCASTRATE2(-sc->data[SC_DANCEWITHWUG]->val4);
  14449. if (sc->data[SC_HEAT_BARREL])
  14450. FIXEDCASTRATE2(-sc->data[SC_HEAT_BARREL]->val2);
  14451. // Additive Fixed CastTime values
  14452. if (sc->data[SC_MANDRAGORA])
  14453. fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
  14454. if (sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])
  14455. fixed -= 1000;
  14456. if (sc->data[SC_IZAYOI])
  14457. fixed = 0;
  14458. }
  14459. // Apply Variable CastTime calculation by INT & DEX
  14460. if (!(flag&1))
  14461. time = time * (1 - sqrt(((float)(status_get_dex(bl)*2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  14462. // Apply Fixed CastTime rate
  14463. if (fixed != 0 && fixcast_r != 0)
  14464. fixed = (int)(fixed * (1 + fixcast_r * 0.01));
  14465. #undef FIXEDCASTRATE2
  14466. return (int)max(time + fixed, 0);
  14467. }
  14468. #endif
  14469. /*==========================================
  14470. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  14471. *------------------------------------------*/
  14472. int skill_delayfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  14473. {
  14474. int delaynodex = skill_get_delaynodex(skill_id);
  14475. int time = skill_get_delay(skill_id, skill_lv);
  14476. struct map_session_data *sd;
  14477. struct status_change *sc = status_get_sc(bl);
  14478. nullpo_ret(bl);
  14479. sd = BL_CAST(BL_PC, bl);
  14480. if (skill_id == SA_ABRACADABRA || skill_id == WM_RANDOMIZESPELL)
  14481. return 0; //Will use picked skill's delay.
  14482. if (bl->type&battle_config.no_skill_delay)
  14483. return battle_config.min_skill_delay_limit;
  14484. if (time < 0)
  14485. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  14486. // Delay reductions
  14487. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  14488. case MO_TRIPLEATTACK:
  14489. case MO_CHAINCOMBO:
  14490. case MO_COMBOFINISH:
  14491. case CH_TIGERFIST:
  14492. case CH_CHAINCRUSH:
  14493. case SR_DRAGONCOMBO:
  14494. case SR_FALLENEMPIRE:
  14495. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  14496. if (time == 0)
  14497. time = 1000;
  14498. time -= (4*status_get_agi(bl) + 2*status_get_dex(bl));
  14499. break;
  14500. case HP_BASILICA:
  14501. if( sc && !sc->data[SC_BASILICA] )
  14502. time = 0; // There is no Delay on Basilica creation, only on cancel
  14503. break;
  14504. default:
  14505. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  14506. { // if skill delay is allowed to be reduced by dex
  14507. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  14508. if (scale > 0)
  14509. time = time * scale / battle_config.castrate_dex_scale;
  14510. else //To be capped later to minimum.
  14511. time = 0;
  14512. }
  14513. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  14514. { // if skill delay is allowed to be reduced by agi
  14515. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  14516. if (scale > 0)
  14517. time = time * scale / battle_config.castrate_dex_scale;
  14518. else //To be capped later to minimum.
  14519. time = 0;
  14520. }
  14521. }
  14522. if ( sc && sc->data[SC_SPIRIT] ) {
  14523. switch (skill_id) {
  14524. case CR_SHIELDBOOMERANG:
  14525. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  14526. time /= 2;
  14527. break;
  14528. case AS_SONICBLOW:
  14529. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  14530. time /= 2;
  14531. break;
  14532. }
  14533. }
  14534. if (!(delaynodex&2))
  14535. {
  14536. if (sc && sc->count) {
  14537. if (sc->data[SC_POEMBRAGI])
  14538. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  14539. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 && (skill_get_ele(skill_id, skill_lv) == ELE_WIND))
  14540. time /= 2; // After Delay of Wind element spells reduced by 50%.
  14541. }
  14542. }
  14543. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  14544. time = time * sd->delayrate / 100;
  14545. if (battle_config.delay_rate != 100)
  14546. time = time * battle_config.delay_rate / 100;
  14547. //min delay
  14548. time = max(time, status_get_amotion(bl)); // Delay can never be below amotion [Playtester]
  14549. time = max(time, battle_config.min_skill_delay_limit);
  14550. //ShowInfo("Delay delayfix = %d\n",time);
  14551. return time;
  14552. }
  14553. /*=========================================
  14554. *
  14555. *-----------------------------------------*/
  14556. struct square {
  14557. int val1[5];
  14558. int val2[5];
  14559. };
  14560. static void skill_brandishspear_first (struct square *tc, uint8 dir, int16 x, int16 y)
  14561. {
  14562. nullpo_retv(tc);
  14563. if(dir == 0){
  14564. tc->val1[0]=x-2;
  14565. tc->val1[1]=x-1;
  14566. tc->val1[2]=x;
  14567. tc->val1[3]=x+1;
  14568. tc->val1[4]=x+2;
  14569. tc->val2[0]=
  14570. tc->val2[1]=
  14571. tc->val2[2]=
  14572. tc->val2[3]=
  14573. tc->val2[4]=y-1;
  14574. }
  14575. else if(dir==2){
  14576. tc->val1[0]=
  14577. tc->val1[1]=
  14578. tc->val1[2]=
  14579. tc->val1[3]=
  14580. tc->val1[4]=x+1;
  14581. tc->val2[0]=y+2;
  14582. tc->val2[1]=y+1;
  14583. tc->val2[2]=y;
  14584. tc->val2[3]=y-1;
  14585. tc->val2[4]=y-2;
  14586. }
  14587. else if(dir==4){
  14588. tc->val1[0]=x-2;
  14589. tc->val1[1]=x-1;
  14590. tc->val1[2]=x;
  14591. tc->val1[3]=x+1;
  14592. tc->val1[4]=x+2;
  14593. tc->val2[0]=
  14594. tc->val2[1]=
  14595. tc->val2[2]=
  14596. tc->val2[3]=
  14597. tc->val2[4]=y+1;
  14598. }
  14599. else if(dir==6){
  14600. tc->val1[0]=
  14601. tc->val1[1]=
  14602. tc->val1[2]=
  14603. tc->val1[3]=
  14604. tc->val1[4]=x-1;
  14605. tc->val2[0]=y+2;
  14606. tc->val2[1]=y+1;
  14607. tc->val2[2]=y;
  14608. tc->val2[3]=y-1;
  14609. tc->val2[4]=y-2;
  14610. }
  14611. else if(dir==1){
  14612. tc->val1[0]=x-1;
  14613. tc->val1[1]=x;
  14614. tc->val1[2]=x+1;
  14615. tc->val1[3]=x+2;
  14616. tc->val1[4]=x+3;
  14617. tc->val2[0]=y-4;
  14618. tc->val2[1]=y-3;
  14619. tc->val2[2]=y-1;
  14620. tc->val2[3]=y;
  14621. tc->val2[4]=y+1;
  14622. }
  14623. else if(dir==3){
  14624. tc->val1[0]=x+3;
  14625. tc->val1[1]=x+2;
  14626. tc->val1[2]=x+1;
  14627. tc->val1[3]=x;
  14628. tc->val1[4]=x-1;
  14629. tc->val2[0]=y-1;
  14630. tc->val2[1]=y;
  14631. tc->val2[2]=y+1;
  14632. tc->val2[3]=y+2;
  14633. tc->val2[4]=y+3;
  14634. }
  14635. else if(dir==5){
  14636. tc->val1[0]=x+1;
  14637. tc->val1[1]=x;
  14638. tc->val1[2]=x-1;
  14639. tc->val1[3]=x-2;
  14640. tc->val1[4]=x-3;
  14641. tc->val2[0]=y+3;
  14642. tc->val2[1]=y+2;
  14643. tc->val2[2]=y+1;
  14644. tc->val2[3]=y;
  14645. tc->val2[4]=y-1;
  14646. }
  14647. else if(dir==7){
  14648. tc->val1[0]=x-3;
  14649. tc->val1[1]=x-2;
  14650. tc->val1[2]=x-1;
  14651. tc->val1[3]=x;
  14652. tc->val1[4]=x+1;
  14653. tc->val2[1]=y;
  14654. tc->val2[0]=y+1;
  14655. tc->val2[2]=y-1;
  14656. tc->val2[3]=y-2;
  14657. tc->val2[4]=y-3;
  14658. }
  14659. }
  14660. static void skill_brandishspear_dir (struct square* tc, uint8 dir, int are)
  14661. {
  14662. int c;
  14663. nullpo_retv(tc);
  14664. for( c = 0; c < 5; c++ ) {
  14665. switch( dir ) {
  14666. case 0: tc->val2[c]+=are; break;
  14667. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  14668. case 2: tc->val1[c]-=are; break;
  14669. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  14670. case 4: tc->val2[c]-=are; break;
  14671. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  14672. case 6: tc->val1[c]+=are; break;
  14673. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  14674. }
  14675. }
  14676. }
  14677. void skill_brandishspear(struct block_list* src, struct block_list* bl, uint16 skill_id, uint16 skill_lv, unsigned int tick, int flag)
  14678. {
  14679. int c,n=4;
  14680. uint8 dir = map_calc_dir(src,bl->x,bl->y);
  14681. struct square tc;
  14682. int x=bl->x,y=bl->y;
  14683. skill_brandishspear_first(&tc,dir,x,y);
  14684. skill_brandishspear_dir(&tc,dir,4);
  14685. skill_area_temp[1] = bl->id;
  14686. if(skill_lv > 9){
  14687. for(c=1;c<4;c++){
  14688. map_foreachincell(skill_area_sub,
  14689. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14690. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14691. skill_castend_damage_id);
  14692. }
  14693. }
  14694. if(skill_lv > 6){
  14695. skill_brandishspear_dir(&tc,dir,-1);
  14696. n--;
  14697. }else{
  14698. skill_brandishspear_dir(&tc,dir,-2);
  14699. n-=2;
  14700. }
  14701. if(skill_lv > 3){
  14702. for(c=0;c<5;c++){
  14703. map_foreachincell(skill_area_sub,
  14704. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  14705. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|n,
  14706. skill_castend_damage_id);
  14707. if(skill_lv > 6 && n==3 && c==4){
  14708. skill_brandishspear_dir(&tc,dir,-1);
  14709. n--;c=-1;
  14710. }
  14711. }
  14712. }
  14713. for(c=0;c<10;c++){
  14714. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  14715. map_foreachincell(skill_area_sub,
  14716. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  14717. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  14718. skill_castend_damage_id);
  14719. }
  14720. }
  14721. /*==========================================
  14722. * Weapon Repair [Celest/DracoRPG]
  14723. *------------------------------------------*/
  14724. void skill_repairweapon(struct map_session_data *sd, int idx) {
  14725. int material;
  14726. int materials[4] = { 1002, 998, 999, 756 };
  14727. struct item *item;
  14728. struct map_session_data *target_sd;
  14729. nullpo_retv(sd);
  14730. if ( !( target_sd = map_id2sd(sd->menuskill_val) ) ) //Failed....
  14731. return;
  14732. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  14733. return;
  14734. if( idx < 0 || idx >= MAX_INVENTORY )
  14735. return; //Invalid index??
  14736. item = &target_sd->status.inventory[idx];
  14737. if( !item->nameid || !item->attribute )
  14738. return; //Again invalid item....
  14739. if( sd != target_sd && !battle_check_range(&sd->bl,&target_sd->bl, skill_get_range2(&sd->bl, sd->menuskill_id,sd->menuskill_val2) ) ){
  14740. clif_item_repaireffect(sd,idx,1);
  14741. return;
  14742. }
  14743. if ( target_sd->inventory_data[idx]->type == IT_WEAPON )
  14744. material = materials [ target_sd->inventory_data[idx]->wlv - 1 ]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  14745. else
  14746. material = materials [2]; // Armors consume 1 Steel
  14747. if ( pc_search_inventory(sd,material) < 0 ) {
  14748. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14749. return;
  14750. }
  14751. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  14752. item->attribute = 0;/* clear broken state */
  14753. clif_equiplist(target_sd);
  14754. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0,LOG_TYPE_CONSUME);
  14755. clif_item_repaireffect(sd,idx,0);
  14756. if( sd != target_sd )
  14757. clif_item_repaireffect(target_sd,idx,0);
  14758. }
  14759. /*==========================================
  14760. * Item Appraisal
  14761. *------------------------------------------*/
  14762. void skill_identify(struct map_session_data *sd, int idx)
  14763. {
  14764. int flag=1;
  14765. nullpo_retv(sd);
  14766. if(idx >= 0 && idx < MAX_INVENTORY) {
  14767. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  14768. flag=0;
  14769. sd->status.inventory[idx].identify=1;
  14770. }
  14771. }
  14772. clif_item_identified(sd,idx,flag);
  14773. }
  14774. /*==========================================
  14775. * Weapon Refine [Celest]
  14776. *------------------------------------------*/
  14777. void skill_weaponrefine(struct map_session_data *sd, int idx)
  14778. {
  14779. nullpo_retv(sd);
  14780. if (idx >= 0 && idx < MAX_INVENTORY)
  14781. {
  14782. struct item *item;
  14783. struct item_data *ditem = sd->inventory_data[idx];
  14784. item = &sd->status.inventory[idx];
  14785. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  14786. int i = 0, per;
  14787. int material[5] = { 0, ITEMID_PHRACON, ITEMID_EMVERETARCON, ITEMID_ORIDECON, ITEMID_ORIDECON, };
  14788. if( ditem->flag.no_refine ) { // if the item isn't refinable
  14789. clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);
  14790. return;
  14791. }
  14792. if( item->refine >= sd->menuskill_val || item->refine >= 10 ) {
  14793. clif_upgrademessage(sd->fd, 2, item->nameid);
  14794. return;
  14795. }
  14796. if( (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) {
  14797. clif_upgrademessage(sd->fd, 3, material[ditem->wlv]);
  14798. return;
  14799. }
  14800. per = status_get_refine_chance(ditem->wlv, (int)item->refine);
  14801. if( sd->class_&JOBL_THIRD )
  14802. per += 10;
  14803. else
  14804. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  14805. pc_delitem(sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  14806. if (per > rnd() % 100) {
  14807. int ep=0;
  14808. log_pick_pc(sd, LOG_TYPE_OTHER, -1, item);
  14809. item->refine++;
  14810. log_pick_pc(sd, LOG_TYPE_OTHER, 1, item);
  14811. if(item->equip) {
  14812. ep = item->equip;
  14813. pc_unequipitem(sd,idx,3);
  14814. }
  14815. clif_delitem(sd,idx,1,3);
  14816. clif_upgrademessage(sd->fd, 0, item->nameid);
  14817. clif_inventorylist(sd);
  14818. clif_refine(sd->fd,0,idx,item->refine);
  14819. if (ep)
  14820. pc_equipitem(sd,idx,ep);
  14821. clif_misceffect(&sd->bl,3);
  14822. if(item->refine == 10 &&
  14823. item->card[0] == CARD0_FORGE &&
  14824. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  14825. { // Fame point system [DracoRPG]
  14826. switch(ditem->wlv){
  14827. case 1:
  14828. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  14829. break;
  14830. case 2:
  14831. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  14832. break;
  14833. case 3:
  14834. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  14835. break;
  14836. }
  14837. }
  14838. } else {
  14839. item->refine = 0;
  14840. if(item->equip)
  14841. pc_unequipitem(sd,idx,3);
  14842. clif_upgrademessage(sd->fd, 1, item->nameid);
  14843. clif_refine(sd->fd,1,idx,item->refine);
  14844. pc_delitem(sd,idx,1,0,2, LOG_TYPE_OTHER);
  14845. clif_misceffect(&sd->bl,2);
  14846. clif_emotion(&sd->bl, E_OMG);
  14847. }
  14848. }
  14849. }
  14850. }
  14851. /*==========================================
  14852. *
  14853. *------------------------------------------*/
  14854. int skill_autospell(struct map_session_data *sd, uint16 skill_id)
  14855. {
  14856. uint16 skill_lv;
  14857. int maxlv=1,lv;
  14858. nullpo_ret(sd);
  14859. skill_lv = sd->menuskill_val;
  14860. lv=pc_checkskill(sd,skill_id);
  14861. if(!skill_lv || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  14862. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  14863. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  14864. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  14865. maxlv = 10; //Soul Linker bonus. [Skotlex]
  14866. else if(skill_lv==2) maxlv=1;
  14867. else if(skill_lv==3) maxlv=2;
  14868. else if(skill_lv>=4) maxlv=3;
  14869. }
  14870. else if(skill_id==MG_SOULSTRIKE){
  14871. if(skill_lv==5) maxlv=1;
  14872. else if(skill_lv==6) maxlv=2;
  14873. else if(skill_lv>=7) maxlv=3;
  14874. }
  14875. else if(skill_id==MG_FIREBALL){
  14876. if(skill_lv==8) maxlv=1;
  14877. else if(skill_lv>=9) maxlv=2;
  14878. }
  14879. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  14880. else return 0;
  14881. if(maxlv > lv)
  14882. maxlv = lv;
  14883. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  14884. skill_get_time(SA_AUTOSPELL,skill_lv));
  14885. return 0;
  14886. }
  14887. /*==========================================
  14888. * Sitting skills functions.
  14889. *------------------------------------------*/
  14890. static int skill_sit_count(struct block_list *bl, va_list ap)
  14891. {
  14892. struct map_session_data *sd;
  14893. int type =va_arg(ap,int);
  14894. sd=(struct map_session_data*)bl;
  14895. if(!pc_issit(sd))
  14896. return 0;
  14897. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14898. return 1;
  14899. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  14900. return 1;
  14901. return 0;
  14902. }
  14903. static int skill_sit_in (struct block_list *bl, va_list ap)
  14904. {
  14905. struct map_session_data *sd;
  14906. int type = va_arg(ap,int);
  14907. sd = (struct map_session_data*)bl;
  14908. if(!pc_issit(sd))
  14909. return 0;
  14910. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  14911. sd->state.gangsterparadise = 1;
  14912. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )) {
  14913. sd->state.rest = 1;
  14914. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14915. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14916. }
  14917. return 0;
  14918. }
  14919. static int skill_sit_out (struct block_list *bl, va_list ap)
  14920. {
  14921. struct map_session_data *sd;
  14922. int type = va_arg(ap,int);
  14923. sd = (struct map_session_data*)bl;
  14924. if(sd->state.gangsterparadise && type&1)
  14925. sd->state.gangsterparadise = 0;
  14926. if(sd->state.rest && type&2) {
  14927. sd->state.rest = 0;
  14928. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  14929. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  14930. }
  14931. return 0;
  14932. }
  14933. int skill_sit (struct map_session_data *sd, int type)
  14934. {
  14935. int flag = 0;
  14936. int range = 0, lv;
  14937. nullpo_ret(sd);
  14938. if((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  14939. flag |= 1;
  14940. range = skill_get_splash(RG_GANGSTER, lv);
  14941. }
  14942. if((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  14943. flag |= 2;
  14944. range = skill_get_splash(TK_HPTIME, lv);
  14945. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  14946. flag |= 2;
  14947. range = skill_get_splash(TK_SPTIME, lv);
  14948. }
  14949. if (type)
  14950. clif_status_load(&sd->bl, SI_SIT, 1);
  14951. else
  14952. clif_status_load(&sd->bl, SI_SIT, 0);
  14953. if (!flag) return 0;
  14954. if(type) {
  14955. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  14956. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  14957. } else {
  14958. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  14959. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  14960. }
  14961. return 0;
  14962. }
  14963. /*==========================================
  14964. * Do Forstjoke/Scream effect
  14965. *------------------------------------------*/
  14966. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  14967. {
  14968. struct block_list *src;
  14969. uint16 skill_id,skill_lv;
  14970. unsigned int tick;
  14971. nullpo_ret(bl);
  14972. nullpo_ret(src = va_arg(ap,struct block_list*));
  14973. skill_id = va_arg(ap,int);
  14974. skill_lv = va_arg(ap,int);
  14975. if(!skill_lv)
  14976. return 0;
  14977. tick = va_arg(ap,unsigned int);
  14978. if (src == bl || status_isdead(bl))
  14979. return 0;
  14980. if (bl->type == BL_PC) {
  14981. struct map_session_data *sd = (struct map_session_data *)bl;
  14982. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  14983. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  14984. }
  14985. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  14986. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  14987. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14988. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  14989. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  14990. return 0;
  14991. }
  14992. /**
  14993. * Set map cell flag as skill unit effect
  14994. * @param src Skill unit
  14995. * @param skill_id
  14996. * @param skill_lv
  14997. * @param cell Cell type cell_t
  14998. * @param flag 0/1
  14999. */
  15000. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  15001. {
  15002. int range = skill_get_unit_range(skill_id,skill_lv);
  15003. int x, y;
  15004. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  15005. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  15006. map_setcell(src->bl.m, x, y, cell, flag);
  15007. }
  15008. /**
  15009. * Do skill attack area (such splash effect) around the 'first' target.
  15010. * First target will skip skill condition, always receive damage. But,
  15011. * around it, still need target/condition validation by
  15012. * battle_check_target and status_check_skilluse
  15013. * @param bl
  15014. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  15015. */
  15016. int skill_attack_area(struct block_list *bl, va_list ap)
  15017. {
  15018. struct block_list *src,*dsrc;
  15019. int atk_type,skill_id,skill_lv,flag,type;
  15020. unsigned int tick;
  15021. if(status_isdead(bl))
  15022. return 0;
  15023. atk_type = va_arg(ap,int);
  15024. src = va_arg(ap,struct block_list*);
  15025. dsrc = va_arg(ap,struct block_list*);
  15026. skill_id = va_arg(ap,int);
  15027. skill_lv = va_arg(ap,int);
  15028. tick = va_arg(ap,unsigned int);
  15029. flag = va_arg(ap,int);
  15030. type = va_arg(ap,int);
  15031. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  15032. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15033. if(battle_check_target(dsrc,bl,type) <= 0 ||
  15034. !status_check_skilluse(NULL, bl, skill_id, 2))
  15035. return 0;
  15036. switch (skill_id) {
  15037. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  15038. case NPC_ACIDBREATH:
  15039. case NPC_DARKNESSBREATH:
  15040. case NPC_FIREBREATH:
  15041. case NPC_ICEBREATH:
  15042. case NPC_THUNDERBREATH:
  15043. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  15044. default:
  15045. //Area-splash, disable skill animation.
  15046. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  15047. }
  15048. }
  15049. /**
  15050. * Clear skill unit group
  15051. * @param bl
  15052. * @param flag &1
  15053. */
  15054. int skill_clear_group(struct block_list *bl, int flag)
  15055. {
  15056. struct unit_data *ud = NULL;
  15057. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  15058. int i, count = 0;
  15059. nullpo_ret(bl);
  15060. if (!(ud = unit_bl2ud(bl)))
  15061. return 0;
  15062. // All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  15063. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15064. switch (ud->skillunit[i]->skill_id) {
  15065. case SA_DELUGE:
  15066. case SA_VOLCANO:
  15067. case SA_VIOLENTGALE:
  15068. case SA_LANDPROTECTOR:
  15069. case NJ_SUITON:
  15070. case NJ_KAENSIN:
  15071. if (flag&1)
  15072. group[count++] = ud->skillunit[i];
  15073. break;
  15074. case SO_CLOUD_KILL:
  15075. if( flag&4 )
  15076. group[count++] = ud->skillunit[i];
  15077. break;
  15078. case SO_WARMER:
  15079. if( flag&8 )
  15080. group[count++] = ud->skillunit[i];
  15081. break;
  15082. default:
  15083. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  15084. group[count++] = ud->skillunit[i];
  15085. break;
  15086. }
  15087. }
  15088. for (i = 0; i < count; i++)
  15089. skill_delunitgroup(group[i]);
  15090. return count;
  15091. }
  15092. /**
  15093. * Returns the first element field found [Skotlex]
  15094. * @param bl
  15095. * @return skill_unit_group
  15096. */
  15097. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  15098. {
  15099. struct unit_data *ud = NULL;
  15100. int i;
  15101. nullpo_ret(bl);
  15102. if (!(ud = unit_bl2ud(bl)))
  15103. return NULL;
  15104. for (i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i]; i++) {
  15105. switch (ud->skillunit[i]->skill_id) {
  15106. case SA_DELUGE:
  15107. case SA_VOLCANO:
  15108. case SA_VIOLENTGALE:
  15109. case SA_LANDPROTECTOR:
  15110. case NJ_SUITON:
  15111. case SO_CLOUD_KILL:
  15112. case SO_WARMER:
  15113. return ud->skillunit[i];
  15114. }
  15115. }
  15116. return NULL;
  15117. }
  15118. /// Graffiti cleaner [Valaris]
  15119. int skill_graffitiremover(struct block_list *bl, va_list ap)
  15120. {
  15121. struct skill_unit *unit = NULL;
  15122. nullpo_ret(bl);
  15123. nullpo_ret(ap);
  15124. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL)
  15125. return 0;
  15126. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  15127. skill_delunit(unit);
  15128. return 0;
  15129. }
  15130. /// Greed effect
  15131. int skill_greed(struct block_list *bl, va_list ap)
  15132. {
  15133. struct block_list *src;
  15134. struct map_session_data *sd = NULL;
  15135. struct flooritem_data *fitem = NULL;
  15136. nullpo_ret(bl);
  15137. nullpo_ret(src = va_arg(ap, struct block_list *));
  15138. if(src->type == BL_PC && (sd = (struct map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  15139. pc_takeitem(sd, fitem);
  15140. return 0;
  15141. }
  15142. /// Ranger's Detonator [Jobbie/3CeAM]
  15143. int skill_detonator(struct block_list *bl, va_list ap)
  15144. {
  15145. struct skill_unit *unit = NULL;
  15146. struct block_list *src;
  15147. int unit_id;
  15148. nullpo_ret(bl);
  15149. nullpo_ret(ap);
  15150. src = va_arg(ap,struct block_list *);
  15151. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  15152. return 0;
  15153. if( unit->group->src_id != src->id )
  15154. return 0;
  15155. unit_id = unit->group->unit_id;
  15156. switch( unit_id )
  15157. { //List of Hunter and Ranger Traps that can be detonate.
  15158. case UNT_BLASTMINE:
  15159. case UNT_SANDMAN:
  15160. case UNT_CLAYMORETRAP:
  15161. case UNT_TALKIEBOX:
  15162. case UNT_CLUSTERBOMB:
  15163. case UNT_FIRINGTRAP:
  15164. case UNT_ICEBOUNDTRAP:
  15165. switch(unit_id) {
  15166. case UNT_TALKIEBOX:
  15167. clif_talkiebox(bl,unit->group->valstr);
  15168. unit->group->val2 = -1;
  15169. break;
  15170. case UNT_CLAYMORETRAP:
  15171. case UNT_FIRINGTRAP:
  15172. case UNT_ICEBOUNDTRAP:
  15173. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag|BL_SKILL|~BCT_SELF,bl,unit->group->tick);
  15174. break;
  15175. default:
  15176. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  15177. break;
  15178. }
  15179. clif_changetraplook(bl, UNT_USED_TRAPS);
  15180. unit->group->unit_id = UNT_USED_TRAPS;
  15181. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) +
  15182. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  15183. break;
  15184. }
  15185. return 0;
  15186. }
  15187. /**
  15188. * Rebellion's Bind Trap explosion
  15189. * @author [Cydh]
  15190. **/
  15191. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  15192. struct skill_unit *su = NULL;
  15193. struct block_list *src = NULL;
  15194. nullpo_ret(bl);
  15195. nullpo_ret(ap);
  15196. src = va_arg(ap,struct block_list *);
  15197. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  15198. return 0;
  15199. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id )
  15200. return 0;
  15201. map_foreachinrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  15202. clif_changetraplook(bl, UNT_USED_TRAPS);
  15203. su->group->unit_id = UNT_USED_TRAPS;
  15204. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  15205. return 1;
  15206. }
  15207. /*==========================================
  15208. * Check new skill unit cell when overlapping in other skill unit cell.
  15209. * Catched skill in cell value pushed to *unit pointer.
  15210. * Set (*alive) to 0 will ends 'new unit' check
  15211. *------------------------------------------*/
  15212. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  15213. {
  15214. uint16 skill_id;
  15215. int *alive;
  15216. struct skill_unit *unit;
  15217. skill_id = va_arg(ap,int);
  15218. alive = va_arg(ap,int *);
  15219. unit = (struct skill_unit *)bl;
  15220. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  15221. return 0;
  15222. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  15223. return 0;
  15224. switch (skill_id) {
  15225. case SA_LANDPROTECTOR:
  15226. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  15227. (*alive) = 0;
  15228. skill_delunit(unit);
  15229. return 1;
  15230. }
  15231. //It deletes everything except traps and barriers
  15232. if( (!(skill_get_inf2(unit->group->skill_id)&(INF2_TRAP)) && !(skill_get_inf3(unit->group->skill_id)&(INF3_NOLP)) ) || unit->group->skill_id == WZ_FIREPILLAR ) {
  15233. skill_delunit(unit);
  15234. return 1;
  15235. }
  15236. break;
  15237. case HW_GANBANTEIN:
  15238. case LG_EARTHDRIVE:
  15239. // Officially songs/dances are removed
  15240. skill_delunit(unit);
  15241. return 1;
  15242. case SA_VOLCANO:
  15243. case SA_DELUGE:
  15244. case SA_VIOLENTGALE:
  15245. // The official implementation makes them fail to appear when casted on top of ANYTHING
  15246. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  15247. // hence, I leave the alternate implementation here, commented. [Skotlex]
  15248. if (unit->range <= 0)
  15249. {
  15250. (*alive) = 0;
  15251. return 1;
  15252. }
  15253. /*
  15254. switch (unit->group->skill_id)
  15255. { //These cannot override each other.
  15256. case SA_VOLCANO:
  15257. case SA_DELUGE:
  15258. case SA_VIOLENTGALE:
  15259. (*alive) = 0;
  15260. return 1;
  15261. }
  15262. */
  15263. break;
  15264. case PF_FOGWALL:
  15265. switch(unit->group->skill_id) {
  15266. case SA_VOLCANO: //Can't be placed on top of these
  15267. case SA_VIOLENTGALE:
  15268. (*alive) = 0;
  15269. return 1;
  15270. case SA_DELUGE:
  15271. case NJ_SUITON:
  15272. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  15273. (*alive) = 2;
  15274. break;
  15275. }
  15276. break;
  15277. case WZ_ICEWALL:
  15278. case HP_BASILICA:
  15279. case HW_GRAVITATION:
  15280. //These can't be placed on top of themselves (duration can't be refreshed)
  15281. if (unit->group->skill_id == skill_id)
  15282. {
  15283. (*alive) = 0;
  15284. return 1;
  15285. }
  15286. break;
  15287. case GN_CRAZYWEED_ATK:
  15288. if (unit->group->skill_id == WZ_FIREPILLAR && unit->group->unit_id != UNT_FIREPILLAR_ACTIVE)
  15289. break;
  15290. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_CRAZYWEED) {
  15291. skill_delunit(unit);
  15292. return 1;
  15293. }
  15294. break;
  15295. case RL_FIRE_RAIN:
  15296. if (skill_get_unit_flag(unit->group->skill_id)&UF_REM_FIRERAIN) {
  15297. skill_delunit(unit);
  15298. return 1;
  15299. }
  15300. break;
  15301. }
  15302. if (unit->group->skill_id == SA_LANDPROTECTOR && !(skill_get_inf2(skill_id)&(INF2_TRAP)) && !(skill_get_inf3(skill_id)&(INF3_NOLP) ) ) { //It deletes everything except traps and barriers
  15303. (*alive) = 0;
  15304. return 1;
  15305. }
  15306. return 0;
  15307. }
  15308. /*==========================================
  15309. *
  15310. *------------------------------------------*/
  15311. int skill_changetarget(struct block_list *bl, va_list ap)
  15312. {
  15313. struct mob_data *md = (struct mob_data *)bl;
  15314. struct unit_data *ud = unit_bl2ud(bl);
  15315. struct block_list *from_bl = va_arg(ap,struct block_list *);
  15316. struct block_list *to_bl = va_arg(ap,struct block_list *);
  15317. if(ud && ud->target == from_bl->id)
  15318. ud->target = to_bl->id;
  15319. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  15320. md->target_id = to_bl->id;
  15321. return 0;
  15322. }
  15323. /*==========================================
  15324. * Splash effect for skill unit 'trap type'.
  15325. * Chance triggered when damaged, timeout, or char step on it.
  15326. *------------------------------------------*/
  15327. static int skill_trap_splash(struct block_list *bl, va_list ap)
  15328. {
  15329. struct block_list *src = va_arg(ap,struct block_list *);
  15330. struct skill_unit *unit = NULL;
  15331. int tick = va_arg(ap,int);
  15332. struct skill_unit_group *sg;
  15333. struct block_list *ss; //Skill src bl
  15334. nullpo_ret(src);
  15335. unit = (struct skill_unit *)src;
  15336. if (!unit || !unit->alive || bl->prev == NULL)
  15337. return 0;
  15338. nullpo_ret(sg = unit->group);
  15339. nullpo_ret(ss = map_id2bl(sg->src_id));
  15340. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  15341. return 0;
  15342. switch (sg->unit_id) {
  15343. case UNT_B_TRAP:
  15344. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  15345. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  15346. break;
  15347. case UNT_SHOCKWAVE:
  15348. case UNT_SANDMAN:
  15349. case UNT_FLASHER:
  15350. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  15351. break;
  15352. case UNT_GROUNDDRIFT_WIND:
  15353. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15354. sc_start(ss,bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15355. break;
  15356. case UNT_GROUNDDRIFT_DARK:
  15357. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15358. sc_start(ss,bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15359. break;
  15360. case UNT_GROUNDDRIFT_POISON:
  15361. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15362. sc_start(ss,bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15363. break;
  15364. case UNT_GROUNDDRIFT_WATER:
  15365. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15366. sc_start(ss,bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  15367. break;
  15368. case UNT_GROUNDDRIFT_FIRE:
  15369. if(skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  15370. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  15371. break;
  15372. case UNT_ELECTRICSHOCKER:
  15373. if (bl->id != ss->id) {
  15374. if (status_get_mode(bl)&MD_BOSS)
  15375. break;
  15376. 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)) {
  15377. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15378. clif_fixpos(bl);
  15379. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, 5);
  15380. }
  15381. }
  15382. break;
  15383. case UNT_MAGENTATRAP:
  15384. case UNT_COBALTTRAP:
  15385. case UNT_MAIZETRAP:
  15386. case UNT_VERDURETRAP:
  15387. if( bl->type != BL_PC && !is_boss(bl) )
  15388. sc_start2(ss,bl,SC_ELEMENTALCHANGE,100,sg->skill_lv,skill_get_ele(sg->skill_id,sg->skill_lv),skill_get_time2(sg->skill_id,sg->skill_lv));
  15389. break;
  15390. case UNT_REVERBERATION:
  15391. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  15392. skill_attack(BF_WEAPON, ss, src, bl, WM_REVERBERATION_MELEE, sg->skill_lv,tick, 0);
  15393. skill_addtimerskill(ss, tick + 200, bl->id, 0, 0, WM_REVERBERATION_MAGIC, sg->skill_lv, BF_MAGIC, SD_LEVEL);
  15394. }
  15395. break;
  15396. case UNT_FIRINGTRAP:
  15397. case UNT_ICEBOUNDTRAP:
  15398. if( src->id == bl->id ) break;
  15399. if( bl->type == BL_SKILL ) {
  15400. struct skill_unit *su = (struct skill_unit *)bl;
  15401. if (su && su->group->unit_id == UNT_USED_TRAPS)
  15402. break;
  15403. }
  15404. case UNT_CLUSTERBOMB:
  15405. if( ss != bl )
  15406. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  15407. break;
  15408. case UNT_CLAYMORETRAP:
  15409. if( src->id == bl->id ) break;
  15410. if( bl->type == BL_SKILL ) {
  15411. struct skill_unit *su = (struct skill_unit *)bl;
  15412. if (!su)
  15413. return 0;
  15414. switch(su->group->unit_id) {
  15415. case UNT_CLAYMORETRAP:
  15416. case UNT_LANDMINE:
  15417. case UNT_BLASTMINE:
  15418. case UNT_SHOCKWAVE:
  15419. case UNT_SANDMAN:
  15420. case UNT_FLASHER:
  15421. case UNT_FREEZINGTRAP:
  15422. case UNT_FIRINGTRAP:
  15423. case UNT_ICEBOUNDTRAP:
  15424. clif_changetraplook(bl, UNT_USED_TRAPS);
  15425. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  15426. su->group->unit_id = UNT_USED_TRAPS;
  15427. break;
  15428. }
  15429. }
  15430. default:
  15431. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  15432. break;
  15433. }
  15434. return 1;
  15435. }
  15436. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  15437. {
  15438. uint16 skill_id, skill_lv;
  15439. struct skill_unit *unit;
  15440. nullpo_ret(bl);
  15441. skill_id = va_arg(ap,int);
  15442. skill_lv = va_arg(ap,int);
  15443. unit = (struct skill_unit *)bl;
  15444. if( unit == NULL || unit->group == NULL )
  15445. return 0;
  15446. if( skill_get_inf2(skill_id)&INF2_TRAP )
  15447. return 0;
  15448. if( unit->group->skill_id == SC_MAELSTROM ) {
  15449. struct block_list *src;
  15450. if( (src = map_id2bl(unit->group->src_id)) ){
  15451. int sp = unit->group->skill_lv * skill_lv;
  15452. if( src->type == BL_PC )
  15453. sp += ((TBL_PC*)src)->status.job_level / 5;
  15454. status_heal(src, 0, sp/2, 1);
  15455. }
  15456. }
  15457. return 0;
  15458. }
  15459. /**
  15460. * Remove current enchanted element for new element
  15461. * @param bl Char
  15462. * @param type New element
  15463. */
  15464. void skill_enchant_elemental_end(struct block_list *bl, int type)
  15465. {
  15466. struct status_change *sc;
  15467. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  15468. int i;
  15469. nullpo_retv(bl);
  15470. nullpo_retv(sc= status_get_sc(bl));
  15471. if (!sc->count)
  15472. return;
  15473. for (i = 0; i < ARRAYLENGTH(scs); i++)
  15474. if (type != scs[i] && sc->data[scs[i]])
  15475. status_change_end(bl, scs[i], INVALID_TIMER);
  15476. }
  15477. /**
  15478. * Check camouflage condition
  15479. * @param bl
  15480. * @param sce
  15481. * @return True if near wall; False otherwise
  15482. */
  15483. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  15484. {
  15485. bool wall = true;
  15486. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  15487. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  15488. { //Check for walls.
  15489. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15490. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15491. int i;
  15492. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15493. if( i == 8 )
  15494. wall = false;
  15495. }
  15496. if( sce ) {
  15497. if( !wall ) {
  15498. if( sce->val1 < 3 ) //End cloaking.
  15499. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  15500. else if( sce->val4&1 ) { //Remove wall bonus
  15501. sce->val4&=~1;
  15502. status_calc_bl(bl,SCB_SPEED);
  15503. }
  15504. } else {
  15505. if( !(sce->val4&1) ) { //Add wall speed bonus
  15506. sce->val4|=1;
  15507. status_calc_bl(bl,SCB_SPEED);
  15508. }
  15509. }
  15510. }
  15511. return wall;
  15512. }
  15513. /** Check Shadow Form on the target
  15514. * @param bl: Target
  15515. * @param damage: Damage amount
  15516. * @param hit
  15517. * @return true - in Shadow Form state; false - otherwise
  15518. */
  15519. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  15520. {
  15521. struct status_change *sc;
  15522. nullpo_retr(false,bl);
  15523. if (!damage)
  15524. return false;
  15525. sc = status_get_sc(bl);
  15526. if( sc && sc->data[SC__SHADOWFORM] ) {
  15527. struct block_list *src = map_id2bl(sc->data[SC__SHADOWFORM]->val2);
  15528. if( !src || src->m != bl->m ) {
  15529. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15530. return false;
  15531. }
  15532. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  15533. if( src->type == BL_PC )
  15534. ((TBL_PC*)src)->shadowform_id = 0;
  15535. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15536. return false;
  15537. }
  15538. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0), 0);
  15539. if( sc && sc->data[SC__SHADOWFORM] && (--sc->data[SC__SHADOWFORM]->val3) <= 0 ) {
  15540. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  15541. if( src->type == BL_PC )
  15542. ((TBL_PC*)src)->shadowform_id = 0;
  15543. }
  15544. return true;
  15545. }
  15546. return false;
  15547. }
  15548. /**
  15549. * Check camouflage condition
  15550. * @param bl
  15551. * @param sce
  15552. * @return True if near wall; False otherwise
  15553. * @TODO: Seems wrong
  15554. */
  15555. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  15556. {
  15557. bool wall = true;
  15558. if( bl->type == BL_PC ) { //Check for walls.
  15559. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15560. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15561. int i;
  15562. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  15563. if( i == 8 )
  15564. wall = false;
  15565. }
  15566. if( sce ) {
  15567. if( !wall ) {
  15568. if( sce->val1 == 1 ) //End camouflage.
  15569. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  15570. }
  15571. status_calc_bl(bl,SCB_SPEED);
  15572. }
  15573. return wall;
  15574. }
  15575. /**
  15576. * Initialize new skill unit for skill unit group.
  15577. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  15578. * @param group Skill unit group
  15579. * @param idx
  15580. * @param x
  15581. * @param y
  15582. * @param val1
  15583. * @param val2
  15584. */
  15585. struct skill_unit *skill_initunit(struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  15586. {
  15587. struct skill_unit *unit;
  15588. nullpo_retr(NULL, group);
  15589. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  15590. nullpo_retr(NULL, (unit = &group->unit[idx]));
  15591. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  15592. return unit;
  15593. if(!unit->alive)
  15594. group->alive_count++;
  15595. unit->bl.id = map_get_new_object_id();
  15596. unit->bl.type = BL_SKILL;
  15597. unit->bl.m = group->map;
  15598. unit->bl.x = x;
  15599. unit->bl.y = y;
  15600. unit->group = group;
  15601. unit->alive = 1;
  15602. unit->val1 = val1;
  15603. unit->val2 = val2;
  15604. // Stores new skill unit
  15605. idb_put(skillunit_db, unit->bl.id, unit);
  15606. map_addiddb(&unit->bl);
  15607. if(map_addblock(&unit->bl))
  15608. return NULL;
  15609. // Perform oninit actions
  15610. switch (group->skill_id) {
  15611. case WZ_ICEWALL:
  15612. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  15613. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  15614. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  15615. break;
  15616. case SA_LANDPROTECTOR:
  15617. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  15618. break;
  15619. case HP_BASILICA:
  15620. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  15621. break;
  15622. case SC_MAELSTROM:
  15623. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  15624. break;
  15625. default:
  15626. if (group->state.song_dance&0x1) //Check for dissonance.
  15627. skill_dance_overlap(unit, 1);
  15628. break;
  15629. }
  15630. clif_getareachar_skillunit(&unit->bl, unit, AREA, 0);
  15631. return unit;
  15632. }
  15633. /**
  15634. * Remove unit
  15635. * @param unit
  15636. */
  15637. int skill_delunit(struct skill_unit* unit)
  15638. {
  15639. struct skill_unit_group *group;
  15640. nullpo_ret(unit);
  15641. if( !unit->alive )
  15642. return 0;
  15643. unit->alive = 0;
  15644. nullpo_ret(group = unit->group);
  15645. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  15646. skill_dance_overlap(unit, 0);
  15647. // invoke onout event
  15648. if( !unit->range )
  15649. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  15650. // perform ondelete actions
  15651. switch (group->skill_id) {
  15652. case HT_ANKLESNARE: {
  15653. struct block_list* target = map_id2bl(group->val2);
  15654. if( target )
  15655. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  15656. }
  15657. break;
  15658. case WZ_ICEWALL:
  15659. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  15660. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  15661. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  15662. break;
  15663. case SA_LANDPROTECTOR:
  15664. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  15665. break;
  15666. case HP_BASILICA:
  15667. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  15668. break;
  15669. case RA_ELECTRICSHOCKER: {
  15670. struct block_list* target = map_id2bl(group->val2);
  15671. if( target )
  15672. status_change_end(target, SC_ELECTRICSHOCKER, INVALID_TIMER);
  15673. }
  15674. break;
  15675. case SC_MAELSTROM:
  15676. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  15677. break;
  15678. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  15679. if( group->val2 ) { // Someone Traped
  15680. struct status_change *tsc = status_get_sc( map_id2bl(group->val2));
  15681. if( tsc && tsc->data[SC__MANHOLE] )
  15682. tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
  15683. }
  15684. break;
  15685. }
  15686. clif_skill_delunit(unit);
  15687. unit->group=NULL;
  15688. map_delblock(&unit->bl); // don't free yet
  15689. map_deliddb(&unit->bl);
  15690. idb_remove(skillunit_db, unit->bl.id);
  15691. if(--group->alive_count==0)
  15692. skill_delunitgroup(group);
  15693. return 0;
  15694. }
  15695. static DBMap* skillunit_group_db = NULL; /// Skill unit group DB. Key int group_id -> struct skill_unit_group*
  15696. /// Returns the target skill_unit_group or NULL if not found.
  15697. struct skill_unit_group* skill_id2group(int group_id) {
  15698. return (struct skill_unit_group*)idb_get(skillunit_group_db, group_id);
  15699. }
  15700. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  15701. /**
  15702. * Returns a new group_id that isn't being used in skillunit_group_db.
  15703. * Fatal error if nothing is available.
  15704. */
  15705. static int skill_get_new_group_id(void)
  15706. {
  15707. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == NULL )
  15708. return skill_unit_group_newid++;// available
  15709. {// find next id
  15710. int base_id = skill_unit_group_newid;
  15711. while( base_id != ++skill_unit_group_newid )
  15712. {
  15713. if( skill_unit_group_newid < MAX_SKILL )
  15714. skill_unit_group_newid = MAX_SKILL;
  15715. if( skill_id2group(skill_unit_group_newid) == NULL )
  15716. return skill_unit_group_newid++;// available
  15717. }
  15718. // full loop, nothing available
  15719. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  15720. exit(1);
  15721. }
  15722. }
  15723. /**
  15724. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  15725. * @param src Object that cast the skill
  15726. * @param count How many 'cells' used that needed. Related with skill layout
  15727. * @param skill_id ID of used skill
  15728. * @param skill_lv Skill level of used skill
  15729. * @param unit_id Unit ID (look at skill_unit_db.txt)
  15730. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  15731. * @param interval Time interval
  15732. * @return skill_unit_group
  15733. */
  15734. struct skill_unit_group* skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, int limit, int interval)
  15735. {
  15736. struct unit_data* ud = unit_bl2ud( src );
  15737. struct skill_unit_group* group;
  15738. int i;
  15739. if(!(skill_id && skill_lv)) return 0;
  15740. nullpo_retr(NULL, src);
  15741. nullpo_retr(NULL, ud);
  15742. // Find a free spot to store the new unit group
  15743. // TODO: Make this flexible maybe by changing this fixed array?
  15744. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  15745. if(i == MAX_SKILLUNITGROUP) {
  15746. // Array is full, make room by discarding oldest group
  15747. int j = 0;
  15748. unsigned maxdiff = 0, tick = gettick();
  15749. for(i = 0; i < MAX_SKILLUNITGROUP && ud->skillunit[i];i++){
  15750. unsigned int x = DIFF_TICK(tick,ud->skillunit[i]->tick);
  15751. if(x > maxdiff){
  15752. maxdiff = x;
  15753. j = i;
  15754. }
  15755. }
  15756. skill_delunitgroup(ud->skillunit[j]);
  15757. // Since elements must have shifted, we use the last slot.
  15758. i = MAX_SKILLUNITGROUP-1;
  15759. }
  15760. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  15761. group->src_id = src->id;
  15762. group->party_id = status_get_party_id(src);
  15763. group->guild_id = status_get_guild_id(src);
  15764. group->bg_id = bg_team_get_id(src);
  15765. group->group_id = skill_get_new_group_id();
  15766. group->link_group_id = 0;
  15767. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  15768. group->unit_count = count;
  15769. group->alive_count = 0;
  15770. group->val1 = 0;
  15771. group->val2 = 0;
  15772. group->val3 = 0;
  15773. group->skill_id = skill_id;
  15774. group->skill_lv = skill_lv;
  15775. group->unit_id = unit_id;
  15776. group->map = src->m;
  15777. group->limit = limit;
  15778. group->interval = interval;
  15779. group->tick = gettick();
  15780. group->valstr = NULL;
  15781. ud->skillunit[i] = group;
  15782. if (skill_id == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  15783. group->tick += 1500;
  15784. // Stores this new group to DBMap
  15785. idb_put(skillunit_group_db, group->group_id, group);
  15786. return group;
  15787. }
  15788. /**
  15789. * Remove skill unit group
  15790. * @param group
  15791. * @param file
  15792. * @param line
  15793. * @param *func
  15794. */
  15795. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  15796. {
  15797. struct block_list* src;
  15798. struct unit_data *ud;
  15799. short i, j;
  15800. int link_group_id;
  15801. if( group == NULL ) {
  15802. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  15803. return 0;
  15804. }
  15805. src = map_id2bl(group->src_id);
  15806. ud = unit_bl2ud(src);
  15807. if (!src || !ud) {
  15808. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15809. return 0;
  15810. }
  15811. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  15812. switch( group->skill_id ) {
  15813. case BA_DISSONANCE:
  15814. case BA_POEMBRAGI:
  15815. case BA_WHISTLE:
  15816. case BA_ASSASSINCROSS:
  15817. case BA_APPLEIDUN:
  15818. case DC_UGLYDANCE:
  15819. case DC_HUMMING:
  15820. case DC_DONTFORGETME:
  15821. case DC_FORTUNEKISS:
  15822. case DC_SERVICEFORYOU:
  15823. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  15824. break;
  15825. }
  15826. }
  15827. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  15828. struct status_change* sc = status_get_sc(src);
  15829. if (sc && sc->data[SC_DANCING]) {
  15830. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  15831. status_change_end(src, SC_DANCING, INVALID_TIMER);
  15832. }
  15833. }
  15834. // End SC from the master when the skill group is deleted
  15835. i = SC_NONE;
  15836. switch (group->unit_id) {
  15837. case UNT_GOSPEL: i = SC_GOSPEL; break;
  15838. case UNT_BASILICA: i = SC_BASILICA; break;
  15839. }
  15840. if (i != SC_NONE) {
  15841. struct status_change *sc = status_get_sc(src);
  15842. if (sc && sc->data[i]) {
  15843. sc->data[i]->val3 = 0; //Remove reference to this group. [Skotlex]
  15844. status_change_end(src, (sc_type)i, INVALID_TIMER);
  15845. }
  15846. }
  15847. switch( group->skill_id ) {
  15848. case SG_SUN_WARM:
  15849. case SG_MOON_WARM:
  15850. case SG_STAR_WARM:
  15851. {
  15852. struct status_change *sc = NULL;
  15853. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  15854. sc->data[SC_WARM]->val4 = 0;
  15855. status_change_end(src, SC_WARM, INVALID_TIMER);
  15856. }
  15857. }
  15858. break;
  15859. case NC_NEUTRALBARRIER:
  15860. {
  15861. struct status_change *sc = NULL;
  15862. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  15863. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  15864. status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
  15865. }
  15866. }
  15867. break;
  15868. case NC_STEALTHFIELD:
  15869. {
  15870. struct status_change *sc = NULL;
  15871. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  15872. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  15873. status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
  15874. }
  15875. }
  15876. break;
  15877. case LG_BANDING:
  15878. {
  15879. struct status_change *sc = NULL;
  15880. if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
  15881. sc->data[SC_BANDING]->val4 = 0;
  15882. status_change_end(src,SC_BANDING,INVALID_TIMER);
  15883. }
  15884. }
  15885. break;
  15886. }
  15887. if (src->type==BL_PC && group->state.ammo_consume)
  15888. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  15889. group->alive_count=0;
  15890. // remove all unit cells
  15891. if(group->unit != NULL)
  15892. for( i = 0; i < group->unit_count; i++ )
  15893. skill_delunit(&group->unit[i]);
  15894. // clear Talkie-box string
  15895. if( group->valstr != NULL ) {
  15896. aFree(group->valstr);
  15897. group->valstr = NULL;
  15898. }
  15899. idb_remove(skillunit_group_db, group->group_id);
  15900. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  15901. group->unit = NULL;
  15902. group->group_id = 0;
  15903. group->unit_count = 0;
  15904. link_group_id = group->link_group_id;
  15905. group->link_group_id = 0;
  15906. // locate this group, swap with the last entry and delete it
  15907. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  15908. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL );
  15909. j--;
  15910. if( i < MAX_SKILLUNITGROUP ) {
  15911. ud->skillunit[i] = ud->skillunit[j];
  15912. ud->skillunit[j] = NULL;
  15913. ers_free(skill_unit_ers, group);
  15914. } else
  15915. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  15916. if(link_group_id) {
  15917. struct skill_unit_group* group_cur = skill_id2group(link_group_id);
  15918. if(group_cur)
  15919. skill_delunitgroup(group_cur);
  15920. }
  15921. return 1;
  15922. }
  15923. /**
  15924. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  15925. * @param src
  15926. */
  15927. void skill_clear_unitgroup(struct block_list *src)
  15928. {
  15929. struct unit_data *ud;
  15930. nullpo_retv(src);
  15931. nullpo_retv((ud = unit_bl2ud(src)));
  15932. while (ud->skillunit[0])
  15933. skill_delunitgroup(ud->skillunit[0]);
  15934. }
  15935. /**
  15936. * Search tickset for skill unit in skill unit group
  15937. * @param bl Block List for skill_unit
  15938. * @param group Skill unit group
  15939. * @param tick
  15940. * @return skill_unit_group_tickset if found
  15941. */
  15942. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, struct skill_unit_group *group, int tick)
  15943. {
  15944. int i, j = -1, s, id;
  15945. struct unit_data *ud;
  15946. struct skill_unit_group_tickset *set;
  15947. nullpo_ret(bl);
  15948. if (group->interval == -1)
  15949. return NULL;
  15950. ud = unit_bl2ud(bl);
  15951. if (!ud)
  15952. return NULL;
  15953. set = ud->skillunittick;
  15954. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  15955. id = s = group->skill_id;
  15956. else
  15957. id = s = group->group_id;
  15958. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  15959. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  15960. if (set[k].id == id)
  15961. return &set[k];
  15962. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  15963. j=k;
  15964. }
  15965. if (j == -1) {
  15966. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  15967. j = id % MAX_SKILLUNITGROUPTICKSET;
  15968. }
  15969. set[j].id = id;
  15970. set[j].tick = tick;
  15971. return &set[j];
  15972. }
  15973. /*==========================================
  15974. * Check for validity skill unit that triggered by skill_unit_timer_sub
  15975. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  15976. *------------------------------------------*/
  15977. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  15978. {
  15979. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  15980. struct skill_unit_group* group = NULL;
  15981. unsigned int tick = va_arg(ap,unsigned int);
  15982. nullpo_ret(unit);
  15983. if( !unit->alive || bl->prev == NULL )
  15984. return 0;
  15985. nullpo_ret(group = unit->group);
  15986. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && !(skill_get_inf3(group->skill_id)&(INF3_NOLP)) && group->skill_id != NC_NEUTRALBARRIER && map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR) )
  15987. return 0; //AoE skills are ineffective. [Skotlex]
  15988. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  15989. return 0;
  15990. skill_unit_onplace_timer(unit,bl,tick);
  15991. return 1;
  15992. }
  15993. /**
  15994. * @see DBApply
  15995. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  15996. */
  15997. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  15998. {
  15999. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  16000. struct skill_unit_group* group = NULL;
  16001. unsigned int tick = va_arg(ap,unsigned int);
  16002. bool dissonance;
  16003. struct block_list* bl = &unit->bl;
  16004. nullpo_ret(unit);
  16005. if( !unit->alive )
  16006. return 0;
  16007. nullpo_ret(group = unit->group);
  16008. // Check for expiration
  16009. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  16010. {// skill unit expired (inlined from skill_unit_onlimit())
  16011. switch( group->unit_id ) {
  16012. case UNT_BLASTMINE:
  16013. #ifdef RENEWAL
  16014. case UNT_CLAYMORETRAP:
  16015. #endif
  16016. case UNT_GROUNDDRIFT_WIND:
  16017. case UNT_GROUNDDRIFT_DARK:
  16018. case UNT_GROUNDDRIFT_POISON:
  16019. case UNT_GROUNDDRIFT_WATER:
  16020. case UNT_GROUNDDRIFT_FIRE:
  16021. group->unit_id = UNT_USED_TRAPS;
  16022. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  16023. group->limit=DIFF_TICK(tick+1500,group->tick);
  16024. unit->limit=DIFF_TICK(tick+1500,group->tick);
  16025. break;
  16026. case UNT_ANKLESNARE:
  16027. case UNT_ELECTRICSHOCKER:
  16028. if( group->val2 > 0 || group->val3 == SC_ESCAPE ) { //Used Trap doesn't return back to item
  16029. skill_delunit(unit);
  16030. break;
  16031. }
  16032. case UNT_SKIDTRAP:
  16033. case UNT_LANDMINE:
  16034. case UNT_SHOCKWAVE:
  16035. case UNT_SANDMAN:
  16036. case UNT_FLASHER:
  16037. case UNT_FREEZINGTRAP:
  16038. #ifndef RENEWAL
  16039. case UNT_CLAYMORETRAP:
  16040. #endif
  16041. case UNT_TALKIEBOX:
  16042. case UNT_CLUSTERBOMB:
  16043. case UNT_MAGENTATRAP:
  16044. case UNT_COBALTTRAP:
  16045. case UNT_MAIZETRAP:
  16046. case UNT_VERDURETRAP:
  16047. case UNT_FIRINGTRAP:
  16048. case UNT_ICEBOUNDTRAP:
  16049. {
  16050. struct block_list* src;
  16051. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  16052. { // revert unit back into a trap
  16053. struct item item_tmp;
  16054. memset(&item_tmp,0,sizeof(item_tmp));
  16055. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  16056. item_tmp.identify = 1;
  16057. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4);
  16058. }
  16059. skill_delunit(unit);
  16060. }
  16061. break;
  16062. case UNT_WARP_ACTIVE:
  16063. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  16064. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  16065. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  16066. // restart timers
  16067. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  16068. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  16069. // apply effect to all units standing on it
  16070. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  16071. break;
  16072. case UNT_CALLFAMILY:
  16073. {
  16074. struct map_session_data *sd = NULL;
  16075. if(group->val1) {
  16076. sd = map_charid2sd(group->val1);
  16077. group->val1 = 0;
  16078. if (sd && !map[sd->bl.m].flag.nowarp)
  16079. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16080. }
  16081. if(group->val2) {
  16082. sd = map_charid2sd(group->val2);
  16083. group->val2 = 0;
  16084. if (sd && !map[sd->bl.m].flag.nowarp)
  16085. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  16086. }
  16087. skill_delunit(unit);
  16088. }
  16089. break;
  16090. case UNT_REVERBERATION:
  16091. case UNT_NETHERWORLD:
  16092. if( unit->val1 <= 0 ) { // If it was deactivated.
  16093. skill_delunit(unit);
  16094. break;
  16095. }
  16096. clif_changetraplook(bl,UNT_USED_TRAPS);
  16097. if (group->unit_id == UNT_REVERBERATION)
  16098. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  16099. group->limit = DIFF_TICK(tick,group->tick) + 1500;
  16100. unit->limit = DIFF_TICK(tick,group->tick) + 1500;
  16101. group->unit_id = UNT_USED_TRAPS;
  16102. break;
  16103. case UNT_FEINTBOMB: {
  16104. struct block_list *src = map_id2bl(group->src_id);
  16105. struct status_change *sc;
  16106. if (src && (sc = status_get_sc(src)) != NULL && sc->data[SC__FEINTBOMB]) { // Copycat explodes if caster is still hidden.
  16107. map_foreachinrange(skill_area_sub, &group->unit->bl, unit->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  16108. status_change_end(bl, SC__FEINTBOMB, INVALID_TIMER);
  16109. }
  16110. skill_delunit(unit);
  16111. }
  16112. break;
  16113. case UNT_BANDING:
  16114. {
  16115. struct block_list *src = map_id2bl(group->src_id);
  16116. struct status_change *sc;
  16117. if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] ) {
  16118. skill_delunit(unit);
  16119. break;
  16120. }
  16121. // This unit isn't removed while SC_BANDING is active.
  16122. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  16123. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  16124. }
  16125. break;
  16126. case UNT_B_TRAP:
  16127. {
  16128. struct block_list* src;
  16129. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  16130. struct item item_tmp;
  16131. memset(&item_tmp, 0, sizeof(item_tmp));
  16132. item_tmp.nameid = group->item_id;
  16133. item_tmp.identify = 1;
  16134. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4);
  16135. }
  16136. skill_delunit(unit);
  16137. }
  16138. break;
  16139. default:
  16140. skill_delunit(unit);
  16141. }
  16142. } else {// skill unit is still active
  16143. switch( group->unit_id ) {
  16144. case UNT_ICEWALL:
  16145. // icewall loses 50 hp every second
  16146. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  16147. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  16148. unit->limit = DIFF_TICK(tick+700,group->tick);
  16149. break;
  16150. case UNT_BLASTMINE:
  16151. case UNT_SKIDTRAP:
  16152. case UNT_LANDMINE:
  16153. case UNT_SHOCKWAVE:
  16154. case UNT_SANDMAN:
  16155. case UNT_FLASHER:
  16156. case UNT_CLAYMORETRAP:
  16157. case UNT_FREEZINGTRAP:
  16158. case UNT_TALKIEBOX:
  16159. case UNT_ANKLESNARE:
  16160. case UNT_B_TRAP:
  16161. if( unit->val1 <= 0 ) {
  16162. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  16163. skill_delunit(unit);
  16164. else {
  16165. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  16166. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  16167. group->unit_id = UNT_USED_TRAPS;
  16168. }
  16169. }
  16170. break;
  16171. case UNT_REVERBERATION:
  16172. if (unit->val1 <= 0)
  16173. unit->limit = DIFF_TICK(tick, group->tick) + 700;
  16174. break;
  16175. case UNT_NETHERWORLD:
  16176. if (unit->val1 <= 0) {
  16177. clif_changetraplook(bl,UNT_USED_TRAPS);
  16178. group->limit = DIFF_TICK(tick,group->tick)+1000;
  16179. unit->limit = DIFF_TICK(tick,group->tick)+1000;
  16180. group->unit_id = UNT_USED_TRAPS;
  16181. }
  16182. break;
  16183. case UNT_WALLOFTHORN:
  16184. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  16185. skill_delunitgroup(group);
  16186. break;
  16187. }
  16188. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  16189. skill_delunit(unit);
  16190. break;
  16191. }
  16192. }
  16193. //Don't continue if unit or even group is expired and has been deleted.
  16194. if( !group || !unit->alive )
  16195. return 0;
  16196. dissonance = skill_dance_switch(unit, 0);
  16197. if( unit->range >= 0 && group->interval != -1 )
  16198. {
  16199. if( battle_config.skill_wall_check )
  16200. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16201. else
  16202. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  16203. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  16204. group->unit_id = UNT_USED_TRAPS;
  16205. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  16206. unit->range = -1; //Disable processed cell.
  16207. if (--group->val1 <= 0) { // number of live cells
  16208. //All tiles were processed, disable skill.
  16209. group->target_flag=BCT_NOONE;
  16210. group->bl_flag= BL_NUL;
  16211. }
  16212. }
  16213. }
  16214. if( dissonance )
  16215. skill_dance_switch(unit, 1);
  16216. return 0;
  16217. }
  16218. /*==========================================
  16219. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  16220. *------------------------------------------*/
  16221. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  16222. {
  16223. map_freeblock_lock();
  16224. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  16225. map_freeblock_unlock();
  16226. return 0;
  16227. }
  16228. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  16229. /*==========================================
  16230. * flag :
  16231. * 1 : store that skill_unit in array
  16232. * 2 : clear that skill_unit
  16233. * 4 : call_on_left
  16234. *------------------------------------------*/
  16235. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  16236. {
  16237. struct skill_unit* unit = (struct skill_unit *)bl;
  16238. struct skill_unit_group* group = NULL;
  16239. struct block_list* target = va_arg(ap,struct block_list*);
  16240. unsigned int tick = va_arg(ap,unsigned int);
  16241. int flag = va_arg(ap,int);
  16242. bool dissonance;
  16243. uint16 skill_id;
  16244. int i;
  16245. nullpo_ret(unit);
  16246. nullpo_ret(target);
  16247. if( !unit->alive || target->prev == NULL )
  16248. return 0;
  16249. nullpo_ret(group = unit->group);
  16250. if( flag&1 && ( unit->group->skill_id == PF_SPIDERWEB || unit->group->skill_id == GN_THORNS_TRAP ) )
  16251. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  16252. dissonance = skill_dance_switch(unit, 0);
  16253. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16254. skill_id = unit->group->skill_id;
  16255. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  16256. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  16257. if( dissonance ) {
  16258. skill_dance_switch(unit, 1);
  16259. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  16260. }
  16261. return 0;
  16262. }
  16263. //Target-type check.
  16264. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  16265. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  16266. if( flag&1 ) {
  16267. if( flag&2 ) { //Clear this skill id.
  16268. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  16269. if( i < ARRAYLENGTH(skill_unit_temp) )
  16270. skill_unit_temp[i] = 0;
  16271. }
  16272. } else {
  16273. if( flag&2 ) { //Store this skill id.
  16274. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16275. if( i < ARRAYLENGTH(skill_unit_temp) )
  16276. skill_unit_temp[i] = skill_id;
  16277. else
  16278. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16279. }
  16280. }
  16281. if( flag&4 )
  16282. skill_unit_onleft(skill_id,target,tick);
  16283. }
  16284. if( dissonance )
  16285. skill_dance_switch(unit, 1);
  16286. return 0;
  16287. } else {
  16288. if( flag&1 ) {
  16289. int result = skill_unit_onplace(unit,target,tick);
  16290. if( flag&2 && result ) { //Clear skill ids we have stored in onout.
  16291. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  16292. if( i < ARRAYLENGTH(skill_unit_temp) )
  16293. skill_unit_temp[i] = 0;
  16294. }
  16295. } else {
  16296. int result = skill_unit_onout(unit,target,tick);
  16297. if( flag&2 && result ) { //Store this unit id.
  16298. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  16299. if( i < ARRAYLENGTH(skill_unit_temp) )
  16300. skill_unit_temp[i] = skill_id;
  16301. else
  16302. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell! (skill_id: %hu)\n", skill_id );
  16303. }
  16304. }
  16305. //TODO: Normally, this is dangerous since the unit and group could be freed
  16306. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  16307. //cells do not get deleted within them. [Skotlex]
  16308. if( dissonance )
  16309. skill_dance_switch(unit, 1);
  16310. if( flag&4 )
  16311. skill_unit_onleft(skill_id,target,tick);
  16312. return 1;
  16313. }
  16314. }
  16315. /*==========================================
  16316. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  16317. * Flag values:
  16318. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  16319. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  16320. * units to figure out when they have left a group.
  16321. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  16322. *------------------------------------------*/
  16323. int skill_unit_move(struct block_list *bl, unsigned int tick, int flag)
  16324. {
  16325. nullpo_ret(bl);
  16326. if( bl->prev == NULL )
  16327. return 0;
  16328. if( flag&2 && !(flag&1) ) //Onout, clear data
  16329. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  16330. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  16331. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  16332. int i;
  16333. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  16334. if( skill_unit_temp[i] )
  16335. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  16336. }
  16337. return 0;
  16338. }
  16339. /*==========================================
  16340. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  16341. * @param bl Skill unit
  16342. * @param m Map
  16343. * @param dx
  16344. * @param dy
  16345. *------------------------------------------*/
  16346. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  16347. unsigned int tick = gettick();
  16348. struct skill_unit *su;
  16349. if (bl->type != BL_SKILL)
  16350. return;
  16351. if (!(su = (struct skill_unit *)bl))
  16352. return;
  16353. if (!su->alive)
  16354. return;
  16355. if (su->group && skill_get_unit_flag(su->group->skill_id)&UF_ENSEMBLE)
  16356. return; //Ensembles may not be moved around.
  16357. if (!bl->prev) {
  16358. bl->x = dx;
  16359. bl->y = dy;
  16360. return;
  16361. }
  16362. map_moveblock(bl, dx, dy, tick);
  16363. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  16364. clif_getareachar_skillunit(bl, su, AREA, 0);
  16365. return;
  16366. }
  16367. /**
  16368. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  16369. * @param group Skill Group
  16370. * @param m Map
  16371. * @param dx
  16372. * @param dy
  16373. */
  16374. void skill_unit_move_unit_group(struct skill_unit_group *group, int16 m, int16 dx, int16 dy)
  16375. {
  16376. int i, j;
  16377. unsigned int tick = gettick();
  16378. int *m_flag;
  16379. struct skill_unit *unit1;
  16380. struct skill_unit *unit2;
  16381. if (group == NULL)
  16382. return;
  16383. if (group->unit_count <= 0)
  16384. return;
  16385. if (group->unit == NULL)
  16386. return;
  16387. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  16388. return; //Ensembles may not be moved around.
  16389. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  16390. // m_flag
  16391. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  16392. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  16393. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  16394. // 3: Both 1+2.
  16395. for(i = 0; i < group->unit_count; i++) {
  16396. unit1 =& group->unit[i];
  16397. if (!unit1->alive || unit1->bl.m != m)
  16398. continue;
  16399. for(j = 0; j < group->unit_count; j++) {
  16400. unit2 = &group->unit[j];
  16401. if (!unit2->alive)
  16402. continue;
  16403. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  16404. m_flag[i] |= 0x1;
  16405. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  16406. m_flag[i] |= 0x2;
  16407. }
  16408. }
  16409. j = 0;
  16410. for (i = 0; i < group->unit_count; i++) {
  16411. unit1 = &group->unit[i];
  16412. if (!unit1->alive)
  16413. continue;
  16414. if (!(m_flag[i]&0x2)) {
  16415. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  16416. skill_dance_overlap(unit1, 0);
  16417. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  16418. }
  16419. //Move Cell using "smart" criteria (avoid useless moving around)
  16420. switch(m_flag[i]) {
  16421. case 0:
  16422. //Cell moves independently, safely move it.
  16423. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  16424. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  16425. break;
  16426. case 1:
  16427. //Cell moves unto another cell, look for a replacement cell that won't collide
  16428. //and has no cell moving into it (flag == 2)
  16429. for(; j < group->unit_count; j++) {
  16430. int dx2, dy2;
  16431. if(m_flag[j] != 2 || !group->unit[j].alive)
  16432. continue;
  16433. //Move to where this cell would had moved.
  16434. unit2 = &group->unit[j];
  16435. dx2 = unit2->bl.x + dx - unit1->bl.x;
  16436. dy2 = unit2->bl.y + dy - unit1->bl.y;
  16437. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  16438. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  16439. j++; //Skip this cell as we have used it.
  16440. break;
  16441. }
  16442. break;
  16443. case 2:
  16444. case 3:
  16445. break; //Don't move the cell as a cell will end on this tile anyway.
  16446. }
  16447. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  16448. if (group->state.song_dance&0x1) //Check for dissonance effect.
  16449. skill_dance_overlap(unit1, 1);
  16450. clif_getareachar_skillunit(&unit1->bl, unit1, AREA, 0);
  16451. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  16452. }
  16453. }
  16454. aFree(m_flag);
  16455. }
  16456. /**
  16457. * Checking product requirement in player's inventory.
  16458. * Checking if player has the item or not, the amount, and the weight limit.
  16459. * @param sd Player
  16460. * @param nameid Product requested
  16461. * @param trigger Trigger criteria to match will 'ItemLv'
  16462. * @param qty Amount of item will be created
  16463. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  16464. */
  16465. short skill_can_produce_mix(struct map_session_data *sd, unsigned short nameid, int trigger, int qty)
  16466. {
  16467. short i, j;
  16468. nullpo_ret(sd);
  16469. if (!nameid || !itemdb_exists(nameid))
  16470. return 0;
  16471. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  16472. if (skill_produce_db[i].nameid == nameid) {
  16473. if ((j = skill_produce_db[i].req_skill) > 0 &&
  16474. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  16475. continue; // must iterate again to check other skills that produce it. [malufett]
  16476. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  16477. continue; // special case
  16478. break;
  16479. }
  16480. }
  16481. if (i >= MAX_SKILL_PRODUCE_DB)
  16482. return 0;
  16483. // Cannot carry the produced stuff
  16484. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  16485. return 0;
  16486. // Matching the requested produce list
  16487. if (trigger >= 0) {
  16488. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  16489. if (skill_produce_db[i].itemlv != trigger)
  16490. return 0;
  16491. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  16492. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  16493. return 0;
  16494. } else { // Weapon (itemlv must be higher or equal)
  16495. if (skill_produce_db[i].itemlv > trigger)
  16496. return 0;
  16497. }
  16498. }
  16499. // Check on player's inventory
  16500. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  16501. unsigned short nameid_produce;
  16502. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  16503. continue;
  16504. if (skill_produce_db[i].mat_amount[j] == 0) {
  16505. if (pc_search_inventory(sd,nameid_produce) < 0)
  16506. return 0;
  16507. } else {
  16508. unsigned short idx, amt;
  16509. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  16510. if (sd->status.inventory[idx].nameid == nameid_produce)
  16511. amt += sd->status.inventory[idx].amount;
  16512. if (amt < qty * skill_produce_db[i].mat_amount[j])
  16513. return 0;
  16514. }
  16515. }
  16516. return i + 1;
  16517. }
  16518. /**
  16519. * Attempt to produce an item
  16520. * @param sd Player
  16521. * @param skill_id Skill used
  16522. * @param nameid Requested product
  16523. * @param slot1
  16524. * @param slot2
  16525. * @param slot3
  16526. * @param qty Amount of requested item
  16527. * @return True is success, False if failed
  16528. */
  16529. bool skill_produce_mix(struct map_session_data *sd, uint16 skill_id, unsigned short nameid, int slot1, int slot2, int slot3, int qty)
  16530. {
  16531. int slot[3];
  16532. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  16533. int num = -1; // exclude the recipe
  16534. struct status_data *status;
  16535. struct item_data* data;
  16536. nullpo_ret(sd);
  16537. status = status_get_status_data(&sd->bl);
  16538. if( sd->skill_id_old == skill_id )
  16539. skill_lv = sd->skill_lv_old;
  16540. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  16541. return false;
  16542. idx--;
  16543. if (qty < 1)
  16544. qty = 1;
  16545. if (!skill_id) //A skill can be specified for some override cases.
  16546. skill_id = skill_produce_db[idx].req_skill;
  16547. if( skill_id == GC_RESEARCHNEWPOISON )
  16548. skill_id = GC_CREATENEWPOISON;
  16549. slot[0] = slot1;
  16550. slot[1] = slot2;
  16551. slot[2] = slot3;
  16552. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  16553. short j;
  16554. if (slot[i] <= 0)
  16555. continue;
  16556. j = pc_search_inventory(sd,slot[i]);
  16557. if (j < 0)
  16558. continue;
  16559. if (slot[i] == ITEMID_STAR_CRUMB) {
  16560. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16561. sc++;
  16562. }
  16563. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  16564. static const int ele_table[4] = { 3, 1, 4, 2 };
  16565. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  16566. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  16567. }
  16568. }
  16569. if (skill_id == RK_RUNEMASTERY) {
  16570. int temp_qty, runemastery_skill_lv = pc_checkskill(sd,skill_id);
  16571. data = itemdb_search(nameid);
  16572. if (runemastery_skill_lv >= 10) temp_qty = 1 + rnd()%3;
  16573. else if (runemastery_skill_lv > 5) temp_qty = 1 + rnd()%2;
  16574. else temp_qty = 1;
  16575. if (data->stack.inventory) {
  16576. for (i = 0; i < MAX_INVENTORY; i++) {
  16577. if (sd->status.inventory[i].nameid == nameid) {
  16578. if (sd->status.inventory[i].amount >= data->stack.amount) {
  16579. clif_msgtable(sd->fd,RUNE_CANT_CREATE);
  16580. return 0;
  16581. } else {
  16582. // The amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  16583. if (temp_qty + sd->status.inventory[i].amount >= data->stack.amount)
  16584. temp_qty = data->stack.amount - sd->status.inventory[i].amount;
  16585. }
  16586. break;
  16587. }
  16588. }
  16589. }
  16590. qty = temp_qty;
  16591. }
  16592. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  16593. short id, x, j;
  16594. if (!(id = skill_produce_db[idx].mat_id[i]) || !itemdb_exists(id))
  16595. continue;
  16596. num++;
  16597. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  16598. do {
  16599. int y = 0;
  16600. j = pc_search_inventory(sd,id);
  16601. if (j >= 0) {
  16602. y = sd->status.inventory[j].amount;
  16603. if (y > x)
  16604. y = x;
  16605. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  16606. } else {
  16607. ShowError("skill_produce_mix: material item error\n");
  16608. return false;
  16609. }
  16610. x -= y;
  16611. } while( j >= 0 && x > 0 );
  16612. }
  16613. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB )))
  16614. wlv = itemdb_wlv(nameid);
  16615. if (!equip) {
  16616. switch (skill_id) {
  16617. case BS_IRON:
  16618. case BS_STEEL:
  16619. case BS_ENCHANTEDSTONE:
  16620. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  16621. i = pc_checkskill(sd,skill_id);
  16622. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  16623. switch (nameid) {
  16624. case ITEMID_IRON:
  16625. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  16626. break;
  16627. case ITEMID_STEEL:
  16628. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  16629. break;
  16630. case ITEMID_STAR_CRUMB:
  16631. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  16632. break;
  16633. default: // Enchanted Stones
  16634. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  16635. break;
  16636. }
  16637. break;
  16638. case ASC_CDP:
  16639. make_per = (2000 + 40*status->dex + 20*status->luk);
  16640. break;
  16641. case AL_HOLYWATER:
  16642. case AB_ANCILLA:
  16643. make_per = 100000; //100% success
  16644. break;
  16645. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  16646. case AM_TWILIGHT1:
  16647. case AM_TWILIGHT2:
  16648. case AM_TWILIGHT3:
  16649. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  16650. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  16651. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  16652. if (hom_is_active(sd->hd)) {//Player got a homun
  16653. int skill;
  16654. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  16655. make_per += skill*100; //+1% bonus per level
  16656. }
  16657. switch(nameid){
  16658. case ITEMID_RED_POTION:
  16659. case ITEMID_YELLOW_POTION:
  16660. case ITEMID_WHITE_POTION:
  16661. make_per += (1+rnd()%100)*10 + 2000;
  16662. break;
  16663. case ITEMID_ALCOHOL:
  16664. make_per += (1+rnd()%100)*10 + 1000;
  16665. break;
  16666. case ITEMID_FIRE_BOTTLE:
  16667. case ITEMID_ACID_BOTTLE:
  16668. case ITEMID_MAN_EATER_BOTTLE:
  16669. case ITEMID_MINI_BOTTLE:
  16670. make_per += (1+rnd()%100)*10;
  16671. break;
  16672. case ITEMID_YELLOW_SLIM_POTION:
  16673. make_per -= (1+rnd()%50)*10;
  16674. break;
  16675. case ITEMID_WHITE_SLIM_POTION:
  16676. case ITEMID_COATING_BOTTLE:
  16677. make_per -= (1+rnd()%100)*10;
  16678. break;
  16679. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  16680. case ITEMID_BLUE_POTION:
  16681. case ITEMID_RED_SLIM_POTION:
  16682. case ITEMID_ANODYNE:
  16683. case ITEMID_ALOEBERA:
  16684. default:
  16685. break;
  16686. }
  16687. if (battle_config.pp_rate != 100)
  16688. make_per = make_per * battle_config.pp_rate / 100;
  16689. break;
  16690. case SA_CREATECON: // Elemental Converter Creation
  16691. make_per = 100000; // should be 100% success rate
  16692. break;
  16693. case RK_RUNEMASTERY: {
  16694. int A = 100 * (51 + 2 * pc_checkskill(sd, skill_id));
  16695. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  16696. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  16697. int D = 0;
  16698. switch (nameid) { //rune rank it_diff 9 craftable rune
  16699. case ITEMID_BERKANA:
  16700. D = -2000;
  16701. break; //Rank S
  16702. case ITEMID_NAUTHIZ:
  16703. case ITEMID_URUZ:
  16704. D = -1500;
  16705. break; //Rank A
  16706. case ITEMID_ISA:
  16707. case ITEMID_WYRD:
  16708. D = -1000;
  16709. break; //Rank B
  16710. case ITEMID_RAIDO:
  16711. case ITEMID_THURISAZ:
  16712. case ITEMID_HAGALAZ:
  16713. case ITEMID_OTHILA:
  16714. D = -500;
  16715. break; //Rank C
  16716. default:
  16717. D = -1500;
  16718. break; //not specified =-15%
  16719. }
  16720. make_per = A + B + C + D;
  16721. }
  16722. break;
  16723. case GC_CREATENEWPOISON:
  16724. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16725. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  16726. break;
  16727. case GN_CHANGEMATERIAL:
  16728. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16729. if (skill_changematerial_db[i].nameid == nameid) {
  16730. make_per = skill_changematerial_db[i].rate * 10;
  16731. break;
  16732. }
  16733. }
  16734. break;
  16735. case GN_S_PHARMACY:
  16736. {
  16737. int difficulty = (620 - 20 * skill_lv);// (620 - 20 * Skill Level)
  16738. make_per = status->int_ + status->dex/2 + status->luk + sd->status.job_level + (30+rnd()%120) + // (Caster?s INT) + (Caster?s DEX / 2) + (Caster?s LUK) + (Caster?s Job Level) + Random number between (30 ~ 150) +
  16739. (sd->status.base_level-100) + pc_checkskill(sd, AM_LEARNINGPOTION) + pc_checkskill(sd, CR_FULLPROTECTION)*(4+rnd()%6); // (Caster?s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10)
  16740. switch(nameid){// difficulty factor
  16741. case ITEMID_HP_INCREASE_POTION_SMALL:
  16742. case ITEMID_SP_INCREASE_POTION_SMALL:
  16743. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  16744. difficulty += 10;
  16745. break;
  16746. case ITEMID_BOMB_MUSHROOM_SPORE:
  16747. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  16748. difficulty += 15;
  16749. break;
  16750. case ITEMID_BANANA_BOMB:
  16751. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  16752. case ITEMID_SP_INCREASE_POTION_LARGE:
  16753. case ITEMID_VITATA500:
  16754. difficulty += 20;
  16755. break;
  16756. case ITEMID_SEED_OF_HORNY_PLANT:
  16757. case ITEMID_BLOODSUCK_PLANT_SEED:
  16758. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  16759. difficulty += 30;
  16760. break;
  16761. case ITEMID_HP_INCREASE_POTION_LARGE:
  16762. case ITEMID_CURE_FREE:
  16763. difficulty += 40;
  16764. break;
  16765. }
  16766. if( make_per >= 400 && make_per > difficulty)
  16767. qty = 10;
  16768. else if( make_per >= 300 && make_per > difficulty)
  16769. qty = 7;
  16770. else if( make_per >= 100 && make_per > difficulty)
  16771. qty = 6;
  16772. else if( make_per >= 1 && make_per > difficulty)
  16773. qty = 5;
  16774. else
  16775. qty = 4;
  16776. make_per = 10000;
  16777. }
  16778. break;
  16779. case GN_MAKEBOMB:
  16780. case GN_MIX_COOKING:
  16781. {
  16782. int difficulty = 30 + rnd()%120; // Random number between (30 ~ 150)
  16783. 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)
  16784. qty = ~(5 + rnd()%5) + 1;
  16785. switch(nameid){// difficulty factor
  16786. case ITEMID_APPLE_BOMB:
  16787. difficulty += 5;
  16788. break;
  16789. case ITEMID_COCONUT_BOMB:
  16790. case ITEMID_MELON_BOMB:
  16791. difficulty += 10;
  16792. break;
  16793. case ITEMID_SAVAGE_FULL_ROAST:
  16794. case ITEMID_COCKTAIL_WARG_BLOOD:
  16795. case ITEMID_MINOR_STEW:
  16796. case ITEMID_SIROMA_ICED_TEA:
  16797. case ITEMID_DROSERA_HERB_SALAD:
  16798. case ITEMID_PETITE_TAIL_NOODLES:
  16799. case ITEMID_PINEAPPLE_BOMB:
  16800. difficulty += 15;
  16801. break;
  16802. case ITEMID_BANANA_BOMB:
  16803. difficulty += 20;
  16804. break;
  16805. }
  16806. if( make_per >= 30 && make_per > difficulty)
  16807. qty = 10 + rnd()%2;
  16808. else if( make_per >= 10 && make_per > difficulty)
  16809. qty = 10;
  16810. else if( make_per == 10 && make_per > difficulty)
  16811. qty = 8;
  16812. else if( (make_per >= 50 || make_per < 30) && make_per < difficulty)
  16813. ;// Food/Bomb creation fails.
  16814. else if( make_per >= 30 && make_per < difficulty)
  16815. qty = 5;
  16816. if( qty < 0 || (skill_lv == 1 && make_per < difficulty)){
  16817. qty = ~qty + 1;
  16818. make_per = 0;
  16819. }
  16820. else
  16821. make_per = 10000;
  16822. qty = (skill_lv > 1 ? qty : 1);
  16823. }
  16824. break;
  16825. default:
  16826. if (sd->menuskill_id == AM_PHARMACY &&
  16827. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  16828. { //Assume Cooking Dish
  16829. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  16830. make_per = 10000; //100% Success
  16831. else
  16832. make_per = 1200 * (sd->menuskill_val - 10)
  16833. + 20 * (sd->status.base_level + 1)
  16834. + 20 * (status->dex + 1)
  16835. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  16836. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  16837. - 10 * (100 - status->luk + 1)
  16838. - 500 * (num - 1)
  16839. - 100 * (rnd()%4 + 1);
  16840. break;
  16841. }
  16842. make_per = 5000;
  16843. break;
  16844. }
  16845. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  16846. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  16847. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  16848. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  16849. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  16850. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > 0) make_per+= 1000; // Emperium Anvil: +10
  16851. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > 0) make_per+= 500; // Golden Anvil: +5
  16852. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > 0) make_per+= 300; // Oridecon Anvil: +3
  16853. else if (pc_search_inventory(sd,ITEMID_ANVIL) > 0) make_per+= 0; // Anvil: +0?
  16854. if (battle_config.wp_rate != 100)
  16855. make_per = make_per * battle_config.wp_rate / 100;
  16856. }
  16857. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  16858. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  16859. if (make_per < 1) make_per = 1;
  16860. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  16861. struct item tmp_item;
  16862. memset(&tmp_item,0,sizeof(tmp_item));
  16863. tmp_item.nameid = nameid;
  16864. tmp_item.amount = 1;
  16865. tmp_item.identify = 1;
  16866. if (equip) {
  16867. tmp_item.card[0] = CARD0_FORGE;
  16868. tmp_item.card[1] = ((sc*5)<<8)+ele;
  16869. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16870. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16871. } else {
  16872. //Flag is only used on the end, so it can be used here. [Skotlex]
  16873. switch (skill_id) {
  16874. case BS_DAGGER:
  16875. case BS_SWORD:
  16876. case BS_TWOHANDSWORD:
  16877. case BS_AXE:
  16878. case BS_MACE:
  16879. case BS_KNUCKLE:
  16880. case BS_SPEAR:
  16881. flag = battle_config.produce_item_name_input&0x1;
  16882. break;
  16883. case AM_PHARMACY:
  16884. case AM_TWILIGHT1:
  16885. case AM_TWILIGHT2:
  16886. case AM_TWILIGHT3:
  16887. flag = battle_config.produce_item_name_input&0x2;
  16888. break;
  16889. case AL_HOLYWATER:
  16890. case AB_ANCILLA:
  16891. flag = battle_config.produce_item_name_input&0x8;
  16892. break;
  16893. case ASC_CDP:
  16894. flag = battle_config.produce_item_name_input&0x10;
  16895. break;
  16896. default:
  16897. flag = battle_config.produce_item_name_input&0x80;
  16898. break;
  16899. }
  16900. if (flag) {
  16901. tmp_item.card[0] = CARD0_CREATE;
  16902. tmp_item.card[1] = 0;
  16903. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  16904. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  16905. }
  16906. }
  16907. // if(log_config.produce > 0)
  16908. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  16909. //TODO update PICKLOG
  16910. if (equip) {
  16911. clif_produceeffect(sd,0,nameid);
  16912. clif_misceffect(&sd->bl,3);
  16913. if (itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  16914. pc_addfame(sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  16915. } else {
  16916. int fame = 0;
  16917. tmp_item.amount = 0;
  16918. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  16919. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) && make_per > 1) {
  16920. tmp_item.amount = qty;
  16921. break;
  16922. }
  16923. if (qty == 1 || rnd()%10000 < make_per) { //Success
  16924. tmp_item.amount++;
  16925. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  16926. continue;
  16927. if (skill_id != AM_PHARMACY &&
  16928. skill_id != AM_TWILIGHT1 &&
  16929. skill_id != AM_TWILIGHT2 &&
  16930. skill_id != AM_TWILIGHT3)
  16931. continue;
  16932. //Add fame as needed.
  16933. switch(++sd->potion_success_counter) {
  16934. case 3:
  16935. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  16936. break;
  16937. case 5:
  16938. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  16939. break;
  16940. case 7:
  16941. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  16942. break;
  16943. case 10:
  16944. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  16945. sd->potion_success_counter = 0;
  16946. break;
  16947. }
  16948. } else //Failure
  16949. sd->potion_success_counter = 0;
  16950. }
  16951. if (fame)
  16952. pc_addfame(sd,fame);
  16953. //Visual effects and the like.
  16954. switch (skill_id) {
  16955. case AM_PHARMACY:
  16956. case AM_TWILIGHT1:
  16957. case AM_TWILIGHT2:
  16958. case AM_TWILIGHT3:
  16959. case ASC_CDP:
  16960. case GC_CREATENEWPOISON:
  16961. clif_produceeffect(sd,2,nameid);
  16962. clif_misceffect(&sd->bl,5);
  16963. break;
  16964. case BS_IRON:
  16965. case BS_STEEL:
  16966. case BS_ENCHANTEDSTONE:
  16967. clif_produceeffect(sd,0,nameid);
  16968. clif_misceffect(&sd->bl,3);
  16969. break;
  16970. case RK_RUNEMASTERY:
  16971. clif_produceeffect(sd,4,nameid);
  16972. clif_misceffect(&sd->bl,5);
  16973. break;
  16974. default: //Those that don't require a skill?
  16975. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  16976. clif_specialeffect(&sd->bl, 608, AREA);
  16977. if (sd->cook_mastery < 1999)
  16978. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  16979. }
  16980. break;
  16981. }
  16982. }
  16983. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  16984. int j, k = 0;
  16985. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  16986. if (skill_changematerial_db[i].nameid == nameid){
  16987. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  16988. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  16989. tmp_item.amount = qty * skill_changematerial_db[i].qty[j];
  16990. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  16991. clif_additem(sd,0,0,flag);
  16992. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  16993. }
  16994. k++;
  16995. }
  16996. }
  16997. break;
  16998. }
  16999. }
  17000. if (k) {
  17001. clif_produceeffect(sd,6,nameid);
  17002. clif_misceffect(&sd->bl,5);
  17003. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17004. return true;
  17005. }
  17006. } else if (tmp_item.amount) { //Success
  17007. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17008. clif_additem(sd,0,0,flag);
  17009. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17010. }
  17011. if (skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY) {
  17012. clif_produceeffect(sd,6,nameid);
  17013. clif_misceffect(&sd->bl,5);
  17014. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  17015. }
  17016. return true;
  17017. }
  17018. }
  17019. //Failure
  17020. // if(log_config.produce)
  17021. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  17022. //TODO update PICKLOG
  17023. if (equip) {
  17024. clif_produceeffect(sd,1,nameid);
  17025. clif_misceffect(&sd->bl,2);
  17026. } else {
  17027. switch (skill_id) {
  17028. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  17029. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  17030. case AM_PHARMACY:
  17031. case AM_TWILIGHT1:
  17032. case AM_TWILIGHT2:
  17033. case AM_TWILIGHT3:
  17034. case GC_CREATENEWPOISON:
  17035. clif_produceeffect(sd,3,nameid);
  17036. clif_misceffect(&sd->bl,6);
  17037. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  17038. break;
  17039. case BS_IRON:
  17040. case BS_STEEL:
  17041. case BS_ENCHANTEDSTONE:
  17042. clif_produceeffect(sd,1,nameid);
  17043. clif_misceffect(&sd->bl,2);
  17044. break;
  17045. case RK_RUNEMASTERY:
  17046. clif_produceeffect(sd,5,nameid);
  17047. clif_misceffect(&sd->bl,6);
  17048. break;
  17049. case GN_MIX_COOKING:
  17050. {
  17051. struct item tmp_item;
  17052. const int compensation[5] = {ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER};
  17053. int rate = rnd()%500;
  17054. memset(&tmp_item,0,sizeof(tmp_item));
  17055. if (rate < 50) i = 4;
  17056. else if (rate < 100) i = 2+rnd()%1;
  17057. else if (rate < 250) i = 1;
  17058. else if (rate < 500) i = 0;
  17059. tmp_item.nameid = compensation[i];
  17060. tmp_item.amount = qty;
  17061. tmp_item.identify = 1;
  17062. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17063. clif_additem(sd,0,0,flag);
  17064. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17065. }
  17066. clif_produceeffect(sd,7,nameid);
  17067. clif_misceffect(&sd->bl,6);
  17068. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17069. }
  17070. break;
  17071. case GN_MAKEBOMB:
  17072. case GN_S_PHARMACY:
  17073. case GN_CHANGEMATERIAL:
  17074. clif_produceeffect(sd,7,nameid);
  17075. clif_misceffect(&sd->bl,6);
  17076. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  17077. break;
  17078. default:
  17079. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  17080. clif_specialeffect(&sd->bl, 609, AREA);
  17081. if (sd->cook_mastery > 0)
  17082. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  17083. }
  17084. break;
  17085. }
  17086. }
  17087. return false;
  17088. }
  17089. /**
  17090. * Attempt to create arrow by specified material
  17091. * @param sd Player
  17092. * @param nameid Item ID of material
  17093. * @return True if created, False is failed
  17094. */
  17095. bool skill_arrow_create(struct map_session_data *sd, unsigned short nameid)
  17096. {
  17097. short i, j, idx = -1;
  17098. struct item tmp_item;
  17099. nullpo_ret(sd);
  17100. if (!nameid || !itemdb_exists(nameid) || !skill_arrow_count)
  17101. return false;
  17102. for (i = 0; i < MAX_SKILL_ARROW_DB;i++) {
  17103. if (nameid == skill_arrow_db[i].nameid) {
  17104. idx = i;
  17105. break;
  17106. }
  17107. }
  17108. if (!idx || (j = pc_search_inventory(sd,nameid)) < 0)
  17109. return false;
  17110. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  17111. for (i = 0; i < MAX_ARROW_RESULT; i++) {
  17112. char flag = 0;
  17113. if (skill_arrow_db[idx].cre_id[i] == 0 || !itemdb_exists(skill_arrow_db[idx].cre_id[i]) || skill_arrow_db[idx].cre_amount[i] == 0)
  17114. continue;
  17115. memset(&tmp_item,0,sizeof(tmp_item));
  17116. tmp_item.identify = 1;
  17117. tmp_item.nameid = skill_arrow_db[idx].cre_id[i];
  17118. tmp_item.amount = skill_arrow_db[idx].cre_amount[i];
  17119. if (battle_config.produce_item_name_input&0x4) {
  17120. tmp_item.card[0] = CARD0_CREATE;
  17121. tmp_item.card[1] = 0;
  17122. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  17123. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  17124. }
  17125. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  17126. clif_additem(sd,0,0,flag);
  17127. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17128. }
  17129. }
  17130. return true;
  17131. }
  17132. /**
  17133. * Enchant weapon with poison
  17134. * @param sd Player
  17135. * @nameid Item ID of poison type
  17136. */
  17137. int skill_poisoningweapon(struct map_session_data *sd, unsigned short nameid)
  17138. {
  17139. sc_type type;
  17140. int chance, i;
  17141. //uint16 msg = 1443; //Official is using msgstringtable.txt
  17142. char output[CHAT_SIZE_MAX];
  17143. const char *msg;
  17144. nullpo_ret(sd);
  17145. if( !nameid || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17146. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17147. return 0;
  17148. }
  17149. switch( nameid ) { // t_lv used to take duration from skill_get_time2
  17150. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  17151. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  17152. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  17153. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  17154. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  17155. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  17156. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  17157. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  17158. default:
  17159. clif_skill_fail(sd,GC_POISONINGWEAPON,USESKILL_FAIL_LEVEL,0);
  17160. return 0;
  17161. }
  17162. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  17163. 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
  17164. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd->menuskill_val));
  17165. sprintf(output, msg_txt(sd,721), msg);
  17166. clif_colormes(sd,color_table[COLOR_WHITE],output);
  17167. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  17168. clif_msg(sd,msg);
  17169. #endif*/
  17170. return 0;
  17171. }
  17172. static void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  17173. {
  17174. struct status_change *sc = status_get_sc(bl);
  17175. // non-offensive and non-magic skills do not affect the status
  17176. if (skill_get_nk(skill_id)&NK_NO_DAMAGE || !(skill_get_type(skill_id)&BF_MAGIC))
  17177. return;
  17178. if (sc && sc->count && sc->data[SC_MAGICPOWER]) {
  17179. if (sc->data[SC_MAGICPOWER]->val4) {
  17180. status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
  17181. } else {
  17182. sc->data[SC_MAGICPOWER]->val4 = 1;
  17183. status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
  17184. #ifndef RENEWAL
  17185. if(bl->type == BL_PC){// update current display.
  17186. clif_updatestatus(((TBL_PC *)bl),SP_MATK1);
  17187. clif_updatestatus(((TBL_PC *)bl),SP_MATK2);
  17188. }
  17189. #endif
  17190. }
  17191. }
  17192. }
  17193. int skill_magicdecoy(struct map_session_data *sd, unsigned short nameid) {
  17194. int x, y, i, class_, skill;
  17195. struct mob_data *md;
  17196. nullpo_ret(sd);
  17197. skill = sd->menuskill_val;
  17198. if( !nameid || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  17199. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17200. return 0;
  17201. }
  17202. // Spawn Position
  17203. pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
  17204. x = sd->sc.comet_x;
  17205. y = sd->sc.comet_y;
  17206. sd->sc.comet_x = sd->sc.comet_y = 0;
  17207. sd->menuskill_val = 0;
  17208. // Item picked decides the mob class
  17209. switch(nameid) {
  17210. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  17211. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  17212. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  17213. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  17214. default:
  17215. clif_skill_fail(sd,NC_MAGICDECOY,USESKILL_FAIL_LEVEL,0);
  17216. return 0;
  17217. }
  17218. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "", SZ_SMALL, AI_NONE);
  17219. if( md ) {
  17220. struct unit_data *ud = unit_bl2ud(&md->bl);
  17221. md->master_id = sd->bl.id;
  17222. md->special_state.ai = AI_FAW;
  17223. if(ud) {
  17224. ud->skill_id = NC_MAGICDECOY;
  17225. ud->skill_lv = skill;
  17226. }
  17227. if( md->deletetimer != INVALID_TIMER )
  17228. delete_timer(md->deletetimer, mob_timer_delete);
  17229. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  17230. mob_spawn(md);
  17231. }
  17232. return 0;
  17233. }
  17234. // Warlock Spellbooks. [LimitLine/3CeAM]
  17235. void skill_spellbook (struct map_session_data *sd, unsigned short nameid) {
  17236. int i, max_preserve, skill_id, point;
  17237. struct status_change *sc;
  17238. nullpo_retv(sd);
  17239. sc = status_get_sc(&sd->bl);
  17240. status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
  17241. for (i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  17242. if( sc && !sc->data[i] )
  17243. break;
  17244. }
  17245. if( i > SC_MAXSPELLBOOK ) {
  17246. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING, 0);
  17247. return;
  17248. }
  17249. if (!skill_spellbook_count)
  17250. return;
  17251. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  17252. if( i == MAX_SKILL_SPELLBOOK_DB )
  17253. return;
  17254. if( !pc_checkskill(sd, (skill_id = skill_spellbook_db[i].skill_id)) ) { // User don't know the skill
  17255. sc_start(&sd->bl,&sd->bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(sd,WL_READING_SB)));
  17256. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP, 0);
  17257. return;
  17258. }
  17259. max_preserve = 4 * pc_checkskill(sd, WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  17260. point = skill_spellbook_db[i].point;
  17261. if( sc && sc->data[SC_READING_SB] ) {
  17262. if( (sc->data[SC_READING_SB]->val2 + point) > max_preserve ) {
  17263. clif_skill_fail(sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT, 0);
  17264. return;
  17265. }
  17266. for(i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--){ // This is how official saves spellbook. [malufett]
  17267. if( !sc->data[i] ){
  17268. sc->data[SC_READING_SB]->val2 += point; // increase points
  17269. sc_start4(&sd->bl,&sd->bl, (sc_type)i, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17270. break;
  17271. }
  17272. }
  17273. } else {
  17274. sc_start2(&sd->bl,&sd->bl, SC_READING_SB, 100, 0, point, INVALID_TIMER);
  17275. sc_start4(&sd->bl,&sd->bl, SC_MAXSPELLBOOK, 100, skill_id, pc_checkskill(sd,skill_id), point, 0, INVALID_TIMER);
  17276. }
  17277. // Reading Spell Book SP cost same as the sealed spell.
  17278. status_zap(&sd->bl, 0, skill_get_sp(skill_id, pc_checkskill(sd, skill_id)));
  17279. }
  17280. int skill_select_menu(struct map_session_data *sd,uint16 skill_id) {
  17281. int lv, prob, aslvl = 0;
  17282. uint16 id, sk_idx = 0;
  17283. nullpo_ret(sd);
  17284. if (sd->sc.data[SC_STOP]) {
  17285. aslvl = sd->sc.data[SC_STOP]->val1;
  17286. status_change_end(&sd->bl,SC_STOP,INVALID_TIMER);
  17287. }
  17288. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  17289. return 0;
  17290. if( !(skill_get_inf2(skill_id)&INF2_AUTOSHADOWSPELL) || (id = sd->status.skill[sk_idx].id) == 0 || sd->status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  17291. clif_skill_fail(sd,SC_AUTOSHADOWSPELL,USESKILL_FAIL_LEVEL,0);
  17292. return 0;
  17293. }
  17294. lv = (aslvl + 1) / 2; // The level the skill will be autocasted
  17295. lv = min(lv,sd->status.skill[sk_idx].lv);
  17296. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  17297. sc_start4(&sd->bl,&sd->bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,0,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  17298. return 0;
  17299. }
  17300. int skill_elementalanalysis(struct map_session_data* sd, int n, uint16 skill_lv, unsigned short* item_list) {
  17301. int i;
  17302. nullpo_ret(sd);
  17303. nullpo_ret(item_list);
  17304. if( n <= 0 )
  17305. return 1;
  17306. for( i = 0; i < n; i++ ) {
  17307. unsigned short nameid;
  17308. int add_amount, del_amount, idx, product;
  17309. struct item tmp_item;
  17310. idx = item_list[i*2+0]-2;
  17311. del_amount = item_list[i*2+1];
  17312. if( skill_lv == 2 )
  17313. del_amount -= (del_amount % 10);
  17314. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  17315. if( (nameid = sd->status.inventory[idx].nameid) <= 0 || del_amount > sd->status.inventory[idx].amount ) {
  17316. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17317. return 1;
  17318. }
  17319. switch( nameid ) {
  17320. // Level 1
  17321. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  17322. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  17323. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  17324. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  17325. // Level 2
  17326. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  17327. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  17328. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  17329. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  17330. default:
  17331. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17332. return 1;
  17333. }
  17334. if( pc_delitem(sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  17335. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17336. return 1;
  17337. }
  17338. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  17339. clif_skill_fail(sd,SO_EL_ANALYSIS,USESKILL_FAIL_LEVEL,0);
  17340. return 1;
  17341. }
  17342. memset(&tmp_item,0,sizeof(tmp_item));
  17343. tmp_item.nameid = product;
  17344. tmp_item.amount = add_amount;
  17345. tmp_item.identify = 1;
  17346. if( tmp_item.amount ) {
  17347. unsigned char flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  17348. if( flag != 0 ) {
  17349. clif_additem(sd,0,0,flag);
  17350. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  17351. }
  17352. }
  17353. }
  17354. return 0;
  17355. }
  17356. int skill_changematerial(struct map_session_data *sd, int n, unsigned short *item_list) {
  17357. int i, j, k, c, p = 0, amount;
  17358. unsigned short nameid;
  17359. nullpo_ret(sd);
  17360. nullpo_ret(item_list);
  17361. // Search for objects that can be created.
  17362. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  17363. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  17364. p = 0;
  17365. do {
  17366. c = 0;
  17367. // Verification of overlap between the objects required and the list submitted.
  17368. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  17369. if( skill_produce_db[i].mat_id[j] > 0 ) {
  17370. for( k = 0; k < n; k++ ) {
  17371. int idx = item_list[k*2+0]-2;
  17372. nameid = sd->status.inventory[idx].nameid;
  17373. amount = item_list[k*2+1];
  17374. if( nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  17375. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  17376. return 0;
  17377. }
  17378. 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]
  17379. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  17380. c++; // match
  17381. }
  17382. }
  17383. else
  17384. break; // No more items required
  17385. }
  17386. p++;
  17387. } while(n == j && c == n);
  17388. p--;
  17389. if ( p > 0 ) {
  17390. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p);
  17391. return 1;
  17392. }
  17393. }
  17394. }
  17395. if( p == 0)
  17396. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  17397. return 0;
  17398. }
  17399. /**
  17400. * For Royal Guard's LG_TRAMPLE
  17401. */
  17402. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  17403. {
  17404. struct skill_unit *su = (struct skill_unit *)bl;
  17405. struct skill_unit_group *sg = NULL;
  17406. unsigned int tick;
  17407. nullpo_ret(su);
  17408. tick = va_arg(ap, unsigned int);
  17409. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP) {
  17410. switch( sg->unit_id ) {
  17411. case UNT_CLAYMORETRAP:
  17412. case UNT_FIRINGTRAP:
  17413. case UNT_ICEBOUNDTRAP:
  17414. 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);
  17415. break;
  17416. case UNT_LANDMINE:
  17417. case UNT_BLASTMINE:
  17418. case UNT_SHOCKWAVE:
  17419. case UNT_SANDMAN:
  17420. case UNT_FLASHER:
  17421. case UNT_FREEZINGTRAP:
  17422. case UNT_CLUSTERBOMB:
  17423. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  17424. break;
  17425. }
  17426. // Traps aren't recovered.
  17427. skill_delunit(su);
  17428. }
  17429. return 0;
  17430. }
  17431. /*==========================================
  17432. *
  17433. *------------------------------------------*/
  17434. int skill_blockpc_get(struct map_session_data *sd, int skillid) {
  17435. int i;
  17436. nullpo_retr(-1, sd);
  17437. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  17438. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  17439. }
  17440. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data) {
  17441. struct map_session_data *sd = map_id2sd(id);
  17442. int i = (int)data;
  17443. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  17444. return 0;
  17445. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  17446. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  17447. return 0;
  17448. }
  17449. aFree(sd->scd[i]);
  17450. sd->scd[i] = NULL;
  17451. return 1;
  17452. }
  17453. /**
  17454. * Flags a singular skill as being blocked from persistent usage.
  17455. * @param sd the player the skill delay affects
  17456. * @param skill_id the skill which should be delayed
  17457. * @param tick the length of time the delay should last
  17458. * @param load whether this assignment is being loaded upon player login
  17459. * @return 0 if successful, -1 otherwise
  17460. */
  17461. int skill_blockpc_start(struct map_session_data *sd, int skill_id, int tick) {
  17462. int i;
  17463. nullpo_retr(-1, sd);
  17464. if (!skill_id || tick < 1)
  17465. return -1;
  17466. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  17467. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  17468. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17469. aFree(sd->scd[i]);
  17470. sd->scd[i] = NULL;
  17471. }
  17472. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  17473. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  17474. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  17475. sd->scd[i]->skill_id = skill_id;
  17476. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  17477. if (battle_config.display_status_timers && tick > 0)
  17478. clif_skill_cooldown(sd, skill_id, tick);
  17479. return 1;
  17480. } else {
  17481. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  17482. return 0;
  17483. }
  17484. }
  17485. int skill_blockpc_clear(struct map_session_data *sd) {
  17486. int i;
  17487. nullpo_ret(sd);
  17488. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  17489. if (!sd->scd[i])
  17490. continue;
  17491. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  17492. aFree(sd->scd[i]);
  17493. sd->scd[i] = NULL;
  17494. }
  17495. return 1;
  17496. }
  17497. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17498. {
  17499. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  17500. if (data <= 0 || data >= SKILL_MAX_DB())
  17501. return 0;
  17502. if (hd)
  17503. hd->blockskill[data] = 0;
  17504. return 1;
  17505. }
  17506. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  17507. {
  17508. uint16 idx = skill_get_index(skill_id);
  17509. nullpo_retr(-1, hd);
  17510. if (!idx)
  17511. return -1;
  17512. if (tick < 1) {
  17513. hd->blockskill[idx] = 0;
  17514. return -1;
  17515. }
  17516. hd->blockskill[idx] = 1;
  17517. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, idx);
  17518. }
  17519. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  17520. {
  17521. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  17522. if( data <= 0 || data >= SKILL_MAX_DB() )
  17523. return 0;
  17524. if( md )
  17525. md->blockskill[data] = 0;
  17526. return 1;
  17527. }
  17528. int skill_blockmerc_start(struct mercenary_data *md, uint16 skill_id, int tick)
  17529. {
  17530. uint16 idx = skill_get_index(skill_id);
  17531. nullpo_retr(-1, md);
  17532. if( !idx )
  17533. return -1;
  17534. if( tick < 1 ) {
  17535. md->blockskill[idx] = 0;
  17536. return -1;
  17537. }
  17538. md->blockskill[idx] = 1;
  17539. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, idx);
  17540. }
  17541. /**
  17542. * Adds a new skill unit entry for this player to recast after map load
  17543. */
  17544. void skill_usave_add(struct map_session_data * sd, uint16 skill_id, uint16 skill_lv) {
  17545. struct skill_usave * sus = NULL;
  17546. if( idb_exists(skillusave_db,sd->status.char_id) ) {
  17547. idb_remove(skillusave_db,sd->status.char_id);
  17548. }
  17549. CREATE(sus, struct skill_usave, 1);
  17550. idb_put(skillusave_db, sd->status.char_id, sus);
  17551. sus->skill_id = skill_id;
  17552. sus->skill_lv = skill_lv;
  17553. return;
  17554. }
  17555. void skill_usave_trigger(struct map_session_data *sd) {
  17556. struct skill_usave * sus = NULL;
  17557. if( ! (sus = idb_get(skillusave_db,sd->status.char_id)) )
  17558. return;
  17559. skill_unitsetting(&sd->bl,sus->skill_id,sus->skill_lv,sd->bl.x,sd->bl.y,0);
  17560. idb_remove(skillusave_db,sd->status.char_id);
  17561. return;
  17562. }
  17563. /*
  17564. *
  17565. */
  17566. int skill_split_str (char *str, char **val, int num)
  17567. {
  17568. int i;
  17569. for( i = 0; i < num && str; i++ ) {
  17570. val[i] = str;
  17571. str = strchr(str,',');
  17572. if( str )
  17573. *str++ = 0;
  17574. }
  17575. return i;
  17576. }
  17577. /**
  17578. * Split the string with ':' as separator and put each value for a skilllv
  17579. * if no more value found put the latest to fill the array
  17580. * @param str : string to split
  17581. * @param val : array of MAX_SKILL_LEVEL to put value into
  17582. * @return 0:error, x:number of value assign (should be MAX_SKILL_LEVEL)
  17583. */
  17584. int skill_split_atoi (char *str, int *val)
  17585. {
  17586. int i, j, step = 1;
  17587. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  17588. if (!str) break;
  17589. val[i] = atoi(str);
  17590. str = strchr(str,':');
  17591. if (str)
  17592. *str++=0;
  17593. }
  17594. if(i==0) //No data found.
  17595. return 0;
  17596. if(i==1) { //Single value, have the whole range have the same value.
  17597. for (; i < MAX_SKILL_LEVEL; i++)
  17598. val[i] = val[i-1];
  17599. return i;
  17600. }
  17601. //Check for linear change with increasing steps until we reach half of the data acquired.
  17602. for (step = 1; step <= i/2; step++) {
  17603. int diff = val[i-1] - val[i-step-1];
  17604. for(j = i-1; j >= step; j--)
  17605. if ((val[j]-val[j-step]) != diff)
  17606. break;
  17607. if (j>=step) //No match, try next step.
  17608. continue;
  17609. for(; i < MAX_SKILL_LEVEL; i++) { //Apply linear increase
  17610. val[i] = val[i-step]+diff;
  17611. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  17612. { val[i] = 1; diff = 0; step = 1; }
  17613. }
  17614. return i;
  17615. }
  17616. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  17617. for (;i<MAX_SKILL_LEVEL; i++)
  17618. val[i] = val[i-1];
  17619. return i;
  17620. }
  17621. /*
  17622. *
  17623. */
  17624. void skill_init_unit_layout (void) {
  17625. int i,j,pos = 0;
  17626. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  17627. // standard square layouts go first
  17628. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  17629. int size = i*2+1;
  17630. skill_unit_layout[i].count = size*size;
  17631. for (j=0; j<size*size; j++) {
  17632. skill_unit_layout[i].dx[j] = (j%size-i);
  17633. skill_unit_layout[i].dy[j] = (j/size-i);
  17634. }
  17635. }
  17636. // afterwards add special ones
  17637. pos = i;
  17638. for (i = 0; i < SKILL_MAX_DB(); i++) {
  17639. uint16 skill_id = 0;
  17640. if (!skill_db[i])
  17641. continue;
  17642. if (!skill_db[i]->unit_id[0] || skill_db[i]->unit_layout_type[0] != -1)
  17643. continue;
  17644. skill_id = skill_idx2id(i);
  17645. if( skill_id == EL_FIRE_MANTLE ) {
  17646. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  17647. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  17648. skill_unit_layout[pos].count = 8;
  17649. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17650. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17651. } else {
  17652. switch (skill_id) {
  17653. case MG_FIREWALL:
  17654. case WZ_ICEWALL:
  17655. case WL_EARTHSTRAIN:
  17656. case RL_FIRE_RAIN:
  17657. // these will be handled later
  17658. break;
  17659. case PR_SANCTUARY:
  17660. case NPC_EVILLAND: {
  17661. static const int dx[] = {
  17662. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  17663. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  17664. static const int dy[]={
  17665. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  17666. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  17667. skill_unit_layout[pos].count = 21;
  17668. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17669. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17670. }
  17671. break;
  17672. case PR_MAGNUS: {
  17673. static const int dx[] = {
  17674. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17675. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17676. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  17677. static const int dy[] = {
  17678. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17679. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17680. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  17681. skill_unit_layout[pos].count = 33;
  17682. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17683. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17684. }
  17685. break;
  17686. case AS_VENOMDUST: {
  17687. static const int dx[] = {-1, 0, 0, 0, 1};
  17688. static const int dy[] = { 0,-1, 0, 1, 0};
  17689. skill_unit_layout[pos].count = 5;
  17690. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17691. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17692. }
  17693. break;
  17694. case CR_GRANDCROSS:
  17695. case NPC_GRANDDARKNESS: {
  17696. static const int dx[] = {
  17697. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  17698. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  17699. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  17700. static const int dy[] = {
  17701. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  17702. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  17703. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  17704. skill_unit_layout[pos].count = 29;
  17705. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17706. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17707. }
  17708. break;
  17709. case PF_FOGWALL: {
  17710. static const int dx[] = {
  17711. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  17712. static const int dy[] = {
  17713. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  17714. skill_unit_layout[pos].count = 15;
  17715. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17716. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17717. }
  17718. break;
  17719. case PA_GOSPEL: {
  17720. static const int dx[] = {
  17721. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  17722. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  17723. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  17724. -1, 0, 1};
  17725. static const int dy[] = {
  17726. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  17727. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  17728. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  17729. 3, 3, 3};
  17730. skill_unit_layout[pos].count = 33;
  17731. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17732. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17733. }
  17734. break;
  17735. case NJ_KAENSIN: {
  17736. 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};
  17737. 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};
  17738. skill_unit_layout[pos].count = 24;
  17739. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17740. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17741. }
  17742. break;
  17743. case NJ_TATAMIGAESHI: {
  17744. //Level 1 (count 4, cross of 3x3)
  17745. static const int dx1[] = {-1, 1, 0, 0};
  17746. static const int dy1[] = { 0, 0,-1, 1};
  17747. //Level 2-3 (count 8, cross of 5x5)
  17748. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  17749. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  17750. //Level 4-5 (count 12, cross of 7x7
  17751. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  17752. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  17753. //lv1
  17754. j = 0;
  17755. skill_unit_layout[pos].count = 4;
  17756. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  17757. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  17758. skill_db[i]->unit_layout_type[j] = pos;
  17759. //lv2/3
  17760. j++;
  17761. pos++;
  17762. skill_unit_layout[pos].count = 8;
  17763. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  17764. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  17765. skill_db[i]->unit_layout_type[j] = pos;
  17766. skill_db[i]->unit_layout_type[++j] = pos;
  17767. //lv4/5
  17768. j++;
  17769. pos++;
  17770. skill_unit_layout[pos].count = 12;
  17771. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  17772. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  17773. skill_db[i]->unit_layout_type[j] = pos;
  17774. skill_db[i]->unit_layout_type[++j] = pos;
  17775. //Fill in the rest using lv 5.
  17776. for (;j<MAX_SKILL_LEVEL;j++)
  17777. skill_db[i]->unit_layout_type[j] = pos;
  17778. //Skip, this way the check below will fail and continue to the next skill.
  17779. pos++;
  17780. }
  17781. break;
  17782. case GN_WALLOFTHORN: {
  17783. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  17784. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  17785. skill_unit_layout[pos].count = 16;
  17786. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17787. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17788. }
  17789. break;
  17790. default:
  17791. ShowError("unknown unit layout at skill %d\n",i);
  17792. break;
  17793. }
  17794. }
  17795. if (!skill_unit_layout[pos].count)
  17796. continue;
  17797. for (j=0;j<MAX_SKILL_LEVEL;j++)
  17798. skill_db[i]->unit_layout_type[j] = pos;
  17799. pos++;
  17800. }
  17801. // firewall and icewall have 8 layouts (direction-dependent)
  17802. firewall_unit_pos = pos;
  17803. for (i=0;i<8;i++) {
  17804. if (i&1) {
  17805. skill_unit_layout[pos].count = 5;
  17806. if (i&0x2) {
  17807. int dx[] = {-1,-1, 0, 0, 1};
  17808. int dy[] = { 1, 0, 0,-1,-1};
  17809. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17810. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17811. } else {
  17812. int dx[] = { 1, 1 ,0, 0,-1};
  17813. int dy[] = { 1, 0, 0,-1,-1};
  17814. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17815. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17816. }
  17817. } else {
  17818. skill_unit_layout[pos].count = 3;
  17819. if (i%4==0) {
  17820. int dx[] = {-1, 0, 1};
  17821. int dy[] = { 0, 0, 0};
  17822. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17823. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17824. } else {
  17825. int dx[] = { 0, 0, 0};
  17826. int dy[] = {-1, 0, 1};
  17827. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17828. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17829. }
  17830. }
  17831. pos++;
  17832. }
  17833. icewall_unit_pos = pos;
  17834. for (i=0;i<8;i++) {
  17835. skill_unit_layout[pos].count = 5;
  17836. if (i&1) {
  17837. if (i&0x2) {
  17838. int dx[] = {-2,-1, 0, 1, 2};
  17839. int dy[] = { 2, 1, 0,-1,-2};
  17840. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17841. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17842. } else {
  17843. int dx[] = { 2, 1 ,0,-1,-2};
  17844. int dy[] = { 2, 1, 0,-1,-2};
  17845. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17846. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17847. }
  17848. } else {
  17849. if (i%4==0) {
  17850. int dx[] = {-2,-1, 0, 1, 2};
  17851. int dy[] = { 0, 0, 0, 0, 0};
  17852. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17853. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17854. } else {
  17855. int dx[] = { 0, 0, 0, 0, 0};
  17856. int dy[] = {-2,-1, 0, 1, 2};
  17857. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17858. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17859. }
  17860. }
  17861. pos++;
  17862. }
  17863. earthstrain_unit_pos = pos;
  17864. for( i = 0; i < 8; i++ )
  17865. { // For each Direction
  17866. skill_unit_layout[pos].count = 15;
  17867. switch( i )
  17868. {
  17869. case 0: case 1: case 3: case 4: case 5: case 7:
  17870. {
  17871. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17872. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17873. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17874. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17875. }
  17876. break;
  17877. case 2:
  17878. case 6:
  17879. {
  17880. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  17881. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  17882. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17883. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17884. }
  17885. break;
  17886. }
  17887. pos++;
  17888. }
  17889. firerain_unit_pos = pos;
  17890. for( i = 0; i < 8; i++ ) {
  17891. skill_unit_layout[pos].count = 3;
  17892. switch( i ) {
  17893. case 0: case 1: case 3: case 4: case 5: case 7:
  17894. {
  17895. static const int dx[] = {-1, 0, 1};
  17896. static const int dy[] = { 0, 0, 0};
  17897. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17898. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17899. }
  17900. break;
  17901. case 2:
  17902. case 6:
  17903. {
  17904. static const int dx[] = { 0, 0, 0};
  17905. static const int dy[] = {-1, 0, 1};
  17906. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  17907. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  17908. }
  17909. break;
  17910. }
  17911. pos++;
  17912. }
  17913. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  17914. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  17915. }
  17916. void skill_init_nounit_layout (void) {
  17917. int i, pos = 0;
  17918. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  17919. overbrand_nounit_pos = pos;
  17920. for( i = 0; i < 8; i++ ) {
  17921. if( i&1 ) {
  17922. skill_nounit_layout[pos].count = 33;
  17923. if( i&2 ) {
  17924. if( i&4 ) { // 7
  17925. 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};
  17926. 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};
  17927. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17928. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17929. } else { // 3
  17930. 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};
  17931. 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};
  17932. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17933. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17934. }
  17935. } else {
  17936. if( i&4 ) { // 5
  17937. 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};
  17938. 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};
  17939. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17940. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17941. } else { // 1
  17942. 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};
  17943. 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};
  17944. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17945. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17946. }
  17947. }
  17948. } else {
  17949. skill_nounit_layout[pos].count = 21;
  17950. if( i&2 ) {
  17951. if( i&4 ) { // 6
  17952. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  17953. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17954. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17955. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17956. } else { // 2
  17957. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  17958. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  17959. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17960. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17961. }
  17962. } else {
  17963. if( i&4 ) { // 4
  17964. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17965. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  17966. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17967. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17968. } else { // 0
  17969. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  17970. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  17971. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17972. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17973. }
  17974. }
  17975. }
  17976. pos++;
  17977. }
  17978. overbrand_brandish_nounit_pos = pos;
  17979. for( i = 0; i < 8; i++ ) {
  17980. if( i&1 ) {
  17981. skill_nounit_layout[pos].count = 74;
  17982. if( i&2 ) {
  17983. if( i&4 ) { // 7
  17984. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  17985. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  17986. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  17987. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  17988. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  17989. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  17990. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  17991. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17992. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  17993. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  17994. } else { // 3
  17995. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  17996. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  17997. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  17998. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  17999. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18000. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18001. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18002. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18003. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18004. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18005. }
  18006. } else {
  18007. if( i&4 ) { // 5
  18008. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  18009. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  18010. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  18011. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18012. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  18013. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  18014. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  18015. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  18016. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18017. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18018. } else { // 1
  18019. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  18020. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  18021. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  18022. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18023. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  18024. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  18025. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  18026. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  18027. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18028. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18029. }
  18030. }
  18031. } else {
  18032. skill_nounit_layout[pos].count = 44;
  18033. if( i&2 ) {
  18034. if( i&4 ) { // 6
  18035. 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};
  18036. 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};
  18037. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18038. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18039. } else { // 2
  18040. 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};
  18041. 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};
  18042. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18043. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18044. }
  18045. } else {
  18046. if( i&4 ) { // 4
  18047. 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};
  18048. 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};
  18049. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18050. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18051. } else { // 0
  18052. 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};
  18053. 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};
  18054. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  18055. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  18056. }
  18057. }
  18058. }
  18059. pos++;
  18060. }
  18061. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  18062. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  18063. }
  18064. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  18065. int inf = 0;
  18066. int inf3 = 0;
  18067. struct status_change *sc = status_get_sc(bl);
  18068. if( !sc || !bl || !skill_id )
  18069. return 0; // Can do it
  18070. inf3 = skill_get_inf3(skill_id);
  18071. switch (type) {
  18072. case SC_ANKLE:
  18073. if (skill_id == AL_TELEPORT)
  18074. return 1;
  18075. break;
  18076. case SC_STASIS:
  18077. inf = skill_get_inf2(skill_id);
  18078. if( inf == INF2_SONG_DANCE || skill_get_inf2(skill_id) == INF2_CHORUS_SKILL || inf == INF2_SPIRIT_SKILL )
  18079. return 1; // Can't do it.
  18080. if( inf3&INF3_STATIS_BL)
  18081. return 1;
  18082. break;
  18083. case SC_KAGEHUMI:
  18084. if( inf3&INF3_KAGEHUMI_BL)
  18085. return 1;
  18086. break;
  18087. }
  18088. return 0;
  18089. }
  18090. /* Determines whether a skill is currently active or not
  18091. * Used for purposes of cancelling SP usage when disabling a skill
  18092. */
  18093. int skill_disable_check(struct status_change *sc, uint16 skill_id)
  18094. {
  18095. switch( skill_id ) { //HP & SP Consumption Check
  18096. case BS_MAXIMIZE:
  18097. case NV_TRICKDEAD:
  18098. case TF_HIDING:
  18099. case AS_CLOAKING:
  18100. case GC_CLOAKINGEXCEED:
  18101. case ST_CHASEWALK:
  18102. case CR_DEFENDER:
  18103. case CR_SHRINK:
  18104. case CR_AUTOGUARD:
  18105. case ML_DEFENDER:
  18106. case ML_AUTOGUARD:
  18107. case PA_GOSPEL:
  18108. case GS_GATLINGFEVER:
  18109. case TK_READYCOUNTER:
  18110. case TK_READYDOWN:
  18111. case TK_READYSTORM:
  18112. case TK_READYTURN:
  18113. case TK_RUN:
  18114. case SG_FUSION:
  18115. case KO_YAMIKUMO:
  18116. case RA_WUGDASH:
  18117. case RA_CAMOUFLAGE:
  18118. if( sc->data[status_skill2sc(skill_id)] )
  18119. return 1;
  18120. break;
  18121. // These 2 skills contain a master and are not correctly pulled using skill2sc
  18122. case NC_NEUTRALBARRIER:
  18123. if( sc->data[SC_NEUTRALBARRIER_MASTER] )
  18124. return 1;
  18125. break;
  18126. case NC_STEALTHFIELD:
  18127. if( sc->data[SC_STEALTHFIELD_MASTER] )
  18128. return 1;
  18129. break;
  18130. }
  18131. return 0;
  18132. }
  18133. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  18134. int type = 0;
  18135. switch( skill_id ) {
  18136. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  18137. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  18138. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  18139. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  18140. }
  18141. type += skill_lv - 1;
  18142. return type;
  18143. }
  18144. /*==========================================
  18145. * sub-function of DB reading.
  18146. * skill_db.txt
  18147. *------------------------------------------*/
  18148. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  18149. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  18150. uint16 skill_id = atoi(split[0]);
  18151. uint16 idx = skill_get_index2(skill_id);
  18152. if (!idx) {
  18153. if (SKILL_MAX_DB() >= MAX_SKILL) {
  18154. ShowError("Cannot add new skill. Limit is reached '%d' (mmo.h::MAX_SKILL).\n", MAX_SKILL);
  18155. return false;
  18156. }
  18157. idx = skill_db_create(skill_id);
  18158. }
  18159. skill_split_atoi(split[1],skill_db[idx]->range);
  18160. skill_db[idx]->hit = atoi(split[2]);
  18161. skill_db[idx]->inf = atoi(split[3]);
  18162. skill_split_atoi(split[4],skill_db[idx]->element);
  18163. skill_db[idx]->nk = (uint8)strtol(split[5], NULL, 0);
  18164. skill_split_atoi(split[6],skill_db[idx]->splash);
  18165. skill_db[idx]->max = atoi(split[7]);
  18166. skill_split_atoi(split[8],skill_db[idx]->num);
  18167. if( strcmpi(split[9],"yes") == 0 )
  18168. skill_db[idx]->castcancel = true;
  18169. else
  18170. skill_db[idx]->castcancel = false;
  18171. skill_db[idx]->cast_def_rate = atoi(split[10]);
  18172. skill_db[idx]->inf2 = (unsigned int)strtol(split[11], NULL, 0);
  18173. skill_split_atoi(split[12],skill_db[idx]->maxcount);
  18174. if( strcmpi(split[13],"weapon") == 0 )
  18175. skill_db[idx]->skill_type = BF_WEAPON;
  18176. else if( strcmpi(split[13],"magic") == 0 )
  18177. skill_db[idx]->skill_type = BF_MAGIC;
  18178. else if( strcmpi(split[13],"misc") == 0 )
  18179. skill_db[idx]->skill_type = BF_MISC;
  18180. else
  18181. skill_db[idx]->skill_type = 0;
  18182. skill_split_atoi(split[14],skill_db[idx]->blewcount);
  18183. skill_db[idx]->inf3 = (unsigned int)strtol(split[15], NULL,0);
  18184. safestrncpy(skill_db[idx]->name, trim(split[16]), sizeof(skill_db[idx]->name));
  18185. safestrncpy(skill_db[idx]->desc, trim(split[17]), sizeof(skill_db[idx]->desc));
  18186. strdb_iput(skilldb_name2id, skill_db[idx]->name, skill_id);
  18187. return true;
  18188. }
  18189. /**
  18190. * Split string to int by constanta value (const.txt) or atoi()
  18191. * @param *str: String input
  18192. * @param *val: Temporary storage
  18193. * @param *delim: Delimiter (for multiple value support)
  18194. * @param min_value: Minimum value. If the splitted value is less or equal than this, will be skipped
  18195. * @param max: Maximum number that can be allocated
  18196. * @return count: Number of success
  18197. */
  18198. uint8 skill_split_atoi2(char *str, int *val, const char *delim, int min_value, uint16 max) {
  18199. uint8 i = 0;
  18200. char *p = strtok(str, delim);
  18201. while (p != NULL) {
  18202. int n = min_value;
  18203. trim(p);
  18204. if (ISDIGIT(p[0])) // If using numeric
  18205. n = atoi(p);
  18206. else if (!script_get_constant(p, &n)) { // If using constant value
  18207. ShowError("skill_split_atoi2: Invalid value: '%s'\n", p);
  18208. p = strtok(NULL, delim);
  18209. continue;
  18210. }
  18211. if (n > min_value) {
  18212. val[i] = n;
  18213. i++;
  18214. if (i >= max)
  18215. break;
  18216. }
  18217. p = strtok(NULL, delim);
  18218. }
  18219. return i;
  18220. }
  18221. /// Clear status data from skill requirement
  18222. static void skill_destroy_requirement(uint16 idx) {
  18223. if (skill_db[idx]->require.status_count)
  18224. aFree(skill_db[idx]->require.status);
  18225. skill_db[idx]->require.status = NULL;
  18226. skill_db[idx]->require.status_count = 0;
  18227. if (skill_db[idx]->require.eqItem_count)
  18228. aFree(skill_db[idx]->require.eqItem);
  18229. skill_db[idx]->require.eqItem = NULL;
  18230. skill_db[idx]->require.eqItem_count = 0;
  18231. }
  18232. /**
  18233. * Read skill requirement from skill_require_db.txt
  18234. * Structure: skill_id,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,RequiredStatuss,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  18235. */
  18236. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  18237. {
  18238. char* p;
  18239. uint16 idx, i;
  18240. idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18241. skill_split_atoi(split[1],skill_db[idx]->require.hp);
  18242. skill_split_atoi(split[2],skill_db[idx]->require.mhp);
  18243. skill_split_atoi(split[3],skill_db[idx]->require.sp);
  18244. skill_split_atoi(split[4],skill_db[idx]->require.hp_rate);
  18245. skill_split_atoi(split[5],skill_db[idx]->require.sp_rate);
  18246. skill_split_atoi(split[6],skill_db[idx]->require.zeny);
  18247. //Witch weapon type are required, see doc/item_db for weapon types (View column)
  18248. p = split[7];
  18249. while (p) {
  18250. int l = atoi(p);
  18251. if( l == 99 ) { // Any weapon
  18252. skill_db[idx]->require.weapon = 0;
  18253. break;
  18254. } else
  18255. skill_db[idx]->require.weapon |= 1<<l;
  18256. p = strchr(p,':');
  18257. if(!p)
  18258. break;
  18259. p++;
  18260. }
  18261. //Ammo type that required, see doc/item_db for ammo types (View column)
  18262. p = split[8];
  18263. while (p) {
  18264. int l = atoi(p);
  18265. if( l == 99 ) { // Any ammo type
  18266. skill_db[idx]->require.ammo = AMMO_TYPE_ALL;
  18267. break;
  18268. } else if( l ) // 0 stands for no requirement
  18269. skill_db[idx]->require.ammo |= 1<<l;
  18270. p = strchr(p,':');
  18271. if( !p )
  18272. break;
  18273. p++;
  18274. }
  18275. skill_split_atoi(split[9],skill_db[idx]->require.ammo_qty);
  18276. if( strcmpi(split[10],"hidden") == 0 ) skill_db[idx]->require.state = ST_HIDDEN;
  18277. else if( strcmpi(split[10],"riding") == 0 ) skill_db[idx]->require.state = ST_RIDING;
  18278. else if( strcmpi(split[10],"falcon") == 0 ) skill_db[idx]->require.state = ST_FALCON;
  18279. else if( strcmpi(split[10],"cart") == 0 ) skill_db[idx]->require.state = ST_CART;
  18280. else if( strcmpi(split[10],"shield") == 0 ) skill_db[idx]->require.state = ST_SHIELD;
  18281. else if( strcmpi(split[10],"recover_weight_rate") == 0 ) skill_db[idx]->require.state = ST_RECOV_WEIGHT_RATE;
  18282. else if( strcmpi(split[10],"move_enable") == 0 ) skill_db[idx]->require.state = ST_MOVE_ENABLE;
  18283. else if( strcmpi(split[10],"water") == 0 ) skill_db[idx]->require.state = ST_WATER;
  18284. else if( strcmpi(split[10],"dragon") == 0 ) skill_db[idx]->require.state = ST_RIDINGDRAGON;
  18285. else if( strcmpi(split[10],"warg") == 0 ) skill_db[idx]->require.state = ST_WUG;
  18286. else if( strcmpi(split[10],"ridingwarg") == 0 ) skill_db[idx]->require.state = ST_RIDINGWUG;
  18287. else if( strcmpi(split[10],"mado") == 0 ) skill_db[idx]->require.state = ST_MADO;
  18288. else if( strcmpi(split[10],"elementalspirit") == 0 ) skill_db[idx]->require.state = ST_ELEMENTALSPIRIT;
  18289. else if( strcmpi(split[10],"peco") == 0 ) skill_db[idx]->require.state = ST_PECO;
  18290. else skill_db[idx]->require.state = ST_NONE; // Unknown or no state
  18291. //Status requirements
  18292. //FIXME: Default entry should be -1/SC_ALL in skill_require_db.txt but it's 0/SC_STONE.
  18293. trim(split[11]);
  18294. if (split[11][0] != '\0' || atoi(split[11])) {
  18295. int require[MAX_SKILL_STATUS_REQUIRE];
  18296. if ((skill_db[idx]->require.status_count = skill_split_atoi2(split[11], require, ":", SC_STONE, ARRAYLENGTH(require)))) {
  18297. CREATE(skill_db[idx]->require.status, enum sc_type, skill_db[idx]->require.status_count);
  18298. for (i = 0; i < skill_db[idx]->require.status_count; i++)
  18299. skill_db[idx]->require.status[i] = (sc_type)require[i];
  18300. }
  18301. }
  18302. skill_split_atoi(split[12],skill_db[idx]->require.spiritball);
  18303. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ ) {
  18304. skill_db[idx]->require.itemid[i] = atoi(split[13+ 2*i]);
  18305. skill_db[idx]->require.amount[i] = atoi(split[14+ 2*i]);
  18306. }
  18307. //Equipped Item requirements.
  18308. //NOTE: We don't check the item is exist or not here
  18309. trim(split[33]);
  18310. if (split[33][0] != '\0' || atoi(split[33])) {
  18311. int require[MAX_SKILL_EQUIP_REQUIRE];
  18312. if ((skill_db[idx]->require.eqItem_count = skill_split_atoi2(split[33], require, ":", 500, ARRAYLENGTH(require)))) {
  18313. CREATE(skill_db[idx]->require.eqItem, uint16, skill_db[idx]->require.eqItem_count);
  18314. for (i = 0; i < skill_db[idx]->require.eqItem_count; i++)
  18315. skill_db[idx]->require.eqItem[i] = require[i];
  18316. }
  18317. }
  18318. return true;
  18319. }
  18320. /** Reads skill cast db
  18321. * Structure: SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2,Cooldown{,Fixedcast}
  18322. */
  18323. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  18324. {
  18325. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18326. skill_split_atoi(split[1],skill_db[idx]->cast);
  18327. skill_split_atoi(split[2],skill_db[idx]->delay);
  18328. skill_split_atoi(split[3],skill_db[idx]->walkdelay);
  18329. skill_split_atoi(split[4],skill_db[idx]->upkeep_time);
  18330. skill_split_atoi(split[5],skill_db[idx]->upkeep_time2);
  18331. skill_split_atoi(split[6],skill_db[idx]->cooldown);
  18332. #ifdef RENEWAL_CAST
  18333. skill_split_atoi(split[7],skill_db[idx]->fixed_cast);
  18334. #endif
  18335. return true;
  18336. }
  18337. /** Reads skill cast no dex db
  18338. * Structure: SkillID,Cast,Delay (optional)
  18339. */
  18340. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  18341. {
  18342. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18343. skill_db[idx]->castnodex = atoi(split[1]);
  18344. if( split[2] ) // optional column
  18345. skill_db[idx]->delaynodex = atoi(split[2]);
  18346. return true;
  18347. }
  18348. /** Reads skill no cast db
  18349. * Structure: SkillID,Flag
  18350. */
  18351. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  18352. {
  18353. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18354. skill_db[idx]->nocast |= atoi(split[1]);
  18355. return true;
  18356. }
  18357. /** Reads skill unit db
  18358. * Structure: ID,unit ID,unit ID 2,layout,range,interval,target,flag
  18359. */
  18360. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  18361. {
  18362. uint16 idx = skill_db_isset(atoi(split[0]), __FUNCTION__);
  18363. skill_db[idx]->unit_id[0] = (uint16)strtol(split[1],NULL,16);
  18364. skill_db[idx]->unit_id[1] = (uint16)strtol(split[2],NULL,16);
  18365. skill_split_atoi(split[3],skill_db[idx]->unit_layout_type);
  18366. skill_split_atoi(split[4],skill_db[idx]->unit_range);
  18367. skill_db[idx]->unit_interval = atoi(split[5]);
  18368. if( strcmpi(split[6],"noenemy")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18369. else if( strcmpi(split[6],"friend")==0 ) skill_db[idx]->unit_target = BCT_NOENEMY;
  18370. else if( strcmpi(split[6],"party")==0 ) skill_db[idx]->unit_target = BCT_PARTY;
  18371. else if( strcmpi(split[6],"ally")==0 ) skill_db[idx]->unit_target = BCT_PARTY|BCT_GUILD;
  18372. else if( strcmpi(split[6],"guild")==0 ) skill_db[idx]->unit_target = BCT_GUILD;
  18373. else if( strcmpi(split[6],"all")==0 ) skill_db[idx]->unit_target = BCT_ALL;
  18374. else if( strcmpi(split[6],"enemy")==0 ) skill_db[idx]->unit_target = BCT_ENEMY;
  18375. else if( strcmpi(split[6],"self")==0 ) skill_db[idx]->unit_target = BCT_SELF;
  18376. else if( strcmpi(split[6],"sameguild")==0 ) skill_db[idx]->unit_target = BCT_GUILD|BCT_SAMEGUILD;
  18377. else if( strcmpi(split[6],"noone")==0 ) skill_db[idx]->unit_target = BCT_NOONE;
  18378. else skill_db[idx]->unit_target = strtol(split[6],NULL,16);
  18379. skill_db[idx]->unit_flag = strtol(split[7],NULL,16);
  18380. if (skill_db[idx]->unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  18381. skill_db[idx]->unit_target = BCT_NOENEMY;
  18382. //By default, target just characters.
  18383. skill_db[idx]->unit_target |= BL_CHAR;
  18384. if (skill_db[idx]->unit_flag&UF_NOPC)
  18385. skill_db[idx]->unit_target &= ~BL_PC;
  18386. if (skill_db[idx]->unit_flag&UF_NOMOB)
  18387. skill_db[idx]->unit_target &= ~BL_MOB;
  18388. if (skill_db[idx]->unit_flag&UF_SKILL)
  18389. skill_db[idx]->unit_target |= BL_SKILL;
  18390. return true;
  18391. }
  18392. /** Reads Produce db
  18393. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  18394. */
  18395. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  18396. {
  18397. unsigned short x, y;
  18398. unsigned short id = atoi(split[0]);
  18399. unsigned short nameid = 0;
  18400. bool found = false;
  18401. if (id >= ARRAYLENGTH(skill_produce_db)) {
  18402. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  18403. return false;
  18404. }
  18405. // Clear previous data, for importing support
  18406. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  18407. // Import just for clearing/disabling from original data
  18408. if (!(nameid = atoi(split[1]))) {
  18409. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  18410. return true;
  18411. }
  18412. if (!itemdb_exists(nameid)) {
  18413. ShowError("skill_parse_row_producedb: Invalid item %d.\n", nameid);
  18414. return false;
  18415. }
  18416. skill_produce_db[id].nameid = nameid;
  18417. skill_produce_db[id].itemlv = atoi(split[2]);
  18418. skill_produce_db[id].req_skill = atoi(split[3]);
  18419. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  18420. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  18421. skill_produce_db[id].mat_id[y] = atoi(split[x]);
  18422. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  18423. }
  18424. if (!found)
  18425. skill_produce_count++;
  18426. return true;
  18427. }
  18428. /** Reads create arrow db
  18429. * Sturcture: SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  18430. */
  18431. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  18432. {
  18433. unsigned short x, y, i, material_id = atoi(split[0]);
  18434. if (!(itemdb_exists(material_id))) {
  18435. ShowError("skill_parse_row_createarrowdb: Invalid item %d.\n", material_id);
  18436. return false;
  18437. }
  18438. //search if we override something, (if not i=last idx)
  18439. ARR_FIND(0, skill_arrow_count, i, skill_arrow_db[i].nameid == material_id);
  18440. if (i >= ARRAYLENGTH(skill_arrow_db)) {
  18441. ShowError("skill_parse_row_createarrowdb: Maximum db entries reached.\n");
  18442. return false;
  18443. }
  18444. // Import just for clearing/disabling from original data
  18445. if (atoi(split[1]) == 0) {
  18446. memset(&skill_arrow_db[i], 0, sizeof(skill_arrow_db[i]));
  18447. //ShowInfo("skill_parse_row_createarrowdb: Arrow creation with Material ID %d removed from list.\n", material_id);
  18448. return true;
  18449. }
  18450. skill_arrow_db[i].nameid = material_id;
  18451. for (x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESULT; x += 2, y++) {
  18452. skill_arrow_db[i].cre_id[y] = atoi(split[x]);
  18453. skill_arrow_db[i].cre_amount[y] = atoi(split[x+1]);
  18454. }
  18455. if (i == skill_arrow_count)
  18456. skill_arrow_count++;
  18457. return true;
  18458. }
  18459. /** Reads Spell book db
  18460. * Structure: SkillID,PreservePoints,RequiredBook
  18461. */
  18462. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  18463. {
  18464. unsigned short skill_id = atoi(split[0]),
  18465. points = atoi(split[1]),
  18466. nameid = atoi(split[2]);
  18467. if (!skill_get_index(skill_id) || !skill_get_max(skill_id))
  18468. ShowError("skill_parse_row_spellbookdb: Invalid skill ID %d\n", skill_id);
  18469. if (!skill_get_inf(skill_id))
  18470. ShowError("skill_parse_row_spellbookdb: Passive skills cannot be memorized (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18471. else {
  18472. unsigned short i;
  18473. ARR_FIND(0, skill_spellbook_count, i, skill_spellbook_db[i].skill_id == skill_id);
  18474. if (i >= ARRAYLENGTH(skill_spellbook_db)) {
  18475. ShowError("skill_parse_row_spellbookdb: Maximum db entries reached.\n");
  18476. return false;
  18477. }
  18478. // Import just for clearing/disabling from original data
  18479. if (points == 0) {
  18480. memset(&skill_spellbook_db[i], 0, sizeof(skill_spellbook_db[i]));
  18481. //ShowInfo("skill_parse_row_spellbookdb: Skill %d removed from list.\n", skill_id);
  18482. return true;
  18483. }
  18484. skill_spellbook_db[i].skill_id = skill_id;
  18485. skill_spellbook_db[i].point = points;
  18486. skill_spellbook_db[i].nameid = nameid;
  18487. if (i == skill_spellbook_count)
  18488. skill_spellbook_count++;
  18489. return true;
  18490. }
  18491. return false;
  18492. }
  18493. /** Reads improvise db
  18494. * Structure: SkillID,Rate
  18495. */
  18496. static bool skill_parse_row_improvisedb(char* split[], int columns, int current)
  18497. {
  18498. unsigned short skill_id = atoi(split[0]), per = atoi(split[1]), i;
  18499. if( !skill_get_index(skill_id) || !skill_get_max(skill_id) ) {
  18500. ShowError("skill_parse_row_improvisedb: Invalid skill ID %d\n", skill_id);
  18501. return false;
  18502. }
  18503. if ( !skill_get_inf(skill_id) ) {
  18504. ShowError("skill_parse_row_improvisedb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18505. return false;
  18506. }
  18507. ARR_FIND(0, skill_improvise_count, i, skill_improvise_db[i].skill_id == skill_id);
  18508. if (i >= ARRAYLENGTH(skill_improvise_db)) {
  18509. ShowError("skill_parse_row_improvisedb: Maximum amount of entries reached (%d), increase MAX_SKILL_IMPROVISE_DB\n",MAX_SKILL_IMPROVISE_DB);
  18510. return false;
  18511. }
  18512. // Import just for clearing/disabling from original data
  18513. if (per == 0) {
  18514. memset(&skill_improvise_db[i], 0, sizeof(skill_improvise_db[i]));
  18515. //ShowInfo("skill_parse_row_improvisedb: Skill %d removed from list.\n", skill_id);
  18516. return true;
  18517. }
  18518. skill_improvise_db[i].skill_id = skill_id;
  18519. skill_improvise_db[i].per = per; // Still need confirm it.
  18520. if (i == skill_improvise_count)
  18521. skill_improvise_count++;
  18522. return true;
  18523. }
  18524. /** Reads Magic mushroom db
  18525. * Structure: SkillID
  18526. */
  18527. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  18528. {
  18529. unsigned short i, skill_id = atoi(split[0]);
  18530. bool rem = (atoi(split[1]) == 1 ? true : false);
  18531. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18532. ShowError("skill_parse_row_magicmushroomdb: Invalid skill ID %d\n", skill_id);
  18533. return false;
  18534. }
  18535. if (!skill_get_inf(skill_id)) {
  18536. ShowError("skill_parse_row_magicmushroomdb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18537. return false;
  18538. }
  18539. ARR_FIND(0, skill_magicmushroom_count, i, skill_magicmushroom_db[i].skill_id==skill_id);
  18540. if (i >= ARRAYLENGTH(skill_magicmushroom_db)) {
  18541. ShowError("skill_parse_row_magicmushroomdb: Maximum db entries reached.\n");
  18542. return false;
  18543. }
  18544. // Import just for clearing/disabling from original data
  18545. if (rem) {
  18546. memset(&skill_magicmushroom_db[i], 0, sizeof(skill_magicmushroom_db[i]));
  18547. //ShowInfo("skill_parse_row_magicmushroomdb: Skill %d removed from list.\n", skill_id);
  18548. return true;
  18549. }
  18550. skill_magicmushroom_db[i].skill_id = skill_id;
  18551. if (i == skill_magicmushroom_count)
  18552. skill_magicmushroom_count++;
  18553. return true;
  18554. }
  18555. /** Reads db of copyable skill
  18556. * Structure: SkillName,Option{,JobAllowed{,RequirementRemoved}}
  18557. * SkillID,Option{,JobAllowed{,RequirementRemoved}}
  18558. */
  18559. static bool skill_parse_row_copyabledb(char* split[], int column, int current)
  18560. {
  18561. int16 id = 0;
  18562. uint8 option = 0;
  18563. trim(split[0]);
  18564. if (ISDIGIT(split[0][0]))
  18565. id = atoi(split[0]);
  18566. else
  18567. id = skill_name2id(split[0]);
  18568. id = skill_db_isset(id, __FUNCTION__);
  18569. if ((option = atoi(split[1])) > 3) {
  18570. ShowError("skill_parse_row_copyabledb: Invalid option '%s'\n",split[1]);
  18571. return false;
  18572. }
  18573. // Import just for clearing/disabling from original data
  18574. if (option == 0) {
  18575. memset(&skill_db[id]->copyable, 0, sizeof(skill_db[id]->copyable));
  18576. //ShowInfo("skill_parse_row_copyabledb: Skill %s removed from list.\n", split[0]);
  18577. return true;
  18578. }
  18579. skill_db[id]->copyable.option = option;
  18580. skill_db[id]->copyable.joballowed = 63;
  18581. if (atoi(split[2]))
  18582. skill_db[id]->copyable.joballowed = cap_value(atoi(split[2]),1,63);
  18583. skill_db[id]->copyable.req_opt = cap_value(atoi(split[3]),0,(0x2000)-1);
  18584. return true;
  18585. }
  18586. /** Reads additional range for distance checking from NPC [Cydh]
  18587. * Structure: SkillName,AdditionalRange{,NPC Type}
  18588. * SkillID,AdditionalRange{,NPC Type}
  18589. */
  18590. static bool skill_parse_row_nonearnpcrangedb(char* split[], int column, int current)
  18591. {
  18592. uint16 id = 0;
  18593. trim(split[0]);
  18594. if (ISDIGIT(split[0][0]))
  18595. id = atoi(split[0]);
  18596. else
  18597. id = skill_name2id(split[0]);
  18598. id = skill_db_isset(id, __FUNCTION__);
  18599. skill_db[id]->unit_nonearnpc_range = max(atoi(split[1]),0);
  18600. skill_db[id]->unit_nonearnpc_type = (atoi(split[2])) ? cap_value(atoi(split[2]),1,15) : 15;
  18601. return true;
  18602. }
  18603. /** Reads skill chance by Abracadabra/Hocus Pocus spell
  18604. * Structure: SkillID,DummyName,RatePerLvl
  18605. */
  18606. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  18607. {
  18608. unsigned short i, skill_id = atoi(split[0]);
  18609. if (!skill_get_index(skill_id) || !skill_get_max(skill_id)) {
  18610. ShowError("skill_parse_row_abradb: Invalid skill ID %d\n", skill_id);
  18611. return false;
  18612. }
  18613. if (!skill_get_inf(skill_id)) {
  18614. ShowError("skill_parse_row_abradb: Passive skills cannot be casted (%d/%s)\n", skill_id, skill_get_name(skill_id));
  18615. return false;
  18616. }
  18617. ARR_FIND(0, skill_abra_count, i, skill_abra_db[i].skill_id==skill_id);
  18618. if (i >= ARRAYLENGTH(skill_abra_db)) {
  18619. ShowError("skill_parse_row_abradb: Maximum db entries reached.\n");
  18620. return false;
  18621. }
  18622. // Import just for clearing/disabling from original data
  18623. if (strcmp(split[1],"clear") == 0) {
  18624. memset(&skill_abra_db[i], 0, sizeof(skill_abra_db[i]));
  18625. //ShowInfo("skill_parse_row_abradb: Skill %d removed from list.\n", skill_id);
  18626. return true;
  18627. }
  18628. skill_abra_db[i].skill_id = skill_id;
  18629. safestrncpy(skill_abra_db[i].name, trim(split[1]), sizeof(skill_abra_db[i].name)); //store dummyname
  18630. skill_split_atoi(split[2],skill_abra_db[i].per);
  18631. if (i == skill_abra_count)
  18632. skill_abra_count++;
  18633. return true;
  18634. }
  18635. /** Reads change material db
  18636. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  18637. */
  18638. static bool skill_parse_row_changematerialdb(char* split[], int columns, int current)
  18639. {
  18640. uint16 id = atoi(split[0]), nameid = atoi(split[1]);
  18641. short rate = atoi(split[2]);
  18642. bool found = false;
  18643. int x, y;
  18644. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  18645. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  18646. return false;
  18647. }
  18648. // Clear previous data, for importing support
  18649. if (id < ARRAYLENGTH(skill_changematerial_db) && skill_changematerial_db[id].nameid > 0) {
  18650. found = true;
  18651. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18652. }
  18653. // Import just for clearing/disabling from original data
  18654. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  18655. if (nameid == 0) {
  18656. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  18657. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  18658. return true;
  18659. }
  18660. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  18661. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  18662. if (skill_produce_db[x].nameid == nameid)
  18663. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  18664. break;
  18665. }
  18666. if (x >= MAX_SKILL_PRODUCE_DB) {
  18667. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%d) for Change Material. \n", nameid);
  18668. return false;
  18669. }
  18670. skill_changematerial_db[id].nameid = nameid;
  18671. skill_changematerial_db[id].rate = rate;
  18672. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  18673. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  18674. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  18675. }
  18676. if (!found)
  18677. skill_changematerial_count++;
  18678. return true;
  18679. }
  18680. #ifdef ADJUST_SKILL_DAMAGE
  18681. /**
  18682. * Reads skill damage adjustment
  18683. * @author [Lilith]
  18684. */
  18685. static bool skill_parse_row_skilldamage(char* split[], int columns, int current)
  18686. {
  18687. uint16 id = 0;
  18688. trim(split[0]);
  18689. if (ISDIGIT(split[0][0]))
  18690. id = atoi(split[0]);
  18691. else
  18692. id = skill_name2id(split[0]);
  18693. id = skill_db_isset(id, __FUNCTION__);
  18694. memset(&skill_db[id]->damage,0,sizeof(struct s_skill_damage));
  18695. skill_db[id]->damage.caster |= atoi(split[1]);
  18696. skill_db[id]->damage.map |= atoi(split[2]);
  18697. skill_db[id]->damage.pc = cap_value(atoi(split[3]),-100,INT_MAX);
  18698. if (split[3])
  18699. skill_db[id]->damage.mob = cap_value(atoi(split[4]),-100,INT_MAX);
  18700. if (split[4])
  18701. skill_db[id]->damage.boss = cap_value(atoi(split[5]),-100,INT_MAX);
  18702. if (split[5])
  18703. skill_db[id]->damage.other = cap_value(atoi(split[6]),-100,INT_MAX);
  18704. return true;
  18705. }
  18706. #endif
  18707. /**
  18708. * Init dummy skill db also init Skill DB allocation
  18709. * @param skill_id
  18710. * @return Skill Index
  18711. **/
  18712. static uint16 skill_db_create(uint16 skill_id) {
  18713. if (skill_num >= MAX_SKILL) {
  18714. ShowError("Cannot add more skill. Limit is reached '%d'. Change 'MAX_SKILL' in mmo.h\n", MAX_SKILL);
  18715. return 0;
  18716. }
  18717. if (!skill_num)
  18718. CREATE(skill_db, struct s_skill_db *, 1);
  18719. else
  18720. RECREATE(skill_db, struct s_skill_db *, skill_num+1);
  18721. CREATE(skill_db[skill_num], struct s_skill_db, 1);
  18722. if (skill_id > 0) {
  18723. safestrncpy(skill_db[skill_num]->name, "UNKNOWN_SKILL", sizeof(skill_db[skill_num]->name));
  18724. safestrncpy(skill_db[skill_num]->desc, "Unknown Skill", sizeof(skill_db[skill_num]->desc));
  18725. }
  18726. skill_db[skill_num]->nameid = skill_id;
  18727. uidb_iput(skilldb_id2idx, skill_id, skill_num);
  18728. return skill_next_idx();
  18729. }
  18730. static void skill_db_destroy(void) {
  18731. uint16 i;
  18732. for (i = 0; i < SKILL_MAX_DB(); i++) {
  18733. if (skill_db[i]) {
  18734. skill_destroy_requirement(i);
  18735. aFree(skill_db[i]);
  18736. }
  18737. skill_db[i] = NULL;
  18738. }
  18739. skill_num = 0;
  18740. aFree(skill_db);
  18741. skill_db = NULL;
  18742. }
  18743. /*===============================
  18744. * DB reading.
  18745. * skill_db.txt
  18746. * skill_require_db.txt
  18747. * skill_cast_db.txt
  18748. * skill_castnodex_db.txt
  18749. * skill_nocast_db.txt
  18750. * skill_unit_db.txt
  18751. * produce_db.txt
  18752. * create_arrow_db.txt
  18753. * abra_db.txt
  18754. *------------------------------*/
  18755. static void skill_readdb(void)
  18756. {
  18757. int i;
  18758. const char* dbsubpath[] = {
  18759. "",
  18760. "/"DBIMPORT,
  18761. //add other path here
  18762. };
  18763. db_clear(skilldb_name2id);
  18764. db_clear(skilldb_id2idx);
  18765. skill_db_destroy();
  18766. skill_db_create(0);
  18767. memset(skill_produce_db,0,sizeof(skill_produce_db));
  18768. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  18769. memset(skill_abra_db,0,sizeof(skill_abra_db));
  18770. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  18771. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  18772. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  18773. skill_produce_count = skill_arrow_count = skill_abra_count = skill_improvise_count =
  18774. skill_changematerial_count = skill_spellbook_count = skill_magicmushroom_count = 0;
  18775. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  18776. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  18777. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  18778. char* dbsubpath1 = (char*)aMalloc(n1+1);
  18779. char* dbsubpath2 = (char*)aMalloc(n2+1);
  18780. if (i == 0) {
  18781. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18782. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  18783. } else {
  18784. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  18785. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  18786. }
  18787. sv_readdb(dbsubpath2, "skill_db.txt" , ',', 18, 18, -1, skill_parse_row_skilldb, i);
  18788. sv_readdb(dbsubpath2, "skill_require_db.txt" , ',', 34, 34, -1, skill_parse_row_requiredb, i);
  18789. sv_readdb(dbsubpath2, "skill_cast_db.txt" , ',', 7, 8, -1, skill_parse_row_castdb, i);
  18790. sv_readdb(dbsubpath2, "skill_castnodex_db.txt", ',', 2, 3, -1, skill_parse_row_castnodexdb, i);
  18791. sv_readdb(dbsubpath2, "skill_unit_db.txt" , ',', 8, 8, -1, skill_parse_row_unitdb, i);
  18792. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i);
  18793. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i);
  18794. sv_readdb(dbsubpath1, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESULT, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb, i);
  18795. sv_readdb(dbsubpath1, "abra_db.txt" , ',', 3, 3, MAX_SKILL_ABRA_DB, skill_parse_row_abradb, i);
  18796. sv_readdb(dbsubpath1, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb, i);
  18797. sv_readdb(dbsubpath1, "magicmushroom_db.txt" , ',', 1, 2, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb, i);
  18798. sv_readdb(dbsubpath1, "skill_copyable_db.txt" , ',', 2, 4, -1, skill_parse_row_copyabledb, i);
  18799. sv_readdb(dbsubpath1, "skill_improvise_db.txt" , ',', 2, 2, MAX_SKILL_IMPROVISE_DB, skill_parse_row_improvisedb, i);
  18800. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i);
  18801. sv_readdb(dbsubpath1, "skill_nonearnpc_db.txt" , ',', 2, 3, -1, skill_parse_row_nonearnpcrangedb, i);
  18802. #ifdef ADJUST_SKILL_DAMAGE
  18803. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 7, -1, skill_parse_row_skilldamage, i);
  18804. #endif
  18805. aFree(dbsubpath1);
  18806. aFree(dbsubpath2);
  18807. }
  18808. skill_init_unit_layout();
  18809. skill_init_nounit_layout();
  18810. }
  18811. void skill_reload (void) {
  18812. struct s_mapiterator *iter;
  18813. struct map_session_data *sd;
  18814. skill_readdb();
  18815. initChangeTables(); // Re-init Status Change tables
  18816. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  18817. iter = mapit_getallusers();
  18818. for( sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  18819. pc_validate_skill(sd);
  18820. clif_skillinfoblock(sd);
  18821. }
  18822. mapit_free(iter);
  18823. }
  18824. /*==========================================
  18825. *
  18826. *------------------------------------------*/
  18827. void do_init_skill(void)
  18828. {
  18829. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA, 0);
  18830. skilldb_id2idx = uidb_alloc(DB_OPT_DUP_KEY|DB_OPT_RELEASE_DATA);
  18831. skill_readdb();
  18832. skillunit_group_db = idb_alloc(DB_OPT_BASE);
  18833. skillunit_db = idb_alloc(DB_OPT_BASE);
  18834. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  18835. bowling_db = idb_alloc(DB_OPT_BASE);
  18836. skill_unit_ers = ers_new(sizeof(struct skill_unit_group),"skill.c::skill_unit_ers",ERS_OPT_NONE);
  18837. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.c::skill_timer_ers",ERS_OPT_NONE);
  18838. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  18839. add_timer_func_list(skill_castend_id,"skill_castend_id");
  18840. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  18841. add_timer_func_list(skill_timerskill,"skill_timerskill");
  18842. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  18843. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  18844. }
  18845. void do_final_skill(void)
  18846. {
  18847. db_destroy(skilldb_name2id);
  18848. db_destroy(skilldb_id2idx);
  18849. db_destroy(skillunit_group_db);
  18850. db_destroy(skillunit_db);
  18851. db_destroy(skillusave_db);
  18852. db_destroy(bowling_db);
  18853. skill_db_destroy();
  18854. ers_destroy(skill_unit_ers);
  18855. ers_destroy(skill_timer_ers);
  18856. }