skill.c 325 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "mercenary.h"
  19. #include "mob.h"
  20. #include "npc.h"
  21. #include "battle.h"
  22. #include "party.h"
  23. #include "itemdb.h"
  24. #include "script.h"
  25. #include "intif.h"
  26. #include "log.h"
  27. #include "chrif.h"
  28. #include "guild.h"
  29. #include "date.h"
  30. #include "unit.h"
  31. #include <stdio.h>
  32. #include <stdlib.h>
  33. #include <string.h>
  34. #include <time.h>
  35. #define SKILLUNITTIMER_INTERVAL 100
  36. //Guild Skills are shifted to these to make them stick into the skill array.
  37. #define GD_SKILLRANGEMIN 900
  38. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  39. #define HM_SKILLRANGEMIN 800
  40. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  41. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  42. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  43. struct s_skill_db skill_db[MAX_SKILL_DB];
  44. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  45. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  46. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  47. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  48. int firewall_unit_pos;
  49. int icewall_unit_pos;
  50. //Since only mob-casted splash skills can hit ice-walls
  51. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  52. /// Maps skill ids to skill db offsets.
  53. /// Returns the skill's array index, or 0 (Unknown Skill).
  54. static int skill_get_index( int id )
  55. {
  56. // avoid ranges reserved for mapping guild/homun skills
  57. if( id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX )
  58. return 0;
  59. if( id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX )
  60. return 0;
  61. // map skill number to skill id
  62. if( id >= GD_SKILLBASE )
  63. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  64. if( id >= HM_SKILLBASE )
  65. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  66. // validate result
  67. if( id <= 0 || id >= MAX_SKILL_DB )
  68. return 0;
  69. return id;
  70. }
  71. const char* skill_get_name( int id )
  72. {
  73. return skill_db[skill_get_index(id)].name;
  74. }
  75. const char* skill_get_desc( int id )
  76. {
  77. return skill_db[skill_get_index(id)].desc;
  78. }
  79. // out of bounds error checking [celest]
  80. static void skill_chk(int* id, int lv)
  81. {
  82. *id = skill_get_index(*id); // checks/adjusts id
  83. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  84. }
  85. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  86. // Skill DB
  87. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  88. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  89. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  90. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  91. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  92. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  93. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  94. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  95. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  96. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  97. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  98. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  99. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  100. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  101. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  102. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  103. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  104. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  105. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  106. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  107. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  108. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  109. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  110. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  111. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  112. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  113. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  114. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  115. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  116. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  117. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  118. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  119. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  120. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  121. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  122. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  123. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  124. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  125. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  126. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  127. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  128. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  129. int skill_tree_get_max(int id, int b_class)
  130. {
  131. int i, skillid;
  132. b_class = pc_class2idx(b_class);
  133. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  134. if (id == skillid) return skill_tree[b_class][i].max;
  135. return skill_get_max (id);
  136. }
  137. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  138. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  139. int status_change_timer_sub(struct block_list *bl, va_list ap);
  140. int skill_attack_area(struct block_list *bl,va_list ap);
  141. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  142. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  143. int skill_greed(struct block_list *bl, va_list ap);
  144. int skill_cell_overlap(struct block_list *bl, va_list ap);
  145. int skill_ganbatein(struct block_list *bl, va_list ap);
  146. int skill_trap_splash(struct block_list *bl, va_list ap);
  147. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  148. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  149. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  150. static int skill_unit_effect(struct block_list *bl,va_list ap);
  151. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  152. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  153. int skill_get_casttype (int id)
  154. {
  155. int inf = skill_get_inf(id);
  156. if (inf&(INF_GROUND_SKILL))
  157. return CAST_GROUND;
  158. if (inf&INF_SUPPORT_SKILL)
  159. return CAST_NODAMAGE;
  160. if (inf&INF_SELF_SKILL) {
  161. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  162. return CAST_DAMAGE; //Combo skill.
  163. return CAST_NODAMAGE;
  164. }
  165. if (skill_get_nk(id)&NK_NO_DAMAGE)
  166. return CAST_NODAMAGE;
  167. return CAST_DAMAGE;
  168. };
  169. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  170. int skill_get_range2 (struct block_list *bl, int id, int lv)
  171. {
  172. int range;
  173. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  174. return 9; //Mobs have a range of 9 regardless of skill used.
  175. range = skill_get_range(id, lv);
  176. if(range < 0) {
  177. if (battle_config.use_weapon_skill_range&bl->type)
  178. return status_get_range(bl);
  179. range *=-1;
  180. }
  181. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  182. switch (id) {
  183. case AC_SHOWER:
  184. case AC_DOUBLE:
  185. case HT_BLITZBEAT:
  186. case AC_CHARGEARROW:
  187. case SN_FALCONASSAULT:
  188. case SN_SHARPSHOOTING:
  189. case HT_POWER:
  190. if (bl->type == BL_PC)
  191. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  192. else
  193. range += 10; //Assume level 10?
  194. break;
  195. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  196. case GS_RAPIDSHOWER:
  197. case GS_PIERCINGSHOT:
  198. case GS_FULLBUSTER:
  199. case GS_SPREADATTACK:
  200. case GS_GROUNDDRIFT:
  201. if (bl->type == BL_PC)
  202. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  203. else
  204. range += 10; //Assume level 10?
  205. break;
  206. case NJ_KIRIKAGE:
  207. if (bl->type == BL_PC)
  208. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  209. break;
  210. }
  211. if(!range && bl->type != BL_PC)
  212. return 9; // Enable non players to use self skills on others. [Skotlex]
  213. return range;
  214. }
  215. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  216. {
  217. int skill, heal;
  218. struct status_change* sc;
  219. if (skill_lv >= battle_config.max_heal_lv)
  220. return battle_config.max_heal;
  221. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  222. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  223. heal += heal * skill * 2 / 100;
  224. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  225. heal += heal * skill * 2 / 100;
  226. sc = status_get_sc(target);
  227. if( sc && sc->count )
  228. {
  229. if( sc->data[SC_CRITICALWOUND] )
  230. heal -= heal * sc->data[SC_CRITICALWOUND]->val2/100;
  231. if( sc->data[SC_INCHEALRATE] )
  232. heal += heal * sc->data[SC_INCHEALRATE]->val1/100;
  233. }
  234. return heal;
  235. }
  236. // Making plagiarize check its own function [Aru]
  237. int can_copy (struct map_session_data *sd, int skillid)
  238. {
  239. // Never copy NPC/Wedding Skills
  240. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  241. return 0;
  242. // High-class skills
  243. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  244. {
  245. if(battle_config.copyskill_restrict == 2)
  246. return 0;
  247. else if(battle_config.copyskill_restrict)
  248. return (sd->status.class_ == JOB_STALKER);
  249. }
  250. return 1;
  251. }
  252. // [MouseJstr] - skill ok to cast? and when?
  253. int skillnotok (int skillid, struct map_session_data *sd)
  254. {
  255. int i,m;
  256. nullpo_retr (1, sd);
  257. m = sd->bl.m;
  258. i = skill_get_index(skillid);
  259. if (i == 0)
  260. return 1; // invalid skill id
  261. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  262. return 0; // GMs can do any damn thing they want
  263. if (sd->blockskill[i] > 0)
  264. return 1;
  265. // Check skill restrictions [Celest]
  266. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  267. return 1;
  268. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  269. return 1;
  270. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  271. return 1;
  272. if(agit_flag && skill_get_nocast (skillid) & 8)
  273. return 1;
  274. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  275. return 1;
  276. switch (skillid) {
  277. case AL_WARP:
  278. if(map[m].flag.nowarp) {
  279. clif_skill_teleportmessage(sd,0);
  280. return 1;
  281. }
  282. return 0;
  283. break;
  284. case AL_TELEPORT:
  285. if(map[m].flag.noteleport) {
  286. clif_skill_teleportmessage(sd,0);
  287. return 1;
  288. }
  289. return 0;
  290. case WE_CALLPARTNER:
  291. case WE_CALLPARENT:
  292. case WE_CALLBABY:
  293. if (map[m].flag.nomemo) {
  294. clif_skill_teleportmessage(sd,1);
  295. return 1;
  296. }
  297. break;
  298. case MC_VENDING:
  299. case MC_IDENTIFY:
  300. return 0; // always allowed
  301. case WZ_ICEWALL:
  302. // noicewall flag [Valaris]
  303. if (map[m].flag.noicewall) {
  304. clif_skill_fail(sd,skillid,0,0);
  305. return 1;
  306. }
  307. break;
  308. case GD_EMERGENCYCALL:
  309. if (
  310. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  311. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  312. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  313. ) {
  314. clif_skill_fail(sd,skillid,0,0);
  315. return 1;
  316. }
  317. break;
  318. }
  319. return (map[m].flag.noskill);
  320. }
  321. // [orn] - skill ok to cast? and when? //homunculus
  322. int skillnotok_hom (int skillid, struct homun_data *hd)
  323. {
  324. int i = skill_get_index(skillid);
  325. nullpo_retr (1, hd);
  326. if (i == 0)
  327. return 1; // invalid skill id
  328. if (hd->blockskill[i] > 0)
  329. return 1;
  330. //Use master's criteria.
  331. return skillnotok(skillid, hd->master);
  332. }
  333. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  334. {
  335. int pos = skill_get_unit_layout_type(skillid,skilllv);
  336. int dir;
  337. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  338. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  339. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  340. }
  341. if (pos != -1) // simple single-definition layout
  342. return &skill_unit_layout[pos];
  343. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  344. if (skillid == MG_FIREWALL)
  345. return &skill_unit_layout [firewall_unit_pos + dir];
  346. else if (skillid == WZ_ICEWALL)
  347. return &skill_unit_layout [icewall_unit_pos + dir];
  348. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  349. return &skill_unit_layout[0]; // default 1x1 layout
  350. }
  351. /*==========================================
  352. *
  353. *------------------------------------------*/
  354. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  355. {
  356. struct map_session_data *sd, *dstsd;
  357. struct mob_data *md, *dstmd;
  358. struct status_data *sstatus, *tstatus;
  359. struct status_change *sc, *tsc;
  360. int skill;
  361. int rate;
  362. nullpo_retr(0, src);
  363. nullpo_retr(0, bl);
  364. if(skillid < 0) return 0;
  365. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  366. sd = BL_CAST(BL_PC, src);
  367. md = BL_CAST(BL_MOB, src);
  368. dstsd = BL_CAST(BL_PC, bl);
  369. dstmd = BL_CAST(BL_MOB, bl);
  370. sc = status_get_sc(src);
  371. tsc = status_get_sc(bl);
  372. sstatus = status_get_status_data(src);
  373. tstatus = status_get_status_data(bl);
  374. if (!tsc) //skill additional effect is about adding effects to the target...
  375. //So if the target can't be inflicted with statuses, this is pointless.
  376. return 0;
  377. switch(skillid)
  378. {
  379. case 0: // Normal attacks (no skill used)
  380. {
  381. if(sd) {
  382. // Automatic trigger of Blitz Beat
  383. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  384. rand()%1000 <= sstatus->luk*10/3+1 ) {
  385. rate=(sd->status.job_level+9)/10;
  386. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  387. }
  388. // Gank
  389. if(dstmd && sd->status.weapon != W_BOW &&
  390. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  391. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  392. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  393. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  394. else
  395. clif_skill_fail(sd,RG_SNATCHER,0,0);
  396. }
  397. // Chance to trigger Taekwon kicks [Dralnu]
  398. if(sc && !sc->data[SC_COMBO]) {
  399. if(sc->data[SC_READYSTORM] &&
  400. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  401. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  402. ; //Stance triggered
  403. else if(sc->data[SC_READYDOWN] &&
  404. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  405. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  406. ; //Stance triggered
  407. else if(sc->data[SC_READYTURN] &&
  408. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  409. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  410. ; //Stance triggered
  411. else if(sc->data[SC_READYCOUNTER])
  412. { //additional chance from SG_FRIEND [Komurka]
  413. rate = 20;
  414. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  415. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  416. status_change_end(src,SC_SKILLRATE_UP,-1);
  417. }
  418. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  419. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  420. }
  421. }
  422. if (sd->special_state.bonus_coma) {
  423. rate = sd->weapon_coma_ele[tstatus->def_ele];
  424. rate += sd->weapon_coma_race[tstatus->race];
  425. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  426. if (rate)
  427. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  428. }
  429. }
  430. if (sc) {
  431. struct status_change_entry *sce;
  432. // Enchant Poison gives a chance to poison attacked enemies
  433. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  434. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  435. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  436. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  437. if((sce=sc->data[SC_EDP]))
  438. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  439. skill_get_time2(ASC_EDP,sce->val1));
  440. }
  441. }
  442. break;
  443. case SM_BASH:
  444. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  445. //TODO: How much % per base level it actually is?
  446. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  447. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  448. }
  449. break;
  450. case AS_VENOMKNIFE:
  451. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  452. skilllv = pc_checkskill(sd, TF_POISON);
  453. case TF_POISON:
  454. case AS_SPLASHER:
  455. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  456. && sd && skillid==TF_POISON
  457. )
  458. clif_skill_fail(sd,skillid,0,0);
  459. break;
  460. case AS_SONICBLOW:
  461. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  462. break;
  463. case AS_GRIMTOOTH:
  464. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  465. if (!tsc->data[skill])
  466. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  467. break;
  468. case WZ_FIREPILLAR:
  469. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  470. break;
  471. case MG_FROSTDIVER:
  472. case WZ_FROSTNOVA:
  473. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  474. break;
  475. case WZ_STORMGUST:
  476. //Tharis pointed out that this is normal freeze chance with a base of 300%
  477. if(tsc->sg_counter >= 3 &&
  478. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  479. tsc->sg_counter = 0;
  480. break;
  481. case WZ_METEOR:
  482. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  483. break;
  484. case WZ_VERMILION:
  485. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  486. break;
  487. case HT_FREEZINGTRAP:
  488. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  489. break;
  490. case HT_FLASHER:
  491. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  492. break;
  493. case HT_LANDMINE:
  494. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  495. break;
  496. case HT_SHOCKWAVE:
  497. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  498. break;
  499. case HT_SANDMAN:
  500. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  501. break;
  502. case TF_SPRINKLESAND:
  503. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  504. break;
  505. case TF_THROWSTONE:
  506. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  507. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  508. break;
  509. case NPC_DARKCROSS:
  510. case CR_HOLYCROSS:
  511. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  512. break;
  513. case CR_GRANDCROSS:
  514. case NPC_GRANDDARKNESS:
  515. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  516. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  517. break;
  518. case AM_ACIDTERROR:
  519. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  520. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  521. clif_emotion(bl,23);
  522. break;
  523. case AM_DEMONSTRATION:
  524. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  525. break;
  526. case CR_SHIELDCHARGE:
  527. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  528. break;
  529. case PA_PRESSURE:
  530. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  531. break;
  532. case RG_RAID:
  533. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  534. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  535. break;
  536. case BA_FROSTJOKE:
  537. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  538. break;
  539. case DC_SCREAM:
  540. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  541. break;
  542. case BD_LULLABY:
  543. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  544. break;
  545. case DC_UGLYDANCE:
  546. rate = 5+5*skilllv;
  547. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  548. rate += 5+skill;
  549. status_zap(bl, 0, rate);
  550. break;
  551. case SL_STUN:
  552. if (tstatus->size==1) //Only stuns mid-sized mobs.
  553. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  554. break;
  555. case NPC_PETRIFYATTACK:
  556. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  557. skilllv,0,0,skill_get_time(skillid,skilllv),
  558. skill_get_time2(skillid,skilllv));
  559. break;
  560. case NPC_CURSEATTACK:
  561. case NPC_SLEEPATTACK:
  562. case NPC_BLINDATTACK:
  563. case NPC_POISON:
  564. case NPC_SILENCEATTACK:
  565. case NPC_STUNATTACK:
  566. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  567. break;
  568. case NPC_ACIDBREATH:
  569. case NPC_ICEBREATH:
  570. sc_start(bl,SkillStatusChangeTable(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  571. break;
  572. case NPC_BLEEDING:
  573. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  574. break;
  575. case NPC_MENTALBREAKER:
  576. { //Based on observations by Tharis, Mental Breaker should do SP damage
  577. //equal to Matk*skLevel.
  578. rate = sstatus->matk_min;
  579. if (rate < sstatus->matk_max)
  580. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  581. rate*=skilllv;
  582. status_zap(bl, 0, rate);
  583. break;
  584. }
  585. // Equipment breaking monster skills [Celest]
  586. case NPC_WEAPONBRAKER:
  587. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  588. break;
  589. case NPC_ARMORBRAKE:
  590. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  591. break;
  592. case NPC_HELMBRAKE:
  593. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  594. break;
  595. case NPC_SHIELDBRAKE:
  596. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  597. break;
  598. case CH_TIGERFIST:
  599. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  600. break;
  601. case LK_SPIRALPIERCE:
  602. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  603. break;
  604. case ST_REJECTSWORD:
  605. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  606. break;
  607. case PF_FOGWALL:
  608. if (src != bl && !tsc->data[SC_DELUGE])
  609. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  610. break;
  611. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  612. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  613. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  614. break;
  615. case LK_JOINTBEAT:
  616. skill = SkillStatusChangeTable(skillid);
  617. if (tsc->jb_flag) {
  618. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  619. tsc->jb_flag = 0;
  620. }
  621. break;
  622. case ASC_METEORASSAULT:
  623. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  624. switch(rand()%3) {
  625. case 0:
  626. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  627. break;
  628. case 1:
  629. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  630. break;
  631. default:
  632. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  633. }
  634. break;
  635. case HW_NAPALMVULCAN:
  636. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  637. break;
  638. case WS_CARTTERMINATION: // Cart termination
  639. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  640. break;
  641. case CR_ACIDDEMONSTRATION:
  642. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  643. break;
  644. case TK_DOWNKICK:
  645. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  646. break;
  647. case TK_JUMPKICK:
  648. //Cancel out Soul Linker status of the target. [Skotlex]
  649. if (tsc->count) {
  650. //Remove NORMAL potions effect.
  651. if (tsc->data[SC_ASPDPOTION0] && !tsc->data[SC_ASPDPOTION0]->val4)
  652. status_change_end(bl, SC_ASPDPOTION0, -1);
  653. if (tsc->data[SC_ASPDPOTION1] && !tsc->data[SC_ASPDPOTION1]->val4)
  654. status_change_end(bl, SC_ASPDPOTION1, -1);
  655. if (tsc->data[SC_ASPDPOTION2] && !tsc->data[SC_ASPDPOTION2]->val4)
  656. status_change_end(bl, SC_ASPDPOTION2, -1);
  657. if (tsc->data[SC_ASPDPOTION3] && !tsc->data[SC_ASPDPOTION3]->val4)
  658. status_change_end(bl, SC_ASPDPOTION3, -1);
  659. if (tsc->data[SC_SPEEDUP0] && !tsc->data[SC_SPEEDUP0]->val4)
  660. status_change_end(bl, SC_SPEEDUP0, -1);
  661. if (tsc->data[SC_SPEEDUP1] && !tsc->data[SC_SPEEDUP1]->val4)
  662. status_change_end(bl, SC_SPEEDUP1, -1);
  663. if (tsc->data[SC_SPIRIT])
  664. status_change_end(bl, SC_SPIRIT, -1);
  665. if (tsc->data[SC_ONEHAND])
  666. status_change_end(bl, SC_ONEHAND, -1);
  667. if (tsc->data[SC_ADRENALINE2])
  668. status_change_end(bl, SC_ADRENALINE2, -1);
  669. }
  670. break;
  671. case TK_TURNKICK:
  672. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  673. if(attack_type&BF_MISC) //70% base stun chance...
  674. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  675. break;
  676. case GS_BULLSEYE: //0.1% coma rate.
  677. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  678. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  679. break;
  680. case GS_PIERCINGSHOT:
  681. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  682. break;
  683. case NJ_HYOUSYOURAKU:
  684. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  685. break;
  686. case GS_FLING:
  687. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  688. break;
  689. case GS_DISARM:
  690. rate = 3*skilllv;
  691. if (sstatus->dex > tstatus->dex)
  692. rate += (sstatus->dex - tstatus->dex)/5;
  693. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  694. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  695. break;
  696. case NPC_EVILLAND:
  697. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  698. break;
  699. case NPC_HELLJUDGEMENT:
  700. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  701. break;
  702. case NPC_CRITICALWOUND:
  703. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  704. break;
  705. }
  706. if(sd && attack_type&BF_WEAPON &&
  707. skillid != WS_CARTTERMINATION &&
  708. skillid != AM_DEMONSTRATION &&
  709. skillid != CR_REFLECTSHIELD &&
  710. skillid != ASC_BREAKER
  711. ){ //Trigger status effects
  712. int i, type;
  713. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  714. {
  715. rate = sd->addeff[i].rate;
  716. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  717. rate += sd->addeff[i].arrow_rate;
  718. if (!rate) continue;
  719. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  720. { //Trigger has range consideration.
  721. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  722. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  723. continue; //Range Failed.
  724. }
  725. type = sd->addeff[i].id;
  726. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  727. if (sd->addeff[i].flag&ATF_TARGET)
  728. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  729. if (sd->addeff[i].flag&ATF_SELF)
  730. status_change_start(src,type,rate,7,0,0,0,skill,0);
  731. }
  732. }
  733. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  734. { //Pass heritage to Master for status causing effects. [Skotlex]
  735. sd = map_id2sd(md->master_id);
  736. src = sd?&sd->bl:src;
  737. }
  738. // Autospell when attacking
  739. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  740. struct block_list *tbl;
  741. struct unit_data *ud;
  742. int i, skilllv;
  743. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  744. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  745. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  746. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  747. continue; // one or more trigger conditions were not fulfilled
  748. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  749. if (skillnotok(skill, sd))
  750. continue;
  751. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  752. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  753. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  754. if (rand()%1000 > rate)
  755. continue;
  756. if (sd->autospell[i].id < 0)
  757. tbl = src;
  758. else
  759. tbl = bl;
  760. switch (skill_get_casttype(skill)) {
  761. case CAST_GROUND:
  762. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  763. break;
  764. case CAST_NODAMAGE:
  765. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  766. break;
  767. case CAST_DAMAGE:
  768. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  769. break;
  770. }
  771. //Set canact delay. [Skotlex]
  772. ud = unit_bl2ud(src);
  773. if (ud) {
  774. rate = skill_delayfix(src, skill, skilllv);
  775. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  776. ud->canact_tick = tick+rate;
  777. }
  778. break; //Only one auto skill comes off at a time.
  779. }
  780. }
  781. //Auto-script when attacking
  782. if(sd && src != bl && sd->autoscript[0].script) {
  783. int i;
  784. for (i = 0; i < ARRAYLENGTH(sd->autoscript) && sd->autoscript[i].script; i++) {
  785. if(!(sd->autoscript[i].flag&attack_type&BF_WEAPONMASK &&
  786. sd->autoscript[i].flag&attack_type&BF_RANGEMASK &&
  787. sd->autoscript[i].flag&attack_type&BF_SKILLMASK))
  788. continue; // one or more trigger conditions were not fulfilled
  789. if (rand()%1000 > sd->autoscript[i].rate)
  790. continue;
  791. run_script(sd->autoscript[i].script,0,sd->bl.id,0);
  792. break; //Have only one script execute at a time.
  793. }
  794. }
  795. //Polymorph
  796. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  797. dstmd && !(tstatus->mode&MD_BOSS) &&
  798. (rand()%10000 < sd->classchange))
  799. {
  800. struct mob_db *mob;
  801. int class_;
  802. skill = 0;
  803. do {
  804. do {
  805. class_ = rand() % MAX_MOB_DB;
  806. } while (!mobdb_checkid(class_));
  807. rate = rand() % 1000000;
  808. mob = mob_db(class_);
  809. } while (
  810. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  811. (skill++) < 2000);
  812. if (skill < 2000)
  813. mob_class_change(dstmd,class_);
  814. }
  815. return 0;
  816. }
  817. /* Splitted off from skill_additional_effect, which is never called when the
  818. * attack skill kills the enemy. Place in this function counter status effects
  819. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  820. * from cards) that will take effect on the source, not the target. [Skotlex]
  821. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  822. * type of skills, so not every instance of skill_additional_effect needs a call
  823. * to this one.
  824. */
  825. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  826. {
  827. int rate;
  828. struct map_session_data *sd=NULL;
  829. struct map_session_data *dstsd=NULL;
  830. struct status_change *tsc;
  831. nullpo_retr(0, src);
  832. nullpo_retr(0, bl);
  833. if(skillid < 0) return 0;
  834. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  835. tsc = status_get_sc(bl);
  836. if (tsc && !tsc->count)
  837. tsc = NULL;
  838. sd = BL_CAST(BL_PC, src);
  839. dstsd = BL_CAST(BL_PC, bl);
  840. switch(skillid){
  841. case 0: //Normal Attack
  842. if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == -1)
  843. tsc->data[SC_KAAHI]->val4 = add_timer(
  844. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1),
  845. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  846. break;
  847. case MO_EXTREMITYFIST:
  848. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  849. break;
  850. case GS_FULLBUSTER:
  851. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  852. break;
  853. case HFLI_SBR44: //[orn]
  854. case HVAN_EXPLOSION:
  855. if(src->type == BL_HOM){
  856. TBL_HOM *hd = (TBL_HOM*)src;
  857. hd->homunculus.intimacy = 200;
  858. if (hd->master)
  859. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  860. }
  861. break;
  862. }
  863. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  864. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  865. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  866. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  867. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  868. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  869. ){ //Soul Drain should only work on targetted spells [Skotlex]
  870. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  871. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  872. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  873. }
  874. if(dstsd && attack_type&BF_WEAPON)
  875. { //Counter effects.
  876. int i, type, time;
  877. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  878. {
  879. rate = dstsd->addeff2[i].rate;
  880. if (attack_type&BF_LONG)
  881. rate+=dstsd->addeff2[i].arrow_rate;
  882. if (!rate) continue;
  883. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  884. { //Trigger has range consideration.
  885. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  886. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  887. continue; //Range Failed.
  888. }
  889. type = dstsd->addeff2[i].id;
  890. time = skill_get_time2(StatusSkillChangeTable[type],7);
  891. if (dstsd->addeff2[i].flag&ATF_TARGET)
  892. status_change_start(src,type,rate,7,0,0,0,time,0);
  893. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  894. status_change_start(bl,type,rate,7,0,0,0,time,0);
  895. }
  896. }
  897. // Trigger counter-spells to retaliate against damage causing skills.
  898. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  899. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  900. {
  901. struct block_list *tbl;
  902. struct unit_data *ud;
  903. int i, skillid, skilllv, rate;
  904. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  905. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  906. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  907. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  908. continue; // one or more trigger conditions were not fulfilled
  909. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  910. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  911. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  912. rate = dstsd->autospell2[i].rate;
  913. if (attack_type&BF_LONG)
  914. rate>>=1;
  915. if (skillnotok(skillid, dstsd))
  916. continue;
  917. if (rand()%1000 > rate)
  918. continue;
  919. if (dstsd->autospell2[i].id < 0)
  920. tbl = bl;
  921. else
  922. tbl = src;
  923. switch (skill_get_casttype(skillid)) {
  924. case CAST_GROUND:
  925. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  926. break;
  927. case CAST_NODAMAGE:
  928. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  929. break;
  930. case CAST_DAMAGE:
  931. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  932. break;
  933. }
  934. //Set canact delay. [Skotlex]
  935. ud = unit_bl2ud(bl);
  936. if (ud) {
  937. rate = skill_delayfix(bl, skillid, skilllv);
  938. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  939. ud->canact_tick = tick+rate;
  940. }
  941. break; //trigger only one auto-spell per hit.
  942. }
  943. }
  944. //Auto-script when attacked
  945. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autoscript2[0].script &&
  946. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  947. {
  948. int i;
  949. for (i = 0; i < ARRAYLENGTH(dstsd->autoscript2) && dstsd->autoscript2[i].script; i++) {
  950. if(!(dstsd->autoscript2[i].flag&attack_type&BF_WEAPONMASK &&
  951. dstsd->autoscript2[i].flag&attack_type&BF_RANGEMASK &&
  952. dstsd->autoscript2[i].flag&attack_type&BF_SKILLMASK))
  953. continue; // one or more trigger conditions were not fulfilled
  954. if (rand()%1000 > dstsd->autoscript2[i].rate)
  955. continue;
  956. run_script(dstsd->autoscript2[i].script,0,dstsd->bl.id,0);
  957. break; //Have only one script execute at a time.
  958. }
  959. }
  960. return 0;
  961. }
  962. /*=========================================================================
  963. Breaks equipment. On-non players causes the corresponding strip effect.
  964. - rate goes from 0 to 10000 (100.00%)
  965. - flag is a BCT_ flag to indicate which type of adjustment should be used
  966. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  967. --------------------------------------------------------------------------*/
  968. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  969. {
  970. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  971. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  972. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  973. struct status_change *sc = status_get_sc(bl);
  974. int i,j;
  975. TBL_PC *sd;
  976. sd = BL_CAST(BL_PC, bl);
  977. if (sc && !sc->count)
  978. sc = NULL;
  979. if (sd) {
  980. if (sd->unbreakable_equip)
  981. where &= ~sd->unbreakable_equip;
  982. if (sd->unbreakable)
  983. rate -= rate*sd->unbreakable/100;
  984. if (where&EQP_WEAPON) {
  985. switch (sd->status.weapon) {
  986. case W_FIST: //Bare fists should not break :P
  987. case W_1HAXE:
  988. case W_2HAXE:
  989. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  990. case W_STAFF:
  991. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  992. case W_HUUMA:
  993. where &= ~EQP_WEAPON;
  994. }
  995. }
  996. }
  997. if (flag&BCT_ENEMY) {
  998. if (battle_config.equip_skill_break_rate != 100)
  999. rate = rate*battle_config.equip_skill_break_rate/100;
  1000. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1001. if (battle_config.equip_self_break_rate != 100)
  1002. rate = rate*battle_config.equip_self_break_rate/100;
  1003. }
  1004. for (i = 0; i < 4; i++) {
  1005. if (where&where_list[i]) {
  1006. if (sc && sc->count && sc->data[scdef[i]])
  1007. where&=~where_list[i];
  1008. else if (rand()%10000 >= rate)
  1009. where&=~where_list[i];
  1010. else if (!sd) //Cause Strip effect.
  1011. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1012. }
  1013. }
  1014. if (!where) //Nothing to break.
  1015. return 0;
  1016. if (sd) {
  1017. for (i = 0; i < EQI_MAX; i++) {
  1018. j = sd->equip_index[i];
  1019. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1020. continue;
  1021. flag = 0;
  1022. switch(i) {
  1023. case EQI_HEAD_TOP: //Upper Head
  1024. flag = (where&EQP_HELM);
  1025. break;
  1026. case EQI_ARMOR: //Body
  1027. flag = (where&EQP_ARMOR);
  1028. break;
  1029. case EQI_HAND_R: //Left/Right hands
  1030. case EQI_HAND_L:
  1031. flag = (
  1032. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1033. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1034. break;
  1035. default:
  1036. continue;
  1037. }
  1038. if (flag) {
  1039. sd->status.inventory[j].attribute = 1;
  1040. pc_unequipitem(sd, j, 3);
  1041. }
  1042. }
  1043. clif_equiplist(sd);
  1044. }
  1045. return where; //Return list of pieces broken.
  1046. }
  1047. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1048. {
  1049. struct status_change *sc;
  1050. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1051. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1052. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1053. int i;
  1054. if (rand()%100 >= rate)
  1055. return 0;
  1056. sc = status_get_sc(bl);
  1057. if (!sc)
  1058. return 0;
  1059. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1060. if (where&pos[i] && sc->data[sc_def[i]])
  1061. where&=~pos[i];
  1062. }
  1063. if (!where) return 0;
  1064. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1065. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1066. where&=~pos[i];
  1067. }
  1068. return where?1:0;
  1069. }
  1070. /*=========================================================================
  1071. Used to knock back players, monsters, traps, etc
  1072. - 'count' is the number of squares to knock back
  1073. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1074. - if 'flag&0x1', position update packets must not be sent.
  1075. -------------------------------------------------------------------------*/
  1076. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1077. {
  1078. int dx = 0, dy = 0, nx, ny;
  1079. int ret;
  1080. struct skill_unit* su = NULL;
  1081. nullpo_retr(0, src);
  1082. if (src != target && map_flag_gvg(target->m))
  1083. return 0; //No knocking back in WoE
  1084. if (count == 0)
  1085. return 0; //Actual knockback distance is 0.
  1086. switch (target->type)
  1087. {
  1088. case BL_MOB:
  1089. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1090. return 0;
  1091. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1092. return 0;
  1093. break;
  1094. case BL_PC:
  1095. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1096. return 0;
  1097. break;
  1098. case BL_SKILL:
  1099. su = (struct skill_unit *)target;
  1100. break;
  1101. }
  1102. if (direction == -1) // <optimized>: do the computation here instead of outside
  1103. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1104. if (direction >= 0 && direction < 8)
  1105. { // take the reversed 'direction' and reverse it
  1106. dx = -dirx[direction];
  1107. dy = -diry[direction];
  1108. }
  1109. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1110. nx = ret>>16;
  1111. ny = ret&0xffff;
  1112. if (!su)
  1113. unit_stop_walking(target,0);
  1114. dx = nx - target->x;
  1115. dy = ny - target->y;
  1116. if (!dx && !dy) //Could not knockback.
  1117. return 0;
  1118. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1119. if(su)
  1120. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1121. else
  1122. map_moveblock(target, nx, ny, gettick());
  1123. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1124. if(!(flag&0x1))
  1125. clif_blown(target);
  1126. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1127. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1128. return count; //Return amount of knocked back cells.
  1129. }
  1130. //Checks if bl should reflect back a spell.
  1131. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1132. static int skill_magic_reflect(struct block_list *bl, int type)
  1133. {
  1134. struct status_change *sc = status_get_sc(bl);
  1135. struct map_session_data *sd;
  1136. sd = BL_CAST(BL_PC, bl);
  1137. if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
  1138. return 1;
  1139. if(sc && sc->count)
  1140. {
  1141. if(sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2)
  1142. return 1;
  1143. if(sc->data[SC_KAITE] && (sd || status_get_lv(bl) <= 80))
  1144. { //Works on players or mobs with level under 80.
  1145. clif_specialeffect(bl, 438, AREA);
  1146. if (--sc->data[SC_KAITE]->val2 <= 0)
  1147. status_change_end(bl, SC_KAITE, -1);
  1148. return 1;
  1149. }
  1150. }
  1151. return 0;
  1152. }
  1153. /*
  1154. * =========================================================================
  1155. * Does a skill attack with the given properties.
  1156. * src is the master behind the attack (player/mob/pet)
  1157. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1158. * bl is the target to be attacked.
  1159. * flag can hold a bunch of information:
  1160. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1161. * (usually holds number of targets, or just 1 for simple splash attacks)
  1162. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1163. * packet shouldn't display a skill animation)
  1164. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1165. * client (causes player characters to not scream skill name)
  1166. *-------------------------------------------------------------------------*/
  1167. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1168. {
  1169. struct Damage dmg;
  1170. struct status_data *sstatus, *tstatus;
  1171. struct status_change *sc;
  1172. struct map_session_data *sd, *tsd;
  1173. int type,damage,rdamage=0;
  1174. if(skillid > 0 && skilllv <= 0) return 0;
  1175. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1176. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1177. nullpo_retr(0, bl); //Target to be attacked.
  1178. if (src != dsrc) {
  1179. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1180. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1181. return 0;
  1182. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1183. //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]
  1184. if (!status_check_skilluse(src, bl, skillid, 2))
  1185. return 0;
  1186. }
  1187. sd = BL_CAST(BL_PC, src);
  1188. tsd = BL_CAST(BL_PC, bl);
  1189. sstatus = status_get_status_data(src);
  1190. tstatus = status_get_status_data(bl);
  1191. sc= status_get_sc(bl);
  1192. if (sc && !sc->count) sc = NULL; //Don't need it.
  1193. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1194. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1195. return 0;
  1196. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1197. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1198. return 0;
  1199. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1200. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1201. //Skotlex: Adjusted to the new system
  1202. if(src->type==BL_PET)
  1203. { // [Valaris]
  1204. struct pet_data *pd = (TBL_PET*)src;
  1205. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1206. {
  1207. int element = skill_get_ele(skillid, skilllv);
  1208. if (skillid == -1)
  1209. element = sstatus->rhw.ele;
  1210. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1211. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1212. else
  1213. dmg.damage= skilllv;
  1214. dmg.damage2=0;
  1215. dmg.div_= pd->a_skill->div_;
  1216. }
  1217. }
  1218. if (attack_type&BF_MAGIC) {
  1219. if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
  1220. skill_magic_reflect(bl, src==dsrc))
  1221. { //Magic reflection, switch caster/target
  1222. struct block_list *tbl = bl;
  1223. bl = src;
  1224. src = tbl;
  1225. sd = BL_CAST(BL_PC, src);
  1226. tsd = BL_CAST(BL_PC, bl);
  1227. sc = status_get_sc(bl);
  1228. if (sc && !sc->count)
  1229. sc = NULL; //Don't need it.
  1230. //Spirit of Wizard blocks bounced back spells.
  1231. if (sc && sc->data[SC_SPIRIT] &&
  1232. sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  1233. {
  1234. //It should only consume once per skill casted. Val3 is the skill
  1235. //id and val4 is the ID of the damage src, this should account for
  1236. //ground spells (and single target spells will be completed on
  1237. //castend_id) [Skotlex]
  1238. if (tsd && !(
  1239. sc->data[SC_SPIRIT]->val3 == skillid &&
  1240. sc->data[SC_SPIRIT]->val4 == dsrc->id)
  1241. ) { //Check if you have stone to consume.
  1242. type = pc_search_inventory (tsd, 7321);
  1243. if (type >= 0)
  1244. pc_delitem(tsd, type, 1, 0);
  1245. } else
  1246. type = 0;
  1247. if (type >= 0) {
  1248. dmg.damage = dmg.damage2 = 0;
  1249. dmg.dmg_lv = ATK_FLEE;
  1250. sc->data[SC_SPIRIT]->val3 = skillid;
  1251. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1252. }
  1253. }
  1254. }
  1255. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1256. int sp = skill_get_sp(skillid,skilllv);
  1257. dmg.damage = dmg.damage2 = 0;
  1258. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1259. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1260. if(skillid == WZ_WATERBALL && skilllv > 1)
  1261. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1262. status_heal(bl, 0, sp, 2);
  1263. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1264. }
  1265. }
  1266. damage = dmg.damage + dmg.damage2;
  1267. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1268. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1269. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1270. //Skill hit type
  1271. type=(skillid==0)?5:skill_get_hit(skillid);
  1272. if(damage < dmg.div_
  1273. //Only skills that knockback even when they miss. [Skotlex]
  1274. && skillid != CH_PALMSTRIKE)
  1275. dmg.blewcount = 0;
  1276. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1277. if(battle_config.gx_disptype) dsrc = src;
  1278. if(src == bl) type = 4;
  1279. else flag|=SD_ANIMATION;
  1280. }
  1281. if(skillid == NJ_TATAMIGAESHI) {
  1282. dsrc = src; //For correct knockback.
  1283. flag|=SD_ANIMATION;
  1284. }
  1285. if(sd) {
  1286. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1287. if (sd->sc.data[SC_COMBO])
  1288. { //End combo state after skill is invoked. [Skotlex]
  1289. switch (skillid) {
  1290. case TK_TURNKICK:
  1291. case TK_STORMKICK:
  1292. case TK_DOWNKICK:
  1293. case TK_COUNTER:
  1294. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1295. { //Extend combo time.
  1296. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1297. sd->skilllv_old = skilllv;
  1298. sd->sc.data[SC_COMBO]->val1 = skillid; //Update combo-skill
  1299. delete_timer(sd->sc.data[SC_COMBO]->timer, status_change_timer);
  1300. sd->sc.data[SC_COMBO]->timer = add_timer(
  1301. tick+sd->sc.data[SC_COMBO]->val4,
  1302. status_change_timer, src->id, SC_COMBO);
  1303. break;
  1304. }
  1305. default:
  1306. status_change_end(src,SC_COMBO,-1);
  1307. }
  1308. }
  1309. switch(skillid)
  1310. {
  1311. case MO_TRIPLEATTACK:
  1312. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1313. flag=1;
  1314. break;
  1315. case MO_CHAINCOMBO:
  1316. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1317. flag=1;
  1318. break;
  1319. case MO_COMBOFINISH:
  1320. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1321. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1322. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1323. flag=1;
  1324. case CH_TIGERFIST:
  1325. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1326. flag=1;
  1327. case CH_CHAINCRUSH:
  1328. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1329. flag=1;
  1330. break;
  1331. case AC_DOUBLE:
  1332. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1333. pc_checkskill(sd, HT_POWER))
  1334. {
  1335. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1336. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1337. clif_combo_delay(src,2000);
  1338. }
  1339. break;
  1340. case TK_COUNTER:
  1341. { //bonus from SG_FRIEND [Komurka]
  1342. int level;
  1343. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1344. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1345. }
  1346. break;
  1347. case SL_STIN:
  1348. case SL_STUN:
  1349. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1350. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1351. break;
  1352. case GS_FULLBUSTER:
  1353. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1354. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1355. break;
  1356. } //Switch End
  1357. if (flag) { //Possible to chain
  1358. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1359. if (flag < 0) flag = 0;
  1360. flag += 300 * battle_config.combo_delay_rate/100;
  1361. sc_start(src,SC_COMBO,100,skillid,flag);
  1362. clif_combo_delay(src, flag);
  1363. }
  1364. }
  1365. // Cart Revolution and Grimtooth need this weirdo dummy packet for the first target to display correctly
  1366. if( flag&SD_PREAMBLE )
  1367. clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, -30000, dmg.div_, skillid, skilllv, 6);
  1368. //Display damage.
  1369. switch( skillid )
  1370. {
  1371. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1372. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1373. break;
  1374. //Skills that need be passed as a normal attack for the client to display correctly.
  1375. case HVAN_EXPLOSION:
  1376. case NPC_SELFDESTRUCTION:
  1377. if(src->type==BL_PC)
  1378. dmg.blewcount = 10;
  1379. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1380. // fall through
  1381. case KN_AUTOCOUNTER:
  1382. case NPC_CRITICALSLASH:
  1383. case TF_DOUBLE:
  1384. case GS_CHAINACTION:
  1385. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1386. break;
  1387. case AS_SPLASHER:
  1388. if( flag&SD_ANIMATION ) // the surrounding targets
  1389. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1390. else // the central target doesn't display an animation
  1391. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1392. break;
  1393. default:
  1394. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1395. type = 5;
  1396. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1397. break;
  1398. }
  1399. map_freeblock_lock();
  1400. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1401. && pc_checkskill(tsd,RG_PLAGIARISM)
  1402. && (!sc || !sc->data[SC_PRESERVE])
  1403. && damage < tsd->status.hp)
  1404. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1405. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1406. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1407. {
  1408. int lv = skilllv;
  1409. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1410. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1411. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1412. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1413. }
  1414. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1415. lv = type;
  1416. //kRO Update makes it impossible to copy skills beyond the skill_db max.
  1417. if ((type = skill_get_max(skillid)) < lv)
  1418. lv = type;
  1419. tsd->cloneskill_id = skillid;
  1420. tsd->status.skill[skillid].id = skillid;
  1421. tsd->status.skill[skillid].lv = lv;
  1422. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1423. pc_setglobalreg(tsd, "CLONE_SKILL", skillid);
  1424. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1425. clif_skillinfoblock(tsd);
  1426. }
  1427. }
  1428. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1429. struct skill_unit* su = (struct skill_unit*)bl;
  1430. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1431. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1432. }
  1433. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1434. { //Skills with can't walk delay also stop normal attacking for that
  1435. //duration when the attack connects. [Skotlex]
  1436. struct unit_data *ud = unit_bl2ud(src);
  1437. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1438. ud->attackabletime = tick + type;
  1439. }
  1440. if (!dmg.amotion) {
  1441. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1442. if (damage > 0) {
  1443. if (!status_isdead(bl))
  1444. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1445. //Counter status effects [Skotlex]
  1446. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1447. }
  1448. }
  1449. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1450. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  1451. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  1452. {
  1453. int direction = -1; // default
  1454. switch(skillid)
  1455. {
  1456. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  1457. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  1458. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  1459. }
  1460. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  1461. }
  1462. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1463. if (dmg.amotion)
  1464. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1465. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1466. int rate = 50 + skilllv * 5;
  1467. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1468. if(rand()%100 < rate)
  1469. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1470. }
  1471. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1472. if (battle_config.left_cardfix_to_right)
  1473. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1474. else
  1475. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1476. }
  1477. if (rdamage>0) {
  1478. if (dmg.amotion)
  1479. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1480. else
  1481. status_fix_damage(bl,src,rdamage,0);
  1482. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1483. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1484. if (tsd && src != bl)
  1485. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1486. skill_additional_effect(bl,src,CR_REFLECTSHIELD,1,BF_WEAPON|BF_SHORT|BF_NORMAL,tick);
  1487. }
  1488. if (!(flag&2) &&
  1489. (
  1490. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1491. ) &&
  1492. (sc = status_get_sc(src)) &&
  1493. sc->data[SC_DOUBLECAST] &&
  1494. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  1495. {
  1496. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1497. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1498. }
  1499. map_freeblock_unlock();
  1500. return damage;
  1501. }
  1502. /*==========================================
  1503. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1504. * flagについて?F16?i?を確認
  1505. * MSB <- 00fTffff ->LSB
  1506. * T =タ?ゲット選?用(BCT_*)
  1507. * ffff=自由に使用可能
  1508. * 0 =予約?B0に固定
  1509. *------------------------------------------*/
  1510. static int skill_area_temp[8];
  1511. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1512. int skill_area_sub (struct block_list *bl, va_list ap)
  1513. {
  1514. struct block_list *src;
  1515. int skill_id,skill_lv,flag;
  1516. unsigned int tick;
  1517. SkillFunc func;
  1518. nullpo_retr(0, bl);
  1519. nullpo_retr(0, ap);
  1520. src=va_arg(ap,struct block_list *);
  1521. skill_id=va_arg(ap,int);
  1522. skill_lv=va_arg(ap,int);
  1523. tick=va_arg(ap,unsigned int);
  1524. flag=va_arg(ap,int);
  1525. func=va_arg(ap,SkillFunc);
  1526. if(battle_check_target(src,bl,flag) > 0)
  1527. return func(src,bl,skill_id,skill_lv,tick,flag);
  1528. return 0;
  1529. }
  1530. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  1531. {
  1532. struct skill_unit *unit;
  1533. int skillid,g_skillid;
  1534. unit = (struct skill_unit *)bl;
  1535. if(bl->prev == NULL || bl->type != BL_SKILL)
  1536. return 0;
  1537. if(!unit->alive)
  1538. return 0;
  1539. skillid = va_arg(ap,int);
  1540. g_skillid = unit->group->skill_id;
  1541. switch (skillid)
  1542. {
  1543. case MG_SAFETYWALL:
  1544. case AL_PNEUMA:
  1545. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  1546. return 0;
  1547. break;
  1548. case AL_WARP:
  1549. case HT_SKIDTRAP:
  1550. case HT_LANDMINE:
  1551. case HT_ANKLESNARE:
  1552. case HT_SHOCKWAVE:
  1553. case HT_SANDMAN:
  1554. case HT_FLASHER:
  1555. case HT_FREEZINGTRAP:
  1556. case HT_BLASTMINE:
  1557. case HT_CLAYMORETRAP:
  1558. case HT_TALKIEBOX:
  1559. case HP_BASILICA:
  1560. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  1561. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  1562. return 0;
  1563. break;
  1564. default: //Avoid stacking with same kind of trap. [Skotlex]
  1565. if (g_skillid != skillid)
  1566. return 0;
  1567. break;
  1568. }
  1569. return 1;
  1570. }
  1571. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1572. {
  1573. //Non players do not check for the skill's splash-trigger area.
  1574. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  1575. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1576. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1577. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1578. return 0;
  1579. }
  1580. range += layout_type;
  1581. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  1582. }
  1583. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  1584. {
  1585. int skillid;
  1586. if(bl->prev == NULL)
  1587. return 0;
  1588. if(status_isdead(bl))
  1589. return 0;
  1590. skillid = va_arg(ap,int);
  1591. if (skillid==HP_BASILICA && bl->type==BL_PC)
  1592. return 0;
  1593. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  1594. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  1595. return 1;
  1596. }
  1597. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  1598. {
  1599. int range, type;
  1600. switch (skillid) { // to be expanded later
  1601. case WZ_ICEWALL:
  1602. range = 2;
  1603. break;
  1604. default:
  1605. {
  1606. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  1607. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  1608. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  1609. return 0;
  1610. }
  1611. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  1612. }
  1613. break;
  1614. }
  1615. // if the caster is a monster/NPC, only check for players
  1616. // otherwise just check characters
  1617. if (bl->type == BL_PC)
  1618. type = BL_CHAR;
  1619. else
  1620. type = BL_PC;
  1621. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  1622. x - range, y - range, x + range, y + range,
  1623. type, skillid);
  1624. }
  1625. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  1626. {
  1627. struct map_session_data *sd;
  1628. int gid, id, strvit, agidex;
  1629. sd = (struct map_session_data *)bl;
  1630. id = va_arg(ap,int);
  1631. gid = va_arg(ap,int);
  1632. if (sd->status.guild_id != gid)
  1633. return 0;
  1634. if(id == sd->bl.id && battle_config.guild_aura&16)
  1635. return 0;
  1636. strvit = va_arg(ap,int);
  1637. agidex = va_arg(ap,int);
  1638. if (sd->sc.data[SC_GUILDAURA]) {
  1639. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  1640. if (sce->val3 != strvit || sce->val4 != agidex) {
  1641. sce->val3 = strvit;
  1642. sce->val4 = agidex;
  1643. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  1644. }
  1645. return 0;
  1646. }
  1647. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  1648. return 1;
  1649. }
  1650. /*==========================================
  1651. * [orn]
  1652. * Checks that you have the requirements for casting a skill for homunculus.
  1653. * Flag:
  1654. * &1: finished casting the skill (invoke hp/sp/item consumption)
  1655. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  1656. *------------------------------------------*/
  1657. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  1658. {
  1659. struct status_data *status;
  1660. TBL_PC * sd;
  1661. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  1662. int itemid[10],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  1663. nullpo_retr(0, hd);
  1664. sd = hd->master;
  1665. if (lv <= 0) return 0;
  1666. status = &hd->battle_status;
  1667. //Code speedup, rather than using skill_get_* over and over again.
  1668. j = skill_get_index(skill);
  1669. if( j == 0 )
  1670. return 0;
  1671. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  1672. return 0;
  1673. for(i = 0; i < 10; i++) {
  1674. itemid[i] = skill_db[j].itemid[i];
  1675. amount[i] = skill_db[j].amount[i];
  1676. }
  1677. hp = skill_db[j].hp[lv-1];
  1678. sp = skill_db[j].sp[lv-1];
  1679. hp_rate = skill_db[j].hp_rate[lv-1];
  1680. sp_rate = skill_db[j].sp_rate[lv-1];
  1681. state = skill_db[j].state;
  1682. mhp = skill_db[j].mhp[lv-1];
  1683. if(mhp > 0)
  1684. hp += (status->max_hp * mhp)/100;
  1685. if(hp_rate > 0)
  1686. hp += (status->hp * hp_rate)/100;
  1687. else
  1688. hp += (status->max_hp * (-hp_rate))/100;
  1689. if(sp_rate > 0)
  1690. sp += (status->sp * sp_rate)/100;
  1691. else
  1692. sp += (status->max_sp * (-sp_rate))/100;
  1693. switch(skill) { // Check for cost reductions due to skills & SCs
  1694. case HFLI_SBR44:
  1695. if(hd->homunculus.intimacy <= 200)
  1696. return 0;
  1697. break;
  1698. case HVAN_EXPLOSION:
  1699. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  1700. return 0;
  1701. break;
  1702. }
  1703. if(!(type&2)){
  1704. if( hp>0 && status->hp <= (unsigned int)hp) {
  1705. clif_skill_fail(sd,skill,2,0);
  1706. return 0;
  1707. }
  1708. if( sp>0 && status->sp < (unsigned int)sp) {
  1709. clif_skill_fail(sd,skill,1,0);
  1710. return 0;
  1711. }
  1712. }
  1713. if (!type) //States are only checked on begin casting.
  1714. switch(state) {
  1715. case ST_MOVE_ENABLE:
  1716. if(!unit_can_move(&hd->bl)) {
  1717. clif_skill_fail(sd,skill,0,0);
  1718. return 0;
  1719. }
  1720. break;
  1721. }
  1722. if(!(type&1))
  1723. return 1;
  1724. // Check items and reduce required amounts
  1725. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1726. {
  1727. index[i] = -1;
  1728. if(itemid[i] <= 0)
  1729. continue;// no item
  1730. index[i] = pc_search_inventory(sd,itemid[i]);
  1731. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  1732. {
  1733. clif_skill_fail(sd,skill,0,0);
  1734. return 0;
  1735. }
  1736. }
  1737. // Consume items
  1738. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  1739. {
  1740. if(index[i] >= 0)
  1741. pc_delitem(sd,index[i],amount[i],0);
  1742. }
  1743. if(type&2)
  1744. return 1;
  1745. if(sp || hp)
  1746. status_zap(&hd->bl, hp, sp);
  1747. return 1;
  1748. }
  1749. /*==========================================
  1750. *
  1751. *------------------------------------------*/
  1752. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  1753. {
  1754. return 1;
  1755. }
  1756. /*==========================================
  1757. *
  1758. *------------------------------------------*/
  1759. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  1760. {
  1761. struct block_list *src = map_id2bl(id),*target;
  1762. struct unit_data *ud = unit_bl2ud(src);
  1763. struct skill_timerskill *skl = NULL;
  1764. int range;
  1765. nullpo_retr(0, src);
  1766. nullpo_retr(0, ud);
  1767. skl = ud->skilltimerskill[data];
  1768. nullpo_retr(0, skl);
  1769. ud->skilltimerskill[data] = NULL;
  1770. do {
  1771. if(src->prev == NULL)
  1772. break;
  1773. if(skl->target_id) {
  1774. target = map_id2bl(skl->target_id);
  1775. if(!target && skl->skill_id == RG_INTIMIDATE)
  1776. target = src; //Required since it has to warp.
  1777. if(target == NULL)
  1778. break;
  1779. if(target->prev == NULL)
  1780. break;
  1781. if(src->m != target->m)
  1782. break;
  1783. if(status_isdead(src))
  1784. break;
  1785. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  1786. break;
  1787. switch(skl->skill_id) {
  1788. case RG_INTIMIDATE:
  1789. if (unit_warp(src,-1,-1,-1,3) == 0) {
  1790. short x,y;
  1791. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  1792. if (target != src && !status_isdead(target))
  1793. unit_warp(target, -1, x, y, 3);
  1794. }
  1795. break;
  1796. case BA_FROSTJOKE:
  1797. case DC_SCREAM:
  1798. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  1799. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  1800. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  1801. break;
  1802. case WZ_WATERBALL:
  1803. if (!status_isdead(target))
  1804. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1805. if (skl->type>1 && !status_isdead(target)) {
  1806. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  1807. } else {
  1808. struct status_change *sc = status_get_sc(src);
  1809. if(sc) {
  1810. if(sc->data[SC_MAGICPOWER])
  1811. status_change_end(src,SC_MAGICPOWER,-1);
  1812. if(sc->data[SC_SPIRIT] &&
  1813. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  1814. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  1815. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  1816. }
  1817. }
  1818. break;
  1819. default:
  1820. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  1821. break;
  1822. }
  1823. }
  1824. else {
  1825. if(src->m != skl->map)
  1826. break;
  1827. switch(skl->skill_id) {
  1828. case WZ_METEOR:
  1829. if(skl->type >= 0) {
  1830. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  1831. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  1832. }
  1833. else
  1834. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  1835. break;
  1836. }
  1837. }
  1838. } while (0);
  1839. //Free skl now that it is no longer needed.
  1840. ers_free(skill_timer_ers, skl);
  1841. return 0;
  1842. }
  1843. /*==========================================
  1844. *
  1845. *------------------------------------------*/
  1846. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  1847. {
  1848. int i;
  1849. struct unit_data *ud;
  1850. nullpo_retr(1, src);
  1851. ud = unit_bl2ud(src);
  1852. nullpo_retr(1, ud);
  1853. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  1854. if( i == MAX_SKILLTIMERSKILL ) return 1;
  1855. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  1856. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  1857. ud->skilltimerskill[i]->src_id = src->id;
  1858. ud->skilltimerskill[i]->target_id = target;
  1859. ud->skilltimerskill[i]->skill_id = skill_id;
  1860. ud->skilltimerskill[i]->skill_lv = skill_lv;
  1861. ud->skilltimerskill[i]->map = src->m;
  1862. ud->skilltimerskill[i]->x = x;
  1863. ud->skilltimerskill[i]->y = y;
  1864. ud->skilltimerskill[i]->type = type;
  1865. ud->skilltimerskill[i]->flag = flag;
  1866. return 0;
  1867. }
  1868. /*==========================================
  1869. *
  1870. *------------------------------------------*/
  1871. int skill_cleartimerskill (struct block_list *src)
  1872. {
  1873. int i;
  1874. struct unit_data *ud;
  1875. nullpo_retr(0, src);
  1876. ud = unit_bl2ud(src);
  1877. nullpo_retr(0, ud);
  1878. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  1879. if(ud->skilltimerskill[i]) {
  1880. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  1881. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  1882. ud->skilltimerskill[i]=NULL;
  1883. }
  1884. }
  1885. return 1;
  1886. }
  1887. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  1888. {
  1889. TBL_SKILL *su = (TBL_SKILL*)bl;
  1890. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1891. { //Reveal trap.
  1892. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  1893. //clif_changetraplook(bl, su->group->unit_id);
  1894. clif_skill_setunit(su);
  1895. return 1;
  1896. }
  1897. return 0;
  1898. }
  1899. /*==========================================
  1900. *
  1901. *
  1902. *------------------------------------------*/
  1903. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1904. {
  1905. struct map_session_data *sd = NULL, *tsd = NULL;
  1906. struct status_data *tstatus;
  1907. struct status_change *sc;
  1908. if (skillid > 0 && skilllv <= 0) return 0;
  1909. nullpo_retr(1, src);
  1910. nullpo_retr(1, bl);
  1911. if (src->m != bl->m)
  1912. return 1;
  1913. if (bl->prev == NULL)
  1914. return 1;
  1915. sd = BL_CAST(BL_PC, src);
  1916. tsd = BL_CAST(BL_PC, bl);
  1917. if (status_isdead(bl))
  1918. return 1;
  1919. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  1920. { //GTB makes all targetted magic display miss with a single bolt.
  1921. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  1922. return 1;
  1923. }
  1924. sc = status_get_sc(src);
  1925. if (sc && !sc->count)
  1926. sc = NULL; //Unneeded
  1927. tstatus = status_get_status_data(bl);
  1928. map_freeblock_lock();
  1929. switch(skillid)
  1930. {
  1931. case SM_BASH:
  1932. case MC_MAMMONITE:
  1933. case TF_DOUBLE:
  1934. case AC_DOUBLE:
  1935. case AS_SONICBLOW:
  1936. case KN_PIERCE:
  1937. case KN_SPEARBOOMERANG:
  1938. case TF_POISON:
  1939. case TF_SPRINKLESAND:
  1940. case AC_CHARGEARROW:
  1941. case RG_INTIMIDATE:
  1942. case AM_ACIDTERROR:
  1943. case BA_MUSICALSTRIKE:
  1944. case DC_THROWARROW:
  1945. case BA_DISSONANCE:
  1946. case CR_HOLYCROSS:
  1947. case NPC_DARKCROSS:
  1948. case CR_SHIELDCHARGE:
  1949. case CR_SHIELDBOOMERANG:
  1950. case NPC_PIERCINGATT:
  1951. case NPC_MENTALBREAKER:
  1952. case NPC_RANGEATTACK:
  1953. case NPC_CRITICALSLASH:
  1954. case NPC_COMBOATTACK:
  1955. case NPC_GUIDEDATTACK:
  1956. case NPC_POISON:
  1957. case NPC_RANDOMATTACK:
  1958. case NPC_WATERATTACK:
  1959. case NPC_GROUNDATTACK:
  1960. case NPC_FIREATTACK:
  1961. case NPC_WINDATTACK:
  1962. case NPC_POISONATTACK:
  1963. case NPC_HOLYATTACK:
  1964. case NPC_DARKNESSATTACK:
  1965. case NPC_TELEKINESISATTACK:
  1966. case NPC_UNDEADATTACK:
  1967. case NPC_ARMORBRAKE:
  1968. case NPC_WEAPONBRAKER:
  1969. case NPC_HELMBRAKE:
  1970. case NPC_SHIELDBRAKE:
  1971. case NPC_BLINDATTACK:
  1972. case NPC_SILENCEATTACK:
  1973. case NPC_STUNATTACK:
  1974. case NPC_PETRIFYATTACK:
  1975. case NPC_CURSEATTACK:
  1976. case NPC_SLEEPATTACK:
  1977. case LK_AURABLADE:
  1978. case LK_SPIRALPIERCE:
  1979. case LK_HEADCRUSH:
  1980. case CG_ARROWVULCAN:
  1981. case HW_MAGICCRASHER:
  1982. case ITM_TOMAHAWK:
  1983. case MO_TRIPLEATTACK:
  1984. case CH_CHAINCRUSH:
  1985. case CH_TIGERFIST:
  1986. case PA_SHIELDCHAIN: // Shield Chain
  1987. case PA_SACRIFICE:
  1988. case WS_CARTTERMINATION: // Cart Termination
  1989. case AS_VENOMKNIFE:
  1990. case HT_PHANTASMIC:
  1991. case HT_POWER:
  1992. case TK_DOWNKICK:
  1993. case TK_COUNTER:
  1994. case GS_CHAINACTION:
  1995. case GS_TRIPLEACTION:
  1996. case GS_MAGICALBULLET:
  1997. case GS_TRACKING:
  1998. case GS_PIERCINGSHOT:
  1999. case GS_RAPIDSHOWER:
  2000. case GS_DUST:
  2001. case GS_DISARM: // Added disarm. [Reddozen]
  2002. case GS_FULLBUSTER:
  2003. case NJ_SYURIKEN:
  2004. case NJ_KUNAI:
  2005. case ASC_BREAKER:
  2006. case HFLI_MOON: //[orn]
  2007. case HFLI_SBR44: //[orn]
  2008. case NPC_BLEEDING:
  2009. case NPC_CRITICALWOUND:
  2010. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2011. break;
  2012. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2013. switch( rand()%6 ){
  2014. case 0: flag |= BREAK_ANKLE; break;
  2015. case 1: flag |= BREAK_WRIST; break;
  2016. case 2: flag |= BREAK_KNEE; break;
  2017. case 3: flag |= BREAK_SHOULDER; break;
  2018. case 4: flag |= BREAK_WAIST; break;
  2019. case 5: flag |= BREAK_NECK; break;
  2020. }
  2021. //TODO: is there really no cleaner way to do this?
  2022. sc = status_get_sc(bl);
  2023. if (sc) sc->jb_flag = flag;
  2024. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2025. break;
  2026. case MO_COMBOFINISH:
  2027. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2028. { //Becomes a splash attack when Soul Linked.
  2029. map_foreachinrange(skill_area_sub, bl,
  2030. skill_get_splash(skillid, skilllv),splash_target(src),
  2031. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2032. skill_castend_damage_id);
  2033. } else
  2034. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2035. break;
  2036. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2037. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2038. skill_area_temp[1] = 0;
  2039. map_foreachinrange(skill_attack_area, src,
  2040. skill_get_splash(skillid, skilllv), splash_target(src),
  2041. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2042. break;
  2043. case KN_CHARGEATK:
  2044. {
  2045. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2046. unsigned int dist = distance_bl(src, bl);
  2047. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2048. // teleport to target (if not on WoE grounds)
  2049. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2050. clif_slide(src, bl->x, bl->y);
  2051. // cause damage and knockback if the path to target was a straight one
  2052. if( path )
  2053. {
  2054. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2055. skill_blown(src, bl, dist, dir, 0);
  2056. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2057. // make the caster look in the direction of the target
  2058. unit_setdir(src, (dir+4)%8);
  2059. }
  2060. }
  2061. break;
  2062. case TK_JUMPKICK:
  2063. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2064. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2065. clif_slide(src,bl->x,bl->y);
  2066. break;
  2067. case SN_SHARPSHOOTING:
  2068. case NJ_KAMAITACHI:
  2069. //It won't shoot through walls since on castend there has to be a direct
  2070. //line of sight between caster and target.
  2071. skill_area_temp[1] = bl->id;
  2072. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2073. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2074. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2075. break;
  2076. case NPC_ACIDBREATH:
  2077. case NPC_DARKNESSBREATH:
  2078. case NPC_FIREBREATH:
  2079. case NPC_ICEBREATH:
  2080. case NPC_THUNDERBREATH:
  2081. skill_area_temp[1] = bl->id;
  2082. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2083. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2084. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2085. break;
  2086. case MO_INVESTIGATE:
  2087. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2088. if (sc && sc->data[SC_BLADESTOP])
  2089. status_change_end(src,SC_BLADESTOP,-1);
  2090. break;
  2091. case RG_BACKSTAP:
  2092. {
  2093. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2094. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2095. if (sc && sc->data[SC_HIDING])
  2096. status_change_end(src, SC_HIDING, -1);
  2097. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2098. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2099. unit_setdir(bl,dir);
  2100. }
  2101. else if (sd)
  2102. clif_skill_fail(sd,skillid,0,0);
  2103. }
  2104. break;
  2105. case MO_FINGEROFFENSIVE:
  2106. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2107. if (battle_config.finger_offensive_type && sd) {
  2108. int i;
  2109. for (i = 1; i < sd->spiritball_old; i++)
  2110. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2111. }
  2112. if (sc && sc->data[SC_BLADESTOP])
  2113. status_change_end(src,SC_BLADESTOP,-1);
  2114. break;
  2115. case MO_CHAINCOMBO:
  2116. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2117. if (sc && sc->data[SC_BLADESTOP])
  2118. status_change_end(src,SC_BLADESTOP,-1);
  2119. break;
  2120. case NJ_ISSEN:
  2121. if (sc) {
  2122. if (sc->data[SC_NEN])
  2123. status_change_end(src,SC_NEN,-1);
  2124. if (sc->data[SC_HIDING])
  2125. status_change_end(src,SC_HIDING,-1);
  2126. }
  2127. case MO_EXTREMITYFIST:
  2128. if (sc && skillid == MO_EXTREMITYFIST)
  2129. {
  2130. if (sc->data[SC_EXPLOSIONSPIRITS])
  2131. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2132. if (sc->data[SC_BLADESTOP])
  2133. status_change_end(src,SC_BLADESTOP,-1);
  2134. }
  2135. //Client expects you to move to target regardless of distance
  2136. {
  2137. struct unit_data *ud = unit_bl2ud(src);
  2138. short dx,dy;
  2139. int i,speed;
  2140. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2141. dx = bl->x - src->x;
  2142. dy = bl->y - src->y;
  2143. if (dx < 0) dx-=i;
  2144. else if (dx > 0) dx+=i;
  2145. if (dy < 0) dy-=i;
  2146. else if (dy > 0) dy+=i;
  2147. if (!dx && !dy) dy++;
  2148. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2149. {
  2150. dx = bl->x;
  2151. dy = bl->y;
  2152. } else {
  2153. dx = src->x + dx;
  2154. dy = src->y + dy;
  2155. }
  2156. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2157. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2158. //Increase can't walk delay to not alter your walk path
  2159. ud->canmove_tick = tick;
  2160. speed = status_get_speed(src);
  2161. for (i = 0; i < ud->walkpath.path_len; i ++)
  2162. {
  2163. if(ud->walkpath.path[i]&1)
  2164. ud->canmove_tick+=7*speed/5;
  2165. else
  2166. ud->canmove_tick+=speed;
  2167. }
  2168. }
  2169. }
  2170. break;
  2171. //Splash attack skills.
  2172. case AS_GRIMTOOTH:
  2173. case AS_SPLASHER:
  2174. case SM_MAGNUM:
  2175. case HT_BLITZBEAT:
  2176. case MC_CARTREVOLUTION:
  2177. case NPC_SPLASHATTACK:
  2178. case AC_SHOWER:
  2179. case MG_NAPALMBEAT:
  2180. case MG_FIREBALL:
  2181. case RG_RAID:
  2182. case HW_NAPALMVULCAN:
  2183. case NJ_HUUMA:
  2184. case NJ_BAKUENRYU:
  2185. case ASC_METEORASSAULT:
  2186. case GS_DESPERADO:
  2187. case GS_SPREADATTACK:
  2188. case NPC_EARTHQUAKE:
  2189. case NPC_PULSESTRIKE:
  2190. case NPC_HELLJUDGEMENT:
  2191. if( flag&1 )
  2192. { //Recursive invocation
  2193. // skill_area_temp[0] holds number of targets in area
  2194. // skill_area_temp[1] holds the id of the original target
  2195. // skill_area_temp[2] counts how many targets have already been processed
  2196. int sflag = skill_area_temp[0] & 0xFFF;
  2197. if( flag&SD_LEVEL )
  2198. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2199. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2200. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2201. if( skill_area_temp[2] == 0 && (skillid == AS_GRIMTOOTH || skillid == MC_CARTREVOLUTION || skillid == NPC_SPLASHATTACK) )
  2202. sflag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2203. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2204. skill_area_temp[2]++;
  2205. }
  2206. else
  2207. {
  2208. if ( skillid == NJ_BAKUENRYU )
  2209. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2210. skill_area_temp[0] = 0;
  2211. skill_area_temp[1] = bl->id;
  2212. skill_area_temp[2] = 0;
  2213. // if skill damage should be split among targets, count them
  2214. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2215. //special case: Venom Splasher uses a different range for searching than for splashing
  2216. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2217. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2218. // recursive invocation of skill_castend_damage_id() with flag|1
  2219. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2220. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2221. if (skillid == SM_MAGNUM) {
  2222. //Initiate 10% of your damage becomes fire element.
  2223. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2224. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2225. }
  2226. }
  2227. break;
  2228. case KN_BRANDISHSPEAR:
  2229. //Coded apart for it needs the flag passed to the damage calculation.
  2230. if (skill_area_temp[1] != bl->id)
  2231. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2232. else
  2233. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2234. break;
  2235. case KN_BOWLINGBASH:
  2236. if(flag&1){
  2237. if(bl->id==skill_area_temp[1])
  2238. break;
  2239. //two hits for 500%
  2240. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2241. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2242. } else {
  2243. int i,c;
  2244. c = skill_get_blewcount(skillid,skilllv);
  2245. // keep moving target in the direction that src is looking, square by square
  2246. for(i=0;i<c;i++){
  2247. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2248. break; //Can't knockback
  2249. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2250. if( skill_area_temp[0] > 1 ) break; // collision
  2251. }
  2252. clif_blown(bl); //Update target pos.
  2253. if (i!=c) { //Splash
  2254. skill_area_temp[1] = bl->id;
  2255. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2256. }
  2257. //Weirdo dual-hit property, two attacks for 500%
  2258. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2259. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2260. }
  2261. break;
  2262. case KN_SPEARSTAB:
  2263. if(flag&1) {
  2264. if (bl->id==skill_area_temp[1])
  2265. break;
  2266. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2267. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2268. } else {
  2269. int x=bl->x,y=bl->y,i,dir;
  2270. dir = map_calc_dir(bl,src->x,src->y);
  2271. skill_area_temp[1] = bl->id;
  2272. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2273. // all the enemies between the caster and the target are hit, as well as the target
  2274. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2275. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2276. for (i=0;i<4;i++) {
  2277. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2278. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2279. x += dirx[dir];
  2280. y += diry[dir];
  2281. }
  2282. }
  2283. break;
  2284. case TK_TURNKICK:
  2285. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2286. {
  2287. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2288. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2289. map_foreachinrange(skill_area_sub,bl,
  2290. skill_get_splash(skillid, skilllv),BL_CHAR,
  2291. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2292. skill_castend_nodamage_id);
  2293. }
  2294. break;
  2295. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2296. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2297. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2298. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2299. break;
  2300. case PR_TURNUNDEAD:
  2301. case ALL_RESURRECTION:
  2302. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2303. break;
  2304. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2305. break;
  2306. case MG_SOULSTRIKE:
  2307. case NPC_DARKSTRIKE:
  2308. case MG_COLDBOLT:
  2309. case MG_FIREBOLT:
  2310. case MG_LIGHTNINGBOLT:
  2311. case WZ_EARTHSPIKE:
  2312. case AL_HEAL:
  2313. case AL_HOLYLIGHT:
  2314. case WZ_JUPITEL:
  2315. case NPC_DARKTHUNDER:
  2316. case PR_ASPERSIO:
  2317. case MG_FROSTDIVER:
  2318. case WZ_SIGHTBLASTER:
  2319. case WZ_SIGHTRASHER:
  2320. case NJ_KOUENKA:
  2321. case NJ_HYOUSENSOU:
  2322. case NJ_HUUJIN:
  2323. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2324. break;
  2325. case NPC_MAGICALATTACK:
  2326. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2327. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2328. break;
  2329. case HVAN_CAPRICE: //[blackhole89]
  2330. {
  2331. int ran=rand()%4;
  2332. int sid = 0;
  2333. switch(ran)
  2334. {
  2335. case 0: sid=MG_COLDBOLT; break;
  2336. case 1: sid=MG_FIREBOLT; break;
  2337. case 2: sid=MG_LIGHTNINGBOLT; break;
  2338. case 3: sid=WZ_EARTHSPIKE; break;
  2339. }
  2340. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2341. }
  2342. break;
  2343. case WZ_WATERBALL:
  2344. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2345. {
  2346. int range = skilllv/2;
  2347. int size = 2*range + 1;
  2348. int count = 0;
  2349. if( src->type == BL_PC )
  2350. {// count the number of water cells in range
  2351. struct skill_unit* unit;
  2352. int x, y;
  2353. for( y = src->y - range; y <= src->y + range; ++y )
  2354. for( x = src->x - range; x <= src->x + range; ++x )
  2355. {
  2356. if( map_getcell(src->m,x,y,CELL_CHKWATER) )
  2357. count++; // natural water cell
  2358. else
  2359. if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL
  2360. || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  2361. {
  2362. count++; // skill-induced water cell
  2363. skill_delunit(unit); // consume cell
  2364. }
  2365. }
  2366. }
  2367. else // non-players bypass the water requirement
  2368. count = size*size;
  2369. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  2370. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  2371. }
  2372. break;
  2373. case PR_BENEDICTIO:
  2374. //Should attack undead and demons. [Skotlex]
  2375. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2376. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2377. break;
  2378. case SL_SMA:
  2379. if (sc && sc->data[SC_SMA])
  2380. status_change_end(src,SC_SMA,-1);
  2381. case SL_STIN:
  2382. case SL_STUN:
  2383. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2384. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2385. clif_skill_fail(sd,skillid,0,0);
  2386. break;
  2387. }
  2388. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2389. break;
  2390. case NPC_DARKBREATH:
  2391. clif_emotion(src,7);
  2392. case SN_FALCONASSAULT:
  2393. case PA_PRESSURE:
  2394. case CR_ACIDDEMONSTRATION:
  2395. case TF_THROWSTONE:
  2396. case NPC_SMOKING:
  2397. case GS_FLING:
  2398. case NJ_ZENYNAGE:
  2399. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2400. break;
  2401. case HVAN_EXPLOSION:
  2402. case NPC_SELFDESTRUCTION:
  2403. if (src != bl)
  2404. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2405. break;
  2406. // Celest
  2407. case PF_SOULBURN:
  2408. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2409. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2410. if (skilllv == 5)
  2411. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2412. status_percent_damage(src, bl, 0, 100, false);
  2413. } else {
  2414. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2415. if (skilllv == 5)
  2416. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2417. status_percent_damage(src, src, 0, 100, false);
  2418. }
  2419. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2420. break;
  2421. case NPC_BLOODDRAIN:
  2422. case NPC_ENERGYDRAIN:
  2423. {
  2424. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2425. src, src, bl, skillid, skilllv, tick, flag);
  2426. if (heal > 0){
  2427. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2428. status_heal(src, heal, 0, 0);
  2429. }
  2430. }
  2431. break;
  2432. case GS_BULLSEYE:
  2433. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2434. break;
  2435. case NJ_KASUMIKIRI:
  2436. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  2437. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2438. break;
  2439. case NJ_KIRIKAGE:
  2440. if (!map_flag_gvg(src->m))
  2441. { //You don't move on GVG grounds.
  2442. short x, y;
  2443. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  2444. if (unit_movepos(src, x, y, 0, 0))
  2445. clif_slide(src,src->x,src->y);
  2446. }
  2447. if (sc && sc->data[SC_HIDING])
  2448. status_change_end(src, SC_HIDING, -1);
  2449. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2450. break;
  2451. case 0:
  2452. if(sd) {
  2453. if (flag & 3){
  2454. if (bl->id != skill_area_temp[1])
  2455. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  2456. } else {
  2457. skill_area_temp[1] = bl->id;
  2458. map_foreachinrange(skill_area_sub, bl,
  2459. sd->splash_range, BL_CHAR,
  2460. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2461. skill_castend_damage_id);
  2462. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  2463. }
  2464. }
  2465. break;
  2466. default:
  2467. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2468. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  2469. 0, abs(skill_get_num(skillid, skilllv)),
  2470. skillid, skilllv, skill_get_hit(skillid));
  2471. map_freeblock_unlock();
  2472. return 1;
  2473. }
  2474. map_freeblock_unlock();
  2475. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2476. battle_consume_ammo(sd, skillid, skilllv);
  2477. return 0;
  2478. }
  2479. /*==========================================
  2480. *
  2481. *------------------------------------------*/
  2482. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2483. {
  2484. struct map_session_data *sd;
  2485. struct homun_data *hd;
  2486. struct map_session_data *dstsd;
  2487. struct status_data *sstatus, *tstatus;
  2488. struct status_change *tsc;
  2489. struct status_change_entry *tsce;
  2490. struct mob_data *md;
  2491. struct mob_data *dstmd;
  2492. int i,type;
  2493. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2494. nullpo_retr(1, src);
  2495. nullpo_retr(1, bl);
  2496. if (src->m != bl->m)
  2497. return 1;
  2498. sd = BL_CAST(BL_PC, src);
  2499. hd = BL_CAST(BL_HOM, src);
  2500. md = BL_CAST(BL_MOB, src);
  2501. dstsd = BL_CAST(BL_PC, bl);
  2502. dstmd = BL_CAST(BL_MOB, bl);
  2503. if(bl->prev == NULL)
  2504. return 1;
  2505. if(status_isdead(src))
  2506. return 1;
  2507. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2508. return 1;
  2509. tstatus = status_get_status_data(bl);
  2510. sstatus = status_get_status_data(src);
  2511. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2512. switch (skillid) {
  2513. case HLIF_HEAL: //[orn]
  2514. if (bl->type != BL_HOM) {
  2515. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2516. break ;
  2517. }
  2518. case AL_HEAL:
  2519. case ALL_RESURRECTION:
  2520. case PR_ASPERSIO:
  2521. //Apparently only player casted skills can be offensive like this.
  2522. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2523. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2524. //Offensive heal does not works on non-enemies. [Skotlex]
  2525. clif_skill_fail(sd,skillid,0,0);
  2526. return 0;
  2527. }
  2528. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2529. }
  2530. break;
  2531. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2532. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2533. default:
  2534. //Skill is actually ground placed.
  2535. if (src == bl && skill_get_unit_id(skillid,0))
  2536. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2537. }
  2538. type = SkillStatusChangeTable(skillid);
  2539. tsc = status_get_sc(bl);
  2540. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  2541. if (src!=bl && type > -1 &&
  2542. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  2543. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  2544. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  2545. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  2546. map_freeblock_lock();
  2547. switch(skillid)
  2548. {
  2549. case HLIF_HEAL: //[orn]
  2550. case AL_HEAL:
  2551. {
  2552. int heal = skill_calc_heal(src, bl, skilllv);
  2553. int heal_get_jobexp;
  2554. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2555. heal=0;
  2556. if (sd) {
  2557. if ((i = pc_skillheal_bonus(sd, skillid)))
  2558. heal += heal * i / 100;
  2559. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2560. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  2561. heal = heal*2;
  2562. }
  2563. if (tsc && tsc->count)
  2564. {
  2565. if (tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS)
  2566. ) { //Bounce back heal
  2567. if (--tsc->data[SC_KAITE]->val2 <= 0)
  2568. status_change_end(bl, SC_KAITE, -1);
  2569. if (src == bl)
  2570. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  2571. else {
  2572. bl = src;
  2573. dstsd = sd;
  2574. }
  2575. } else
  2576. if (tsc->data[SC_BERSERK])
  2577. heal = 0; //Needed so that it actually displays 0 when healing.
  2578. }
  2579. heal_get_jobexp = status_heal(bl,heal,0,0);
  2580. clif_skill_nodamage (src, bl, skillid, heal, 1);
  2581. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  2582. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  2583. if (heal_get_jobexp <= 0)
  2584. heal_get_jobexp = 1;
  2585. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  2586. }
  2587. }
  2588. break;
  2589. case PR_REDEMPTIO:
  2590. if (sd && !(flag&1)) {
  2591. if (sd->status.party_id == 0) {
  2592. clif_skill_fail(sd,skillid,0,0);
  2593. break;
  2594. }
  2595. skill_area_temp[0] = 0;
  2596. party_foreachsamemap(skill_area_sub,
  2597. sd,skill_get_splash(skillid, skilllv),
  2598. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  2599. skill_castend_nodamage_id);
  2600. if (skill_area_temp[0] == 0) {
  2601. clif_skill_fail(sd,skillid,0,0);
  2602. break;
  2603. }
  2604. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  2605. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  2606. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  2607. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  2608. clif_updatestatus(sd,SP_BASEEXP);
  2609. clif_updatestatus(sd,SP_JOBEXP);
  2610. }
  2611. status_set_hp(src, 1, 0);
  2612. status_set_sp(src, 0, 0);
  2613. break;
  2614. } else if (status_isdead(bl) && flag&1) { //Revive
  2615. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  2616. skilllv = 3; //Resurrection level 3 is used
  2617. } else //Invalid target, skip resurrection.
  2618. break;
  2619. case ALL_RESURRECTION:
  2620. if(sd && map_flag_gvg(bl->m))
  2621. { //No reviving in WoE grounds!
  2622. clif_skill_fail(sd,skillid,0,0);
  2623. break;
  2624. }
  2625. if (!status_isdead(bl))
  2626. break;
  2627. {
  2628. int per = 0, sper = 0;
  2629. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  2630. break;
  2631. switch(skilllv){
  2632. case 1: per=10; break;
  2633. case 2: per=30; break;
  2634. case 3: per=50; break;
  2635. case 4: per=80; break;
  2636. }
  2637. if(dstsd && dstsd->special_state.restart_full_recover)
  2638. per = sper = 100;
  2639. if (status_revive(bl, per, sper))
  2640. {
  2641. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  2642. if(sd && dstsd && battle_config.resurrection_exp > 0)
  2643. {
  2644. int exp = 0,jexp = 0;
  2645. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  2646. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  2647. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2648. if (exp < 1) exp = 1;
  2649. }
  2650. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  2651. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  2652. if (jexp < 1) jexp = 1;
  2653. }
  2654. if(exp > 0 || jexp > 0)
  2655. pc_gainexp (sd, bl, exp, jexp);
  2656. }
  2657. }
  2658. }
  2659. break;
  2660. case AL_DECAGI:
  2661. clif_skill_nodamage (src, bl, skillid, skilllv,
  2662. sc_start(bl, type,
  2663. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  2664. skilllv, skill_get_time(skillid,skilllv)));
  2665. break;
  2666. case AL_CRUCIS:
  2667. if (flag&1)
  2668. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  2669. else {
  2670. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  2671. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  2672. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  2673. }
  2674. break;
  2675. case PR_LEXDIVINA:
  2676. if (tsce) {
  2677. status_change_end(bl,type, -1);
  2678. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2679. } else
  2680. clif_skill_nodamage (src, bl, skillid, skilllv,
  2681. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2682. break;
  2683. case SA_ABRACADABRA:
  2684. {
  2685. int abra_skillid = 0, abra_skilllv;
  2686. do {
  2687. i = rand() % MAX_SKILL_ABRA_DB;
  2688. abra_skillid = skill_abra_db[i].skillid;
  2689. } while (abra_skillid == 0 ||
  2690. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  2691. rand()%10000 >= skill_abra_db[i].per
  2692. );
  2693. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  2694. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  2695. if( sd )
  2696. {// player-casted
  2697. sd->state.abra_flag = 1;
  2698. sd->skillitem = abra_skillid;
  2699. sd->skillitemlv = abra_skilllv;
  2700. clif_item_skill(sd, abra_skillid, abra_skilllv);
  2701. }
  2702. else
  2703. {// mob-casted
  2704. struct unit_data *ud = unit_bl2ud(src);
  2705. int inf = skill_get_inf(abra_skillid);
  2706. int target_id = 0;
  2707. if (!ud) break;
  2708. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  2709. if (src->type == BL_PET)
  2710. bl = (struct block_list*)((TBL_PET*)src)->msd;
  2711. if (!bl) bl = src;
  2712. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  2713. } else { //Assume offensive skills
  2714. if (ud->target)
  2715. target_id = ud->target;
  2716. else switch (src->type) {
  2717. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  2718. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  2719. }
  2720. if (!target_id)
  2721. break;
  2722. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  2723. bl = map_id2bl(target_id);
  2724. if (!bl) bl = src;
  2725. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  2726. } else
  2727. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  2728. }
  2729. }
  2730. }
  2731. break;
  2732. case SA_COMA:
  2733. clif_skill_nodamage(src,bl,skillid,skilllv,
  2734. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  2735. break;
  2736. case SA_FULLRECOVERY:
  2737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2738. if (status_isimmune(bl))
  2739. break;
  2740. status_percent_heal(bl, 100, 100);
  2741. break;
  2742. case SA_SUMMONMONSTER:
  2743. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2744. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  2745. break;
  2746. case SA_LEVELUP:
  2747. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2748. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  2749. break;
  2750. case SA_INSTANTDEATH:
  2751. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2752. status_set_hp(bl,1,0);
  2753. break;
  2754. case SA_QUESTION:
  2755. case SA_GRAVITY:
  2756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2757. break;
  2758. case SA_CLASSCHANGE:
  2759. case SA_MONOCELL:
  2760. if (dstmd)
  2761. {
  2762. int class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  2763. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2764. mob_class_change(dstmd,class_);
  2765. if( tsc && dstmd->status.mode&MD_BOSS )
  2766. {
  2767. const int scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  2768. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  2769. if (tsc->data[i]) status_change_end(bl, i, -1);
  2770. for (i = 0; i < ARRAYLENGTH(scs); i++)
  2771. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], -1);
  2772. }
  2773. }
  2774. break;
  2775. case SA_DEATH:
  2776. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2777. status_kill(bl);
  2778. break;
  2779. case SA_REVERSEORCISH:
  2780. clif_skill_nodamage(src,bl,skillid,skilllv,
  2781. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  2782. break;
  2783. case SA_FORTUNE:
  2784. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2785. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  2786. break;
  2787. case SA_TAMINGMONSTER:
  2788. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2789. if (sd && dstmd) {
  2790. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  2791. if( i < MAX_PET_DB )
  2792. pet_catch_process1(sd, dstmd->class_);
  2793. }
  2794. break;
  2795. case CR_PROVIDENCE:
  2796. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  2797. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  2798. clif_skill_fail(sd,skillid,0,0);
  2799. map_freeblock_unlock();
  2800. return 1;
  2801. }
  2802. }
  2803. clif_skill_nodamage(src,bl,skillid,skilllv,
  2804. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2805. break;
  2806. case CG_MARIONETTE:
  2807. {
  2808. struct status_change *sc= status_get_sc(src);
  2809. int type2 = SC_MARIONETTE2;
  2810. if(sc && tsc){
  2811. if (!sc->data[type] && !tsc->data[type2]) {
  2812. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  2813. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  2814. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2815. }
  2816. else if (sc->data[type] && tsc->data[type2] &&
  2817. sc->data[type]->val1 == bl->id && tsc->data[type2]->val1 == src->id) {
  2818. status_change_end(src, type, -1);
  2819. status_change_end(bl, type2, -1);
  2820. }
  2821. else {
  2822. if (sd) clif_skill_fail(sd,skillid,0,0);
  2823. map_freeblock_unlock();
  2824. return 1;
  2825. }
  2826. }
  2827. }
  2828. break;
  2829. case RG_CLOSECONFINE:
  2830. clif_skill_nodamage(src,bl,skillid,skilllv,
  2831. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  2832. break;
  2833. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  2834. case SA_FROSTWEAPON:
  2835. case SA_LIGHTNINGLOADER:
  2836. case SA_SEISMICWEAPON:
  2837. if (dstsd) {
  2838. if(dstsd->status.weapon == W_FIST ||
  2839. (dstsd->sc.count && !dstsd->sc.data[type] &&
  2840. ( //Allow re-enchanting to lenghten time. [Skotlex]
  2841. dstsd->sc.data[SC_FIREWEAPON] ||
  2842. dstsd->sc.data[SC_WATERWEAPON] ||
  2843. dstsd->sc.data[SC_WINDWEAPON] ||
  2844. dstsd->sc.data[SC_EARTHWEAPON] ||
  2845. dstsd->sc.data[SC_SHADOWWEAPON] ||
  2846. dstsd->sc.data[SC_GHOSTWEAPON] ||
  2847. dstsd->sc.data[SC_ENCPOISON]
  2848. ))
  2849. ) {
  2850. if (sd) clif_skill_fail(sd,skillid,0,0);
  2851. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2852. break;
  2853. }
  2854. }
  2855. if (sd) {
  2856. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  2857. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  2858. clif_skill_fail(sd,skillid,0,0);
  2859. break;
  2860. }
  2861. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  2862. }
  2863. // 100% success rate at lv4 & 5, but lasts longer at lv5
  2864. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  2865. if (sd)
  2866. clif_skill_fail(sd,skillid,0,0);
  2867. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  2868. clif_displaymessage(sd->fd,"You broke target's weapon");
  2869. }
  2870. break;
  2871. case PR_ASPERSIO:
  2872. if (sd && dstmd) {
  2873. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  2874. break;
  2875. }
  2876. clif_skill_nodamage(src,bl,skillid,skilllv,
  2877. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2878. break;
  2879. case ITEM_ENCHANTARMS:
  2880. clif_skill_nodamage(src,bl,skillid,skilllv,
  2881. sc_start2(bl,type,100,skilllv,
  2882. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  2883. break;
  2884. case TK_SEVENWIND:
  2885. switch(skill_get_ele(skillid,skilllv)) {
  2886. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  2887. case ELE_WIND : type = SC_WINDWEAPON; break;
  2888. case ELE_WATER : type = SC_WATERWEAPON; break;
  2889. case ELE_FIRE : type = SC_FIREWEAPON; break;
  2890. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  2891. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  2892. case ELE_HOLY : type = SC_ASPERSIO; break;
  2893. }
  2894. clif_skill_nodamage(src,bl,skillid,skilllv,
  2895. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2896. break;
  2897. case PR_KYRIE:
  2898. clif_skill_nodamage(bl,bl,skillid,skilllv,
  2899. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2900. break;
  2901. //Passive Magnum, should had been casted on yourself.
  2902. case SM_MAGNUM:
  2903. skill_area_temp[1] = 0;
  2904. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
  2905. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2906. clif_skill_nodamage (src,src,skillid,skilllv,1);
  2907. //Initiate 10% of your damage becomes fire element.
  2908. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2909. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2910. break;
  2911. case AL_INCAGI:
  2912. case AL_BLESSING:
  2913. case PR_SLOWPOISON:
  2914. case PR_IMPOSITIO:
  2915. case PR_LEXAETERNA:
  2916. case PR_SUFFRAGIUM:
  2917. case PR_BENEDICTIO:
  2918. case LK_BERSERK:
  2919. case KN_AUTOCOUNTER:
  2920. case KN_TWOHANDQUICKEN:
  2921. case KN_ONEHAND:
  2922. case CR_SPEARQUICKEN:
  2923. case CR_REFLECTSHIELD:
  2924. case AS_POISONREACT:
  2925. case MC_LOUD:
  2926. case MG_ENERGYCOAT:
  2927. case MO_EXPLOSIONSPIRITS:
  2928. case MO_STEELBODY:
  2929. case MO_BLADESTOP:
  2930. case LK_AURABLADE:
  2931. case LK_PARRYING:
  2932. case LK_CONCENTRATION:
  2933. case WS_CARTBOOST:
  2934. case SN_SIGHT:
  2935. case WS_MELTDOWN:
  2936. case WS_OVERTHRUSTMAX:
  2937. case ST_REJECTSWORD:
  2938. case HW_MAGICPOWER:
  2939. case PF_MEMORIZE:
  2940. case PA_SACRIFICE:
  2941. case ASC_EDP:
  2942. case NPC_STOP:
  2943. case PF_DOUBLECASTING:
  2944. case SG_SUN_COMFORT:
  2945. case SG_MOON_COMFORT:
  2946. case SG_STAR_COMFORT:
  2947. case NPC_HALLUCINATION:
  2948. case HP_ASSUMPTIO:
  2949. case GS_MADNESSCANCEL:
  2950. case GS_ADJUSTMENT:
  2951. case GS_INCREASING:
  2952. case NJ_KASUMIKIRI:
  2953. case NJ_UTSUSEMI:
  2954. case NJ_NEN:
  2955. case NPC_DEFENDER:
  2956. case NPC_MAGICMIRROR:
  2957. clif_skill_nodamage(src,bl,skillid,skilllv,
  2958. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2959. break;
  2960. case MG_SIGHT:
  2961. case AL_RUWACH:
  2962. case WZ_SIGHTBLASTER:
  2963. case NPC_WIDESIGHT:
  2964. case NPC_STONESKIN:
  2965. case NPC_ANTIMAGIC:
  2966. clif_skill_nodamage(src,bl,skillid,skilllv,
  2967. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  2968. break;
  2969. case HLIF_AVOID:
  2970. case HAMI_DEFENCE:
  2971. i = skill_get_time(skillid,skilllv);
  2972. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  2973. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  2974. break;
  2975. case NJ_BUNSINJYUTSU:
  2976. clif_skill_nodamage(src,bl,skillid,skilllv,
  2977. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2978. if (tsc && tsc->data[SC_NEN])
  2979. status_change_end(bl,SC_NEN,-1);
  2980. break;
  2981. /* Was modified to only affect targetted char. [Skotlex]
  2982. case HP_ASSUMPTIO:
  2983. if (flag&1)
  2984. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  2985. else
  2986. {
  2987. map_foreachinrange(skill_area_sub, bl,
  2988. skill_get_splash(skillid, skilllv), BL_PC,
  2989. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  2990. skill_castend_nodamage_id);
  2991. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2992. }
  2993. break;
  2994. */
  2995. case SM_ENDURE:
  2996. clif_skill_nodamage(src,bl,skillid,skilllv,
  2997. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  2998. if (sd)
  2999. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3000. break;
  3001. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3002. if (sd && dstsd && dstsd->sc.count) {
  3003. if (dstsd->sc.data[SC_FIREWEAPON] ||
  3004. dstsd->sc.data[SC_WATERWEAPON] ||
  3005. dstsd->sc.data[SC_WINDWEAPON] ||
  3006. dstsd->sc.data[SC_EARTHWEAPON] ||
  3007. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3008. dstsd->sc.data[SC_GHOSTWEAPON]
  3009. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  3010. ) {
  3011. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3012. clif_skill_fail(sd,skillid,0,0);
  3013. break;
  3014. }
  3015. }
  3016. clif_skill_nodamage(src,bl,skillid,skilllv,
  3017. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3018. break;
  3019. case LK_TENSIONRELAX:
  3020. clif_skill_nodamage(src,bl,skillid,skilllv,
  3021. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3022. skill_get_time(skillid,skilllv)));
  3023. break;
  3024. case MC_CHANGECART:
  3025. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3026. break;
  3027. case TK_MISSION:
  3028. if (sd) {
  3029. int id;
  3030. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3031. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3032. clif_skill_fail(sd,skillid,0,0);
  3033. break;
  3034. }
  3035. id = mob_get_random_id(0,0xE, sd->status.base_level);
  3036. if (!id) {
  3037. clif_skill_fail(sd,skillid,0,0);
  3038. break;
  3039. }
  3040. sd->mission_mobid = id;
  3041. sd->mission_count = 0;
  3042. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3043. clif_mission_info(sd, id, 0);
  3044. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3045. }
  3046. break;
  3047. case AC_CONCENTRATION:
  3048. {
  3049. clif_skill_nodamage(src,bl,skillid,skilllv,
  3050. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3051. map_foreachinrange( status_change_timer_sub, src,
  3052. skill_get_splash(skillid, skilllv), BL_CHAR,
  3053. src,NULL,type,tick);
  3054. }
  3055. break;
  3056. case SM_PROVOKE:
  3057. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3058. map_freeblock_unlock();
  3059. return 1;
  3060. }
  3061. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3062. clif_skill_nodamage(src,bl,skillid,skilllv,
  3063. (i=sc_start(bl,type,
  3064. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3065. skilllv,skill_get_time(skillid,skilllv))));
  3066. if (!i)
  3067. {
  3068. if (sd)
  3069. clif_skill_fail(sd,skillid,0,0);
  3070. map_freeblock_unlock();
  3071. return 0;
  3072. }
  3073. unit_skillcastcancel(bl, 2);
  3074. if(tsc && tsc->count){
  3075. if(tsc->data[SC_FREEZE])
  3076. status_change_end(bl,SC_FREEZE,-1);
  3077. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  3078. status_change_end(bl,SC_STONE,-1);
  3079. if(tsc->data[SC_SLEEP])
  3080. status_change_end(bl,SC_SLEEP,-1);
  3081. }
  3082. if(dstmd) {
  3083. dstmd->state.provoke_flag = src->id;
  3084. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3085. }
  3086. break;
  3087. case CR_DEVOTION:
  3088. if(sd && dstsd)
  3089. {
  3090. int count = min(skilllv, 5);
  3091. int lv = sd->status.base_level - dstsd->status.base_level;
  3092. if (lv < 0) lv = -lv;
  3093. if (lv > battle_config.devotion_level_difference ||
  3094. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || //Avoid overriding [Skotlex]
  3095. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3096. clif_skill_fail(sd,skillid,0,0);
  3097. map_freeblock_unlock();
  3098. return 1;
  3099. }
  3100. // check if the char isn't devoted already
  3101. ARR_FIND( 0, count, i, sd->devotion[i] == bl->id );
  3102. if( i == count )
  3103. {// not there, find first empty slot
  3104. ARR_FIND( 0, count, i, sd->devotion[i] == 0 );
  3105. if( i == count )
  3106. {// all slots full, fail
  3107. clif_skill_fail(sd,skillid,0,0);
  3108. map_freeblock_unlock();
  3109. return 1;
  3110. }
  3111. }
  3112. sd->devotion[i] = bl->id;
  3113. clif_skill_nodamage(src,bl,skillid,skilllv,
  3114. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3115. clif_devotion(sd,NULL);
  3116. }
  3117. else
  3118. if (sd)
  3119. clif_skill_fail(sd,skillid,0,0);
  3120. break;
  3121. case MO_CALLSPIRITS:
  3122. if(sd) {
  3123. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3124. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3125. }
  3126. break;
  3127. case CH_SOULCOLLECT:
  3128. if(sd) {
  3129. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3130. for (i = 0; i < 5; i++)
  3131. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3132. }
  3133. break;
  3134. case MO_KITRANSLATION:
  3135. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3136. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3137. }
  3138. break;
  3139. case TK_TURNKICK:
  3140. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3141. if (skill_area_temp[1] != bl->id) {
  3142. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3143. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3144. }
  3145. break;
  3146. case MO_ABSORBSPIRITS:
  3147. i = 0;
  3148. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3149. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3150. i = dstsd->spiritball * 10;
  3151. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3152. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3153. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3154. i = 2 * dstmd->level;
  3155. mob_target(dstmd,src,0);
  3156. }
  3157. if (i) status_heal(src, 0, i, 3);
  3158. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3159. break;
  3160. case AC_MAKINGARROW:
  3161. if(sd) {
  3162. clif_arrow_create_list(sd);
  3163. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3164. }
  3165. break;
  3166. case AM_PHARMACY:
  3167. if(sd) {
  3168. clif_skill_produce_mix_list(sd,22);
  3169. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3170. }
  3171. break;
  3172. case SA_CREATECON:
  3173. if(sd) {
  3174. clif_skill_produce_mix_list(sd,23);
  3175. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3176. }
  3177. break;
  3178. case BS_HAMMERFALL:
  3179. clif_skill_nodamage(src,bl,skillid,skilllv,
  3180. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3181. break;
  3182. case RG_RAID:
  3183. skill_area_temp[1] = 0;
  3184. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3185. map_foreachinrange(skill_area_sub, bl,
  3186. skill_get_splash(skillid, skilllv), splash_target(src),
  3187. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3188. skill_castend_damage_id);
  3189. status_change_end(src, SC_HIDING, -1);
  3190. break;
  3191. case ASC_METEORASSAULT:
  3192. case GS_SPREADATTACK:
  3193. case NPC_EARTHQUAKE:
  3194. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3195. case NPC_HELLJUDGEMENT:
  3196. case NPC_PULSESTRIKE:
  3197. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  3198. break;
  3199. case KN_BRANDISHSPEAR:
  3200. {
  3201. int c,n=4;
  3202. int dir = map_calc_dir(src,bl->x,bl->y);
  3203. struct square tc;
  3204. int x=bl->x,y=bl->y;
  3205. skill_brandishspear_first(&tc,dir,x,y);
  3206. skill_brandishspear_dir(&tc,dir,4);
  3207. skill_area_temp[1] = bl->id;
  3208. if(skilllv > 9){
  3209. for(c=1;c<4;c++){
  3210. map_foreachincell(skill_area_sub,
  3211. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3212. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3213. skill_castend_damage_id);
  3214. }
  3215. }
  3216. if(skilllv > 6){
  3217. skill_brandishspear_dir(&tc,dir,-1);
  3218. n--;
  3219. }else{
  3220. skill_brandishspear_dir(&tc,dir,-2);
  3221. n-=2;
  3222. }
  3223. if(skilllv > 3){
  3224. for(c=0;c<5;c++){
  3225. map_foreachincell(skill_area_sub,
  3226. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3227. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3228. skill_castend_damage_id);
  3229. if(skilllv > 6 && n==3 && c==4){
  3230. skill_brandishspear_dir(&tc,dir,-1);
  3231. n--;c=-1;
  3232. }
  3233. }
  3234. }
  3235. for(c=0;c<10;c++){
  3236. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3237. map_foreachincell(skill_area_sub,
  3238. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3239. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3240. skill_castend_damage_id);
  3241. }
  3242. }
  3243. break;
  3244. case WZ_SIGHTRASHER:
  3245. //Passive side of the attack.
  3246. status_change_end(src,SC_SIGHT,-1);
  3247. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3248. map_foreachinrange(skill_area_sub,src,
  3249. skill_get_splash(skillid, skilllv),splash_target(src),
  3250. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3251. skill_castend_damage_id);
  3252. break;
  3253. case NJ_HYOUSYOURAKU:
  3254. case NJ_RAIGEKISAI:
  3255. case WZ_FROSTNOVA:
  3256. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3257. skill_area_temp[1] = 0;
  3258. map_foreachinrange(skill_attack_area, src,
  3259. skill_get_splash(skillid, skilllv), splash_target(src),
  3260. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3261. break;
  3262. case HVAN_EXPLOSION: //[orn]
  3263. case NPC_SELFDESTRUCTION:
  3264. //Self Destruction hits everyone in range (allies+enemies)
  3265. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3266. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3267. BCT_ENEMY:BCT_ALL;
  3268. clif_skill_nodamage(src, src, skillid, -1, 1);
  3269. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3270. map_foreachinrange(skill_area_sub, bl,
  3271. skill_get_splash(skillid, skilllv), splash_target(src),
  3272. src, skillid, skilllv, tick, flag|i,
  3273. skill_castend_damage_id);
  3274. map_addblock(src);
  3275. status_damage(src, src, sstatus->max_hp,0,0,1);
  3276. break;
  3277. case AL_ANGELUS:
  3278. case PR_MAGNIFICAT:
  3279. case PR_GLORIA:
  3280. case SN_WINDWALK:
  3281. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3282. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3283. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3284. } else if (sd) {
  3285. party_foreachsamemap (skill_area_sub,
  3286. sd,skill_get_splash(skillid, skilllv),
  3287. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3288. skill_castend_nodamage_id);
  3289. }
  3290. break;
  3291. case BS_ADRENALINE:
  3292. case BS_ADRENALINE2:
  3293. case BS_WEAPONPERFECT:
  3294. case BS_OVERTHRUST:
  3295. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3296. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3297. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  3298. } else if (sd) {
  3299. party_foreachsamemap(skill_area_sub,
  3300. sd,skill_get_splash(skillid, skilllv),
  3301. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3302. skill_castend_nodamage_id);
  3303. }
  3304. break;
  3305. case BS_MAXIMIZE:
  3306. case NV_TRICKDEAD:
  3307. case CR_DEFENDER:
  3308. case CR_AUTOGUARD:
  3309. case TK_READYSTORM:
  3310. case TK_READYDOWN:
  3311. case TK_READYTURN:
  3312. case TK_READYCOUNTER:
  3313. case TK_DODGE:
  3314. case CR_SHRINK:
  3315. case ST_PRESERVE:
  3316. case SG_FUSION:
  3317. case GS_GATLINGFEVER:
  3318. if (tsce)
  3319. i = status_change_end(bl, type, -1);
  3320. else
  3321. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3322. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3323. break;
  3324. case SL_KAITE:
  3325. case SL_KAAHI:
  3326. case SL_KAIZEL:
  3327. case SL_KAUPE:
  3328. if (sd) {
  3329. if (!dstsd || !(
  3330. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  3331. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3332. dstsd->status.char_id == sd->status.char_id ||
  3333. dstsd->status.char_id == sd->status.partner_id ||
  3334. dstsd->status.char_id == sd->status.child
  3335. )) {
  3336. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3337. clif_skill_fail(sd,skillid,0,0);
  3338. break;
  3339. }
  3340. }
  3341. clif_skill_nodamage(src,bl,skillid,skilllv,
  3342. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3343. break;
  3344. case SM_AUTOBERSERK: // Celest
  3345. if (tsce)
  3346. i = status_change_end(bl, type, -1);
  3347. else
  3348. i = sc_start(bl,type,100,skilllv,60000);
  3349. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3350. break;
  3351. case TF_HIDING:
  3352. case ST_CHASEWALK:
  3353. if (tsce)
  3354. i = status_change_end(bl, type, -1);
  3355. else
  3356. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3357. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3358. break;
  3359. case TK_RUN:
  3360. if (tsce)
  3361. clif_skill_nodamage(src,bl,skillid,skilllv,
  3362. status_change_end(bl, type, -1));
  3363. else {
  3364. clif_skill_nodamage(src,bl,skillid,skilllv,
  3365. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3366. // If the client receives a skill-use packet inmediately before
  3367. // a walkok packet, it will discard the walk packet! [Skotlex]
  3368. // So aegis has to resend the walk ok.
  3369. if (sd) clif_walkok(sd);
  3370. }
  3371. break;
  3372. case AS_CLOAKING:
  3373. if( !tsce )
  3374. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3375. else
  3376. i = status_change_end(bl, type, -1);
  3377. if( i )
  3378. clif_skill_nodamage(src,bl,skillid,-1,i);
  3379. else
  3380. if( sd ) clif_skill_fail(sd,skillid,0,0);
  3381. break;
  3382. case BD_ADAPTATION:
  3383. if(tsc && tsc->data[SC_DANCING]){
  3384. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3385. skill_stop_dancing(bl);
  3386. }
  3387. break;
  3388. case BA_FROSTJOKE:
  3389. case DC_SCREAM:
  3390. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3391. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3392. if (md) {
  3393. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  3394. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  3395. char temp[70];
  3396. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  3397. clif_message(&md->bl,temp);
  3398. }
  3399. break;
  3400. case BA_PANGVOICE:
  3401. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3402. break;
  3403. case DC_WINKCHARM:
  3404. if( dstsd )
  3405. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3406. else
  3407. if( dstmd )
  3408. {
  3409. if( status_get_lv(src) > status_get_lv(bl)
  3410. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  3411. && !(tstatus->mode&MD_BOSS) )
  3412. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3413. else
  3414. {
  3415. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3416. if(sd) clif_skill_fail(sd,skillid,0,0);
  3417. }
  3418. }
  3419. break;
  3420. case TF_STEAL:
  3421. if(sd) {
  3422. if(pc_steal_item(sd,bl,skilllv))
  3423. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3424. else
  3425. clif_skill_fail(sd,skillid,0x0a,0);
  3426. }
  3427. break;
  3428. case RG_STEALCOIN:
  3429. if(sd) {
  3430. if(pc_steal_coin(sd,bl))
  3431. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3432. else
  3433. clif_skill_fail(sd,skillid,0,0);
  3434. }
  3435. break;
  3436. case MG_STONECURSE:
  3437. {
  3438. if (tstatus->mode&MD_BOSS) {
  3439. if (sd) clif_skill_fail(sd,skillid,0,0);
  3440. break;
  3441. }
  3442. if(status_isimmune(bl) || !tsc)
  3443. break;
  3444. if (dstmd)
  3445. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3446. if (tsc->data[SC_STONE]) {
  3447. status_change_end(bl,SC_STONE,-1);
  3448. if (sd) clif_skill_fail(sd,skillid,0,0);
  3449. break;
  3450. }
  3451. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  3452. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  3453. skill_get_time2(skillid,skilllv)))
  3454. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3455. else if(sd) {
  3456. clif_skill_fail(sd,skillid,0,0);
  3457. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3458. if (skilllv > 5) break;
  3459. }
  3460. if (sd) {
  3461. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_WIZARD)
  3462. break; //Do not delete the gemstone.
  3463. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3464. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3465. }
  3466. }
  3467. break;
  3468. case NV_FIRSTAID:
  3469. clif_skill_nodamage(src,bl,skillid,5,1);
  3470. status_heal(bl,5,0,0);
  3471. break;
  3472. case AL_CURE:
  3473. if(status_isimmune(bl)) {
  3474. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3475. break;
  3476. }
  3477. status_change_end(bl, SC_SILENCE , -1 );
  3478. status_change_end(bl, SC_BLIND , -1 );
  3479. status_change_end(bl, SC_CONFUSION, -1 );
  3480. //Confusion on undead won't trigger on undead players.
  3481. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  3482. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3483. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3484. break;
  3485. case TF_DETOXIFY:
  3486. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3487. status_change_end(bl, SC_POISON , -1 );
  3488. status_change_end(bl, SC_DPOISON , -1 );
  3489. break;
  3490. case PR_STRECOVERY:
  3491. if(status_isimmune(bl)) {
  3492. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3493. break;
  3494. }
  3495. if (tsc && tsc->opt1) {
  3496. status_change_end(bl, SC_FREEZE, -1 );
  3497. status_change_end(bl, SC_STONE, -1 );
  3498. status_change_end(bl, SC_SLEEP, -1 );
  3499. status_change_end(bl, SC_STUN, -1 );
  3500. }
  3501. //Is this equation really right? It looks so... special.
  3502. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3503. {
  3504. status_change_start(bl, SC_BLIND,
  3505. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3506. 1,0,0,0,
  3507. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3508. }
  3509. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3510. if(dstmd)
  3511. mob_unlocktarget(dstmd,tick);
  3512. break;
  3513. case WZ_ESTIMATION:
  3514. if(sd) {
  3515. if (dstsd) {
  3516. clif_skill_fail(sd,skillid,0,0);
  3517. break;
  3518. }
  3519. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3520. clif_skill_estimation((struct map_session_data *)src,bl);
  3521. }
  3522. break;
  3523. case BS_REPAIRWEAPON:
  3524. if(sd && dstsd)
  3525. clif_item_repair_list(sd,dstsd);
  3526. break;
  3527. case MC_IDENTIFY:
  3528. if(sd)
  3529. clif_item_identify_list(sd);
  3530. break;
  3531. // Weapon Refining [Celest]
  3532. case WS_WEAPONREFINE:
  3533. if(sd)
  3534. clif_item_refine_list(sd);
  3535. break;
  3536. case MC_VENDING:
  3537. if(sd)
  3538. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3539. if ( !pc_can_give_items(pc_isGM(sd)) )
  3540. clif_skill_fail(sd,skillid,0,0);
  3541. else
  3542. clif_openvendingreq(sd,2+skilllv);
  3543. }
  3544. break;
  3545. case AL_TELEPORT:
  3546. if(sd)
  3547. {
  3548. if (map[bl->m].flag.noteleport) {
  3549. clif_skill_teleportmessage(sd,0);
  3550. break;
  3551. }
  3552. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3553. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3554. break;
  3555. }
  3556. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3557. if(skilllv == 1) {
  3558. // possibility to skip menu [LuzZza]
  3559. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  3560. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  3561. else
  3562. pc_randomwarp(sd,3);
  3563. } else {
  3564. if (sd->skillitem != AL_TELEPORT)
  3565. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  3566. else //Autocasted Teleport level 2??
  3567. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  3568. }
  3569. } else
  3570. unit_warp(bl,-1,-1,-1,3);
  3571. break;
  3572. case NPC_EXPULSION:
  3573. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3574. unit_warp(bl,-1,-1,-1,3);
  3575. break;
  3576. case AL_HOLYWATER:
  3577. if(sd) {
  3578. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  3579. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3580. else
  3581. clif_skill_fail(sd,skillid,0,0);
  3582. }
  3583. break;
  3584. case TF_PICKSTONE:
  3585. if(sd) {
  3586. int eflag;
  3587. struct item item_tmp;
  3588. struct block_list tbl;
  3589. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3590. memset(&item_tmp,0,sizeof(item_tmp));
  3591. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  3592. item_tmp.nameid = 7049;
  3593. item_tmp.identify = 1;
  3594. tbl.id = 0;
  3595. clif_takeitem(&sd->bl,&tbl);
  3596. eflag = pc_additem(sd,&item_tmp,1);
  3597. if(eflag) {
  3598. clif_additem(sd,0,0,eflag);
  3599. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3600. }
  3601. }
  3602. break;
  3603. case ASC_CDP:
  3604. if(sd) {
  3605. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3606. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  3607. }
  3608. break;
  3609. case RG_STRIPWEAPON:
  3610. case RG_STRIPSHIELD:
  3611. case RG_STRIPARMOR:
  3612. case RG_STRIPHELM:
  3613. case ST_FULLSTRIP:
  3614. i = 5+2*skilllv;
  3615. if (sstatus->dex > tstatus->dex)
  3616. i += (sstatus->dex - tstatus->dex)/5;
  3617. switch (skillid) {
  3618. case RG_STRIPWEAPON:
  3619. type = EQP_WEAPON;
  3620. break;
  3621. case RG_STRIPSHIELD:
  3622. type = EQP_SHIELD;
  3623. break;
  3624. case RG_STRIPARMOR:
  3625. type = EQP_ARMOR;
  3626. break;
  3627. case RG_STRIPHELM:
  3628. type = EQP_HELM;
  3629. break;
  3630. case ST_FULLSTRIP:
  3631. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  3632. break;
  3633. }
  3634. //Note that Full Strip autospell doesn't use a duration
  3635. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  3636. skill_strip_equip(bl, type, i, skilllv,
  3637. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  3638. && sd)
  3639. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  3640. break;
  3641. case AM_BERSERKPITCHER:
  3642. case AM_POTIONPITCHER:
  3643. {
  3644. int i,x,hp = 0,sp = 0,bonus=100;
  3645. if(sd) {
  3646. x = skilllv%11 - 1;
  3647. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  3648. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  3649. clif_skill_fail(sd,skillid,0,0);
  3650. map_freeblock_unlock();
  3651. return 1;
  3652. }
  3653. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  3654. clif_skill_fail(sd,skillid,0,0);
  3655. map_freeblock_unlock();
  3656. return 1;
  3657. }
  3658. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  3659. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  3660. clif_skill_fail(sd,skillid,0,0);
  3661. map_freeblock_unlock();
  3662. return 1;
  3663. }
  3664. }
  3665. potion_flag = 1;
  3666. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  3667. potion_target = bl->id;
  3668. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  3669. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  3670. potion_flag = potion_target = 0;
  3671. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST)
  3672. bonus += sd->status.base_level;
  3673. if(potion_per_hp > 0 || potion_per_sp > 0) {
  3674. hp = tstatus->max_hp * potion_per_hp / 100;
  3675. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3676. if(dstsd) {
  3677. sp = dstsd->status.max_sp * potion_per_sp / 100;
  3678. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3679. }
  3680. }
  3681. else {
  3682. if(potion_hp > 0) {
  3683. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3684. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3685. if(dstsd)
  3686. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3687. }
  3688. if(potion_sp > 0) {
  3689. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  3690. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  3691. if(dstsd)
  3692. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  3693. }
  3694. }
  3695. if (sd->itemgrouphealrate[IG_POTION]>0)
  3696. {
  3697. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  3698. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  3699. }
  3700. if ((i = pc_skillheal_bonus(sd, skillid)))
  3701. {
  3702. hp += hp * i / 100;
  3703. sp += sp * i / 100;
  3704. }
  3705. }
  3706. else {
  3707. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  3708. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  3709. if(dstsd)
  3710. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  3711. }
  3712. if (tsc && tsc->data[SC_CRITICALWOUND])
  3713. {
  3714. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3715. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  3716. }
  3717. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3718. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  3719. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  3720. if(sp > 0)
  3721. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  3722. status_heal(bl,hp,sp,0);
  3723. }
  3724. break;
  3725. case AM_CP_WEAPON:
  3726. case AM_CP_SHIELD:
  3727. case AM_CP_ARMOR:
  3728. case AM_CP_HELM:
  3729. {
  3730. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  3731. if(tsc && tsc->data[scid])
  3732. status_change_end(bl, scid, -1 );
  3733. clif_skill_nodamage(src,bl,skillid,skilllv,
  3734. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3735. }
  3736. break;
  3737. case AM_TWILIGHT1:
  3738. if (sd) {
  3739. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3740. //Prepare 200 White Potions.
  3741. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  3742. clif_skill_fail(sd,skillid,0,0);
  3743. }
  3744. break;
  3745. case AM_TWILIGHT2:
  3746. if (sd) {
  3747. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3748. //Prepare 200 Slim White Potions.
  3749. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  3750. clif_skill_fail(sd,skillid,0,0);
  3751. }
  3752. break;
  3753. case AM_TWILIGHT3:
  3754. if (sd) {
  3755. //check if you can produce all three, if not, then fail:
  3756. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  3757. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  3758. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  3759. ) {
  3760. clif_skill_fail(sd,skillid,0,0);
  3761. break;
  3762. }
  3763. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3764. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  3765. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  3766. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  3767. }
  3768. break;
  3769. case SA_DISPELL:
  3770. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  3771. {
  3772. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3773. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  3774. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  3775. || rand()%100 >= 50+10*skilllv)
  3776. {
  3777. if (sd)
  3778. clif_skill_fail(sd,skillid,0,0);
  3779. break;
  3780. }
  3781. if(status_isimmune(bl) || !tsc || !tsc->count)
  3782. break;
  3783. for(i=0;i<SC_MAX;i++){
  3784. if (!tsc->data[i])
  3785. continue;
  3786. switch (i) {
  3787. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  3788. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  3789. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  3790. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  3791. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  3792. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  3793. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  3794. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  3795. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  3796. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  3797. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  3798. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  3799. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  3800. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  3801. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  3802. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  3803. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  3804. case SC_SPEEDUP1: case SC_AUTOTRADE:
  3805. continue;
  3806. }
  3807. 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.
  3808. status_change_end(bl,i,-1);
  3809. }
  3810. break;
  3811. }
  3812. //Affect all targets on splash area.
  3813. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  3814. src, skillid, skilllv, tick, flag|1,
  3815. skill_castend_damage_id);
  3816. break;
  3817. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  3818. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3819. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  3820. break;
  3821. case TK_HIGHJUMP:
  3822. {
  3823. int x,y, dir = unit_getdir(src);
  3824. //Fails on noteleport maps, except for vs maps [Skotlex]
  3825. if(map[src->m].flag.noteleport &&
  3826. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  3827. ) {
  3828. x = src->x;
  3829. y = src->y;
  3830. } else {
  3831. x = src->x + dirx[dir]*skilllv*2;
  3832. y = src->y + diry[dir]*skilllv*2;
  3833. }
  3834. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  3835. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  3836. clif_slide(src,x,y);
  3837. unit_movepos(src, x, y, 1, 0);
  3838. }
  3839. }
  3840. break;
  3841. case SA_CASTCANCEL:
  3842. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3843. unit_skillcastcancel(src,1);
  3844. if(sd) {
  3845. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  3846. sp = sp * (90 - (skilllv-1)*20) / 100;
  3847. if(sp < 0) sp = 0;
  3848. status_zap(src, 0, sp);
  3849. }
  3850. break;
  3851. case SA_SPELLBREAKER:
  3852. {
  3853. int sp;
  3854. if(tsc && tsc->data[SC_MAGICROD]) {
  3855. sp = skill_get_sp(skillid,skilllv);
  3856. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  3857. if(sp < 1) sp = 1;
  3858. status_heal(bl,0,sp,2);
  3859. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  3860. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  3861. } else {
  3862. struct unit_data *ud = unit_bl2ud(bl);
  3863. int bl_skillid=0,bl_skilllv=0,hp = 0;
  3864. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  3865. bl_skillid = ud->skillid;
  3866. bl_skilllv = ud->skilllv;
  3867. if (tstatus->mode & MD_BOSS)
  3868. { //Only 10% success chance against bosses. [Skotlex]
  3869. if (rand()%100 < 90)
  3870. {
  3871. if (sd) clif_skill_fail(sd,skillid,0,0);
  3872. break;
  3873. }
  3874. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  3875. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  3876. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3877. unit_skillcastcancel(bl,0);
  3878. sp = skill_get_sp(bl_skillid,bl_skilllv);
  3879. status_zap(bl, hp, sp);
  3880. if (hp && skilllv >= 5)
  3881. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  3882. else
  3883. hp = 0;
  3884. if (sp) //Recover some of the SP used
  3885. sp = sp*(25*(skilllv-1))/100;
  3886. if(hp || sp)
  3887. status_heal(src, hp, sp, 2);
  3888. }
  3889. }
  3890. break;
  3891. case SA_MAGICROD:
  3892. //It activates silently, no use animation.
  3893. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3894. break;
  3895. case SA_AUTOSPELL:
  3896. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3897. if(sd)
  3898. clif_autospell(sd,skilllv);
  3899. else {
  3900. int maxlv=1,spellid=0;
  3901. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  3902. if(skilllv >= 10) {
  3903. spellid = MG_FROSTDIVER;
  3904. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  3905. // maxlv = 10;
  3906. // else
  3907. maxlv = skilllv - 9;
  3908. }
  3909. else if(skilllv >=8) {
  3910. spellid = MG_FIREBALL;
  3911. maxlv = skilllv - 7;
  3912. }
  3913. else if(skilllv >=5) {
  3914. spellid = MG_SOULSTRIKE;
  3915. maxlv = skilllv - 4;
  3916. }
  3917. else if(skilllv >=2) {
  3918. int i = rand()%3;
  3919. spellid = spellarray[i];
  3920. maxlv = skilllv - 1;
  3921. }
  3922. else if(skilllv > 0) {
  3923. spellid = MG_NAPALMBEAT;
  3924. maxlv = 3;
  3925. }
  3926. if(spellid > 0)
  3927. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  3928. skill_get_time(SA_AUTOSPELL,skilllv));
  3929. }
  3930. break;
  3931. case BS_GREED:
  3932. if(sd){
  3933. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3934. map_foreachinrange(skill_greed,bl,
  3935. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  3936. }
  3937. break;
  3938. case SA_ELEMENTWATER:
  3939. case SA_ELEMENTFIRE:
  3940. case SA_ELEMENTGROUND:
  3941. case SA_ELEMENTWIND:
  3942. if(sd && !dstmd) //Only works on monsters.
  3943. break;
  3944. if(tstatus->mode&MD_BOSS)
  3945. break;
  3946. case NPC_ATTRICHANGE:
  3947. case NPC_CHANGEWATER:
  3948. case NPC_CHANGEGROUND:
  3949. case NPC_CHANGEFIRE:
  3950. case NPC_CHANGEWIND:
  3951. case NPC_CHANGEPOISON:
  3952. case NPC_CHANGEHOLY:
  3953. case NPC_CHANGEDARKNESS:
  3954. case NPC_CHANGETELEKINESIS:
  3955. case NPC_CHANGEUNDEAD:
  3956. clif_skill_nodamage(src,bl,skillid,skilllv,
  3957. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  3958. skill_get_time(skillid, skilllv)));
  3959. break;
  3960. case NPC_PROVOCATION:
  3961. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3962. if (md) mob_unlocktarget(md, tick);
  3963. break;
  3964. case NPC_KEEPING:
  3965. case NPC_BARRIER:
  3966. {
  3967. int skill_time = skill_get_time(skillid,skilllv);
  3968. struct unit_data *ud = unit_bl2ud(bl);
  3969. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  3970. sc_start(bl,type,100,skilllv,skill_time))
  3971. && ud) { //Disable attacking/acting/moving for skill's duration.
  3972. ud->attackabletime =
  3973. ud->canact_tick =
  3974. ud->canmove_tick = tick + skill_time;
  3975. }
  3976. }
  3977. break;
  3978. case NPC_REBIRTH:
  3979. //New rebirth System uses Kaizel [Skotlex]
  3980. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  3981. break;
  3982. case NPC_DARKBLESSING:
  3983. clif_skill_nodamage(src,bl,skillid,skilllv,
  3984. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  3985. break;
  3986. case NPC_LICK:
  3987. status_zap(bl, 0, 100);
  3988. clif_skill_nodamage(src,bl,skillid,skilllv,
  3989. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  3990. break;
  3991. case NPC_SUICIDE:
  3992. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3993. status_kill(src); //When suiciding, neither exp nor drops is given.
  3994. break;
  3995. case NPC_SUMMONSLAVE:
  3996. case NPC_SUMMONMONSTER:
  3997. if(md && md->skillidx >= 0)
  3998. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  3999. break;
  4000. case NPC_CALLSLAVE:
  4001. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4002. break;
  4003. case NPC_RANDOMMOVE:
  4004. if (md) {
  4005. md->next_walktime = tick - 1;
  4006. mob_randomwalk(md,tick);
  4007. }
  4008. break;
  4009. case NPC_SPEEDUP:
  4010. {
  4011. // or does it increase casting rate? just a guess xD
  4012. int i = SC_ASPDPOTION0 + skilllv - 1;
  4013. if (i > SC_ASPDPOTION3)
  4014. i = SC_ASPDPOTION3;
  4015. clif_skill_nodamage(src,bl,skillid,skilllv,
  4016. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4017. }
  4018. break;
  4019. case NPC_REVENGE:
  4020. // not really needed... but adding here anyway ^^
  4021. if (md && md->master_id > 0) {
  4022. struct block_list *mbl, *tbl;
  4023. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4024. (tbl = battle_gettargeted(mbl)) == NULL)
  4025. break;
  4026. md->state.provoke_flag = tbl->id;
  4027. mob_target(md, tbl, sstatus->rhw.range);
  4028. }
  4029. break;
  4030. case NPC_RUN:
  4031. {
  4032. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4033. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4034. unit_stop_attack(src);
  4035. //Run skillv tiles overriding the can-move check.
  4036. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4037. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4038. }
  4039. break;
  4040. case NPC_TRANSFORMATION:
  4041. case NPC_METAMORPHOSIS:
  4042. if(md && md->skillidx >= 0) {
  4043. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4044. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4045. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4046. if (class_) mob_class_change(md, class_);
  4047. }
  4048. break;
  4049. case NPC_EMOTION_ON:
  4050. case NPC_EMOTION:
  4051. //va[0] is the emotion to use.
  4052. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4053. //val[1] 'sets' the mode
  4054. //val[2] adds to the current mode
  4055. //val[3] removes from the current mode
  4056. //val[4] if set, asks to delete the previous mode change.
  4057. if(md && md->skillidx >= 0 && tsc)
  4058. {
  4059. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4060. if(md->db->skill[md->skillidx].val[4] && tsce)
  4061. status_change_end(bl, type, -1);
  4062. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4063. sc_start4(src, type, 100, skilllv,
  4064. md->db->skill[md->skillidx].val[1],
  4065. md->db->skill[md->skillidx].val[2],
  4066. md->db->skill[md->skillidx].val[3],
  4067. skill_get_time(skillid, skilllv));
  4068. }
  4069. break;
  4070. case NPC_POWERUP:
  4071. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  4072. clif_skill_nodamage(src,bl,skillid,skilllv,
  4073. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4074. break;
  4075. case NPC_AGIUP:
  4076. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4077. clif_skill_nodamage(src,bl,skillid,skilllv,
  4078. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4079. break;
  4080. case NPC_INVISIBLE:
  4081. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4082. clif_skill_nodamage(src,bl,skillid,skilllv,
  4083. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4084. break;
  4085. case NPC_SIEGEMODE:
  4086. // not sure what it does
  4087. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4088. break;
  4089. case WE_MALE:
  4090. {
  4091. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4092. 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]
  4093. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4094. }
  4095. break;
  4096. case WE_FEMALE:
  4097. {
  4098. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4099. 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]
  4100. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4101. }
  4102. break;
  4103. // parent-baby skills
  4104. case WE_BABY:
  4105. if(sd){
  4106. struct map_session_data *f_sd = pc_get_father(sd);
  4107. struct map_session_data *m_sd = pc_get_mother(sd);
  4108. // if neither was found
  4109. if(!f_sd && !m_sd){
  4110. clif_skill_fail(sd,skillid,0,0);
  4111. map_freeblock_unlock();
  4112. return 0;
  4113. }
  4114. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4115. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4116. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4117. }
  4118. break;
  4119. case PF_HPCONVERSION:
  4120. {
  4121. int hp, sp;
  4122. hp = sstatus->max_hp/10;
  4123. sp = hp * 10 * skilllv / 100;
  4124. if (!status_charge(src,hp,0)) {
  4125. if (sd) clif_skill_fail(sd,skillid,0,0);
  4126. break;
  4127. }
  4128. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4129. status_heal(bl,0,sp,2);
  4130. }
  4131. break;
  4132. case HT_REMOVETRAP:
  4133. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  4134. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4135. {
  4136. struct skill_unit* su;
  4137. struct skill_unit_group* sg;
  4138. su = BL_CAST(BL_SKILL, bl);
  4139. if( (su)
  4140. && (sg = su->group)
  4141. && (sg->src_id == src->id || map_flag_vs(bl->m))
  4142. && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  4143. { // prevent picking up expired traps
  4144. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  4145. {
  4146. if( battle_config.skill_removetrap_type )
  4147. { // get back all items used to deploy the trap
  4148. for(i=0;i<10;i++) {
  4149. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4150. int flag;
  4151. struct item item_tmp;
  4152. memset(&item_tmp,0,sizeof(item_tmp));
  4153. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4154. item_tmp.identify = 1;
  4155. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4156. clif_additem(sd,0,0,flag);
  4157. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4158. }
  4159. }
  4160. }
  4161. } else { // get back 1 trap
  4162. struct item item_tmp;
  4163. memset(&item_tmp,0,sizeof(item_tmp));
  4164. item_tmp.nameid = ITEMID_TRAP;
  4165. item_tmp.identify = 1;
  4166. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4167. clif_additem(sd,0,0,flag);
  4168. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4169. }
  4170. }
  4171. }
  4172. skill_delunit(su);
  4173. }
  4174. }
  4175. break;
  4176. case HT_SPRINGTRAP:
  4177. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4178. {
  4179. struct skill_unit *su=NULL;
  4180. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4181. switch(su->group->unit_id){
  4182. case UNT_ANKLESNARE: // ankle snare
  4183. if (su->group->val2 != 0)
  4184. // if it is already trapping something don't spring it,
  4185. // remove trap should be used instead
  4186. break;
  4187. // otherwise fallthrough to below
  4188. case UNT_BLASTMINE:
  4189. case UNT_SKIDTRAP:
  4190. case UNT_LANDMINE:
  4191. case UNT_SHOCKWAVE:
  4192. case UNT_SANDMAN:
  4193. case UNT_FLASHER:
  4194. case UNT_FREEZINGTRAP:
  4195. case UNT_CLAYMORETRAP:
  4196. case UNT_TALKIEBOX:
  4197. su->group->unit_id = UNT_USED_TRAPS;
  4198. clif_changetraplook(bl, UNT_USED_TRAPS);
  4199. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4200. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4201. }
  4202. }
  4203. }
  4204. break;
  4205. case BD_ENCORE:
  4206. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4207. if(sd)
  4208. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4209. break;
  4210. case AS_SPLASHER:
  4211. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4212. if (sd) clif_skill_fail(sd,skillid,0,0);
  4213. map_freeblock_unlock();
  4214. return 1;
  4215. }
  4216. clif_skill_nodamage(src,bl,skillid,skilllv,
  4217. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4218. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  4219. break;
  4220. case PF_MINDBREAKER:
  4221. {
  4222. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4223. {
  4224. map_freeblock_unlock();
  4225. return 1;
  4226. }
  4227. if (tsce)
  4228. { //HelloKitty2 (?) explained that this silently fails when target is
  4229. //already inflicted. [Skotlex]
  4230. map_freeblock_unlock();
  4231. return 1;
  4232. }
  4233. //Has a 55% + skilllv*5% success chance.
  4234. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4235. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4236. {
  4237. if (sd) clif_skill_fail(sd,skillid,0,0);
  4238. map_freeblock_unlock();
  4239. return 0;
  4240. }
  4241. unit_skillcastcancel(bl,0);
  4242. if(tsc && tsc->count){
  4243. if(tsc->data[SC_FREEZE])
  4244. status_change_end(bl,SC_FREEZE,-1);
  4245. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  4246. status_change_end(bl,SC_STONE,-1);
  4247. if(tsc->data[SC_SLEEP])
  4248. status_change_end(bl,SC_SLEEP,-1);
  4249. }
  4250. if(dstmd)
  4251. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4252. }
  4253. break;
  4254. case PF_SOULCHANGE:
  4255. {
  4256. unsigned int sp1 = 0, sp2 = 0;
  4257. if (dstmd) {
  4258. if (dstmd->state.soul_change_flag) {
  4259. if(sd) clif_skill_fail(sd,skillid,0,0);
  4260. break;
  4261. }
  4262. dstmd->state.soul_change_flag = 1;
  4263. sp2 = sstatus->max_sp * 3 /100;
  4264. status_heal(src, 0, sp2, 2);
  4265. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4266. break;
  4267. }
  4268. sp1 = sstatus->sp;
  4269. sp2 = tstatus->sp;
  4270. status_set_sp(src, sp2, 3);
  4271. status_set_sp(bl, sp1, 3);
  4272. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4273. }
  4274. break;
  4275. // Slim Pitcher
  4276. case CR_SLIMPITCHER:
  4277. if (potion_hp || potion_sp) {
  4278. int hp = potion_hp, sp = potion_sp;
  4279. hp = hp * (100 + (tstatus->vit<<1))/100;
  4280. sp = sp * (100 + (tstatus->int_<<1))/100;
  4281. if (dstsd) {
  4282. if (hp)
  4283. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4284. if (sp)
  4285. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4286. }
  4287. if (tsc && tsc->data[SC_CRITICALWOUND])
  4288. {
  4289. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4290. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  4291. }
  4292. if(hp > 0)
  4293. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4294. if(sp > 0)
  4295. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4296. status_heal(bl,hp,sp,0);
  4297. }
  4298. break;
  4299. // Full Chemical Protection
  4300. case CR_FULLPROTECTION:
  4301. {
  4302. int i, skilltime;
  4303. skilltime = skill_get_time(skillid,skilllv);
  4304. if (!tsc) {
  4305. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4306. break;
  4307. }
  4308. for (i=0; i<4; i++) {
  4309. if(tsc->data[SC_STRIPWEAPON + i])
  4310. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4311. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4312. }
  4313. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4314. }
  4315. break;
  4316. case RG_CLEANER: //AppleGirl
  4317. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4318. break;
  4319. case CG_LONGINGFREEDOM:
  4320. {
  4321. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  4322. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4323. {
  4324. clif_skill_nodamage(src,bl,skillid,skilllv,
  4325. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4326. }
  4327. }
  4328. break;
  4329. case CG_TAROTCARD:
  4330. {
  4331. int eff, count = -1;
  4332. if (rand() % 100 > skilllv * 8) {
  4333. if (sd) clif_skill_fail(sd,skillid,0,0);
  4334. map_freeblock_unlock();
  4335. return 0;
  4336. }
  4337. do {
  4338. eff = rand() % 14;
  4339. clif_specialeffect(bl, 523 + eff, AREA);
  4340. switch (eff)
  4341. {
  4342. case 0: // heals SP to 0
  4343. status_percent_damage(src, bl, 0, 100, false);
  4344. break;
  4345. case 1: // matk halved
  4346. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4347. break;
  4348. case 2: // all buffs removed
  4349. status_change_clear_buffs(bl,1);
  4350. break;
  4351. case 3: // 1000 damage, random armor destroyed
  4352. {
  4353. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4354. status_fix_damage(src, bl, 1000, 0);
  4355. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4356. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4357. }
  4358. break;
  4359. case 4: // atk halved
  4360. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4361. break;
  4362. case 5: // 2000HP heal, random teleported
  4363. status_heal(src, 2000, 0, 0);
  4364. unit_warp(src, -1,-1,-1, 3);
  4365. break;
  4366. case 6: // random 2 other effects
  4367. if (count == -1)
  4368. count = 3;
  4369. else
  4370. count++; //Should not retrigger this one.
  4371. break;
  4372. case 7: // stop freeze or stoned
  4373. {
  4374. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4375. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4376. }
  4377. break;
  4378. case 8: // curse coma and poison
  4379. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4380. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4381. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4382. break;
  4383. case 9: // confusion
  4384. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4385. break;
  4386. case 10: // 6666 damage, atk matk halved, cursed
  4387. status_fix_damage(src, bl, 6666, 0);
  4388. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4389. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4390. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4391. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4392. break;
  4393. case 11: // 4444 damage
  4394. status_fix_damage(src, bl, 4444, 0);
  4395. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4396. break;
  4397. case 12: // stun
  4398. sc_start(bl,SC_STUN,100,skilllv,5000);
  4399. break;
  4400. case 13: // atk,matk,hit,flee,def reduced
  4401. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4402. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4403. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4404. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4405. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4406. break;
  4407. default:
  4408. break;
  4409. }
  4410. } while ((--count) > 0);
  4411. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4412. }
  4413. break;
  4414. case SL_ALCHEMIST:
  4415. case SL_ASSASIN:
  4416. case SL_BARDDANCER:
  4417. case SL_BLACKSMITH:
  4418. case SL_CRUSADER:
  4419. case SL_HUNTER:
  4420. case SL_KNIGHT:
  4421. case SL_MONK:
  4422. case SL_PRIEST:
  4423. case SL_ROGUE:
  4424. case SL_SAGE:
  4425. case SL_SOULLINKER:
  4426. case SL_STAR:
  4427. case SL_SUPERNOVICE:
  4428. case SL_WIZARD:
  4429. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4430. clif_skill_fail(sd,skillid,0,0);
  4431. break;
  4432. }
  4433. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  4434. { //Erase death count 1% of the casts
  4435. dstsd->die_counter = 0;
  4436. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  4437. clif_misceffect2(bl, 0x152);
  4438. //SC_SPIRIT invokes status_calc_pc for us.
  4439. }
  4440. clif_skill_nodamage(src,bl,skillid,skilllv,
  4441. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4442. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4443. break;
  4444. case SL_HIGH:
  4445. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4446. clif_skill_fail(sd,skillid,0,0);
  4447. break;
  4448. }
  4449. clif_skill_nodamage(src,bl,skillid,skilllv,
  4450. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4451. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4452. break;
  4453. case SL_SWOO:
  4454. if (tsce) {
  4455. sc_start(src,SC_STUN,100,skilllv,10000);
  4456. break;
  4457. }
  4458. case SL_SKA: // [marquis007]
  4459. case SL_SKE:
  4460. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4461. clif_skill_fail(sd,skillid,0,0);
  4462. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4463. } else
  4464. clif_skill_nodamage(src,bl,skillid,skilllv,
  4465. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4466. if (skillid == SL_SKE)
  4467. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4468. break;
  4469. // New guild skills [Celest]
  4470. case GD_BATTLEORDER:
  4471. if(flag&1) {
  4472. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4473. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4474. } else if (status_get_guild_id(src)) {
  4475. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4476. map_foreachinrange(skill_area_sub, src,
  4477. skill_get_splash(skillid, skilllv), BL_CHAR,
  4478. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4479. skill_castend_nodamage_id);
  4480. if (sd)
  4481. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4482. }
  4483. break;
  4484. case GD_REGENERATION:
  4485. if(flag&1) {
  4486. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4487. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4488. } else if (status_get_guild_id(src)) {
  4489. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4490. map_foreachinrange(skill_area_sub, src,
  4491. skill_get_splash(skillid, skilllv), BL_CHAR,
  4492. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4493. skill_castend_nodamage_id);
  4494. if (sd)
  4495. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4496. }
  4497. break;
  4498. case GD_RESTORE:
  4499. if(flag&1) {
  4500. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4501. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4502. } else if (status_get_guild_id(src)) {
  4503. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4504. map_foreachinrange(skill_area_sub, src,
  4505. skill_get_splash(skillid, skilllv), BL_CHAR,
  4506. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4507. skill_castend_nodamage_id);
  4508. if (sd)
  4509. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4510. }
  4511. break;
  4512. case GD_EMERGENCYCALL:
  4513. {
  4514. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4515. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4516. int j = 0;
  4517. struct guild *g = NULL;
  4518. // i don't know if it actually summons in a circle, but oh well. ;P
  4519. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4520. if (!g)
  4521. break;
  4522. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4523. for(i = 0; i < g->max_member; i++, j++) {
  4524. if (j>8) j=0;
  4525. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4526. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4527. continue;
  4528. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4529. dx[j] = dy[j] = 0;
  4530. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], 2);
  4531. }
  4532. }
  4533. if (sd)
  4534. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4535. }
  4536. break;
  4537. case SG_FEEL:
  4538. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4539. if (sd) {
  4540. if(!sd->feel_map[skilllv-1].index)
  4541. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  4542. else
  4543. clif_feel_info(sd, skilllv-1, 1);
  4544. }
  4545. break;
  4546. case SG_HATE:
  4547. if (sd) {
  4548. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4549. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  4550. clif_skill_fail(sd,skillid,0,0);
  4551. }
  4552. break;
  4553. case GS_GLITTERING:
  4554. if(sd) {
  4555. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4556. if(rand()%100 < (20+10*skilllv))
  4557. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  4558. else if(sd->spiritball > 0)
  4559. pc_delspiritball(sd,1,0);
  4560. }
  4561. break;
  4562. case GS_CRACKER:
  4563. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  4564. {
  4565. i =65 -5*distance_bl(src,bl); //Base rate
  4566. if (i < 30) i = 30;
  4567. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4568. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  4569. }
  4570. else if (sd)
  4571. clif_skill_fail(sd,skillid,0,0);
  4572. break;
  4573. case AM_CALLHOMUN: //[orn]
  4574. if (sd && !merc_call_homunculus(sd))
  4575. clif_skill_fail(sd,skillid,0,0);
  4576. break;
  4577. case AM_REST:
  4578. if (sd)
  4579. {
  4580. if (merc_hom_vaporize(sd,1))
  4581. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4582. else
  4583. clif_skill_fail(sd,skillid,0,0);
  4584. }
  4585. break;
  4586. case HAMI_CASTLE: //[orn]
  4587. if(rand()%100 < 20*skilllv && src != bl)
  4588. {
  4589. int x,y;
  4590. x = src->x;
  4591. y = src->y;
  4592. if (hd)
  4593. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4594. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  4595. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  4596. clif_slide(src,bl->x,bl->y) ;
  4597. if (unit_movepos(bl,x,y,0,0))
  4598. {
  4599. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  4600. clif_slide(bl,x,y) ;
  4601. }
  4602. //TODO: Shouldn't also players and the like switch targets?
  4603. map_foreachinrange(skill_chastle_mob_changetarget,src,
  4604. AREA_SIZE, BL_MOB, bl, src);
  4605. }
  4606. }
  4607. // Failed
  4608. else if (hd && hd->master)
  4609. clif_skill_fail(hd->master, skillid, 0, 0);
  4610. else if (sd)
  4611. clif_skill_fail(sd, skillid, 0, 0);
  4612. break;
  4613. case HVAN_CHAOTIC: //[orn]
  4614. {
  4615. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  4616. int rnd = rand()%100;
  4617. i = (skilllv-1)%5;
  4618. if(rnd<per[i][0]) //Self
  4619. bl = src;
  4620. else if(rnd<per[i][1]) //Master
  4621. bl = battle_get_master(src);
  4622. else //Enemy
  4623. bl = map_id2bl(battle_gettarget(src));
  4624. if (!bl) bl = src;
  4625. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  4626. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  4627. i += i * rnd / 100;
  4628. //Eh? why double skill packet?
  4629. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  4630. clif_skill_nodamage(src,bl,skillid,i,1);
  4631. status_heal(bl, i, 0, 0);
  4632. }
  4633. break;
  4634. //Homun single-target support skills [orn]
  4635. case HAMI_BLOODLUST:
  4636. case HFLI_FLEET:
  4637. case HFLI_SPEED:
  4638. case HLIF_CHANGE:
  4639. clif_skill_nodamage(src,bl,skillid,skilllv,
  4640. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4641. if (hd)
  4642. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  4643. break;
  4644. case NPC_DRAGONFEAR:
  4645. if (flag&1) {
  4646. const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  4647. i = rand()%ARRAYLENGTH(sc);
  4648. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  4649. } else {
  4650. // hacked-together packet (not correct) that shows the animation
  4651. clif_skill_damage(src, src, tick, 1, 1, -1, 0, skillid, skilllv, 6);
  4652. map_foreachinrange(skill_area_sub, bl,
  4653. skill_get_splash(skillid, skilllv),BL_CHAR,
  4654. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4655. skill_castend_nodamage_id);
  4656. }
  4657. break;
  4658. case NPC_WIDEBLEEDING:
  4659. case NPC_WIDECONFUSE:
  4660. case NPC_WIDECURSE:
  4661. case NPC_WIDEFREEZE:
  4662. case NPC_WIDESLEEP:
  4663. case NPC_WIDESILENCE:
  4664. case NPC_WIDESTONE:
  4665. case NPC_WIDESTUN:
  4666. case NPC_SLOWCAST:
  4667. if (flag&1)
  4668. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  4669. else {
  4670. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4671. map_foreachinrange(skill_area_sub, bl,
  4672. skill_get_splash(skillid, skilllv),BL_CHAR,
  4673. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4674. skill_castend_nodamage_id);
  4675. }
  4676. break;
  4677. default:
  4678. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  4679. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4680. map_freeblock_unlock();
  4681. return 1;
  4682. }
  4683. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  4684. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  4685. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  4686. }
  4687. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  4688. battle_consume_ammo(sd, skillid, skilllv);
  4689. map_freeblock_unlock();
  4690. return 0;
  4691. }
  4692. /*==========================================
  4693. *
  4694. *------------------------------------------*/
  4695. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  4696. {
  4697. struct block_list *target, *src = map_id2bl(id);
  4698. struct map_session_data* sd = NULL;
  4699. struct homun_data* hd = NULL; //[orn]
  4700. struct mob_data* md = NULL;
  4701. struct unit_data* ud = unit_bl2ud(src);
  4702. struct status_change *sc = NULL;
  4703. int inf,inf2,flag=0;
  4704. nullpo_retr(0, ud);
  4705. sd = BL_CAST(BL_PC, src);
  4706. hd = BL_CAST(BL_HOM, src);
  4707. md = BL_CAST(BL_MOB, src);
  4708. if( src->prev == NULL ) {
  4709. ud->skilltimer = -1;
  4710. return 0;
  4711. }
  4712. if(ud->skillid != SA_CASTCANCEL ) {
  4713. if( ud->skilltimer != tid ) {
  4714. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  4715. ud->skilltimer = -1;
  4716. return 0;
  4717. }
  4718. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4719. status_freecast_switch(sd);
  4720. ud->skilltimer=-1;
  4721. }
  4722. if (ud->skilltarget == id)
  4723. target = src;
  4724. else
  4725. target = map_id2bl(ud->skilltarget);
  4726. // Use a do so that you can break out of it when the skill fails.
  4727. do {
  4728. if(!target || target->prev==NULL) break;
  4729. if(src->m != target->m || status_isdead(src)) break;
  4730. switch (ud->skillid) {
  4731. //These should become skill_castend_pos
  4732. case WE_CALLPARTNER:
  4733. case WE_CALLPARENT:
  4734. case WE_CALLBABY:
  4735. case AM_RESURRECTHOMUN:
  4736. case PF_SPIDERWEB:
  4737. //Find a random spot to place the skill. [Skotlex]
  4738. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  4739. ud->skillx = target->x + inf2;
  4740. ud->skilly = target->y + inf2;
  4741. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  4742. ud->skillx = target->x;
  4743. ud->skilly = target->y;
  4744. }
  4745. ud->skilltimer=tid;
  4746. return skill_castend_pos(tid,tick,id,data);
  4747. }
  4748. if(ud->skillid == RG_BACKSTAP) {
  4749. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  4750. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  4751. break;
  4752. }
  4753. }
  4754. if (ud->skillid == PR_LEXDIVINA)
  4755. {
  4756. sc = status_get_sc(target);
  4757. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  4758. (!sc || !sc->data[SC_SILENCE]))
  4759. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  4760. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  4761. break;
  4762. }
  4763. } else {
  4764. //Check target validity.
  4765. inf = skill_get_inf(ud->skillid);
  4766. inf2 = skill_get_inf2(ud->skillid);
  4767. if(inf&INF_ATTACK_SKILL ||
  4768. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  4769. inf = BCT_ENEMY; //Offensive skill.
  4770. else if(inf2&INF2_NO_ENEMY)
  4771. inf = BCT_NOENEMY;
  4772. else
  4773. inf = 0;
  4774. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  4775. {
  4776. inf |=
  4777. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  4778. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  4779. //Remove neutral targets (but allow enemy if skill is designed to be so)
  4780. inf &= ~BCT_NEUTRAL;
  4781. }
  4782. if (inf && battle_check_target(src, target, inf) <= 0)
  4783. break;
  4784. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  4785. sc->data[SC_FOGWALL] &&
  4786. rand()%100 < 75)
  4787. { //Fogwall makes all offensive-type targetted skills fail at 75%
  4788. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4789. break;
  4790. }
  4791. }
  4792. //Avoid doing double checks for instant-cast skills.
  4793. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  4794. break;
  4795. if(md) {
  4796. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4797. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4798. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4799. }
  4800. if(src != target && battle_config.skill_add_range &&
  4801. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  4802. {
  4803. if (sd) {
  4804. clif_skill_fail(sd,ud->skillid,0,0);
  4805. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  4806. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4807. }
  4808. break;
  4809. }
  4810. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  4811. break;
  4812. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  4813. break;
  4814. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  4815. flag = 1;
  4816. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  4817. unit_stop_walking(src,1);
  4818. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4819. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  4820. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4821. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4822. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  4823. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  4824. map_freeblock_lock();
  4825. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  4826. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4827. else
  4828. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  4829. sc = status_get_sc(src);
  4830. if(sc && sc->count) {
  4831. if(sc->data[SC_MAGICPOWER] &&
  4832. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  4833. status_change_end(src,SC_MAGICPOWER,-1);
  4834. if(sc->data[SC_SPIRIT] &&
  4835. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  4836. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  4837. ud->skillid != WZ_WATERBALL)
  4838. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  4839. }
  4840. if (ud->skilltimer == -1) {
  4841. if(md) md->skillidx = -1;
  4842. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  4843. ud->skilllv = ud->skilltarget = 0;
  4844. }
  4845. map_freeblock_unlock();
  4846. return 1;
  4847. } while(0);
  4848. //Skill failed.
  4849. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  4850. { //When Asura fails... (except when it fails from Fog of Wall)
  4851. //Consume SP/spheres
  4852. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4853. status_set_sp(src, 0, 0);
  4854. sc = &sd->sc;
  4855. if (sc->count)
  4856. { //End states
  4857. if (sc->data[SC_EXPLOSIONSPIRITS])
  4858. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  4859. if (sc->data[SC_BLADESTOP])
  4860. status_change_end(src,SC_BLADESTOP,-1);
  4861. }
  4862. if (target && target->m == src->m)
  4863. { //Move character to target anyway.
  4864. int dx,dy;
  4865. dx = target->x - src->x;
  4866. dy = target->y - src->y;
  4867. if(dx > 0) dx++;
  4868. else if(dx < 0) dx--;
  4869. if (dy > 0) dy++;
  4870. else if(dy < 0) dy--;
  4871. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  4872. { //Display movement + animation.
  4873. clif_slide(src,src->x,src->y);
  4874. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  4875. }
  4876. clif_skill_fail(sd,ud->skillid,0,0);
  4877. }
  4878. }
  4879. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  4880. ud->canact_tick = tick;
  4881. //You can't place a skill failed packet here because it would be
  4882. //sent in ALL cases, even cases where skill_check_condition fails
  4883. //which would lead to double 'skill failed' messages u.u [Skotlex]
  4884. if(sd) sd->skillitem = sd->skillitemlv = 0;
  4885. else
  4886. if(md) md->skillidx = -1;
  4887. return 0;
  4888. }
  4889. /*==========================================
  4890. *
  4891. *------------------------------------------*/
  4892. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  4893. {
  4894. struct block_list* src = map_id2bl(id);
  4895. int maxcount;
  4896. struct map_session_data *sd = NULL;
  4897. struct homun_data *hd = NULL; //[orn]
  4898. struct unit_data *ud = unit_bl2ud(src);
  4899. struct mob_data *md = NULL;
  4900. nullpo_retr(0, ud);
  4901. sd = BL_CAST(BL_PC , src);
  4902. hd = BL_CAST(BL_HOM, src);
  4903. md = BL_CAST(BL_MOB, src);
  4904. if( src->prev == NULL ) {
  4905. ud->skilltimer = -1;
  4906. return 0;
  4907. }
  4908. if( ud->skilltimer != tid )
  4909. {
  4910. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  4911. ud->skilltimer = -1;
  4912. return 0;
  4913. }
  4914. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  4915. status_freecast_switch(sd);
  4916. ud->skilltimer=-1;
  4917. do {
  4918. if(status_isdead(src))
  4919. break;
  4920. if( !(src->type&battle_config.skill_reiteration) &&
  4921. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  4922. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4923. )
  4924. {
  4925. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4926. break;
  4927. }
  4928. if( src->type&battle_config.skill_nofootset &&
  4929. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  4930. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  4931. )
  4932. {
  4933. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4934. break;
  4935. }
  4936. if( src->type&battle_config.land_skill_limit &&
  4937. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  4938. ) {
  4939. int i;
  4940. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  4941. if(ud->skillunit[i]->skill_id == ud->skillid)
  4942. maxcount--;
  4943. }
  4944. if( maxcount == 0 )
  4945. {
  4946. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  4947. break;
  4948. }
  4949. }
  4950. if(tid != -1)
  4951. { //Avoid double checks on instant cast skills. [Skotlex]
  4952. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  4953. break;
  4954. if(battle_config.skill_add_range &&
  4955. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  4956. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  4957. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  4958. break;
  4959. }
  4960. }
  4961. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  4962. break;
  4963. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  4964. break;
  4965. if(md) {
  4966. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  4967. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  4968. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  4969. }
  4970. if(battle_config.skill_log && battle_config.skill_log&src->type)
  4971. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  4972. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  4973. unit_stop_walking(src,1);
  4974. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  4975. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  4976. map_freeblock_lock();
  4977. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  4978. if (ud->skilltimer == -1) {
  4979. if (md) md->skillidx = -1;
  4980. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  4981. ud->skilllv = ud->skillx = ud->skilly = 0;
  4982. }
  4983. map_freeblock_unlock();
  4984. return 1;
  4985. } while(0);
  4986. ud->canact_tick = tick;
  4987. ud->skillid = ud->skilllv = 0;
  4988. if(sd)
  4989. sd->skillitem = sd->skillitemlv = 0;
  4990. else if(md)
  4991. md->skillidx = -1;
  4992. return 0;
  4993. }
  4994. /*==========================================
  4995. *
  4996. *------------------------------------------*/
  4997. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  4998. {
  4999. struct map_session_data* sd;
  5000. struct status_change* sc;
  5001. struct status_change_entry *sce;
  5002. struct skill_unit_group* sg;
  5003. int i,type;
  5004. //if(skilllv <= 0) return 0;
  5005. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5006. nullpo_retr(0, src);
  5007. if(status_isdead(src))
  5008. return 0;
  5009. sd = BL_CAST(BL_PC, src);
  5010. sc = status_get_sc(src);
  5011. type = SkillStatusChangeTable(skillid);
  5012. sce = (sc && type != -1)?sc->data[type]:NULL;
  5013. switch (skillid) { //Skill effect.
  5014. case WZ_METEOR:
  5015. case MO_BODYRELOCATION:
  5016. case CR_CULTIVATION:
  5017. case HW_GANBANTEIN:
  5018. break; //Effect is displayed on respective switch case.
  5019. default:
  5020. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5021. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5022. else
  5023. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5024. }
  5025. switch(skillid)
  5026. {
  5027. case PR_BENEDICTIO:
  5028. skill_area_temp[1] = src->id;
  5029. i = skill_get_splash(skillid, skilllv);
  5030. map_foreachinarea(skill_area_sub,
  5031. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5032. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5033. skill_castend_nodamage_id);
  5034. map_foreachinarea(skill_area_sub,
  5035. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5036. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5037. skill_castend_damage_id);
  5038. break;
  5039. case BS_HAMMERFALL:
  5040. i = skill_get_splash(skillid, skilllv);
  5041. map_foreachinarea (skill_area_sub,
  5042. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5043. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5044. skill_castend_nodamage_id);
  5045. break;
  5046. case HT_DETECTING:
  5047. i = skill_get_splash(skillid, skilllv);
  5048. map_foreachinarea( status_change_timer_sub,
  5049. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5050. src,NULL,SC_SIGHT,tick);
  5051. if(battle_config.traps_setting&1)
  5052. map_foreachinarea( skill_reveal_trap,
  5053. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5054. break;
  5055. case MG_SAFETYWALL:
  5056. case MG_FIREWALL:
  5057. case MG_THUNDERSTORM:
  5058. case AL_PNEUMA:
  5059. case WZ_ICEWALL:
  5060. case WZ_FIREPILLAR:
  5061. case WZ_QUAGMIRE:
  5062. case WZ_VERMILION:
  5063. case WZ_STORMGUST:
  5064. case WZ_HEAVENDRIVE:
  5065. case PR_SANCTUARY:
  5066. case PR_MAGNUS:
  5067. case CR_GRANDCROSS:
  5068. case NPC_GRANDDARKNESS:
  5069. case HT_SKIDTRAP:
  5070. case HT_LANDMINE:
  5071. case HT_ANKLESNARE:
  5072. case HT_SHOCKWAVE:
  5073. case HT_SANDMAN:
  5074. case HT_FLASHER:
  5075. case HT_FREEZINGTRAP:
  5076. case HT_BLASTMINE:
  5077. case HT_CLAYMORETRAP:
  5078. case AS_VENOMDUST:
  5079. case AM_DEMONSTRATION:
  5080. case PF_FOGWALL:
  5081. case PF_SPIDERWEB:
  5082. case HT_TALKIEBOX:
  5083. case WE_CALLPARTNER:
  5084. case WE_CALLPARENT:
  5085. case WE_CALLBABY:
  5086. case AC_SHOWER: //Ground-placed skill implementation.
  5087. case SA_VOLCANO:
  5088. case SA_DELUGE:
  5089. case SA_VIOLENTGALE:
  5090. case SA_LANDPROTECTOR:
  5091. case BD_LULLABY:
  5092. case BD_RICHMANKIM:
  5093. case BD_ETERNALCHAOS:
  5094. case BD_DRUMBATTLEFIELD:
  5095. case BD_RINGNIBELUNGEN:
  5096. case BD_ROKISWEIL:
  5097. case BD_INTOABYSS:
  5098. case BD_SIEGFRIED:
  5099. case BA_DISSONANCE:
  5100. case BA_POEMBRAGI:
  5101. case BA_WHISTLE:
  5102. case BA_ASSASSINCROSS:
  5103. case BA_APPLEIDUN:
  5104. case DC_UGLYDANCE:
  5105. case DC_HUMMING:
  5106. case DC_DONTFORGETME:
  5107. case DC_FORTUNEKISS:
  5108. case DC_SERVICEFORYOU:
  5109. case CG_MOONLIT:
  5110. case GS_DESPERADO:
  5111. case NJ_KAENSIN:
  5112. case NJ_BAKUENRYU:
  5113. case NJ_SUITON:
  5114. case NJ_HYOUSYOURAKU:
  5115. case NJ_RAIGEKISAI:
  5116. case NJ_KAMAITACHI:
  5117. case NPC_EVILLAND:
  5118. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5119. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5120. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5121. break;
  5122. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5123. skill_clear_unitgroup(src);
  5124. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5125. flag|=1;
  5126. break;
  5127. case HP_BASILICA:
  5128. skill_clear_unitgroup(src);
  5129. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5130. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5131. flag|=1;
  5132. break;
  5133. case CG_HERMODE:
  5134. skill_clear_unitgroup(src);
  5135. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5136. sc_start4(src,SC_DANCING,100,
  5137. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5138. flag|=1;
  5139. break;
  5140. case RG_CLEANER: // [Valaris]
  5141. i = skill_get_splash(skillid, skilllv);
  5142. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5143. break;
  5144. case WZ_METEOR:
  5145. {
  5146. int flag=0, area = skill_get_splash(skillid, skilllv);
  5147. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5148. if (sc && sc->data[SC_MAGICPOWER])
  5149. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5150. for(i=0;i<2+(skilllv>>1);i++) {
  5151. tmpx = x;
  5152. tmpy = y;
  5153. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5154. continue;
  5155. if(!(flag&1)){
  5156. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5157. flag=flag|1;
  5158. }
  5159. if(i > 0)
  5160. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5161. x1 = tmpx;
  5162. y1 = tmpy;
  5163. }
  5164. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5165. }
  5166. break;
  5167. case AL_WARP:
  5168. if(sd)
  5169. {
  5170. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5171. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5172. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5173. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5174. );
  5175. }
  5176. break;
  5177. case MO_BODYRELOCATION:
  5178. if (unit_movepos(src, x, y, 1, 1)) {
  5179. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5180. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5181. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5182. }
  5183. break;
  5184. case NJ_SHADOWJUMP:
  5185. {
  5186. if (!map_flag_gvg(src->m))
  5187. { //You don't move on GVG grounds.
  5188. unit_movepos(src, x, y, 1, 0);
  5189. clif_slide(src,x,y);
  5190. }
  5191. if (sc && sc->data[SC_HIDING])
  5192. status_change_end(src, SC_HIDING, -1);
  5193. }
  5194. break;
  5195. case AM_SPHEREMINE:
  5196. case AM_CANNIBALIZE:
  5197. {
  5198. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5199. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5200. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5201. struct mob_data *md;
  5202. // Correct info, don't change any of this! [celest]
  5203. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5204. if (md) {
  5205. md->master_id = src->id;
  5206. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5207. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5208. mob_spawn (md); //Now it is ready for spawning.
  5209. }
  5210. }
  5211. break;
  5212. // Slim Pitcher [Celest]
  5213. case CR_SLIMPITCHER:
  5214. if (sd) {
  5215. int i = skilllv%11 - 1;
  5216. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5217. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5218. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5219. clif_skill_fail(sd,skillid,0,0);
  5220. return 1;
  5221. }
  5222. potion_flag = 1;
  5223. potion_hp = 0;
  5224. potion_sp = 0;
  5225. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5226. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5227. potion_flag = 0;
  5228. //Apply skill bonuses
  5229. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5230. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5231. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5232. + pc_skillheal_bonus(sd, skillid);
  5233. potion_hp = potion_hp * (100+i)/100;
  5234. potion_sp = potion_sp * (100+i)/100;
  5235. if(potion_hp > 0 || potion_sp > 0) {
  5236. i = skill_get_splash(skillid, skilllv);
  5237. map_foreachinarea(skill_area_sub,
  5238. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5239. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5240. skill_castend_nodamage_id);
  5241. }
  5242. } else {
  5243. int i = skilllv%11 - 1;
  5244. struct item_data *item = itemdb_search(i);
  5245. i = skill_db[skillid].itemid[i];
  5246. item = itemdb_search(i);
  5247. potion_flag = 1;
  5248. potion_hp = 0;
  5249. potion_sp = 0;
  5250. run_script(item->script,0,src->id,0);
  5251. potion_flag = 0;
  5252. i = skill_get_max(CR_SLIMPITCHER)*10;
  5253. potion_hp = potion_hp * (100+i)/100;
  5254. potion_sp = potion_sp * (100+i)/100;
  5255. if(potion_hp > 0 || potion_sp > 0) {
  5256. i = skill_get_splash(skillid, skilllv);
  5257. map_foreachinarea(skill_area_sub,
  5258. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5259. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5260. skill_castend_nodamage_id);
  5261. }
  5262. }
  5263. break;
  5264. case HW_GANBANTEIN:
  5265. if (rand()%100 < 80) {
  5266. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5267. i = skill_get_splash(skillid, skilllv);
  5268. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5269. } else {
  5270. if (sd) clif_skill_fail(sd,skillid,0,0);
  5271. return 1;
  5272. }
  5273. break;
  5274. case HW_GRAVITATION:
  5275. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5276. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5277. flag|=1;
  5278. break;
  5279. // Plant Cultivation [Celest]
  5280. case CR_CULTIVATION:
  5281. if (sd) {
  5282. int i = skilllv - 1;
  5283. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5284. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5285. sd->status.inventory[j].amount < skill_db[skillid].amount[i] ||
  5286. map_count_oncell(src->m,x,y,BL_CHAR) > 0
  5287. ) {
  5288. clif_skill_fail(sd,skillid,0,0);
  5289. return 1;
  5290. }
  5291. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5292. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5293. if (rand()%100 < 50) {
  5294. clif_skill_fail(sd,skillid,0,0);
  5295. } else {
  5296. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  5297. if (!md) break;
  5298. if ((i = skill_get_time(skillid, skilllv)) > 0)
  5299. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  5300. mob_spawn (md);
  5301. }
  5302. }
  5303. break;
  5304. case SG_SUN_WARM:
  5305. case SG_MOON_WARM:
  5306. case SG_STAR_WARM:
  5307. skill_clear_unitgroup(src);
  5308. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5309. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5310. flag|=1;
  5311. break;
  5312. case PA_GOSPEL:
  5313. if (sce && sce->val4 == BCT_SELF)
  5314. status_change_end(src,SC_GOSPEL,-1);
  5315. else
  5316. {
  5317. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5318. if (!sg) break;
  5319. if (sce)
  5320. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5321. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5322. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5323. }
  5324. break;
  5325. case NJ_TATAMIGAESHI:
  5326. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5327. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5328. break;
  5329. case AM_RESURRECTHOMUN: //[orn]
  5330. if (sd)
  5331. {
  5332. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5333. {
  5334. clif_skill_fail(sd,skillid,0,0);
  5335. break;
  5336. }
  5337. }
  5338. break;
  5339. default:
  5340. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5341. return 1;
  5342. }
  5343. if (sc && sc->data[SC_MAGICPOWER])
  5344. status_change_end(src,SC_MAGICPOWER,-1);
  5345. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5346. battle_consume_ammo(sd, skillid, skilllv);
  5347. return 0;
  5348. }
  5349. /*==========================================
  5350. *
  5351. *------------------------------------------*/
  5352. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  5353. {
  5354. nullpo_retr(0, sd);
  5355. //Simplify skill_failed code.
  5356. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5357. if(skill_num != sd->menuskill_id)
  5358. return 0;
  5359. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5360. skill_failed(sd);
  5361. return 0;
  5362. }
  5363. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5364. skill_failed(sd);
  5365. return 0;
  5366. }
  5367. if(sd->sc.count && (
  5368. sd->sc.data[SC_SILENCE] ||
  5369. sd->sc.data[SC_ROKISWEIL] ||
  5370. sd->sc.data[SC_AUTOCOUNTER] ||
  5371. sd->sc.data[SC_STEELBODY] ||
  5372. sd->sc.data[SC_DANCING] ||
  5373. sd->sc.data[SC_BERSERK] ||
  5374. sd->sc.data[SC_MARIONETTE]
  5375. )) {
  5376. skill_failed(sd);
  5377. return 0;
  5378. }
  5379. pc_stop_attack(sd);
  5380. pc_stop_walking(sd,0);
  5381. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5382. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5383. if(strcmp(map,"cancel")==0) {
  5384. skill_failed(sd);
  5385. return 0;
  5386. }
  5387. switch(skill_num)
  5388. {
  5389. case AL_TELEPORT:
  5390. if(strcmp(map,"Random")==0)
  5391. pc_randomwarp(sd,3);
  5392. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5393. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5394. break;
  5395. case AL_WARP:
  5396. {
  5397. const struct point *p[4];
  5398. struct skill_unit_group *group;
  5399. int i, lv, wx, wy;
  5400. int maxcount=0;
  5401. int x,y;
  5402. unsigned short mapindex;
  5403. mapindex = mapindex_name2id((char*)map);
  5404. if(!mapindex) { //Given map not found?
  5405. clif_skill_fail(sd,skill_num,0,0);
  5406. skill_failed(sd);
  5407. return 0;
  5408. }
  5409. p[0] = &sd->status.save_point;
  5410. p[1] = &sd->status.memo_point[0];
  5411. p[2] = &sd->status.memo_point[1];
  5412. p[3] = &sd->status.memo_point[2];
  5413. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  5414. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5415. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5416. maxcount--;
  5417. }
  5418. if(!maxcount) {
  5419. clif_skill_fail(sd,skill_num,0,0);
  5420. skill_failed(sd);
  5421. return 0;
  5422. }
  5423. }
  5424. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5425. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5426. wx = sd->menuskill_val>>16;
  5427. wy = sd->menuskill_val&0xffff;
  5428. if( lv <= 0 ) return 0;
  5429. if( lv > 4 ) lv = 4; // crash prevention
  5430. // check if the chosen map exists in the memo list
  5431. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  5432. if( i < lv ) {
  5433. x=p[i]->x;
  5434. y=p[i]->y;
  5435. } else {
  5436. skill_failed(sd);
  5437. return 0;
  5438. }
  5439. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5440. {
  5441. skill_failed(sd);
  5442. return 0;
  5443. }
  5444. // This makes Warp Portal fail if the cell is not empty
  5445. //if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5446. // clif_skill_fail(sd,0,0,0);
  5447. // skill_failed(sd);
  5448. // return 0;
  5449. //}
  5450. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5451. skill_failed(sd);
  5452. return 0;
  5453. }
  5454. // record the destination coordinates
  5455. group->val2 = (x<<16)|y;
  5456. group->val3 = mapindex;
  5457. }
  5458. break;
  5459. }
  5460. sd->menuskill_id = sd->menuskill_val = 0;
  5461. return 0;
  5462. #undef skill_failed
  5463. }
  5464. /// transforms 'target' skill unit into dissonance (if conditions are met)
  5465. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  5466. {
  5467. struct skill_unit* target = (struct skill_unit*)bl;
  5468. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  5469. int flag = va_arg(ap, int);
  5470. if (src == target)
  5471. return 0;
  5472. if (!target->group || !(target->group->state.song_dance&0x1))
  5473. return 0;
  5474. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5475. return 0;
  5476. if (flag) //Set dissonance
  5477. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5478. else //Remove dissonance
  5479. target->val2 &= ~UF_ENSEMBLE;
  5480. clif_skill_setunit(target); //Update look of affected cell.
  5481. return 1;
  5482. }
  5483. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5484. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5485. //When 1, this unit has been positioned, so start the cancel effect.
  5486. int skill_dance_overlap(struct skill_unit* unit, int flag)
  5487. {
  5488. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5489. return 0;
  5490. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5491. return 0; //Nothing to remove, this unit is not overlapped.
  5492. if (unit->val1 != unit->group->skill_id)
  5493. { //Reset state
  5494. unit->val1 = unit->group->skill_id;
  5495. unit->val2 &= ~UF_ENSEMBLE;
  5496. }
  5497. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  5498. }
  5499. /*==========================================
  5500. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  5501. * Flag: 0 - Convert, 1 - Revert.
  5502. *------------------------------------------*/
  5503. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  5504. {
  5505. static struct skill_unit_group backup;
  5506. struct skill_unit_group* group = unit->group;
  5507. //TODO: add protection against attempts to read an empty backup / write to a full backup
  5508. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  5509. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  5510. return false;
  5511. if( !flag )
  5512. { //Transform
  5513. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  5514. // backup
  5515. backup.skill_id = group->skill_id;
  5516. backup.skill_lv = group->skill_lv;
  5517. backup.unit_id = group->unit_id;
  5518. backup.target_flag = group->target_flag;
  5519. backup.bl_flag = group->bl_flag;
  5520. backup.interval = group->interval;
  5521. // replace
  5522. group->skill_id = skillid;
  5523. group->skill_lv = 1;
  5524. group->unit_id = skill_get_unit_id(skillid,0);
  5525. group->target_flag = skill_get_unit_target(skillid);
  5526. group->bl_flag = skill_get_unit_bl_target(skillid);
  5527. group->interval = skill_get_unit_interval(skillid);
  5528. }
  5529. else
  5530. { //Restore
  5531. group->skill_id = backup.skill_id;
  5532. group->skill_lv = backup.skill_lv;
  5533. group->unit_id = backup.unit_id;
  5534. group->target_flag = backup.target_flag;
  5535. group->bl_flag = backup.bl_flag;
  5536. group->interval = backup.interval;
  5537. }
  5538. return true;
  5539. }
  5540. /*==========================================
  5541. * Initializes and sets a ground skill.
  5542. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5543. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5544. *------------------------------------------*/
  5545. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  5546. {
  5547. struct skill_unit_group *group;
  5548. int i,limit,val1=0,val2=0,val3=0;
  5549. int target,interval,range,unit_flag;
  5550. struct s_skill_unit_layout *layout;
  5551. struct map_session_data *sd;
  5552. struct status_data *status;
  5553. struct status_change *sc;
  5554. int active_flag=1;
  5555. int subunt=0;
  5556. nullpo_retr(NULL, src);
  5557. limit = skill_get_time(skillid,skilllv);
  5558. range = skill_get_unit_range(skillid,skilllv);
  5559. interval = skill_get_unit_interval(skillid);
  5560. target = skill_get_unit_target(skillid);
  5561. unit_flag = skill_get_unit_flag(skillid);
  5562. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5563. sd = BL_CAST(BL_PC, src);
  5564. status = status_get_status_data(src);
  5565. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  5566. switch(skillid)
  5567. {
  5568. case MG_SAFETYWALL:
  5569. val2=skilllv+1;
  5570. break;
  5571. case MG_FIREWALL:
  5572. if(sc && sc->data[SC_VIOLENTGALE])
  5573. limit = limit*3/2;
  5574. val2=4+skilllv;
  5575. break;
  5576. case AL_WARP:
  5577. val1=skilllv+6;
  5578. if(!(flag&1))
  5579. limit=2000;
  5580. else // previous implementation (not used anymore)
  5581. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5582. if( src->type != BL_SKILL ) return NULL;
  5583. group = ((TBL_SKILL*)src)->group;
  5584. src = map_id2bl(group->src_id);
  5585. if( !src ) return NULL;
  5586. val2 = group->val2; //Copy the (x,y) position you warp to
  5587. val3 = group->val3; //as well as the mapindex to warp to.
  5588. }
  5589. break;
  5590. case PR_SANCTUARY:
  5591. case NPC_EVILLAND:
  5592. val1=(skilllv+3)*2;
  5593. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  5594. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  5595. val2 += val2 * i / 100;
  5596. break;
  5597. case WZ_FIREPILLAR:
  5598. if((flag&1)!=0)
  5599. limit=1000;
  5600. val1=skilllv+2;
  5601. break;
  5602. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5603. case AM_DEMONSTRATION:
  5604. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  5605. && (src->type&battle_config.vs_traps_bctall))
  5606. target = BCT_ALL;
  5607. break;
  5608. case NJ_SUITON:
  5609. skill_clear_group(src,1);
  5610. break;
  5611. case HT_SHOCKWAVE:
  5612. val1=skilllv*15+10;
  5613. case HT_SANDMAN:
  5614. case HT_CLAYMORETRAP:
  5615. case HT_SKIDTRAP:
  5616. case HT_LANDMINE:
  5617. case HT_ANKLESNARE:
  5618. case HT_FLASHER:
  5619. case HT_FREEZINGTRAP:
  5620. case HT_BLASTMINE:
  5621. if( map_flag_gvg(src->m) )
  5622. limit *= 4; // longer trap times in WOE [celest]
  5623. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  5624. target = BCT_ALL;
  5625. break;
  5626. case SA_LANDPROTECTOR:
  5627. case SA_VOLCANO:
  5628. case SA_DELUGE:
  5629. case SA_VIOLENTGALE:
  5630. {
  5631. struct skill_unit_group *old_sg;
  5632. if ((old_sg = skill_locate_element_field(src)) != NULL)
  5633. { //HelloKitty confirmed that these are interchangeable,
  5634. //so you can change element and not consume gemstones.
  5635. if ((
  5636. old_sg->skill_id == SA_VOLCANO ||
  5637. old_sg->skill_id == SA_DELUGE ||
  5638. old_sg->skill_id == SA_VIOLENTGALE
  5639. ) && old_sg->limit > 0)
  5640. { //Use the previous limit (minus the elapsed time) [Skotlex]
  5641. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  5642. if (limit < 0) //This can happen...
  5643. limit = skill_get_time(skillid,skilllv);
  5644. }
  5645. skill_clear_group(src,1);
  5646. }
  5647. break;
  5648. }
  5649. case BA_DISSONANCE:
  5650. case DC_UGLYDANCE:
  5651. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  5652. break;
  5653. case BA_WHISTLE:
  5654. val1 = skilllv +status->agi/10; // Flee increase
  5655. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  5656. if(sd){
  5657. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5658. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  5659. }
  5660. break;
  5661. case DC_HUMMING:
  5662. val1 = 2*skilllv+status->dex/10; // Hit increase
  5663. if(sd)
  5664. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  5665. break;
  5666. case BA_POEMBRAGI:
  5667. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  5668. //For some reason at level 10 the base delay reduction is 50%.
  5669. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  5670. if(sd){
  5671. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5672. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  5673. }
  5674. break;
  5675. case DC_DONTFORGETME:
  5676. val1 = 30*skilllv+status->dex; // ASPD decrease
  5677. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  5678. if(sd){
  5679. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5680. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  5681. }
  5682. if (val2 < 1) val2 = 1;
  5683. break;
  5684. case BA_APPLEIDUN:
  5685. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  5686. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  5687. if(sd){
  5688. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  5689. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5690. if ((i = pc_skillheal_bonus(sd, skillid)))
  5691. val2 += val2 * i / 100;
  5692. }
  5693. break;
  5694. case DC_SERVICEFORYOU:
  5695. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  5696. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  5697. if(sd){
  5698. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5699. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  5700. }
  5701. break;
  5702. case BA_ASSASSINCROSS:
  5703. val1 = 100+10*skilllv+status->agi; // ASPD increase
  5704. if(sd)
  5705. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  5706. break;
  5707. case DC_FORTUNEKISS:
  5708. val1 = 10+skilllv+(status->luk/10); // Critical increase
  5709. if(sd)
  5710. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  5711. val1*=10; //Because every 10 crit is an actual cri point.
  5712. break;
  5713. case BD_DRUMBATTLEFIELD:
  5714. val1 = (skilllv+1)*25; //Watk increase
  5715. val2 = (skilllv+1)*2; //Def increase
  5716. break;
  5717. case BD_RINGNIBELUNGEN:
  5718. val1 = (skilllv+2)*25; //Watk increase
  5719. break;
  5720. case BD_RICHMANKIM:
  5721. val1 = 25 + 11*skilllv; //Exp increase bonus.
  5722. break;
  5723. case BD_SIEGFRIED:
  5724. val1 = 55 + skilllv*5; //Elemental Resistance
  5725. val2 = skilllv*10; //Status ailment resistance
  5726. break;
  5727. case WE_CALLPARTNER:
  5728. if (sd) val1 = sd->status.partner_id;
  5729. break;
  5730. case WE_CALLPARENT:
  5731. if (sd) {
  5732. val1 = sd->status.father;
  5733. val2 = sd->status.mother;
  5734. }
  5735. break;
  5736. case WE_CALLBABY:
  5737. if (sd) val1 = sd->status.child;
  5738. break;
  5739. case NJ_KAENSIN:
  5740. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  5741. val2 = (skilllv+1)/2 + 4;
  5742. break;
  5743. case GS_GROUNDDRIFT:
  5744. {
  5745. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  5746. val1 = status->rhw.ele;
  5747. if (!val1)
  5748. val1=element[rand()%5];
  5749. switch (val1)
  5750. {
  5751. case ELE_FIRE:
  5752. subunt++;
  5753. case ELE_WATER:
  5754. subunt++;
  5755. case ELE_POISON:
  5756. subunt++;
  5757. case ELE_DARK:
  5758. subunt++;
  5759. case ELE_WIND:
  5760. break;
  5761. default:
  5762. subunt=rand()%5;
  5763. break;
  5764. }
  5765. break;
  5766. }
  5767. }
  5768. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  5769. group->val1=val1;
  5770. group->val2=val2;
  5771. group->val3=val3;
  5772. group->target_flag=target;
  5773. group->bl_flag= skill_get_unit_bl_target(skillid);
  5774. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  5775. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  5776. 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
  5777. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  5778. if (DIFF_TICK(group->tick, gettick()) > 100)
  5779. active_flag = 0;
  5780. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  5781. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  5782. if (sd)
  5783. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  5784. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  5785. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  5786. }
  5787. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  5788. val1=skilllv;
  5789. val2=0;
  5790. limit=group->limit;
  5791. for(i=0;i<layout->count;i++)
  5792. {
  5793. struct skill_unit *unit;
  5794. short ux,uy;
  5795. int alive=1;
  5796. ux = x + layout->dx[i];
  5797. uy = y + layout->dy[i];
  5798. switch (skillid) {
  5799. case MG_FIREWALL:
  5800. case NJ_KAENSIN:
  5801. val2=group->val2;
  5802. break;
  5803. case WZ_ICEWALL:
  5804. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  5805. break;
  5806. case GS_DESPERADO:
  5807. val1 = abs(layout->dx[i]);
  5808. val2 = abs(layout->dy[i]);
  5809. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  5810. if (val2 > val1) val1 = val2;
  5811. if (val1) val1--;
  5812. val1 = 36 -12*val1;
  5813. } else //Diagonal edges
  5814. val1 = 28 -4*val1 -4*val2;
  5815. if (val1 < 1) val1 = 1;
  5816. val2 = 0;
  5817. break;
  5818. default:
  5819. if (group->state.song_dance&0x1)
  5820. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  5821. break;
  5822. }
  5823. if(range<=0)
  5824. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  5825. if( alive && map_getcell(src->m,ux,uy,CELL_CHKWALL) )
  5826. alive = 0;
  5827. if( alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  5828. alive = 0; //no path between cell and center of casting.
  5829. if( alive && skillid == WZ_ICEWALL && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  5830. alive = 0;
  5831. if(alive){
  5832. //FIXME: why not calculate val1/val2 in here? [ultramage]
  5833. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  5834. unit->limit=limit;
  5835. unit->range=range;
  5836. if (skillid == PF_FOGWALL && alive == 2)
  5837. { //Double duration of cells on top of Deluge/Suiton
  5838. unit->limit *= 2;
  5839. group->limit = unit->limit;
  5840. }
  5841. // execute on all targets standing on this cell
  5842. if (range==0 && active_flag)
  5843. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  5844. }
  5845. }
  5846. if (!group->alive_count)
  5847. { //No cells? Something that was blocked completely by Land Protector?
  5848. skill_delunitgroup(src, group);
  5849. return NULL;
  5850. }
  5851. if (group->state.song_dance) {
  5852. if(sd){
  5853. sd->skillid_dance = skillid;
  5854. sd->skilllv_dance = skilllv;
  5855. }
  5856. if (
  5857. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  5858. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  5859. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  5860. )
  5861. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  5862. }
  5863. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  5864. group->val1 = group->alive_count;
  5865. return group;
  5866. }
  5867. /*==========================================
  5868. *
  5869. *------------------------------------------*/
  5870. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  5871. {
  5872. struct skill_unit_group *sg;
  5873. struct block_list *ss;
  5874. struct status_change *sc;
  5875. struct status_change_entry *sce;
  5876. int type,skillid;
  5877. nullpo_retr(0, src);
  5878. nullpo_retr(0, bl);
  5879. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  5880. return 0;
  5881. nullpo_retr(0, sg=src->group);
  5882. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  5883. if (skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5884. return 0; //AoE skills are ineffective. [Skotlex]
  5885. sc = status_get_sc(bl);
  5886. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  5887. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  5888. type = SkillStatusChangeTable(sg->skill_id);
  5889. sce = (sc && type != -1)?sc->data[type]:NULL;
  5890. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  5891. switch (sg->unit_id) {
  5892. case UNT_SAFETYWALL:
  5893. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  5894. if (!sce)
  5895. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  5896. break;
  5897. case UNT_PNEUMA:
  5898. if (!sce)
  5899. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5900. break;
  5901. case UNT_WARP_WAITING:
  5902. if(bl->type==BL_PC){
  5903. struct map_session_data *sd = (struct map_session_data *)bl;
  5904. if((!sd->chatID || battle_config.chat_warpportal)
  5905. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  5906. {
  5907. int x = sg->val2>>16;
  5908. int y = sg->val2&0xffff;
  5909. unsigned short m = sg->val3;
  5910. if( --sg->val1 <= 0 )
  5911. skill_delunitgroup(NULL, sg);
  5912. pc_setpos(sd,m,x,y,3);
  5913. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  5914. }
  5915. } else
  5916. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  5917. {
  5918. int m = map_mapindex2mapid(sg->val3);
  5919. if (m < 0) break; //Map not available on this map-server.
  5920. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  5921. }
  5922. break;
  5923. case UNT_QUAGMIRE:
  5924. if(!sce)
  5925. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  5926. break;
  5927. case UNT_VOLCANO:
  5928. case UNT_DELUGE:
  5929. case UNT_VIOLENTGALE:
  5930. if(!sce)
  5931. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  5932. break;
  5933. case UNT_SUITON:
  5934. if(!sce)
  5935. sc_start4(bl,type,100,sg->skill_lv,
  5936. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  5937. 0,0,sg->limit);
  5938. break;
  5939. case UNT_HERMODE:
  5940. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  5941. status_change_clear_buffs(bl,1); //Should dispell only allies.
  5942. case UNT_RICHMANKIM:
  5943. case UNT_ETERNALCHAOS:
  5944. case UNT_DRUMBATTLEFIELD:
  5945. case UNT_RINGNIBELUNGEN:
  5946. case UNT_ROKISWEIL:
  5947. case UNT_INTOABYSS:
  5948. case UNT_SIEGFRIED:
  5949. //Needed to check when a dancer/bard leaves their ensemble area.
  5950. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5951. return skillid;
  5952. if (!sce)
  5953. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5954. break;
  5955. case UNT_WHISTLE:
  5956. case UNT_ASSASSINCROSS:
  5957. case UNT_POEMBRAGI:
  5958. case UNT_APPLEIDUN:
  5959. case UNT_HUMMING:
  5960. case UNT_DONTFORGETME:
  5961. case UNT_FORTUNEKISS:
  5962. case UNT_SERVICEFORYOU:
  5963. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  5964. return 0;
  5965. if (!sc) return 0;
  5966. if (!sce)
  5967. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  5968. else if (sce->val4 == 1) {
  5969. //Readjust timers since the effect will not last long.
  5970. sce->val4 = 0;
  5971. delete_timer(sce->timer, status_change_timer);
  5972. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  5973. }
  5974. break;
  5975. case UNT_FOGWALL:
  5976. if (!sce)
  5977. {
  5978. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  5979. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  5980. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  5981. }
  5982. break;
  5983. case UNT_GRAVITATION:
  5984. if (!sce)
  5985. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  5986. break;
  5987. // officially, icewall has no problems existing on occupied cells [ultramage]
  5988. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  5989. // src->val1 = 0;
  5990. // if(src->limit + sg->tick > tick + 700)
  5991. // src->limit = DIFF_TICK(tick+700,sg->tick);
  5992. // break;
  5993. case UNT_MOONLIT:
  5994. //Knockback out of area if affected char isn't in Moonlit effect
  5995. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  5996. break;
  5997. if (ss == bl) //Also needed to prevent infinite loop crash.
  5998. break;
  5999. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6000. break;
  6001. }
  6002. return skillid;
  6003. }
  6004. /*==========================================
  6005. *
  6006. *------------------------------------------*/
  6007. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6008. {
  6009. struct skill_unit_group *sg;
  6010. struct block_list *ss;
  6011. TBL_PC* sd;
  6012. TBL_PC* tsd;
  6013. struct status_data *tstatus, *sstatus;
  6014. struct status_change *tsc, *sc;
  6015. struct skill_unit_group_tickset *ts;
  6016. int type, skillid;
  6017. int diff=0;
  6018. nullpo_retr(0, src);
  6019. nullpo_retr(0, bl);
  6020. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6021. return 0;
  6022. nullpo_retr(0, sg=src->group);
  6023. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6024. sd = BL_CAST(BL_PC, ss);
  6025. tsd = BL_CAST(BL_PC, bl);
  6026. tsc = status_get_sc(bl);
  6027. tstatus = status_get_status_data(bl);
  6028. if (sg->state.magic_power) //For magic power.
  6029. {
  6030. sc = status_get_sc(ss);
  6031. sstatus = status_get_status_data(ss);
  6032. } else {
  6033. sc = NULL;
  6034. sstatus = NULL;
  6035. }
  6036. type = SkillStatusChangeTable(sg->skill_id);
  6037. skillid = sg->skill_id;
  6038. if (sg->interval == -1) {
  6039. switch (sg->unit_id) {
  6040. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6041. case UNT_SPIDERWEB:
  6042. case UNT_FIREPILLAR_ACTIVE:
  6043. return 0;
  6044. default:
  6045. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6046. return 0;
  6047. }
  6048. }
  6049. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6050. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6051. diff = DIFF_TICK(tick,ts->tick);
  6052. if (diff < 0)
  6053. return 0;
  6054. ts->tick = tick+sg->interval;
  6055. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6056. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6057. }
  6058. //Temporarily set magic power to have it take effect. [Skotlex]
  6059. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6060. { //Store previous values.
  6061. swap(sstatus->matk_min, sc->mp_matk_min);
  6062. swap(sstatus->matk_max, sc->mp_matk_max);
  6063. //Note to NOT return from the function until this is unset!
  6064. }
  6065. switch (sg->unit_id)
  6066. {
  6067. case UNT_FIREWALL:
  6068. case UNT_KAENSIN:
  6069. {
  6070. int count=0;
  6071. const int x = bl->x, y = bl->y;
  6072. //Take into account these hit more times than the timer interval can handle.
  6073. do
  6074. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6075. while(--src->val2 && x == bl->x && y == bl->y &&
  6076. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  6077. if (src->val2<=0)
  6078. skill_delunit(src);
  6079. }
  6080. break;
  6081. case UNT_SANCTUARY:
  6082. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6083. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6084. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6085. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6086. // reduce healing count if this was meant for damaging [hekate]
  6087. sg->val1 -= 2;
  6088. } else {
  6089. int heal = sg->val2;
  6090. if (tstatus->hp >= tstatus->max_hp)
  6091. break;
  6092. if( tsc )
  6093. {
  6094. if( tsc->data[SC_INCHEALRATE] )
  6095. heal += heal * tsc->data[SC_INCHEALRATE]->val1 / 100;
  6096. if( tsc->data[SC_CRITICALWOUND] )
  6097. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6098. }
  6099. if (status_isimmune(bl))
  6100. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6101. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6102. status_heal(bl, heal, 0, 0);
  6103. if (diff >= 500)
  6104. sg->val1--;
  6105. }
  6106. if (sg->val1 <= 0)
  6107. skill_delunitgroup(NULL,sg);
  6108. break;
  6109. case UNT_EVILLAND:
  6110. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6111. { //Damage enemies
  6112. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6113. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6114. } else {
  6115. int heal = sg->val2;
  6116. if (tstatus->hp >= tstatus->max_hp)
  6117. break;
  6118. if (tsc && tsc->data[SC_CRITICALWOUND])
  6119. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6120. if (status_isimmune(bl))
  6121. heal = 0;
  6122. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6123. status_heal(bl, heal, 0, 0);
  6124. }
  6125. break;
  6126. case UNT_MAGNUS:
  6127. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6128. break;
  6129. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6130. break;
  6131. case UNT_ATTACK_SKILLS:
  6132. switch (sg->skill_id)
  6133. {
  6134. case SG_SUN_WARM: //SG skills [Komurka]
  6135. case SG_MOON_WARM:
  6136. case SG_STAR_WARM:
  6137. {
  6138. int count = 0;
  6139. const int x = bl->x, y = bl->y;
  6140. //If target isn't knocked back it should hit every 20ms [Playtester]
  6141. do
  6142. {
  6143. if( bl->type == BL_PC )
  6144. status_zap(bl, 0, 15); // sp damage to players
  6145. else // mobs
  6146. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  6147. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  6148. else { //should end when out of sp.
  6149. sg->limit = DIFF_TICK(tick,sg->tick);
  6150. break;
  6151. }
  6152. } while( x == bl->x && y == bl->y &&
  6153. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  6154. }
  6155. break;
  6156. case WZ_STORMGUST:
  6157. if (tsc)
  6158. { //Reset hit counter when under new storm gust.
  6159. if (tsc->sg_id != sg->group_id) {
  6160. tsc->sg_id = sg->group_id;
  6161. tsc->sg_counter = 0;
  6162. }
  6163. tsc->sg_counter++; //SG hit counter.
  6164. }
  6165. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  6166. tsc->sg_counter=0; //Attack absorbed.
  6167. break;
  6168. default:
  6169. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6170. }
  6171. break;
  6172. case UNT_FIREPILLAR_WAITING:
  6173. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6174. skill_delunit(src);
  6175. break;
  6176. case UNT_SKIDTRAP:
  6177. {
  6178. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6179. sg->unit_id = UNT_USED_TRAPS;
  6180. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6181. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6182. }
  6183. break;
  6184. case UNT_SPIDERWEB:
  6185. case UNT_ANKLESNARE:
  6186. if(sg->val2==0 && tsc){
  6187. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6188. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6189. {
  6190. struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  6191. if (td) sec = DIFF_TICK(td->tick, tick);
  6192. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6193. clif_fixpos(bl);
  6194. sg->val2=bl->id;
  6195. } else
  6196. sec = 3000; //Couldn't trap it?
  6197. if( sg->unit_id == UNT_ANKLESNARE ) clif_01ac(&src->bl); // mysterious packet
  6198. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6199. sg->interval = -1;
  6200. src->range = 0;
  6201. }
  6202. break;
  6203. case UNT_VENOMDUST:
  6204. if(tsc && !tsc->data[type])
  6205. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6206. break;
  6207. case UNT_LANDMINE:
  6208. case UNT_CLAYMORETRAP:
  6209. case UNT_BLASTMINE:
  6210. case UNT_SHOCKWAVE:
  6211. case UNT_SANDMAN:
  6212. case UNT_FLASHER:
  6213. case UNT_FREEZINGTRAP:
  6214. case UNT_FIREPILLAR_ACTIVE:
  6215. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  6216. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  6217. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  6218. src->range = -1; //Disable range so it does not invoke a for each in area again.
  6219. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6220. break;
  6221. case UNT_TALKIEBOX:
  6222. if (sg->src_id == bl->id)
  6223. break;
  6224. if (sg->val2 == 0){
  6225. clif_talkiebox(&src->bl, sg->valstr);
  6226. sg->unit_id = UNT_USED_TRAPS;
  6227. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6228. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6229. sg->val2 = -1;
  6230. }
  6231. break;
  6232. case UNT_LULLABY:
  6233. if (ss->id == bl->id)
  6234. break;
  6235. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6236. break;
  6237. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6238. if (ss->id != bl->id)
  6239. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6240. break;
  6241. case UNT_DISSONANCE:
  6242. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6243. break;
  6244. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6245. {
  6246. int heal;
  6247. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  6248. break; // affects self only when soullinked
  6249. heal = sg->val2;
  6250. if(tsc && tsc->data[SC_CRITICALWOUND])
  6251. heal -= heal * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  6252. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6253. status_heal(bl, heal, 0, 0);
  6254. break;
  6255. }
  6256. case UNT_TATAMIGAESHI:
  6257. case UNT_DEMONSTRATION:
  6258. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6259. break;
  6260. case UNT_GOSPEL:
  6261. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6262. break;
  6263. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6264. { // Support Effect only on party, not guild
  6265. int i = rand()%13; // Positive buff count
  6266. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6267. switch (i)
  6268. {
  6269. case 0: // Heal 1~9999 HP
  6270. type = rand() %9999+1;
  6271. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6272. status_heal(bl,type,0,0);
  6273. break;
  6274. case 1: // End all negative status
  6275. status_change_clear_buffs(bl,2);
  6276. if (tsd) clif_gospel_info(tsd, 0x15);
  6277. break;
  6278. case 2: // Immunity to all status
  6279. sc_start(bl,SC_SCRESIST,100,100,type);
  6280. if (tsd) clif_gospel_info(tsd, 0x16);
  6281. break;
  6282. case 3: // MaxHP +100%
  6283. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6284. if (tsd) clif_gospel_info(tsd, 0x17);
  6285. break;
  6286. case 4: // MaxSP +100%
  6287. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6288. if (tsd) clif_gospel_info(tsd, 0x18);
  6289. break;
  6290. case 5: // All stats +20
  6291. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6292. if (tsd) clif_gospel_info(tsd, 0x19);
  6293. break;
  6294. case 6: // Level 10 Blessing
  6295. sc_start(bl,SC_BLESSING,100,10,type);
  6296. break;
  6297. case 7: // Level 10 Increase AGI
  6298. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6299. break;
  6300. case 8: // Enchant weapon with Holy element
  6301. sc_start(bl,SC_ASPERSIO,100,1,type);
  6302. if (tsd) clif_gospel_info(tsd, 0x1c);
  6303. break;
  6304. case 9: // Enchant armor with Holy element
  6305. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6306. if (tsd) clif_gospel_info(tsd, 0x1d);
  6307. break;
  6308. case 10: // DEF +25%
  6309. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6310. if (tsd) clif_gospel_info(tsd, 0x1e);
  6311. break;
  6312. case 11: // ATK +100%
  6313. sc_start(bl,SC_INCATKRATE,100,100,type);
  6314. if (tsd) clif_gospel_info(tsd, 0x1f);
  6315. break;
  6316. case 12: // HIT/Flee +50
  6317. sc_start(bl,SC_INCHIT,100,50,type);
  6318. sc_start(bl,SC_INCFLEE,100,50,type);
  6319. if (tsd) clif_gospel_info(tsd, 0x20);
  6320. break;
  6321. }
  6322. }
  6323. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6324. { // Offensive Effect
  6325. int i = rand()%9; // Negative buff count
  6326. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6327. switch (i)
  6328. {
  6329. case 0: // Deal 1~9999 damage
  6330. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6331. break;
  6332. case 1: // Curse
  6333. sc_start(bl,SC_CURSE,100,1,type);
  6334. break;
  6335. case 2: // Blind
  6336. sc_start(bl,SC_BLIND,100,1,type);
  6337. break;
  6338. case 3: // Poison
  6339. sc_start(bl,SC_POISON,100,1,type);
  6340. break;
  6341. case 4: // Level 10 Provoke
  6342. sc_start(bl,SC_PROVOKE,100,10,type);
  6343. break;
  6344. case 5: // DEF -100%
  6345. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6346. break;
  6347. case 6: // ATK -100%
  6348. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6349. break;
  6350. case 7: // Flee -100%
  6351. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6352. break;
  6353. case 8: // Speed/ASPD -25%
  6354. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6355. break;
  6356. }
  6357. }
  6358. break;
  6359. case UNT_GRAVITATION:
  6360. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6361. break;
  6362. case UNT_DESPERADO:
  6363. if (rand()%100 < src->val1)
  6364. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6365. break;
  6366. case UNT_GROUNDDRIFT_WIND:
  6367. case UNT_GROUNDDRIFT_DARK:
  6368. case UNT_GROUNDDRIFT_POISON:
  6369. case UNT_GROUNDDRIFT_WATER:
  6370. case UNT_GROUNDDRIFT_FIRE:
  6371. map_foreachinrange(skill_trap_splash,&src->bl,
  6372. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6373. &src->bl,tick);
  6374. sg->unit_id = UNT_USED_TRAPS;
  6375. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6376. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6377. break;
  6378. }
  6379. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  6380. { //Unset magic power.
  6381. swap(sstatus->matk_min, sc->mp_matk_min);
  6382. swap(sstatus->matk_max, sc->mp_matk_max);
  6383. }
  6384. if (bl->type == BL_MOB && ss != bl)
  6385. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6386. return skillid;
  6387. }
  6388. /*==========================================
  6389. * Triggered when a char steps out of a skill cell
  6390. *------------------------------------------*/
  6391. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6392. {
  6393. struct skill_unit_group *sg;
  6394. struct status_change *sc;
  6395. struct status_change_entry *sce;
  6396. int type;
  6397. nullpo_retr(0, src);
  6398. nullpo_retr(0, bl);
  6399. nullpo_retr(0, sg=src->group);
  6400. sc = status_get_sc(bl);
  6401. type = SkillStatusChangeTable(sg->skill_id);
  6402. sce = (sc && type != -1)?sc->data[type]:NULL;
  6403. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6404. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6405. return 0;
  6406. switch(sg->unit_id){
  6407. case UNT_SAFETYWALL:
  6408. case UNT_PNEUMA:
  6409. if (sce)
  6410. status_change_end(bl,type,-1);
  6411. break;
  6412. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6413. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  6414. status_change_end(bl,type,-1);
  6415. break;
  6416. case UNT_SPIDERWEB:
  6417. {
  6418. struct block_list *target = map_id2bl(sg->val2);
  6419. if (target && target==bl)
  6420. {
  6421. if (sce && sce->val2 == sg->group_id)
  6422. status_change_end(bl,type,-1);
  6423. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6424. }
  6425. break;
  6426. }
  6427. }
  6428. return sg->skill_id;
  6429. }
  6430. /*==========================================
  6431. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  6432. *------------------------------------------*/
  6433. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6434. {
  6435. struct status_change *sc;
  6436. struct status_change_entry *sce;
  6437. int type;
  6438. sc = status_get_sc(bl);
  6439. if (sc && !sc->count)
  6440. sc = NULL;
  6441. type = SkillStatusChangeTable(skill_id);
  6442. sce = (sc && type != -1)?sc->data[type]:NULL;
  6443. switch (skill_id)
  6444. {
  6445. case WZ_QUAGMIRE:
  6446. if (bl->type==BL_MOB)
  6447. break;
  6448. if (sce)
  6449. status_change_end(bl, type, -1);
  6450. break;
  6451. case BD_LULLABY:
  6452. case BD_RICHMANKIM:
  6453. case BD_ETERNALCHAOS:
  6454. case BD_DRUMBATTLEFIELD:
  6455. case BD_RINGNIBELUNGEN:
  6456. case BD_ROKISWEIL:
  6457. case BD_INTOABYSS:
  6458. case BD_SIEGFRIED:
  6459. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  6460. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6461. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6462. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6463. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6464. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6465. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6466. skill_stop_dancing(bl);
  6467. }
  6468. case MG_SAFETYWALL:
  6469. case AL_PNEUMA:
  6470. case SA_VOLCANO:
  6471. case SA_DELUGE:
  6472. case SA_VIOLENTGALE:
  6473. case CG_HERMODE:
  6474. case HW_GRAVITATION:
  6475. case NJ_SUITON:
  6476. if (sce)
  6477. status_change_end(bl, type, -1);
  6478. break;
  6479. case BA_POEMBRAGI:
  6480. case BA_WHISTLE:
  6481. case BA_ASSASSINCROSS:
  6482. case BA_APPLEIDUN:
  6483. case DC_HUMMING:
  6484. case DC_DONTFORGETME:
  6485. case DC_FORTUNEKISS:
  6486. case DC_SERVICEFORYOU:
  6487. if (sce)
  6488. {
  6489. delete_timer(sce->timer, status_change_timer);
  6490. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6491. //not possible on our current implementation.
  6492. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6493. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6494. }
  6495. break;
  6496. case PF_FOGWALL:
  6497. if (sce)
  6498. {
  6499. status_change_end(bl,type,-1);
  6500. if ((sce=sc->data[SC_BLIND]))
  6501. {
  6502. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6503. status_change_end(bl, SC_BLIND, -1);
  6504. else {
  6505. delete_timer(sce->timer, status_change_timer);
  6506. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6507. }
  6508. }
  6509. }
  6510. break;
  6511. }
  6512. return skill_id;
  6513. }
  6514. /*==========================================
  6515. * Invoked when a unit cell has been placed/removed/deleted.
  6516. * flag values:
  6517. * flag&1: Invoke onplace function (otherwise invoke onout)
  6518. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6519. *------------------------------------------*/
  6520. int skill_unit_effect (struct block_list* bl, va_list ap)
  6521. {
  6522. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  6523. struct skill_unit_group* group = unit->group;
  6524. unsigned int tick = va_arg(ap,unsigned int);
  6525. unsigned int flag = va_arg(ap,unsigned int);
  6526. int skill_id;
  6527. bool dissonance;
  6528. if( !unit->alive || bl->prev == NULL )
  6529. return 0;
  6530. nullpo_retr(0, group);
  6531. dissonance = skill_dance_switch(unit, 0);
  6532. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6533. skill_id = group->skill_id;
  6534. //Target-type check.
  6535. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  6536. {
  6537. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  6538. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6539. }
  6540. else
  6541. {
  6542. if( flag&1 )
  6543. skill_unit_onplace(unit,bl,tick);
  6544. else
  6545. skill_unit_onout(unit,bl,tick);
  6546. if( flag&4 )
  6547. skill_unit_onleft(skill_id, bl, tick);
  6548. }
  6549. if( dissonance ) skill_dance_switch(unit, 1);
  6550. return 0;
  6551. }
  6552. /*==========================================
  6553. *
  6554. *------------------------------------------*/
  6555. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6556. {
  6557. struct skill_unit_group *sg;
  6558. nullpo_retr(0, src);
  6559. nullpo_retr(0, sg=src->group);
  6560. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6561. skill_delunitgroup(NULL,sg);
  6562. else
  6563. switch(sg->unit_id){
  6564. case UNT_ICEWALL:
  6565. src->val1-=damage;
  6566. break;
  6567. default:
  6568. damage = 0;
  6569. break;
  6570. }
  6571. return damage;
  6572. }
  6573. /*==========================================
  6574. *
  6575. *------------------------------------------*/
  6576. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  6577. {
  6578. int *c, skillid;
  6579. struct block_list *src;
  6580. struct map_session_data *sd;
  6581. struct map_session_data *tsd;
  6582. int *p_sd; //Contains the list of characters found.
  6583. nullpo_retr(0, bl);
  6584. nullpo_retr(0, ap);
  6585. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  6586. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  6587. nullpo_retr(0, sd=(struct map_session_data*)src);
  6588. c=va_arg(ap,int *);
  6589. p_sd = va_arg(ap, int *);
  6590. skillid = va_arg(ap,int);
  6591. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  6592. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  6593. if (bl == src)
  6594. return 0;
  6595. if(pc_isdead(tsd))
  6596. return 0;
  6597. if (tsd->sc.data[SC_SILENCE] || tsd->sc.opt1)
  6598. return 0;
  6599. switch(skillid)
  6600. {
  6601. case PR_BENEDICTIO:
  6602. {
  6603. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  6604. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  6605. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  6606. && sd->status.sp >= 10)
  6607. p_sd[(*c)++]=tsd->bl.id;
  6608. return 1;
  6609. }
  6610. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  6611. {
  6612. int skilllv;
  6613. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  6614. return 0;
  6615. if (sd->status.sex != tsd->status.sex &&
  6616. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  6617. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  6618. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  6619. sd->status.party_id && tsd->status.party_id &&
  6620. sd->status.party_id == tsd->status.party_id &&
  6621. !tsd->sc.data[SC_DANCING])
  6622. {
  6623. p_sd[(*c)++]=tsd->bl.id;
  6624. return skilllv;
  6625. } else {
  6626. return 0;
  6627. }
  6628. }
  6629. break;
  6630. }
  6631. return 0;
  6632. }
  6633. /*==========================================
  6634. * Checks and stores partners for ensemble skills [Skotlex]
  6635. *------------------------------------------*/
  6636. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  6637. {
  6638. static int c=0;
  6639. static int p_sd[2] = { 0, 0 };
  6640. int i;
  6641. if (!battle_config.player_skill_partner_check ||
  6642. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  6643. return 99; //As if there were infinite partners.
  6644. if (cast_flag)
  6645. { //Execute the skill on the partners.
  6646. struct map_session_data* tsd;
  6647. switch (skill_id)
  6648. {
  6649. case PR_BENEDICTIO:
  6650. for (i = 0; i < c; i++)
  6651. {
  6652. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  6653. status_charge(&tsd->bl, 0, 10);
  6654. }
  6655. return c;
  6656. default: //Warning: Assuming Ensemble skills here (for speed)
  6657. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  6658. {
  6659. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  6660. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  6661. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  6662. tsd->skillid_dance = skill_id;
  6663. tsd->skilllv_dance = *skill_lv;
  6664. }
  6665. return c;
  6666. }
  6667. }
  6668. //Else: new search for partners.
  6669. c = 0;
  6670. memset (p_sd, 0, sizeof(p_sd));
  6671. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  6672. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  6673. *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.
  6674. return c;
  6675. }
  6676. /*==========================================
  6677. *
  6678. *------------------------------------------*/
  6679. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  6680. {
  6681. int *c,src_id,mob_class,skill;
  6682. struct mob_data *md;
  6683. md=(struct mob_data*)bl;
  6684. src_id=va_arg(ap,int);
  6685. mob_class=va_arg(ap,int);
  6686. skill=va_arg(ap,int);
  6687. c=va_arg(ap,int *);
  6688. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  6689. return 0; //Non alchemist summoned mobs have nothing to do here.
  6690. if(md->class_==mob_class)
  6691. (*c)++;
  6692. return 1;
  6693. }
  6694. /*==========================================
  6695. * Determines if a given skill should be made to consume ammo
  6696. * when used by the player. [Skotlex]
  6697. *------------------------------------------*/
  6698. int skill_isammotype (struct map_session_data *sd, int skill)
  6699. {
  6700. return (
  6701. battle_config.arrow_decrement==2 &&
  6702. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  6703. skill != HT_PHANTASMIC &&
  6704. skill_get_type(skill) == BF_WEAPON &&
  6705. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  6706. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  6707. );
  6708. }
  6709. /*==========================================
  6710. * Checks that you have the requirements for casting a skill.
  6711. * Flag:
  6712. * &1: finished casting the skill (invoke hp/sp/item consumption)
  6713. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  6714. *------------------------------------------*/
  6715. int skill_check_condition(struct map_session_data* sd, short skill, short lv, int type)
  6716. {
  6717. struct status_data *status;
  6718. struct status_change *sc;
  6719. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  6720. int itemid[10],amount[10];
  6721. char item_flag = 2; //0 - no item checking. 1 - only check if you have items. 2 - check and delete
  6722. nullpo_retr(0, sd);
  6723. if (lv <= 0 || sd->chatID) return 0;
  6724. if( battle_config.gm_skilluncond &&
  6725. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  6726. sd->skillitem != skill)
  6727. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  6728. sd->skillitem = sd->skillitemlv = 0;
  6729. //Need to do arrow state check.
  6730. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  6731. //Need to do Spiritball check.
  6732. sd->spiritball_old = sd->spiritball;
  6733. return 1;
  6734. }
  6735. status = &sd->battle_status;
  6736. sc = &sd->sc;
  6737. if (!sc->count)
  6738. sc = NULL;
  6739. if(pc_is90overweight(sd)) {
  6740. clif_skill_fail(sd,skill,9,0);
  6741. sd->skillitem = sd->skillitemlv = 0;
  6742. return 0;
  6743. }
  6744. if (sd->state.abra_flag)
  6745. {
  6746. if (sd->skillitem != skill)
  6747. { //Cancelled, using a different skill.
  6748. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6749. } else {
  6750. //Abracadabra skill, skip requisites!
  6751. if(type&1)
  6752. { //Clear out the data.
  6753. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  6754. }
  6755. return 1;
  6756. }
  6757. }
  6758. if (sd->menuskill_id == AM_PHARMACY &&
  6759. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  6760. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  6761. )) {
  6762. sd->skillitem = sd->skillitemlv = 0;
  6763. return 0;
  6764. }
  6765. if(sd->skillitem == skill) {
  6766. if(!type) //When a target was selected
  6767. { //Consume items that were skipped in pc_use_item [Skotlex]
  6768. if((i = sd->itemindex) == -1 ||
  6769. sd->status.inventory[i].nameid != sd->itemid ||
  6770. sd->inventory_data[i] == NULL ||
  6771. !sd->inventory_data[i]->flag.delay_consume ||
  6772. sd->status.inventory[i].amount < 1
  6773. )
  6774. { //Something went wrong, item exploit?
  6775. sd->itemid = sd->itemindex = -1;
  6776. return 0;
  6777. }
  6778. //Consume
  6779. sd->itemid = sd->itemindex = -1;
  6780. if(skill == WZ_EARTHSPIKE && sc &&
  6781. sc->data[SC_TKREST] && rand()%100 > sc->data[SC_TKREST]->val2) // [marquis007]
  6782. ; //Do not consume item.
  6783. else
  6784. pc_delitem(sd,i,1,0);
  6785. }
  6786. if (type&1) //Casting finished
  6787. sd->skillitem = sd->skillitemlv = 0;
  6788. return 1;
  6789. }
  6790. //Code speedup, rather than using skill_get_* over and over again.
  6791. j = skill_get_index(skill);
  6792. if( j == 0 ) // invalid skill id
  6793. return 0;
  6794. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  6795. return 0;
  6796. hp = skill_db[j].hp[lv-1];
  6797. sp = skill_db[j].sp[lv-1];
  6798. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  6799. sp=sp/2;
  6800. hp_rate = skill_db[j].hp_rate[lv-1];
  6801. sp_rate = skill_db[j].sp_rate[lv-1];
  6802. zeny = skill_db[j].zeny[lv-1];
  6803. weapon = skill_db[j].weapon;
  6804. ammo = skill_db[j].ammo;
  6805. ammo_qty = skill_db[j].ammo_qty[lv-1];
  6806. state = skill_db[j].state;
  6807. spiritball = skill_db[j].spiritball[lv-1];
  6808. mhp = skill_db[j].mhp[lv-1];
  6809. for(i = 0; i < 10; i++) {
  6810. itemid[i] = skill_db[j].itemid[i];
  6811. amount[i] = skill_db[j].amount[i];
  6812. }
  6813. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  6814. //mhp is the max-hp-requirement, that is,
  6815. //you must have this % or less of HP to cast it.
  6816. clif_skill_fail(sd,skill,2,0);
  6817. return 0;
  6818. }
  6819. if(hp_rate > 0)
  6820. hp += (status->hp * hp_rate)/100;
  6821. else
  6822. hp += (status->max_hp * (-hp_rate))/100;
  6823. if(sp_rate > 0)
  6824. sp += (status->sp * sp_rate)/100;
  6825. else
  6826. sp += (status->max_sp * (-sp_rate))/100;
  6827. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  6828. { //Assume this skill is using the weapon, therefore it requires arrows.
  6829. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  6830. ammo_qty = 1;
  6831. }
  6832. //Can only update state when weapon/arrow info is checked.
  6833. if (weapon) sd->state.arrow_atk = ammo?1:0;
  6834. switch(skill) { // Check for cost reductions due to skills & SCs
  6835. case MC_MAMMONITE:
  6836. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  6837. zeny -= zeny*10/100;
  6838. break;
  6839. case AL_HOLYLIGHT:
  6840. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  6841. sp *= 5;
  6842. break;
  6843. case SL_SMA:
  6844. case SL_STUN:
  6845. case SL_STIN:
  6846. {
  6847. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  6848. if(kaina_lv==0 || sd->status.base_level<70)
  6849. break;
  6850. if(sd->status.base_level>=90)
  6851. sp -= sp*7*kaina_lv/100;
  6852. else if(sd->status.base_level>=80)
  6853. sp -= sp*5*kaina_lv/100;
  6854. else if(sd->status.base_level>=70)
  6855. sp -= sp*3*kaina_lv/100;
  6856. }
  6857. break;
  6858. case MO_TRIPLEATTACK:
  6859. case MO_CHAINCOMBO:
  6860. case MO_COMBOFINISH:
  6861. case CH_TIGERFIST:
  6862. case CH_CHAINCRUSH:
  6863. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  6864. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  6865. break;
  6866. }
  6867. if(sd->dsprate!=100)
  6868. sp=sp*sd->dsprate/100;
  6869. // perform skill-specific checks (and actions)
  6870. switch( skill )
  6871. {
  6872. case SA_CASTCANCEL:
  6873. if(sd->ud.skilltimer == -1) {
  6874. clif_skill_fail(sd,skill,0,0);
  6875. return 0;
  6876. }
  6877. break;
  6878. case BS_MAXIMIZE:
  6879. case NV_TRICKDEAD:
  6880. case TF_HIDING:
  6881. case AS_CLOAKING:
  6882. case CR_AUTOGUARD:
  6883. case CR_DEFENDER:
  6884. case ST_CHASEWALK:
  6885. case PA_GOSPEL:
  6886. case CR_SHRINK:
  6887. case TK_RUN:
  6888. case GS_GATLINGFEVER:
  6889. if(sc && sc->data[SkillStatusChangeTable(skill)])
  6890. return 1; //Allow turning off.
  6891. break;
  6892. case AL_WARP:
  6893. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  6894. item_flag = 1;
  6895. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  6896. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  6897. return 0;
  6898. }
  6899. break;
  6900. case MO_CALLSPIRITS:
  6901. if(sd->spiritball >= lv) {
  6902. clif_skill_fail(sd,skill,0,0);
  6903. return 0;
  6904. }
  6905. break;
  6906. case MO_FINGEROFFENSIVE: //謖�シセ
  6907. case GS_FLING:
  6908. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  6909. spiritball = sd->spiritball;
  6910. sd->spiritball_old = sd->spiritball;
  6911. }
  6912. else sd->spiritball_old = spiritball;
  6913. break;
  6914. case MO_BODYRELOCATION:
  6915. if (sc && sc->data[SC_EXPLOSIONSPIRITS])
  6916. spiritball = 0;
  6917. break;
  6918. case MO_CHAINCOMBO:
  6919. if(!sc)
  6920. return 0;
  6921. if(sc->data[SC_BLADESTOP])
  6922. break;
  6923. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  6924. break;
  6925. return 0;
  6926. case MO_COMBOFINISH:
  6927. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  6928. return 0;
  6929. break;
  6930. case CH_TIGERFIST:
  6931. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  6932. return 0;
  6933. break;
  6934. case CH_CHAINCRUSH:
  6935. if(!(sc && sc->data[SC_COMBO]))
  6936. return 0;
  6937. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  6938. return 0;
  6939. break;
  6940. case MO_EXTREMITYFIST:
  6941. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  6942. // return 0;
  6943. if(sc && sc->data[SC_BLADESTOP])
  6944. spiritball--;
  6945. else if (sc && sc->data[SC_COMBO]) {
  6946. switch(sc->data[SC_COMBO]->val1) {
  6947. case MO_COMBOFINISH:
  6948. spiritball = 4;
  6949. break;
  6950. case CH_TIGERFIST:
  6951. spiritball = 3;
  6952. break;
  6953. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  6954. spiritball = sd->spiritball?sd->spiritball:1;
  6955. break;
  6956. default:
  6957. return 0;
  6958. }
  6959. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  6960. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  6961. clif_skill_fail(sd,skill,0,0);
  6962. return 0;
  6963. }
  6964. break;
  6965. case TK_MISSION: //Does not works on Non-Taekwon
  6966. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  6967. clif_skill_fail(sd,skill,0,0);
  6968. return 0;
  6969. }
  6970. break;
  6971. case TK_READYCOUNTER:
  6972. case TK_READYDOWN:
  6973. case TK_READYSTORM:
  6974. case TK_READYTURN:
  6975. if(sc && sc->data[SkillStatusChangeTable(skill)])
  6976. return 1; //Enable disabling them regardless of who you are.
  6977. case TK_JUMPKICK:
  6978. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  6979. //They do not work on Soul Linkers.
  6980. clif_skill_fail(sd,skill,0,0);
  6981. return 0;
  6982. }
  6983. break;
  6984. case TK_TURNKICK:
  6985. case TK_STORMKICK:
  6986. case TK_DOWNKICK:
  6987. case TK_COUNTER:
  6988. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  6989. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  6990. if(!(sc && sc->data[SC_COMBO]))
  6991. return 0; //Combo needs to be ready
  6992. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  6993. { //Unlimited Combo
  6994. if (skill == sd->skillid_old) {
  6995. status_change_end(&sd->bl, SC_COMBO, -1);
  6996. sd->skillid_old = sd->skilllv_old = 0;
  6997. return 0; //Can't repeat previous combo skill.
  6998. }
  6999. break;
  7000. } else
  7001. if(sc->data[SC_COMBO]->val1 == skill)
  7002. break; //Combo ready.
  7003. //Cancel combo wait.
  7004. unit_cancel_combo(&sd->bl);
  7005. return 0;
  7006. case BD_ADAPTATION:
  7007. {
  7008. int time;
  7009. if(!(sc && sc->data[SC_DANCING]))
  7010. {
  7011. clif_skill_fail(sd,skill,0,0);
  7012. return 0;
  7013. }
  7014. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  7015. if (skill_get_time(
  7016. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  7017. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  7018. - time <= skill_get_time2(skill,lv))
  7019. {
  7020. clif_skill_fail(sd,skill,0,0);
  7021. return 0;
  7022. }
  7023. }
  7024. break;
  7025. case PR_BENEDICTIO:
  7026. if (!(type&1))
  7027. { //Started casting.
  7028. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7029. {
  7030. clif_skill_fail(sd,skill,0,0);
  7031. return 0;
  7032. }
  7033. }
  7034. else
  7035. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7036. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7037. break;
  7038. case AM_CANNIBALIZE:
  7039. case AM_SPHEREMINE:
  7040. if(type&1){
  7041. int c=0;
  7042. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7043. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7044. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7045. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7046. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7047. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7048. if(c >= maxcount ||
  7049. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7050. { //Fails when: exceed max limit. There are other plant types already out.
  7051. clif_skill_fail(sd,skill,0,0);
  7052. return 0;
  7053. }
  7054. }
  7055. }
  7056. break;
  7057. case WZ_FIREPILLAR: // celest
  7058. if (lv <= 5) // no gems required at level 1-5
  7059. itemid[0] = 0;
  7060. break;
  7061. case SL_SMA:
  7062. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7063. if(!(sc && sc->data[SC_SMA]))
  7064. return 0;
  7065. break;
  7066. case HT_POWER:
  7067. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  7068. return 0;
  7069. break;
  7070. case AM_BERSERKPITCHER:
  7071. case AM_POTIONPITCHER:
  7072. case CR_SLIMPITCHER:
  7073. case MG_STONECURSE:
  7074. case CR_CULTIVATION:
  7075. case SA_FLAMELAUNCHER:
  7076. case SA_FROSTWEAPON:
  7077. case SA_LIGHTNINGLOADER:
  7078. case SA_SEISMICWEAPON:
  7079. item_flag = 1;
  7080. break;
  7081. case SA_DELUGE:
  7082. case SA_VOLCANO:
  7083. case SA_VIOLENTGALE:
  7084. { //Does not consumes if the skill is already active. [Skotlex]
  7085. struct skill_unit_group *sg;
  7086. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7087. (
  7088. sg->skill_id == SA_VOLCANO ||
  7089. sg->skill_id == SA_DELUGE ||
  7090. sg->skill_id == SA_VIOLENTGALE
  7091. )) {
  7092. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7093. item_flag = 0;
  7094. else
  7095. sg->limit = 0; //Disable it.
  7096. }
  7097. break;
  7098. }
  7099. case CG_HERMODE:
  7100. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7101. {
  7102. clif_skill_fail(sd,skill,0,0);
  7103. return 0;
  7104. }
  7105. break;
  7106. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7107. {
  7108. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7109. int size = range*2+1;
  7110. for (i=0;i<size*size;i++) {
  7111. x = sd->bl.x+(i%size-range);
  7112. y = sd->bl.y+(i/size-range);
  7113. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7114. clif_skill_fail(sd,skill,0,0);
  7115. return 0;
  7116. }
  7117. }
  7118. }
  7119. break;
  7120. case PR_REDEMPTIO:
  7121. {
  7122. int exp;
  7123. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7124. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7125. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7126. return 0;
  7127. }
  7128. break;
  7129. }
  7130. case AM_TWILIGHT2:
  7131. case AM_TWILIGHT3:
  7132. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7133. {
  7134. clif_skill_fail(sd,skill,0,0);
  7135. return 0;
  7136. }
  7137. break;
  7138. case SG_SUN_WARM:
  7139. case SG_MOON_WARM:
  7140. case SG_STAR_WARM:
  7141. if (sc && sc->data[SC_MIRACLE])
  7142. break;
  7143. i = skill-SG_SUN_WARM;
  7144. if (sd->bl.m == sd->feel_map[i].m)
  7145. break;
  7146. clif_skill_fail(sd,skill,0,0);
  7147. return 0;
  7148. break;
  7149. case SG_SUN_COMFORT:
  7150. case SG_MOON_COMFORT:
  7151. case SG_STAR_COMFORT:
  7152. if (sc && sc->data[SC_MIRACLE])
  7153. break;
  7154. i = skill-SG_SUN_COMFORT;
  7155. if (sd->bl.m == sd->feel_map[i].m &&
  7156. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  7157. break;
  7158. clif_skill_fail(sd,skill,0,0);
  7159. return 0;
  7160. case SG_FUSION:
  7161. if (sc && sc->data[SC_FUSION])
  7162. return 1;
  7163. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  7164. break;
  7165. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7166. if(sp>0 && type&1)
  7167. {
  7168. if (status->sp < (unsigned int)sp)
  7169. clif_skill_fail(sd,skill,1,0);
  7170. else
  7171. status_zap(&sd->bl, 0, sp);
  7172. }
  7173. return 0;
  7174. case GD_BATTLEORDER:
  7175. case GD_REGENERATION:
  7176. case GD_RESTORE:
  7177. if (!map_flag_gvg(sd->bl.m)) {
  7178. clif_skill_fail(sd,skill,0,0);
  7179. return 0;
  7180. }
  7181. case GD_EMERGENCYCALL:
  7182. // other checks were already done in skillnotok()
  7183. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7184. return 0;
  7185. break;
  7186. case GS_GLITTERING:
  7187. if(sd->spiritball >= 10) {
  7188. clif_skill_fail(sd,skill,0,0);
  7189. return 0;
  7190. }
  7191. break;
  7192. case NJ_ISSEN:
  7193. if (status->hp < 2) {
  7194. clif_skill_fail(sd,skill,0,0);
  7195. return 0;
  7196. }
  7197. case NJ_BUNSINJYUTSU:
  7198. if (!(sc && sc->data[SC_NEN])) {
  7199. clif_skill_fail(sd,skill,0,0);
  7200. return 0;
  7201. }
  7202. break;
  7203. case NJ_ZENYNAGE:
  7204. if(sd->status.zeny < zeny) {
  7205. clif_skill_fail(sd,skill,5,0);
  7206. return 0;
  7207. }
  7208. zeny = 0; //Zeny is reduced on skill_attack.
  7209. break;
  7210. case PF_HPCONVERSION:
  7211. if (status->sp == status->max_sp)
  7212. return 0; //Unusable when at full SP.
  7213. break;
  7214. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7215. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7216. clif_skill_fail(sd,skill,0,0);
  7217. return 0;
  7218. }
  7219. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7220. item_flag = 0;
  7221. break;
  7222. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7223. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7224. {
  7225. clif_skill_fail(sd,skill,0,0);
  7226. return 0;
  7227. }
  7228. break;
  7229. }
  7230. if(!(type&2)){
  7231. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7232. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7233. return 0;
  7234. }
  7235. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7236. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7237. return 0;
  7238. }
  7239. if(zeny>0 && sd->status.zeny < zeny) {
  7240. clif_skill_fail(sd,skill,5,0);
  7241. return 0;
  7242. }
  7243. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7244. clif_skill_fail(sd,skill,6,0);
  7245. return 0;
  7246. }
  7247. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7248. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7249. !sd->inventory_data[i] ||
  7250. sd->status.inventory[i].amount < ammo_qty
  7251. ) {
  7252. clif_arrow_fail(sd,0);
  7253. return 0;
  7254. }
  7255. if (!(ammo&1<<sd->inventory_data[i]->look))
  7256. { //Ammo type check. Send the "wrong weapon type" message
  7257. //which is the closest we have to wrong ammo type. [Skotlex]
  7258. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7259. //clif_skill_fail(sd,skill,6,0);
  7260. return 0;
  7261. }
  7262. }
  7263. if( spiritball > 0 && sd->spiritball < spiritball) {
  7264. clif_skill_fail(sd,skill,0,0);
  7265. return 0;
  7266. }
  7267. }
  7268. switch(state) {
  7269. case ST_HIDING:
  7270. if(!(sc && sc->option&OPTION_HIDE)) {
  7271. clif_skill_fail(sd,skill,0,0);
  7272. return 0;
  7273. }
  7274. break;
  7275. case ST_CLOAKING:
  7276. if(!pc_iscloaking(sd)) {
  7277. clif_skill_fail(sd,skill,0,0);
  7278. return 0;
  7279. }
  7280. break;
  7281. case ST_HIDDEN:
  7282. if(!pc_ishiding(sd)) {
  7283. clif_skill_fail(sd,skill,0,0);
  7284. return 0;
  7285. }
  7286. break;
  7287. case ST_RIDING:
  7288. if(!pc_isriding(sd)) {
  7289. clif_skill_fail(sd,skill,0,0);
  7290. return 0;
  7291. }
  7292. break;
  7293. case ST_FALCON:
  7294. if(!pc_isfalcon(sd)) {
  7295. clif_skill_fail(sd,skill,0,0);
  7296. return 0;
  7297. }
  7298. break;
  7299. case ST_CARTBOOST:
  7300. if(!(sc && sc->data[SC_CARTBOOST])) {
  7301. clif_skill_fail(sd,skill,0,0);
  7302. return 0;
  7303. }
  7304. case ST_CART:
  7305. if(!pc_iscarton(sd)) {
  7306. clif_skill_fail(sd,skill,0,0);
  7307. return 0;
  7308. }
  7309. break;
  7310. case ST_SHIELD:
  7311. if(sd->status.shield <= 0) {
  7312. clif_skill_fail(sd,skill,0,0);
  7313. return 0;
  7314. }
  7315. break;
  7316. case ST_SIGHT:
  7317. if(!(sc && sc->data[SC_SIGHT])) {
  7318. clif_skill_fail(sd,skill,0,0);
  7319. return 0;
  7320. }
  7321. break;
  7322. case ST_EXPLOSIONSPIRITS:
  7323. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  7324. clif_skill_fail(sd,skill,0,0);
  7325. return 0;
  7326. }
  7327. break;
  7328. case ST_RECOV_WEIGHT_RATE:
  7329. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7330. clif_skill_fail(sd,skill,0,0);
  7331. return 0;
  7332. }
  7333. break;
  7334. case ST_MOVE_ENABLE:
  7335. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  7336. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7337. if (!unit_can_move(&sd->bl)) {
  7338. clif_skill_fail(sd,skill,0,0);
  7339. return 0;
  7340. }
  7341. break;
  7342. case ST_WATER:
  7343. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  7344. break;
  7345. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7346. break;
  7347. clif_skill_fail(sd,skill,0,0);
  7348. return 0;
  7349. }
  7350. if(!(type&1))
  7351. return 1; // consumption only happens on cast-end
  7352. if( item_flag )
  7353. {
  7354. int index[ARRAYLENGTH(itemid)];
  7355. // Check consumed items and reduce required amounts
  7356. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7357. {
  7358. index[i] = -1;
  7359. if( itemid[i] <= 0 )
  7360. continue;// no item
  7361. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN )
  7362. {
  7363. if (sd->special_state.no_gemstone)
  7364. { //Make it substract 1 gem rather than skipping the cost.
  7365. if (--amount[i] < 1)
  7366. continue;
  7367. }
  7368. if(sc && sc->data[SC_INTOABYSS])
  7369. continue;
  7370. }
  7371. if((skill == AM_POTIONPITCHER ||
  7372. skill == CR_SLIMPITCHER ||
  7373. skill == CR_CULTIVATION) && i != lv%11 - 1)//TODO huh? what is this for? [FlavioJS] //These itemsdo not need a check versus ALL their item requirements, but only versus the item in the same slot position (eg: lv1 requires only item[0], lv5 requires only item[4]) [Skotlex]
  7374. continue;
  7375. index[i] = pc_search_inventory(sd,itemid[i]);
  7376. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7377. if( itemid[i] == ITEMID_RED_GEMSTONE )
  7378. clif_skill_fail(sd,skill,7,0);// red gemstone required
  7379. else if( itemid[i] == ITEMID_BLUE_GEMSTONE )
  7380. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  7381. else
  7382. clif_skill_fail(sd,skill,0,0);
  7383. return 0;
  7384. }
  7385. if( itemid_isgemstone(itemid[i]) && skill != HW_GANBANTEIN &&
  7386. sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD)
  7387. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7388. }
  7389. // Consume items
  7390. if (item_flag==2)
  7391. for( i = 0; i < ARRAYLENGTH(itemid); ++i )
  7392. {
  7393. if(index[i] >= 0)
  7394. pc_delitem(sd,index[i],amount[i],0);
  7395. }
  7396. }
  7397. if(type&2)
  7398. return 1;
  7399. if(sp || hp)
  7400. status_zap(&sd->bl, hp, sp);
  7401. if(zeny > 0) // Zeny豸郁イサ
  7402. pc_payzeny(sd,zeny);
  7403. if(spiritball > 0)
  7404. pc_delspiritball(sd,spiritball,0);
  7405. return 1;
  7406. }
  7407. /*==========================================
  7408. * Does cast-time reductions based on dex, item bonuses and config setting
  7409. *------------------------------------------*/
  7410. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7411. {
  7412. int time = skill_get_cast(skill_id, skill_lv);
  7413. struct map_session_data *sd;
  7414. nullpo_retr(0, bl);
  7415. sd = BL_CAST(BL_PC, bl);
  7416. // calculate base cast time (reduced by dex)
  7417. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  7418. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7419. if (scale > 0) // not instant cast
  7420. time = time * scale / battle_config.castrate_dex_scale;
  7421. else return 0; // instant cast
  7422. }
  7423. // calculate cast time reduced by item/card bonuses
  7424. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  7425. {
  7426. int i;
  7427. if (sd->castrate != 100)
  7428. time = time * sd->castrate / 100;
  7429. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  7430. {
  7431. if (sd->skillcast[i].id == skill_id)
  7432. {
  7433. time+= time * sd->skillcast[i].val / 100;
  7434. break;
  7435. }
  7436. }
  7437. }
  7438. // config cast time multiplier
  7439. if (battle_config.cast_rate != 100)
  7440. time = time * battle_config.cast_rate / 100;
  7441. // return final cast time
  7442. return (time > 0) ? time : 0;
  7443. }
  7444. /*==========================================
  7445. * Does cast-time reductions based on sc data.
  7446. *------------------------------------------*/
  7447. int skill_castfix_sc (struct block_list *bl, int time)
  7448. {
  7449. struct status_change *sc = status_get_sc(bl);
  7450. if (sc && sc->count) {
  7451. if (sc->data[SC_SLOWCAST])
  7452. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  7453. if (sc->data[SC_FASTCAST])
  7454. time -= time * sc->data[SC_FASTCAST]->val1 / 100;
  7455. if (sc->data[SC_SUFFRAGIUM]) {
  7456. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  7457. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7458. }
  7459. if (sc->data[SC_MEMORIZE]) {
  7460. time>>=1;
  7461. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  7462. status_change_end(bl, SC_MEMORIZE, -1);
  7463. }
  7464. if (sc->data[SC_POEMBRAGI])
  7465. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  7466. }
  7467. return (time > 0) ? time : 0;
  7468. }
  7469. /*==========================================
  7470. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  7471. *------------------------------------------*/
  7472. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7473. {
  7474. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7475. int time = skill_get_delay(skill_id, skill_lv);
  7476. nullpo_retr(0, bl);
  7477. if (skill_id == SA_ABRACADABRA)
  7478. return 0; //Will use picked skill's delay.
  7479. if (bl->type&battle_config.no_skill_delay)
  7480. return battle_config.min_skill_delay_limit;
  7481. if (time < 0)
  7482. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  7483. // Delay reductions
  7484. switch (skill_id)
  7485. { //Monk combo skills have their delay reduced by agi/dex.
  7486. case MO_TRIPLEATTACK:
  7487. case MO_CHAINCOMBO:
  7488. case MO_COMBOFINISH:
  7489. case CH_TIGERFIST:
  7490. case CH_CHAINCRUSH:
  7491. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  7492. break;
  7493. default:
  7494. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7495. { // if skill delay is allowed to be reduced by dex
  7496. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7497. if (scale > 0)
  7498. time = time * scale / battle_config.castrate_dex_scale;
  7499. else //To be capped later to minimum.
  7500. time = 0;
  7501. }
  7502. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  7503. { // if skill delay is allowed to be reduced by agi
  7504. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  7505. if (scale > 0)
  7506. time = time * scale / battle_config.castrate_dex_scale;
  7507. else //To be capped later to minimum.
  7508. time = 0;
  7509. }
  7510. }
  7511. if (!(delaynodex&2))
  7512. {
  7513. struct status_change *sc;
  7514. sc= status_get_sc(bl);
  7515. if (sc && sc->count) {
  7516. if (sc->data[SC_POEMBRAGI])
  7517. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  7518. if (sc->data[SC_SPIRIT])
  7519. switch (skill_id) {
  7520. case CR_SHIELDBOOMERANG:
  7521. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  7522. time /=2;
  7523. break;
  7524. case AS_SONICBLOW:
  7525. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  7526. time /= 2;
  7527. break;
  7528. }
  7529. }
  7530. }
  7531. if (!(delaynodex&4))
  7532. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7533. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7534. if (battle_config.delay_rate != 100)
  7535. time = time * battle_config.delay_rate / 100;
  7536. if (time < status_get_amotion(bl))
  7537. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  7538. return max(time, battle_config.min_skill_delay_limit);
  7539. }
  7540. /*=========================================
  7541. *
  7542. *-----------------------------------------*/
  7543. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7544. {
  7545. nullpo_retv(tc);
  7546. if(dir == 0){
  7547. tc->val1[0]=x-2;
  7548. tc->val1[1]=x-1;
  7549. tc->val1[2]=x;
  7550. tc->val1[3]=x+1;
  7551. tc->val1[4]=x+2;
  7552. tc->val2[0]=
  7553. tc->val2[1]=
  7554. tc->val2[2]=
  7555. tc->val2[3]=
  7556. tc->val2[4]=y-1;
  7557. }
  7558. else if(dir==2){
  7559. tc->val1[0]=
  7560. tc->val1[1]=
  7561. tc->val1[2]=
  7562. tc->val1[3]=
  7563. tc->val1[4]=x+1;
  7564. tc->val2[0]=y+2;
  7565. tc->val2[1]=y+1;
  7566. tc->val2[2]=y;
  7567. tc->val2[3]=y-1;
  7568. tc->val2[4]=y-2;
  7569. }
  7570. else if(dir==4){
  7571. tc->val1[0]=x-2;
  7572. tc->val1[1]=x-1;
  7573. tc->val1[2]=x;
  7574. tc->val1[3]=x+1;
  7575. tc->val1[4]=x+2;
  7576. tc->val2[0]=
  7577. tc->val2[1]=
  7578. tc->val2[2]=
  7579. tc->val2[3]=
  7580. tc->val2[4]=y+1;
  7581. }
  7582. else if(dir==6){
  7583. tc->val1[0]=
  7584. tc->val1[1]=
  7585. tc->val1[2]=
  7586. tc->val1[3]=
  7587. tc->val1[4]=x-1;
  7588. tc->val2[0]=y+2;
  7589. tc->val2[1]=y+1;
  7590. tc->val2[2]=y;
  7591. tc->val2[3]=y-1;
  7592. tc->val2[4]=y-2;
  7593. }
  7594. else if(dir==1){
  7595. tc->val1[0]=x-1;
  7596. tc->val1[1]=x;
  7597. tc->val1[2]=x+1;
  7598. tc->val1[3]=x+2;
  7599. tc->val1[4]=x+3;
  7600. tc->val2[0]=y-4;
  7601. tc->val2[1]=y-3;
  7602. tc->val2[2]=y-1;
  7603. tc->val2[3]=y;
  7604. tc->val2[4]=y+1;
  7605. }
  7606. else if(dir==3){
  7607. tc->val1[0]=x+3;
  7608. tc->val1[1]=x+2;
  7609. tc->val1[2]=x+1;
  7610. tc->val1[3]=x;
  7611. tc->val1[4]=x-1;
  7612. tc->val2[0]=y-1;
  7613. tc->val2[1]=y;
  7614. tc->val2[2]=y+1;
  7615. tc->val2[3]=y+2;
  7616. tc->val2[4]=y+3;
  7617. }
  7618. else if(dir==5){
  7619. tc->val1[0]=x+1;
  7620. tc->val1[1]=x;
  7621. tc->val1[2]=x-1;
  7622. tc->val1[3]=x-2;
  7623. tc->val1[4]=x-3;
  7624. tc->val2[0]=y+3;
  7625. tc->val2[1]=y+2;
  7626. tc->val2[2]=y+1;
  7627. tc->val2[3]=y;
  7628. tc->val2[4]=y-1;
  7629. }
  7630. else if(dir==7){
  7631. tc->val1[0]=x-3;
  7632. tc->val1[1]=x-2;
  7633. tc->val1[2]=x-1;
  7634. tc->val1[3]=x;
  7635. tc->val1[4]=x+1;
  7636. tc->val2[1]=y;
  7637. tc->val2[0]=y+1;
  7638. tc->val2[2]=y-1;
  7639. tc->val2[3]=y-2;
  7640. tc->val2[4]=y-3;
  7641. }
  7642. }
  7643. /*=========================================
  7644. *
  7645. *-----------------------------------------*/
  7646. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  7647. {
  7648. int c;
  7649. nullpo_retv(tc);
  7650. for( c = 0; c < 5; c++ )
  7651. {
  7652. switch( dir )
  7653. {
  7654. case 0: tc->val2[c]+=are; break;
  7655. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  7656. case 2: tc->val1[c]-=are; break;
  7657. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  7658. case 4: tc->val2[c]-=are; break;
  7659. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  7660. case 6: tc->val1[c]+=are; break;
  7661. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  7662. }
  7663. }
  7664. }
  7665. /*==========================================
  7666. * Weapon Repair [Celest/DracoRPG]
  7667. *------------------------------------------*/
  7668. void skill_repairweapon (struct map_session_data *sd, int idx)
  7669. {
  7670. int material;
  7671. int materials[4] = { 1002, 998, 999, 756 };
  7672. struct item *item;
  7673. struct map_session_data *target_sd;
  7674. nullpo_retv(sd);
  7675. target_sd = map_id2sd(sd->menuskill_val);
  7676. if (!target_sd) //Failed....
  7677. return;
  7678. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  7679. return;
  7680. if(idx < 0 || idx >= MAX_INVENTORY)
  7681. return; //Invalid index??
  7682. item = &target_sd->status.inventory[idx];
  7683. if(item->nameid <= 0 || item->attribute == 0)
  7684. return; //Again invalid item....
  7685. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  7686. clif_item_repaireffect(sd,item->nameid,1);
  7687. return;
  7688. }
  7689. if (itemdb_type(item->nameid)==4)
  7690. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  7691. else
  7692. material = materials [2]; // Armors consume 1 Steel
  7693. if (pc_search_inventory(sd,material) < 0 ) {
  7694. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7695. return;
  7696. }
  7697. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  7698. item->attribute=0;
  7699. clif_equiplist(target_sd);
  7700. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  7701. clif_item_repaireffect(sd,item->nameid,0);
  7702. if(sd!=target_sd)
  7703. clif_item_repaireffect(target_sd,item->nameid,0);
  7704. }
  7705. /*==========================================
  7706. * Item Appraisal
  7707. *------------------------------------------*/
  7708. void skill_identify (struct map_session_data *sd, int idx)
  7709. {
  7710. int flag=1;
  7711. nullpo_retv(sd);
  7712. if(idx >= 0 && idx < MAX_INVENTORY) {
  7713. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  7714. flag=0;
  7715. sd->status.inventory[idx].identify=1;
  7716. }
  7717. }
  7718. clif_item_identified(sd,idx,flag);
  7719. }
  7720. /*==========================================
  7721. * Weapon Refine [Celest]
  7722. *------------------------------------------*/
  7723. void skill_weaponrefine (struct map_session_data *sd, int idx)
  7724. {
  7725. int i = 0, ep = 0, per;
  7726. int material[5] = { 0, 1010, 1011, 984, 984 };
  7727. struct item *item;
  7728. nullpo_retv(sd);
  7729. if (idx >= 0 && idx < MAX_INVENTORY)
  7730. {
  7731. struct item_data *ditem = sd->inventory_data[idx];
  7732. item = &sd->status.inventory[idx];
  7733. if(item->nameid > 0 && ditem->type == 4)
  7734. {
  7735. if( item->refine >= sd->menuskill_val
  7736. || item->refine >= MAX_REFINE // if it's no longer refineable
  7737. || ditem->flag.no_refine // if the item isn't refinable
  7738. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  7739. {
  7740. clif_skill_fail(sd,sd->menuskill_id,0,0);
  7741. return;
  7742. }
  7743. per = percentrefinery [ditem->wlv][(int)item->refine];
  7744. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  7745. pc_delitem(sd, i, 1, 0);
  7746. if (per > rand() % 100) {
  7747. item->refine++;
  7748. if(item->equip) {
  7749. ep = item->equip;
  7750. pc_unequipitem(sd,idx,3);
  7751. }
  7752. clif_refine(sd->fd,0,idx,item->refine);
  7753. clif_delitem(sd,idx,1);
  7754. clif_additem(sd,idx,1,0);
  7755. if (ep)
  7756. pc_equipitem(sd,idx,ep);
  7757. clif_misceffect(&sd->bl,3);
  7758. if(item->refine == MAX_REFINE &&
  7759. item->card[0] == CARD0_FORGE &&
  7760. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  7761. { // Fame point system [DracoRPG]
  7762. switch(ditem->wlv){
  7763. case 1:
  7764. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  7765. break;
  7766. case 2:
  7767. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  7768. break;
  7769. case 3:
  7770. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  7771. break;
  7772. }
  7773. }
  7774. } else {
  7775. item->refine = 0;
  7776. if(item->equip)
  7777. pc_unequipitem(sd,idx,3);
  7778. clif_refine(sd->fd,1,idx,item->refine);
  7779. pc_delitem(sd,idx,1,0);
  7780. clif_misceffect(&sd->bl,2);
  7781. clif_emotion(&sd->bl, 23);
  7782. }
  7783. }
  7784. }
  7785. }
  7786. /*==========================================
  7787. *
  7788. *------------------------------------------*/
  7789. int skill_autospell (struct map_session_data *sd, int skillid)
  7790. {
  7791. int skilllv;
  7792. int maxlv=1,lv;
  7793. nullpo_retr(0, sd);
  7794. skilllv = sd->menuskill_val;
  7795. lv=pc_checkskill(sd,skillid);
  7796. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  7797. if(skillid==MG_NAPALMBEAT) maxlv=3;
  7798. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  7799. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  7800. maxlv =10; //Soul Linker bonus. [Skotlex]
  7801. else if(skilllv==2) maxlv=1;
  7802. else if(skilllv==3) maxlv=2;
  7803. else if(skilllv>=4) maxlv=3;
  7804. }
  7805. else if(skillid==MG_SOULSTRIKE){
  7806. if(skilllv==5) maxlv=1;
  7807. else if(skilllv==6) maxlv=2;
  7808. else if(skilllv>=7) maxlv=3;
  7809. }
  7810. else if(skillid==MG_FIREBALL){
  7811. if(skilllv==8) maxlv=1;
  7812. else if(skilllv>=9) maxlv=2;
  7813. }
  7814. else if(skillid==MG_FROSTDIVER) maxlv=1;
  7815. else return 0;
  7816. if(maxlv > lv)
  7817. maxlv = lv;
  7818. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  7819. skill_get_time(SA_AUTOSPELL,skilllv));
  7820. return 0;
  7821. }
  7822. /*==========================================
  7823. * Sitting skills functions.
  7824. *------------------------------------------*/
  7825. static int skill_sit_count (struct block_list *bl, va_list ap)
  7826. {
  7827. struct map_session_data *sd;
  7828. int type =va_arg(ap,int);
  7829. sd=(struct map_session_data*)bl;
  7830. if(!pc_issit(sd))
  7831. return 0;
  7832. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7833. return 1;
  7834. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  7835. return 1;
  7836. return 0;
  7837. }
  7838. static int skill_sit_in (struct block_list *bl, va_list ap)
  7839. {
  7840. struct map_session_data *sd;
  7841. int type =va_arg(ap,int);
  7842. sd=(struct map_session_data*)bl;
  7843. if(!pc_issit(sd))
  7844. return 0;
  7845. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  7846. sd->state.gangsterparadise=1;
  7847. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  7848. {
  7849. sd->state.rest=1;
  7850. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7851. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7852. }
  7853. return 0;
  7854. }
  7855. static int skill_sit_out (struct block_list *bl, va_list ap)
  7856. {
  7857. struct map_session_data *sd;
  7858. int type =va_arg(ap,int);
  7859. sd=(struct map_session_data*)bl;
  7860. if(sd->state.gangsterparadise && type&1)
  7861. sd->state.gangsterparadise=0;
  7862. if(sd->state.rest && type&2) {
  7863. sd->state.rest=0;
  7864. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  7865. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  7866. }
  7867. return 0;
  7868. }
  7869. int skill_sit (struct map_session_data *sd, int type)
  7870. {
  7871. int flag = 0;
  7872. int range = 0, lv;
  7873. nullpo_retr(0, sd);
  7874. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  7875. flag|=1;
  7876. range = skill_get_splash(RG_GANGSTER, lv);
  7877. }
  7878. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  7879. flag|=2;
  7880. range = skill_get_splash(TK_HPTIME, lv);
  7881. }
  7882. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  7883. flag|=2;
  7884. range = skill_get_splash(TK_SPTIME, lv);
  7885. }
  7886. if (!flag) return 0;
  7887. if(type) {
  7888. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  7889. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  7890. } else {
  7891. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  7892. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  7893. }
  7894. return 0;
  7895. }
  7896. /*==========================================
  7897. *
  7898. *------------------------------------------*/
  7899. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  7900. {
  7901. struct block_list *src;
  7902. int skillnum,skilllv;
  7903. unsigned int tick;
  7904. nullpo_retr(0, bl);
  7905. nullpo_retr(0, ap);
  7906. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  7907. skillnum=va_arg(ap,int);
  7908. skilllv=va_arg(ap,int);
  7909. if(skilllv <= 0) return 0;
  7910. tick=va_arg(ap,unsigned int);
  7911. if (src == bl || status_isdead(bl))
  7912. return 0;
  7913. if (bl->type == BL_PC) {
  7914. struct map_session_data *sd = (struct map_session_data *)bl;
  7915. if (sd && sd->sc.option&OPTION_INVISIBLE)
  7916. return 0;
  7917. }
  7918. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  7919. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  7920. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7921. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  7922. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  7923. return 0;
  7924. }
  7925. /*==========================================
  7926. *
  7927. *------------------------------------------*/
  7928. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  7929. {
  7930. int range = skill_get_unit_range(skill_num,skill_lv);
  7931. int x,y;
  7932. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  7933. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  7934. map_setcell(src->bl.m, x, y, cell, flag);
  7935. }
  7936. /*==========================================
  7937. *
  7938. *------------------------------------------*/
  7939. int skill_attack_area (struct block_list *bl, va_list ap)
  7940. {
  7941. struct block_list *src,*dsrc;
  7942. int atk_type,skillid,skilllv,flag,type;
  7943. unsigned int tick;
  7944. if(status_isdead(bl))
  7945. return 0;
  7946. atk_type = va_arg(ap,int);
  7947. src=va_arg(ap,struct block_list*);
  7948. dsrc=va_arg(ap,struct block_list*);
  7949. skillid=va_arg(ap,int);
  7950. skilllv=va_arg(ap,int);
  7951. tick=va_arg(ap,unsigned int);
  7952. flag=va_arg(ap,int);
  7953. type=va_arg(ap,int);
  7954. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  7955. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7956. if(battle_check_target(dsrc,bl,type) <= 0 ||
  7957. !status_check_skilluse(NULL, bl, skillid, 2))
  7958. return 0;
  7959. switch (skillid) {
  7960. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  7961. case NPC_ACIDBREATH:
  7962. case NPC_DARKNESSBREATH:
  7963. case NPC_FIREBREATH:
  7964. case NPC_ICEBREATH:
  7965. case NPC_THUNDERBREATH:
  7966. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  7967. default:
  7968. //Area-splash, disable skill animation.
  7969. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  7970. }
  7971. }
  7972. /*==========================================
  7973. *
  7974. *------------------------------------------*/
  7975. int skill_clear_group (struct block_list *bl, int flag)
  7976. {
  7977. struct unit_data *ud = unit_bl2ud(bl);
  7978. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  7979. int i, count=0;
  7980. nullpo_retr(0, bl);
  7981. if (!ud) return 0;
  7982. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  7983. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  7984. {
  7985. switch (ud->skillunit[i]->skill_id) {
  7986. case SA_DELUGE:
  7987. case SA_VOLCANO:
  7988. case SA_VIOLENTGALE:
  7989. case SA_LANDPROTECTOR:
  7990. case NJ_SUITON:
  7991. case NJ_KAENSIN:
  7992. if (flag&1)
  7993. group[count++]= ud->skillunit[i];
  7994. break;
  7995. default:
  7996. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  7997. group[count++]= ud->skillunit[i];
  7998. break;
  7999. }
  8000. }
  8001. for (i=0;i<count;i++)
  8002. skill_delunitgroup(bl, group[i]);
  8003. return count;
  8004. }
  8005. /*==========================================
  8006. * Returns the first element field found [Skotlex]
  8007. *------------------------------------------*/
  8008. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8009. {
  8010. struct unit_data *ud = unit_bl2ud(bl);
  8011. int i;
  8012. nullpo_retr(0, bl);
  8013. if (!ud) return NULL;
  8014. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8015. switch (ud->skillunit[i]->skill_id) {
  8016. case SA_DELUGE:
  8017. case SA_VOLCANO:
  8018. case SA_VIOLENTGALE:
  8019. case SA_LANDPROTECTOR:
  8020. case NJ_SUITON:
  8021. return ud->skillunit[i];
  8022. }
  8023. }
  8024. return NULL;
  8025. }
  8026. // for graffiti cleaner [Valaris]
  8027. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8028. {
  8029. struct skill_unit *unit=NULL;
  8030. nullpo_retr(0, bl);
  8031. nullpo_retr(0, ap);
  8032. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8033. return 0;
  8034. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8035. skill_delunit(unit);
  8036. return 0;
  8037. }
  8038. int skill_greed (struct block_list *bl, va_list ap)
  8039. {
  8040. struct block_list *src;
  8041. struct map_session_data *sd=NULL;
  8042. struct flooritem_data *fitem=NULL;
  8043. nullpo_retr(0, bl);
  8044. nullpo_retr(0, ap);
  8045. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8046. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8047. pc_takeitem(sd, fitem);
  8048. return 0;
  8049. }
  8050. /*==========================================
  8051. *
  8052. *------------------------------------------*/
  8053. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8054. {
  8055. int skillid;
  8056. int *alive;
  8057. struct skill_unit *unit;
  8058. struct block_list *src;
  8059. skillid = va_arg(ap,int);
  8060. alive = va_arg(ap,int *);
  8061. src = va_arg(ap,struct block_list *);
  8062. unit = (struct skill_unit *)bl;
  8063. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8064. return 0;
  8065. switch (skillid)
  8066. {
  8067. case SA_LANDPROTECTOR:
  8068. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8069. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8070. { //Check for offensive Land Protector to delete both. [Skotlex]
  8071. (*alive) = 0;
  8072. skill_delunit(unit);
  8073. return 1;
  8074. }
  8075. //Delete the rest of types.
  8076. case HW_GANBANTEIN:
  8077. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8078. { //It deletes everything except songs/dances
  8079. skill_delunit(unit);
  8080. return 1;
  8081. }
  8082. break;
  8083. case SA_VOLCANO:
  8084. case SA_DELUGE:
  8085. case SA_VIOLENTGALE:
  8086. // Suiton/Kaensin CAN super-impose on each another.
  8087. // case NJ_SUITON:
  8088. // case NJ_KAENSIN:
  8089. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8090. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8091. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8092. if (unit->range <= 0)
  8093. {
  8094. (*alive) = 0;
  8095. return 1;
  8096. }
  8097. /*
  8098. switch (unit->group->skill_id)
  8099. { //These cannot override each other.
  8100. case SA_VOLCANO:
  8101. case SA_DELUGE:
  8102. case SA_VIOLENTGALE:
  8103. // case NJ_SUITON:
  8104. // case NJ_KAENSIN:
  8105. (*alive) = 0;
  8106. return 1;
  8107. }
  8108. */
  8109. break;
  8110. case PF_FOGWALL:
  8111. switch(unit->group->skill_id)
  8112. {
  8113. case SA_VOLCANO: //Can't be placed on top of these
  8114. case SA_VIOLENTGALE:
  8115. (*alive) = 0;
  8116. return 1;
  8117. case SA_DELUGE:
  8118. case NJ_SUITON:
  8119. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8120. (*alive) = 2;
  8121. break;
  8122. }
  8123. break;
  8124. case HP_BASILICA:
  8125. if (unit->group->skill_id == HP_BASILICA)
  8126. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8127. (*alive) = 0;
  8128. return 1;
  8129. }
  8130. break;
  8131. }
  8132. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8133. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8134. { //It deletes everything except songs/dances/traps
  8135. (*alive) = 0;
  8136. return 1;
  8137. }
  8138. return 0;
  8139. }
  8140. /*==========================================
  8141. * variation of skill_cell_overlap
  8142. *------------------------------------------*/
  8143. int skill_ganbatein (struct block_list *bl, va_list ap)
  8144. {
  8145. struct skill_unit *unit;
  8146. nullpo_retr(0, bl);
  8147. nullpo_retr(0, ap);
  8148. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8149. return 0;
  8150. if (unit->group->state.song_dance&0x1)
  8151. return 0; //Don't touch song/dance.
  8152. skill_delunit(unit);
  8153. return 1;
  8154. }
  8155. /*==========================================
  8156. *
  8157. *------------------------------------------*/
  8158. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8159. {
  8160. struct mob_data* md;
  8161. struct unit_data*ud = unit_bl2ud(bl);
  8162. struct block_list *from_bl;
  8163. struct block_list *to_bl;
  8164. md = (struct mob_data*)bl;
  8165. from_bl = va_arg(ap,struct block_list *);
  8166. to_bl = va_arg(ap,struct block_list *);
  8167. if(ud && ud->target == from_bl->id)
  8168. ud->target = to_bl->id;
  8169. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8170. md->target_id = to_bl->id;
  8171. return 0;
  8172. }
  8173. /*==========================================
  8174. *
  8175. *------------------------------------------*/
  8176. int skill_trap_splash (struct block_list *bl, va_list ap)
  8177. {
  8178. struct block_list *src;
  8179. int tick;
  8180. struct skill_unit *unit;
  8181. struct skill_unit_group *sg;
  8182. struct block_list *ss;
  8183. src = va_arg(ap,struct block_list *);
  8184. unit = (struct skill_unit *)src;
  8185. tick = va_arg(ap,int);
  8186. nullpo_retr(0, sg = unit->group);
  8187. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8188. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8189. return 0;
  8190. switch(sg->unit_id){
  8191. case UNT_SHOCKWAVE:
  8192. case UNT_SANDMAN:
  8193. case UNT_FLASHER:
  8194. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8195. break;
  8196. case UNT_GROUNDDRIFT_WIND:
  8197. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8198. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8199. break;
  8200. case UNT_GROUNDDRIFT_DARK:
  8201. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8202. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8203. break;
  8204. case UNT_GROUNDDRIFT_POISON:
  8205. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8206. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8207. break;
  8208. case UNT_GROUNDDRIFT_WATER:
  8209. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8210. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8211. break;
  8212. case UNT_GROUNDDRIFT_FIRE:
  8213. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8214. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8215. break;
  8216. default:
  8217. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8218. break;
  8219. }
  8220. return 1;
  8221. }
  8222. /*==========================================
  8223. *
  8224. *------------------------------------------*/
  8225. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8226. {
  8227. struct status_change *sc;
  8228. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  8229. int i;
  8230. nullpo_retr(0, bl);
  8231. nullpo_retr(0, sc= status_get_sc(bl));
  8232. if (!sc->count) return 0;
  8233. for (i = 0; i < ARRAYLENGTH(scs); i++)
  8234. if (type != scs[i] && sc->data[scs[i]])
  8235. status_change_end(bl, scs[i], -1);
  8236. return 0;
  8237. }
  8238. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  8239. {
  8240. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  8241. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8242. bool wall = true;
  8243. int i;
  8244. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  8245. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  8246. { //Check for walls.
  8247. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  8248. if( i == 8 )
  8249. wall = false;
  8250. }
  8251. if( sce )
  8252. {
  8253. if( !wall )
  8254. {
  8255. if( sce->val1 < 3 ) //End cloaking.
  8256. status_change_end(bl, SC_CLOAKING, -1);
  8257. else
  8258. if( sce->val4&1 )
  8259. { //Remove wall bonus
  8260. sce->val4&=~1;
  8261. status_calc_bl(bl,SCB_SPEED);
  8262. }
  8263. }
  8264. else
  8265. {
  8266. if( !(sce->val4&1) )
  8267. { //Add wall speed bonus
  8268. sce->val4|=1;
  8269. status_calc_bl(bl,SCB_SPEED);
  8270. }
  8271. }
  8272. }
  8273. return wall;
  8274. }
  8275. /*==========================================
  8276. *
  8277. *
  8278. *------------------------------------------*/
  8279. void skill_stop_dancing (struct block_list *src)
  8280. {
  8281. struct status_change* sc;
  8282. struct status_change_entry *sce;
  8283. struct skill_unit_group* group;
  8284. struct map_session_data* dsd = NULL;
  8285. nullpo_retv(src);
  8286. nullpo_retv(sc = status_get_sc(src));
  8287. if(!sc->count || !(sce=sc->data[SC_DANCING]))
  8288. return;
  8289. group = (struct skill_unit_group *)sce->val2;
  8290. sce->val2 = 0;
  8291. if (sce->val4)
  8292. {
  8293. if (sce->val4 != BCT_SELF)
  8294. dsd = map_id2sd(sce->val4);
  8295. sce->val4 = 0;
  8296. }
  8297. status_change_end(src, SC_DANCING, -1);
  8298. if (dsd && (sce=dsd->sc.data[SC_DANCING]))
  8299. {
  8300. sce->val4 = sce->val2 = 0;
  8301. status_change_end(&dsd->bl, SC_DANCING, -1);
  8302. }
  8303. if (group)
  8304. skill_delunitgroup(NULL, group);
  8305. }
  8306. /*==========================================
  8307. *
  8308. *------------------------------------------*/
  8309. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8310. {
  8311. struct skill_unit *unit;
  8312. nullpo_retr(NULL, group);
  8313. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  8314. nullpo_retr(NULL, unit=&group->unit[idx]);
  8315. if(!unit->alive)
  8316. group->alive_count++;
  8317. unit->bl.id=map_addobject(&unit->bl);
  8318. unit->bl.type=BL_SKILL;
  8319. unit->bl.m=group->map;
  8320. unit->bl.x=x;
  8321. unit->bl.y=y;
  8322. unit->group=group;
  8323. unit->alive=1;
  8324. unit->val1=val1;
  8325. unit->val2=val2;
  8326. map_addblock(&unit->bl);
  8327. // perform oninit actions
  8328. switch (group->skill_id) {
  8329. case WZ_ICEWALL:
  8330. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  8331. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  8332. break;
  8333. case SA_LANDPROTECTOR:
  8334. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  8335. break;
  8336. case HP_BASILICA:
  8337. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  8338. break;
  8339. default:
  8340. if (group->state.song_dance&0x1) //Check for dissonance.
  8341. skill_dance_overlap(unit, 1);
  8342. break;
  8343. }
  8344. clif_skill_setunit(unit);
  8345. return unit;
  8346. }
  8347. /*==========================================
  8348. *
  8349. *------------------------------------------*/
  8350. int skill_delunit (struct skill_unit* unit)
  8351. {
  8352. struct skill_unit_group *group;
  8353. nullpo_retr(0, unit);
  8354. if( !unit->alive )
  8355. return 0;
  8356. nullpo_retr(0, group=unit->group);
  8357. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  8358. skill_dance_overlap(unit, 0);
  8359. // invoke onout event
  8360. if( !unit->range )
  8361. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8362. // perform ondelete actions
  8363. switch (group->skill_id) {
  8364. case HT_ANKLESNARE:
  8365. {
  8366. struct block_list* target = map_id2bl(group->val2);
  8367. if( target )
  8368. status_change_end(target,SC_ANKLE,-1);
  8369. }
  8370. break;
  8371. case WZ_ICEWALL:
  8372. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  8373. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  8374. break;
  8375. case SA_LANDPROTECTOR:
  8376. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  8377. break;
  8378. case HP_BASILICA:
  8379. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  8380. break;
  8381. }
  8382. clif_skill_delunit(unit);
  8383. unit->group=NULL;
  8384. unit->alive=0;
  8385. map_delobjectnofree(unit->bl.id);
  8386. if(--group->alive_count==0)
  8387. skill_delunitgroup(NULL, group);
  8388. return 0;
  8389. }
  8390. /*==========================================
  8391. *
  8392. *------------------------------------------*/
  8393. static int skill_unit_group_newid = MAX_SKILL_DB;
  8394. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  8395. {
  8396. struct unit_data* ud = unit_bl2ud( src );
  8397. struct skill_unit_group* group;
  8398. int i;
  8399. if(skilllv <= 0) return 0;
  8400. nullpo_retr(NULL, src);
  8401. nullpo_retr(NULL, ud);
  8402. // find a free spot to store the new unit group
  8403. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  8404. if(i == MAX_SKILLUNITGROUP)
  8405. {
  8406. // array is full, make room by discarding oldest group
  8407. int j=0;
  8408. unsigned maxdiff=0,x,tick=gettick();
  8409. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8410. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8411. maxdiff=x;
  8412. j=i;
  8413. }
  8414. skill_delunitgroup(src, ud->skillunit[j]);
  8415. //Since elements must have shifted, we use the last slot.
  8416. i = MAX_SKILLUNITGROUP-1;
  8417. }
  8418. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8419. group->src_id = src->id;
  8420. group->party_id = status_get_party_id(src);
  8421. group->guild_id = status_get_guild_id(src);
  8422. group->group_id = skill_unit_group_newid++;
  8423. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8424. group->unit_count = count;
  8425. group->alive_count = 0;
  8426. group->val1 = 0;
  8427. group->val2 = 0;
  8428. group->val3 = 0;
  8429. group->skill_id = skillid;
  8430. group->skill_lv = skilllv;
  8431. group->unit_id = unit_id;
  8432. group->map = src->m;
  8433. group->limit = limit;
  8434. group->interval = interval;
  8435. group->tick = gettick();
  8436. group->valstr = NULL;
  8437. ud->skillunit[i] = group;
  8438. if(skill_unit_group_newid<=0)
  8439. skill_unit_group_newid = MAX_SKILL_DB;
  8440. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8441. group->tick += 1500;
  8442. return group;
  8443. }
  8444. /*==========================================
  8445. *
  8446. *------------------------------------------*/
  8447. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8448. {
  8449. struct unit_data *ud;
  8450. int i,j;
  8451. nullpo_retr(0, group);
  8452. if (!src) src=map_id2bl(group->src_id);
  8453. ud = unit_bl2ud(src);
  8454. if(!src || !ud) {
  8455. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8456. return 0;
  8457. }
  8458. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8459. {
  8460. struct status_change* sc = status_get_sc(src);
  8461. if (sc && sc->data[SC_DANCING])
  8462. {
  8463. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8464. status_change_end(src,SC_DANCING,-1);
  8465. }
  8466. }
  8467. // end Gospel's status change on 'src'
  8468. // (needs to be done when the group is deleted by other means than skill deactivation)
  8469. if (group->unit_id == UNT_GOSPEL) {
  8470. struct status_change *sc = status_get_sc(src);
  8471. if(sc && sc->data[SC_GOSPEL]) {
  8472. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  8473. status_change_end(src,SC_GOSPEL,-1);
  8474. }
  8475. }
  8476. if (group->skill_id == SG_SUN_WARM ||
  8477. group->skill_id == SG_MOON_WARM ||
  8478. group->skill_id == SG_STAR_WARM) {
  8479. struct status_change *sc = status_get_sc(src);
  8480. if(sc && sc->data[SC_WARM]) {
  8481. sc->data[SC_WARM]->val4 = 0;
  8482. status_change_end(src,SC_WARM,-1);
  8483. }
  8484. }
  8485. if (src->type==BL_PC && group->state.ammo_consume)
  8486. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8487. group->alive_count=0;
  8488. // remove all unit cells
  8489. if(group->unit != NULL)
  8490. for( i = 0; i < group->unit_count; i++ )
  8491. skill_delunit(&group->unit[i]);
  8492. // clear Talkie-box string
  8493. if( group->valstr != NULL )
  8494. {
  8495. aFree(group->valstr);
  8496. group->valstr = NULL;
  8497. }
  8498. map_freeblock(&group->unit->bl);
  8499. group->unit=NULL;
  8500. group->group_id=0;
  8501. group->unit_count=0;
  8502. // locate this group, swap with the last entry and delete it
  8503. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  8504. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  8505. if( i < MAX_SKILLUNITGROUP )
  8506. {
  8507. ud->skillunit[i] = ud->skillunit[j];
  8508. ud->skillunit[j] = NULL;
  8509. ers_free(skill_unit_ers, group);
  8510. }
  8511. else
  8512. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8513. return 1;
  8514. }
  8515. /*==========================================
  8516. *
  8517. *------------------------------------------*/
  8518. int skill_clear_unitgroup (struct block_list *src)
  8519. {
  8520. struct unit_data *ud = unit_bl2ud(src);
  8521. nullpo_retr(0, ud);
  8522. while (ud->skillunit[0])
  8523. skill_delunitgroup(src, ud->skillunit[0]);
  8524. return 1;
  8525. }
  8526. /*==========================================
  8527. *
  8528. *------------------------------------------*/
  8529. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  8530. {
  8531. int i,j=-1,k,s,id;
  8532. struct unit_data *ud;
  8533. struct skill_unit_group_tickset *set;
  8534. nullpo_retr(0, bl);
  8535. if (group->interval==-1)
  8536. return NULL;
  8537. ud = unit_bl2ud(bl);
  8538. if (!ud) return NULL;
  8539. set = ud->skillunittick;
  8540. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  8541. id = s = group->skill_id;
  8542. else
  8543. id = s = group->group_id;
  8544. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  8545. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  8546. if (set[k].id == id)
  8547. return &set[k];
  8548. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  8549. j=k;
  8550. }
  8551. if (j == -1) {
  8552. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  8553. j = id % MAX_SKILLUNITGROUPTICKSET;
  8554. }
  8555. set[j].id = id;
  8556. set[j].tick = tick;
  8557. return &set[j];
  8558. }
  8559. /*==========================================
  8560. *
  8561. *------------------------------------------*/
  8562. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  8563. {
  8564. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  8565. struct skill_unit_group* group = unit->group;
  8566. unsigned int tick = va_arg(ap,unsigned int);
  8567. if( !unit->alive || bl->prev == NULL )
  8568. return 0;
  8569. nullpo_retr(0, group);
  8570. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  8571. return 0; //AoE skills are ineffective. [Skotlex]
  8572. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  8573. return 0;
  8574. skill_unit_onplace_timer(unit,bl,tick);
  8575. return 1;
  8576. }
  8577. /*==========================================
  8578. *
  8579. *------------------------------------------*/
  8580. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  8581. {
  8582. struct skill_unit* unit = (struct skill_unit *)bl;
  8583. struct skill_unit_group* group = unit->group;
  8584. unsigned int tick = va_arg(ap,unsigned int);
  8585. bool dissonance;
  8586. if( !unit->alive )
  8587. return 0;
  8588. nullpo_retr(0, group);
  8589. dissonance = skill_dance_switch(unit, 0);
  8590. if( unit->range >= 0 && group->interval != -1 )
  8591. {
  8592. if( battle_config.skill_wall_check )
  8593. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8594. else
  8595. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  8596. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  8597. group->unit_id = UNT_USED_TRAPS;
  8598. if( !unit->alive )
  8599. {
  8600. if( dissonance ) skill_dance_switch(unit, 1);
  8601. return 0;
  8602. }
  8603. }
  8604. if( dissonance ) skill_dance_switch(unit, 1);
  8605. // check for expiration
  8606. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  8607. { // stuff inlined from skill_unit_onlimit()
  8608. switch( group->unit_id )
  8609. {
  8610. case UNT_BLASTMINE:
  8611. case UNT_GROUNDDRIFT_WIND:
  8612. case UNT_GROUNDDRIFT_DARK:
  8613. case UNT_GROUNDDRIFT_POISON:
  8614. case UNT_GROUNDDRIFT_WATER:
  8615. case UNT_GROUNDDRIFT_FIRE:
  8616. group->unit_id = UNT_USED_TRAPS;
  8617. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  8618. group->limit=DIFF_TICK(tick+1500,group->tick);
  8619. unit->limit=DIFF_TICK(tick+1500,group->tick);
  8620. break;
  8621. case UNT_ANKLESNARE:
  8622. if( group->val2 > 0 ) { // used trap
  8623. struct block_list *target = map_id2bl(group->val2);
  8624. if(target)
  8625. status_change_end(target,SC_ANKLE,-1);
  8626. skill_delunit(unit);
  8627. break;
  8628. }
  8629. // else fall through
  8630. case UNT_SKIDTRAP:
  8631. case UNT_LANDMINE:
  8632. case UNT_SHOCKWAVE:
  8633. case UNT_SANDMAN:
  8634. case UNT_FLASHER:
  8635. case UNT_FREEZINGTRAP:
  8636. case UNT_CLAYMORETRAP:
  8637. case UNT_TALKIEBOX:
  8638. {
  8639. struct block_list* src = map_id2bl(group->src_id);
  8640. if( src && src->type == BL_PC )
  8641. { // revert unit back into a trap
  8642. struct item item_tmp;
  8643. memset(&item_tmp,0,sizeof(item_tmp));
  8644. item_tmp.nameid = ITEMID_TRAP;
  8645. item_tmp.identify = 1;
  8646. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  8647. }
  8648. skill_delunit(unit);
  8649. }
  8650. break;
  8651. case UNT_WARP_ACTIVE:
  8652. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  8653. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  8654. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  8655. // restart timers
  8656. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  8657. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  8658. // apply effect to all units standing on it
  8659. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8660. break;
  8661. case UNT_CALLFAMILY:
  8662. {
  8663. struct map_session_data *sd = NULL;
  8664. if(group->val1) {
  8665. sd = map_charid2sd(group->val1);
  8666. group->val1 = 0;
  8667. if (sd && !map[sd->bl.m].flag.nowarp)
  8668. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8669. }
  8670. if(group->val2) {
  8671. sd = map_charid2sd(group->val2);
  8672. group->val2 = 0;
  8673. if (sd && !map[sd->bl.m].flag.nowarp)
  8674. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,3);
  8675. }
  8676. skill_delunit(unit);
  8677. }
  8678. break;
  8679. default:
  8680. skill_delunit(unit);
  8681. }
  8682. }
  8683. else
  8684. {
  8685. switch( group->unit_id )
  8686. {
  8687. case UNT_ICEWALL:
  8688. // icewall loses 50 hp every second
  8689. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  8690. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  8691. unit->limit = DIFF_TICK(tick+700,group->tick);
  8692. break;
  8693. case UNT_TATAMIGAESHI:
  8694. if( unit->range >= 0 )
  8695. { //Disable processed cell.
  8696. unit->range = -1;
  8697. if (--group->val1 <= 0) // number of live cells
  8698. { //All tiles were processed, disable skill.
  8699. group->target_flag=BCT_NOONE;
  8700. group->bl_flag= BL_NUL;
  8701. }
  8702. }
  8703. break;
  8704. }
  8705. }
  8706. return 0;
  8707. }
  8708. /*==========================================
  8709. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  8710. *------------------------------------------*/
  8711. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  8712. {
  8713. map_freeblock_lock();
  8714. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  8715. map_freeblock_unlock();
  8716. return 0;
  8717. }
  8718. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  8719. /*==========================================
  8720. *
  8721. *------------------------------------------*/
  8722. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  8723. {
  8724. struct skill_unit* unit = (struct skill_unit *)bl;
  8725. struct skill_unit_group* group = unit->group;
  8726. struct block_list* target = va_arg(ap,struct block_list*);
  8727. unsigned int tick = va_arg(ap,unsigned int);
  8728. int flag = va_arg(ap,int);
  8729. bool dissonance;
  8730. int skill_id;
  8731. int i;
  8732. nullpo_retr(0, group);
  8733. if( !unit->alive || target->prev == NULL )
  8734. return 0;
  8735. dissonance = skill_dance_switch(unit, 0);
  8736. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8737. skill_id = unit->group->skill_id;
  8738. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  8739. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  8740. if( dissonance ) skill_dance_switch(unit, 1);
  8741. return 0;
  8742. }
  8743. //Target-type check.
  8744. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  8745. {
  8746. if( group->src_id == target->id && group->state.song_dance&0x2 )
  8747. { //Ensemble check to see if they went out/in of the area [Skotlex]
  8748. if( flag&1 )
  8749. {
  8750. if( flag&2 )
  8751. { //Clear this skill id.
  8752. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  8753. if( i < ARRAYLENGTH(skill_unit_temp) )
  8754. skill_unit_temp[i] = 0;
  8755. }
  8756. }
  8757. else
  8758. {
  8759. if( flag&2 )
  8760. { //Store this skill id.
  8761. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8762. if( i < ARRAYLENGTH(skill_unit_temp) )
  8763. skill_unit_temp[i] = skill_id;
  8764. else
  8765. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8766. }
  8767. }
  8768. if( flag&4 )
  8769. skill_unit_onleft(skill_id,target,tick);
  8770. }
  8771. if( dissonance ) skill_dance_switch(unit, 1);
  8772. return 0;
  8773. }
  8774. else
  8775. {
  8776. if( flag&1 )
  8777. {
  8778. int result = skill_unit_onplace(unit,target,tick);
  8779. if( flag&2 && result )
  8780. { //Clear skill ids we have stored in onout.
  8781. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  8782. if( i < ARRAYLENGTH(skill_unit_temp) )
  8783. skill_unit_temp[i] = 0;
  8784. }
  8785. }
  8786. else
  8787. {
  8788. int result = skill_unit_onout(unit,target,tick);
  8789. if( flag&2 && result )
  8790. { //Store this unit id.
  8791. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  8792. if( i < ARRAYLENGTH(skill_unit_temp) )
  8793. skill_unit_temp[i] = skill_id;
  8794. else
  8795. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  8796. }
  8797. }
  8798. //TODO: Normally, this is dangerous since the unit and group could be freed
  8799. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  8800. //cells do not get deleted within them. [Skotlex]
  8801. if( dissonance ) skill_dance_switch(unit, 1);
  8802. if( flag&4 )
  8803. skill_unit_onleft(skill_id,target,tick);
  8804. return 1;
  8805. }
  8806. }
  8807. /*==========================================
  8808. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  8809. * Flag values:
  8810. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  8811. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  8812. * units to figure out when they have left a group.
  8813. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  8814. *------------------------------------------*/
  8815. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  8816. {
  8817. nullpo_retr(0, bl);
  8818. if( bl->prev == NULL )
  8819. return 0;
  8820. if( flag&2 && !(flag&1) )
  8821. { //Onout, clear data
  8822. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  8823. }
  8824. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  8825. if( flag&2 && flag&1 )
  8826. { //Onplace, check any skill units you have left.
  8827. int i;
  8828. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  8829. if( skill_unit_temp[i] )
  8830. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  8831. }
  8832. return 0;
  8833. }
  8834. /*==========================================
  8835. *
  8836. *------------------------------------------*/
  8837. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  8838. {
  8839. int i,j;
  8840. unsigned int tick = gettick();
  8841. int *m_flag;
  8842. struct skill_unit *unit1;
  8843. struct skill_unit *unit2;
  8844. if (group == NULL)
  8845. return 0;
  8846. if (group->unit_count<=0)
  8847. return 0;
  8848. if (group->unit==NULL)
  8849. return 0;
  8850. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  8851. return 0; //Ensembles may not be moved around.
  8852. if( group->unit_id == UNT_ICEWALL )
  8853. return 0; //Icewalls don't get knocked back
  8854. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  8855. // m_flag
  8856. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  8857. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  8858. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  8859. // 3: Both 1+2.
  8860. for(i=0;i<group->unit_count;i++){
  8861. unit1=&group->unit[i];
  8862. if (!unit1->alive || unit1->bl.m!=m)
  8863. continue;
  8864. for(j=0;j<group->unit_count;j++){
  8865. unit2=&group->unit[j];
  8866. if (!unit2->alive)
  8867. continue;
  8868. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  8869. m_flag[i] |= 0x1;
  8870. }
  8871. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  8872. m_flag[i] |= 0x2;
  8873. }
  8874. }
  8875. }
  8876. j = 0;
  8877. for (i=0;i<group->unit_count;i++) {
  8878. unit1=&group->unit[i];
  8879. if (!unit1->alive)
  8880. continue;
  8881. if (!(m_flag[i]&0x2)) {
  8882. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  8883. skill_dance_overlap(unit1, 0);
  8884. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  8885. }
  8886. //Move Cell using "smart" criteria (avoid useless moving around)
  8887. switch(m_flag[i])
  8888. {
  8889. case 0:
  8890. //Cell moves independently, safely move it.
  8891. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  8892. break;
  8893. case 1:
  8894. //Cell moves unto another cell, look for a replacement cell that won't collide
  8895. //and has no cell moving into it (flag == 2)
  8896. for(;j<group->unit_count;j++)
  8897. {
  8898. if(m_flag[j]!=2 || !group->unit[j].alive)
  8899. continue;
  8900. //Move to where this cell would had moved.
  8901. unit2 = &group->unit[j];
  8902. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  8903. j++; //Skip this cell as we have used it.
  8904. break;
  8905. }
  8906. break;
  8907. case 2:
  8908. case 3:
  8909. break; //Don't move the cell as a cell will end on this tile anyway.
  8910. }
  8911. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  8912. if (group->state.song_dance&0x1) //Check for dissonance effect.
  8913. skill_dance_overlap(unit1, 1);
  8914. clif_skill_setunit(unit1);
  8915. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  8916. }
  8917. }
  8918. aFree(m_flag);
  8919. return 0;
  8920. }
  8921. /*==========================================
  8922. *
  8923. *------------------------------------------*/
  8924. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  8925. {
  8926. int i,j;
  8927. nullpo_retr(0, sd);
  8928. if(nameid<=0)
  8929. return 0;
  8930. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  8931. if(skill_produce_db[i].nameid == nameid )
  8932. break;
  8933. }
  8934. if( i >= MAX_SKILL_PRODUCE_DB )
  8935. return 0;
  8936. if(trigger>=0){
  8937. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  8938. if(skill_produce_db[i].itemlv!=trigger)
  8939. return 0;
  8940. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  8941. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  8942. return 0;
  8943. } else { // Weapon (itemlv must be higher or equal)
  8944. if(skill_produce_db[i].itemlv>trigger)
  8945. return 0;
  8946. }
  8947. }
  8948. if((j=skill_produce_db[i].req_skill)>0 &&
  8949. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  8950. return 0;
  8951. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  8952. int id,x,y;
  8953. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  8954. continue;
  8955. if(skill_produce_db[i].mat_amount[j] <= 0) {
  8956. if(pc_search_inventory(sd,id) < 0)
  8957. return 0;
  8958. }
  8959. else {
  8960. for(y=0,x=0;y<MAX_INVENTORY;y++)
  8961. if( sd->status.inventory[y].nameid == id )
  8962. x+=sd->status.inventory[y].amount;
  8963. if(x<qty*skill_produce_db[i].mat_amount[j])
  8964. return 0;
  8965. }
  8966. }
  8967. return i+1;
  8968. }
  8969. /*==========================================
  8970. *
  8971. *------------------------------------------*/
  8972. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  8973. {
  8974. int slot[3];
  8975. int i,sc,ele,idx,equip,wlv,make_per,flag;
  8976. struct status_data *status;
  8977. nullpo_retr(0, sd);
  8978. status = status_get_status_data(&sd->bl);
  8979. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  8980. return 0;
  8981. idx--;
  8982. if (qty < 1)
  8983. qty = 1;
  8984. if (!skill_id) //A skill can be specified for some override cases.
  8985. skill_id = skill_produce_db[idx].req_skill;
  8986. slot[0]=slot1;
  8987. slot[1]=slot2;
  8988. slot[2]=slot3;
  8989. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  8990. int j;
  8991. if( slot[i]<=0 )
  8992. continue;
  8993. j = pc_search_inventory(sd,slot[i]);
  8994. if(j < 0)
  8995. continue;
  8996. if(slot[i]==1000){ /* Star Crumb */
  8997. pc_delitem(sd,j,1,1);
  8998. sc++;
  8999. }
  9000. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9001. static const int ele_table[4]={3,1,4,2};
  9002. pc_delitem(sd,j,1,1);
  9003. ele=ele_table[slot[i]-994];
  9004. }
  9005. }
  9006. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9007. int j,id,x;
  9008. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9009. continue;
  9010. x=qty*skill_produce_db[idx].mat_amount[i];
  9011. do{
  9012. int y=0;
  9013. j = pc_search_inventory(sd,id);
  9014. if(j >= 0){
  9015. y = sd->status.inventory[j].amount;
  9016. if(y>x)y=x;
  9017. pc_delitem(sd,j,y,0);
  9018. } else
  9019. ShowError("skill_produce_mix: material item error\n");
  9020. x-=y;
  9021. }while( j>=0 && x>0 );
  9022. }
  9023. if((equip=itemdb_isequip(nameid)))
  9024. wlv = itemdb_wlv(nameid);
  9025. if(!equip) {
  9026. switch(skill_id){
  9027. case BS_IRON:
  9028. case BS_STEEL:
  9029. case BS_ENCHANTEDSTONE:
  9030. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9031. i = pc_checkskill(sd,skill_id);
  9032. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9033. switch(nameid){
  9034. case 998: // Iron
  9035. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9036. break;
  9037. case 999: // Steel
  9038. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9039. break;
  9040. case 1000: //Star Crumb
  9041. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9042. break;
  9043. default: // Enchanted Stones
  9044. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9045. break;
  9046. }
  9047. break;
  9048. case ASC_CDP:
  9049. make_per = (2000 + 40*status->dex + 20*status->luk);
  9050. break;
  9051. case AL_HOLYWATER:
  9052. make_per = 100000; //100% success
  9053. break;
  9054. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9055. case AM_TWILIGHT1:
  9056. case AM_TWILIGHT2:
  9057. case AM_TWILIGHT3:
  9058. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9059. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9060. + status->int_*5 + status->dex*10+status->luk*10;
  9061. switch(nameid){
  9062. case 501: // Red Potion
  9063. case 503: // Yellow Potion
  9064. case 504: // White Potion
  9065. case 605: // Anodyne
  9066. case 606: // Aloevera
  9067. make_per += 2000;
  9068. break;
  9069. case 505: // Blue Potion
  9070. make_per -= 500;
  9071. break;
  9072. case 545: // Condensed Red Potion
  9073. case 546: // Condensed Yellow Potion
  9074. case 547: // Condensed White Potion
  9075. make_per -= 1000;
  9076. break;
  9077. case 970: // Alcohol
  9078. make_per += 1000;
  9079. break;
  9080. case 7139: // Glistening Coat
  9081. make_per -= 1000;
  9082. break;
  9083. case 7135: // Bottle Grenade
  9084. case 7136: // Acid Bottle
  9085. case 7137: // Plant Bottle
  9086. case 7138: // Marine Sphere Bottle
  9087. default:
  9088. break;
  9089. }
  9090. if(battle_config.pp_rate != 100)
  9091. make_per = make_per * battle_config.pp_rate / 100;
  9092. break;
  9093. case SA_CREATECON: // Elemental Converter Creation
  9094. make_per = 100000; // should be 100% success rate
  9095. break;
  9096. default:
  9097. if (sd->menuskill_id == AM_PHARMACY &&
  9098. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9099. { //Assume Cooking Dish
  9100. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9101. make_per = 10000; //100% Success
  9102. else
  9103. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9104. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9105. break;
  9106. }
  9107. make_per = 5000;
  9108. break;
  9109. }
  9110. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9111. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9112. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9113. 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
  9114. 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
  9115. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9116. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9117. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9118. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9119. if(battle_config.wp_rate != 100)
  9120. make_per = make_per * battle_config.wp_rate / 100;
  9121. }
  9122. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9123. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9124. make_per = (make_per * 80) / 100; //Lupus
  9125. if(make_per < 1) make_per = 1;
  9126. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9127. struct item tmp_item;
  9128. memset(&tmp_item,0,sizeof(tmp_item));
  9129. tmp_item.nameid=nameid;
  9130. tmp_item.amount=1;
  9131. tmp_item.identify=1;
  9132. if(equip){
  9133. tmp_item.card[0]=CARD0_FORGE;
  9134. tmp_item.card[1]=((sc*5)<<8)+ele;
  9135. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9136. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9137. } else {
  9138. //Flag is only used on the end, so it can be used here. [Skotlex]
  9139. switch (skill_id) {
  9140. case BS_DAGGER:
  9141. case BS_SWORD:
  9142. case BS_TWOHANDSWORD:
  9143. case BS_AXE:
  9144. case BS_MACE:
  9145. case BS_KNUCKLE:
  9146. case BS_SPEAR:
  9147. flag = battle_config.produce_item_name_input&0x1;
  9148. break;
  9149. case AM_PHARMACY:
  9150. case AM_TWILIGHT1:
  9151. case AM_TWILIGHT2:
  9152. case AM_TWILIGHT3:
  9153. flag = battle_config.produce_item_name_input&0x2;
  9154. break;
  9155. case AL_HOLYWATER:
  9156. flag = battle_config.produce_item_name_input&0x8;
  9157. break;
  9158. case ASC_CDP:
  9159. flag = battle_config.produce_item_name_input&0x10;
  9160. break;
  9161. default:
  9162. flag = battle_config.produce_item_name_input&0x80;
  9163. break;
  9164. }
  9165. if (flag) {
  9166. tmp_item.card[0]=CARD0_CREATE;
  9167. tmp_item.card[1]=0;
  9168. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9169. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9170. }
  9171. }
  9172. // if(log_config.produce > 0)
  9173. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9174. //TODO update PICKLOG
  9175. if(equip){
  9176. clif_produceeffect(sd,0,nameid);
  9177. clif_misceffect(&sd->bl,3);
  9178. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9179. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9180. } else {
  9181. int fame = 0;
  9182. tmp_item.amount = 0;
  9183. for (i=0; i< qty; i++)
  9184. { //Apply quantity modifiers.
  9185. if (rand()%10000 < make_per || qty == 1)
  9186. { //Success
  9187. tmp_item.amount++;
  9188. if(nameid < 545 || nameid > 547)
  9189. continue;
  9190. if(skill_id != AM_PHARMACY &&
  9191. skill_id != AM_TWILIGHT1 &&
  9192. skill_id != AM_TWILIGHT2 &&
  9193. skill_id != AM_TWILIGHT3)
  9194. continue;
  9195. //Add fame as needed.
  9196. switch(++sd->potion_success_counter) {
  9197. case 3:
  9198. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9199. break;
  9200. case 5:
  9201. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9202. break;
  9203. case 7:
  9204. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9205. break;
  9206. case 10:
  9207. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9208. sd->potion_success_counter = 0;
  9209. break;
  9210. }
  9211. } else //Failure
  9212. sd->potion_success_counter = 0;
  9213. }
  9214. if (fame)
  9215. pc_addfame(sd,fame);
  9216. //Visual effects and the like.
  9217. switch (skill_id) {
  9218. case AM_PHARMACY:
  9219. case AM_TWILIGHT1:
  9220. case AM_TWILIGHT2:
  9221. case AM_TWILIGHT3:
  9222. case ASC_CDP:
  9223. clif_produceeffect(sd,2,nameid);
  9224. clif_misceffect(&sd->bl,5);
  9225. break;
  9226. case BS_IRON:
  9227. case BS_STEEL:
  9228. case BS_ENCHANTEDSTONE:
  9229. clif_produceeffect(sd,0,nameid);
  9230. clif_misceffect(&sd->bl,3);
  9231. break;
  9232. default: //Those that don't require a skill?
  9233. if (skill_produce_db[idx].itemlv>10 &&
  9234. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9235. clif_specialeffect(&sd->bl, 608, AREA);
  9236. break;
  9237. }
  9238. }
  9239. if (tmp_item.amount) { //Success
  9240. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9241. clif_additem(sd,0,0,flag);
  9242. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9243. }
  9244. return 1;
  9245. }
  9246. }
  9247. //Failure
  9248. // if(log_config.produce)
  9249. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9250. //TODO update PICKLOG
  9251. if(equip){
  9252. clif_produceeffect(sd,1,nameid);
  9253. clif_misceffect(&sd->bl,2);
  9254. } else {
  9255. switch (skill_id) {
  9256. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9257. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  9258. case AM_PHARMACY:
  9259. case AM_TWILIGHT1:
  9260. case AM_TWILIGHT2:
  9261. case AM_TWILIGHT3:
  9262. clif_produceeffect(sd,3,nameid);
  9263. clif_misceffect(&sd->bl,6);
  9264. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9265. break;
  9266. case BS_IRON:
  9267. case BS_STEEL:
  9268. case BS_ENCHANTEDSTONE:
  9269. clif_produceeffect(sd,1,nameid);
  9270. clif_misceffect(&sd->bl,2);
  9271. break;
  9272. default:
  9273. if (skill_produce_db[idx].itemlv>10 &&
  9274. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9275. clif_specialeffect(&sd->bl, 609, AREA);
  9276. }
  9277. }
  9278. return 0;
  9279. }
  9280. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9281. {
  9282. int i,j,flag,index=-1;
  9283. struct item tmp_item;
  9284. nullpo_retr(0, sd);
  9285. if(nameid <= 0)
  9286. return 1;
  9287. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9288. if(nameid == skill_arrow_db[i].nameid) {
  9289. index = i;
  9290. break;
  9291. }
  9292. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9293. return 1;
  9294. pc_delitem(sd,j,1,0);
  9295. for(i=0;i<5;i++) {
  9296. memset(&tmp_item,0,sizeof(tmp_item));
  9297. tmp_item.identify = 1;
  9298. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9299. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9300. if(battle_config.produce_item_name_input&0x4) {
  9301. tmp_item.card[0]=CARD0_CREATE;
  9302. tmp_item.card[1]=0;
  9303. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9304. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9305. }
  9306. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9307. continue;
  9308. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9309. clif_additem(sd,0,0,flag);
  9310. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9311. }
  9312. }
  9313. return 0;
  9314. }
  9315. /*==========================================
  9316. *
  9317. *------------------------------------------*/
  9318. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9319. {
  9320. struct map_session_data *sd = map_id2sd(id);
  9321. if (data <= 0 || data >= MAX_SKILL)
  9322. return 0;
  9323. if (sd) sd->blockskill[data] = 0;
  9324. return 1;
  9325. }
  9326. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9327. {
  9328. nullpo_retr (-1, sd);
  9329. skillid = skill_get_index(skillid);
  9330. if (skillid == 0)
  9331. return -1;
  9332. if (tick < 1) {
  9333. sd->blockskill[skillid] = 0;
  9334. return -1;
  9335. }
  9336. sd->blockskill[skillid] = 1;
  9337. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9338. }
  9339. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9340. {
  9341. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9342. if (data <= 0 || data >= MAX_SKILL)
  9343. return 0;
  9344. if (hd) hd->blockskill[data] = 0;
  9345. return 1;
  9346. }
  9347. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9348. {
  9349. nullpo_retr (-1, hd);
  9350. skillid = skill_get_index(skillid);
  9351. if (skillid == 0)
  9352. return -1;
  9353. if (tick < 1) {
  9354. hd->blockskill[skillid] = 0;
  9355. return -1;
  9356. }
  9357. hd->blockskill[skillid] = 1;
  9358. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9359. }
  9360. /*
  9361. *
  9362. */
  9363. int skill_split_str (char *str, char **val, int num)
  9364. {
  9365. int i;
  9366. for( i = 0; i < num && str; i++ )
  9367. {
  9368. val[i] = str;
  9369. str = strchr(str,',');
  9370. if( str )
  9371. *str++=0;
  9372. }
  9373. return i;
  9374. }
  9375. /*
  9376. *
  9377. */
  9378. int skill_split_atoi (char *str, int *val)
  9379. {
  9380. int i, j, diff, step = 1;
  9381. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9382. if (!str) break;
  9383. val[i] = atoi(str);
  9384. str = strchr(str,':');
  9385. if (str)
  9386. *str++=0;
  9387. }
  9388. if(i==0) //No data found.
  9389. return 0;
  9390. if(i==1)
  9391. { //Single value, have the whole range have the same value.
  9392. for (; i < MAX_SKILL_LEVEL; i++)
  9393. val[i] = val[i-1];
  9394. return i;
  9395. }
  9396. //Check for linear change with increasing steps until we reach half of the data acquired.
  9397. for (step = 1; step <= i/2; step++)
  9398. {
  9399. diff = val[i-1] - val[i-step-1];
  9400. for(j = i-1; j >= step; j--)
  9401. if ((val[j]-val[j-step]) != diff)
  9402. break;
  9403. if (j>=step) //No match, try next step.
  9404. continue;
  9405. for(; i < MAX_SKILL_LEVEL; i++)
  9406. { //Apply linear increase
  9407. val[i] = val[i-step]+diff;
  9408. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9409. { val[i] = 1; diff = 0; step = 1; }
  9410. }
  9411. return i;
  9412. }
  9413. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9414. for (;i<MAX_SKILL_LEVEL; i++)
  9415. val[i] = val[i-1];
  9416. return i;
  9417. }
  9418. /*
  9419. *
  9420. */
  9421. void skill_init_unit_layout (void)
  9422. {
  9423. int i,j,size,pos = 0;
  9424. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9425. // standard square layouts go first
  9426. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9427. size = i*2+1;
  9428. skill_unit_layout[i].count = size*size;
  9429. for (j=0; j<size*size; j++) {
  9430. skill_unit_layout[i].dx[j] = (j%size-i);
  9431. skill_unit_layout[i].dy[j] = (j/size-i);
  9432. }
  9433. }
  9434. // afterwards add special ones
  9435. pos = i;
  9436. for (i=0;i<MAX_SKILL_DB;i++) {
  9437. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9438. continue;
  9439. switch (i) {
  9440. case MG_FIREWALL:
  9441. case WZ_ICEWALL:
  9442. // these will be handled later
  9443. break;
  9444. case PR_SANCTUARY:
  9445. case NPC_EVILLAND:
  9446. {
  9447. static const int dx[] = {
  9448. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9449. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9450. static const int dy[]={
  9451. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9452. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9453. skill_unit_layout[pos].count = 21;
  9454. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9455. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9456. break;
  9457. }
  9458. case PR_MAGNUS:
  9459. {
  9460. static const int dx[] = {
  9461. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9462. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9463. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9464. static const int dy[] = {
  9465. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9466. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9467. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9468. skill_unit_layout[pos].count = 33;
  9469. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9470. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9471. break;
  9472. }
  9473. case AS_VENOMDUST:
  9474. {
  9475. static const int dx[] = {-1, 0, 0, 0, 1};
  9476. static const int dy[] = { 0,-1, 0, 1, 0};
  9477. skill_unit_layout[pos].count = 5;
  9478. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9479. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9480. break;
  9481. }
  9482. case CR_GRANDCROSS:
  9483. case NPC_GRANDDARKNESS:
  9484. {
  9485. static const int dx[] = {
  9486. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9487. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9488. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9489. static const int dy[] = {
  9490. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9491. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9492. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9493. skill_unit_layout[pos].count = 29;
  9494. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9495. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9496. break;
  9497. }
  9498. case PF_FOGWALL:
  9499. {
  9500. static const int dx[] = {
  9501. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9502. static const int dy[] = {
  9503. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9504. skill_unit_layout[pos].count = 15;
  9505. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9506. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9507. break;
  9508. }
  9509. case PA_GOSPEL:
  9510. {
  9511. static const int dx[] = {
  9512. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9513. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9514. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9515. -1, 0, 1};
  9516. static const int dy[] = {
  9517. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9518. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9519. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9520. 3, 3, 3};
  9521. skill_unit_layout[pos].count = 33;
  9522. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9523. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9524. break;
  9525. }
  9526. case NJ_KAENSIN:
  9527. {
  9528. 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};
  9529. 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};
  9530. skill_unit_layout[pos].count = 24;
  9531. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9532. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9533. break;
  9534. }
  9535. case NJ_TATAMIGAESHI:
  9536. {
  9537. //Level 1 (count 4, cross of 3x3)
  9538. static const int dx1[] = {-1, 1, 0, 0};
  9539. static const int dy1[] = { 0, 0,-1, 1};
  9540. //Level 2-3 (count 8, cross of 5x5)
  9541. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  9542. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  9543. //Level 4-5 (count 12, cross of 7x7
  9544. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  9545. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  9546. //lv1
  9547. j = 0;
  9548. skill_unit_layout[pos].count = 4;
  9549. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  9550. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  9551. skill_db[i].unit_layout_type[j] = pos;
  9552. //lv2/3
  9553. j++;
  9554. pos++;
  9555. skill_unit_layout[pos].count = 8;
  9556. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  9557. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  9558. skill_db[i].unit_layout_type[j] = pos;
  9559. skill_db[i].unit_layout_type[++j] = pos;
  9560. //lv4/5
  9561. j++;
  9562. pos++;
  9563. skill_unit_layout[pos].count = 12;
  9564. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  9565. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  9566. skill_db[i].unit_layout_type[j] = pos;
  9567. skill_db[i].unit_layout_type[++j] = pos;
  9568. //Fill in the rest using lv 5.
  9569. for (;j<MAX_SKILL_LEVEL;j++)
  9570. skill_db[i].unit_layout_type[j] = pos;
  9571. //Skip, this way the check below will fail and continue to the next skill.
  9572. pos++;
  9573. break;
  9574. }
  9575. default:
  9576. ShowError("unknown unit layout at skill %d\n",i);
  9577. break;
  9578. }
  9579. if (!skill_unit_layout[pos].count)
  9580. continue;
  9581. for (j=0;j<MAX_SKILL_LEVEL;j++)
  9582. skill_db[i].unit_layout_type[j] = pos;
  9583. pos++;
  9584. }
  9585. // firewall and icewall have 8 layouts (direction-dependent)
  9586. firewall_unit_pos = pos;
  9587. for (i=0;i<8;i++) {
  9588. if (i&1) {
  9589. skill_unit_layout[pos].count = 5;
  9590. if (i&0x2) {
  9591. int dx[] = {-1,-1, 0, 0, 1};
  9592. int dy[] = { 1, 0, 0,-1,-1};
  9593. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9594. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9595. } else {
  9596. int dx[] = { 1, 1 ,0, 0,-1};
  9597. int dy[] = { 1, 0, 0,-1,-1};
  9598. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9599. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9600. }
  9601. } else {
  9602. skill_unit_layout[pos].count = 3;
  9603. if (i%4==0) {
  9604. int dx[] = {-1, 0, 1};
  9605. int dy[] = { 0, 0, 0};
  9606. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9607. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9608. } else {
  9609. int dx[] = { 0, 0, 0};
  9610. int dy[] = {-1, 0, 1};
  9611. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9612. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9613. }
  9614. }
  9615. pos++;
  9616. }
  9617. icewall_unit_pos = pos;
  9618. for (i=0;i<8;i++) {
  9619. skill_unit_layout[pos].count = 5;
  9620. if (i&1) {
  9621. if (i&0x2) {
  9622. int dx[] = {-2,-1, 0, 1, 2};
  9623. int dy[] = { 2, 1, 0,-1,-2};
  9624. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9625. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9626. } else {
  9627. int dx[] = { 2, 1 ,0,-1,-2};
  9628. int dy[] = { 2, 1, 0,-1,-2};
  9629. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9630. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9631. }
  9632. } else {
  9633. if (i%4==0) {
  9634. int dx[] = {-2,-1, 0, 1, 2};
  9635. int dy[] = { 0, 0, 0, 0, 0};
  9636. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9637. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9638. } else {
  9639. int dx[] = { 0, 0, 0, 0, 0};
  9640. int dy[] = {-2,-1, 0, 1, 2};
  9641. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9642. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9643. }
  9644. }
  9645. pos++;
  9646. }
  9647. }
  9648. /*==========================================
  9649. * DB reading.
  9650. * skill_db.txt
  9651. * skill_require_db.txt
  9652. * skill_cast_db.txt
  9653. * skill_unit_db.txt
  9654. * produce_db.txt
  9655. * create_arrow_db.txt
  9656. * abra_db.txt
  9657. * skill_castnodex_db.txt
  9658. * skill_nocast_db.txt
  9659. *------------------------------------------*/
  9660. /// Opens and parses a CSV file into columns, feeding them to the specified callback function row by row.
  9661. /// Tracks the progress of the operation (file position, number of successfully processed rows).
  9662. /// Returns 'true' if it was able to process the specified file, or 'false' if it could not be read.
  9663. static bool skill_read_csvdb( const char* directory, const char* filename, int mincolumns, bool (*parseproc)(char* split[], int columns, int current) )
  9664. {
  9665. FILE* fp;
  9666. int lines = 0;
  9667. int entries = 0;
  9668. char path[1024], line[1024];
  9669. // open file
  9670. snprintf(path, sizeof(path), "%s/%s", directory, filename);
  9671. fp = fopen(path,"r");
  9672. if( fp == NULL )
  9673. {
  9674. ShowError("skill_read_db: can't read %s\n", path);
  9675. return false;
  9676. }
  9677. // process rows one by one
  9678. while( fgets(line, sizeof(line), fp) )
  9679. {
  9680. char* split[50];
  9681. int columns;
  9682. lines++;
  9683. if( line[0] == '/' && line[1] == '/' )
  9684. continue;
  9685. //TODO: strip trailing // comment
  9686. //TODO: strip trailing whitespace
  9687. if( line[0] == '\0' || line[0] == '\n' )
  9688. continue;
  9689. memset(split,0,sizeof(split));
  9690. columns = skill_split_str(line,split,ARRAYLENGTH(split));
  9691. if( columns < 2 ) // FIXME: assumes db has at least 2 mandatory columns
  9692. continue; // empty line
  9693. if( columns < mincolumns )
  9694. {
  9695. ShowError("skill_read_csvdb: Insufficient columns in line %d of \"%s\" (found %d, need at least %d).\n", lines, path, columns, mincolumns);
  9696. continue; // not enough columns
  9697. }
  9698. if( columns > ARRAYLENGTH(split) )
  9699. {
  9700. ShowError("skill_read_csvdb: Too many columns in line %d of \"%s\" (found %d, capacity %d). Increase the capacity in the source code please.\n", lines, path, columns, ARRAYLENGTH(split) );
  9701. continue; // source code problem
  9702. }
  9703. // parse this row
  9704. if( !parseproc(split, columns, entries) )
  9705. {
  9706. ShowError("skill_read_csvdb: Could not process contents of line %d of \"%s\".\n", lines, path);
  9707. continue; // invalid row contents?
  9708. }
  9709. // success!
  9710. entries++;
  9711. }
  9712. fclose(fp);
  9713. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  9714. return true;
  9715. }
  9716. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  9717. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  9718. int i = atoi(split[0]);
  9719. if( i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX ) {
  9720. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild skill mapping)!\n");
  9721. return false;
  9722. }
  9723. if( i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX ) {
  9724. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with homunculus skill mapping)!\n");
  9725. return false;
  9726. }
  9727. i = skill_get_index(i);
  9728. if( !i ) // invalid skill id
  9729. return false;
  9730. skill_split_atoi(split[1],skill_db[i].range);
  9731. skill_db[i].hit = atoi(split[2]);
  9732. skill_db[i].inf = atoi(split[3]);
  9733. skill_split_atoi(split[4],skill_db[i].element);
  9734. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  9735. skill_split_atoi(split[6],skill_db[i].splash);
  9736. skill_db[i].max = atoi(split[7]);
  9737. skill_split_atoi(split[8],skill_db[i].num);
  9738. if( strcmpi(split[9],"yes") == 0 )
  9739. skill_db[i].castcancel = 1;
  9740. else
  9741. skill_db[i].castcancel = 0;
  9742. skill_db[i].cast_def_rate = atoi(split[10]);
  9743. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  9744. skill_split_atoi(split[12],skill_db[i].maxcount);
  9745. if( strcmpi(split[13],"weapon") == 0 )
  9746. skill_db[i].skill_type = BF_WEAPON;
  9747. else if( strcmpi(split[13],"magic") == 0 )
  9748. skill_db[i].skill_type = BF_MAGIC;
  9749. else if( strcmpi(split[13],"misc") == 0 )
  9750. skill_db[i].skill_type = BF_MISC;
  9751. else
  9752. skill_db[i].skill_type = 0;
  9753. skill_split_atoi(split[14],skill_db[i].blewcount);
  9754. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  9755. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  9756. return true;
  9757. }
  9758. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  9759. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  9760. char* p;
  9761. int j;
  9762. int i = atoi(split[0]);
  9763. i = skill_get_index(i);
  9764. if( !i ) // invalid skill id
  9765. return false;
  9766. skill_split_atoi(split[1],skill_db[i].hp);
  9767. skill_split_atoi(split[2],skill_db[i].mhp);
  9768. skill_split_atoi(split[3],skill_db[i].sp);
  9769. skill_split_atoi(split[4],skill_db[i].hp_rate);
  9770. skill_split_atoi(split[5],skill_db[i].sp_rate);
  9771. skill_split_atoi(split[6],skill_db[i].zeny);
  9772. //FIXME: document this
  9773. p = split[7];
  9774. for( j = 0; j < 32; j++ )
  9775. {
  9776. int l = atoi(p);
  9777. if( l == 99 ) // magic value?
  9778. {
  9779. skill_db[i].weapon = 0xffffffff;
  9780. break;
  9781. }
  9782. else
  9783. skill_db[i].weapon |= 1<<l;
  9784. p = strchr(p,':');
  9785. if(!p)
  9786. break;
  9787. p++;
  9788. }
  9789. //FIXME: document this
  9790. p = split[8];
  9791. for( j = 0; j < 32; j++ )
  9792. {
  9793. int l = atoi(p);
  9794. if( l == 99 ) // magic value?
  9795. {
  9796. skill_db[i].ammo = 0xffffffff;
  9797. break;
  9798. }
  9799. else if( l ) // 0 not allowed?
  9800. skill_db[i].ammo |= 1<<l;
  9801. p = strchr(p,':');
  9802. if( !p )
  9803. break;
  9804. p++;
  9805. }
  9806. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  9807. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  9808. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  9809. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  9810. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  9811. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  9812. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  9813. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  9814. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  9815. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  9816. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  9817. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  9818. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  9819. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  9820. else skill_db[i].state = ST_NONE;
  9821. skill_split_atoi(split[11],skill_db[i].spiritball);
  9822. for( j = 0; j < 10; j++ ) {
  9823. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  9824. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  9825. }
  9826. return true;
  9827. }
  9828. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  9829. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  9830. int i = atoi(split[0]);
  9831. i = skill_get_index(i);
  9832. if( !i ) // invalid skill id
  9833. return false;
  9834. skill_split_atoi(split[1],skill_db[i].cast);
  9835. skill_split_atoi(split[2],skill_db[i].delay);
  9836. skill_split_atoi(split[3],skill_db[i].walkdelay);
  9837. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  9838. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  9839. return true;
  9840. }
  9841. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  9842. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  9843. int i = atoi(split[0]);
  9844. i = skill_get_index(i);
  9845. if( !i ) // invalid skill id
  9846. return false;
  9847. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  9848. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  9849. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  9850. skill_split_atoi(split[4],skill_db[i].unit_range);
  9851. skill_db[i].unit_interval = atoi(split[5]);
  9852. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9853. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  9854. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  9855. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  9856. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  9857. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  9858. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  9859. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  9860. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  9861. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  9862. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  9863. skill_db[i].unit_target = BCT_NOENEMY;
  9864. //By default, target just characters.
  9865. skill_db[i].unit_target |= BL_CHAR;
  9866. if (skill_db[i].unit_flag&UF_NOPC)
  9867. skill_db[i].unit_target &= ~BL_PC;
  9868. if (skill_db[i].unit_flag&UF_NOMOB)
  9869. skill_db[i].unit_target &= ~BL_MOB;
  9870. if (skill_db[i].unit_flag&UF_SKILL)
  9871. skill_db[i].unit_target |= BL_SKILL;
  9872. return true;
  9873. }
  9874. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  9875. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  9876. int x,y;
  9877. int i = atoi(split[0]);
  9878. if( !i )
  9879. return false;
  9880. if( current == MAX_SKILL_PRODUCE_DB )
  9881. return false;
  9882. skill_produce_db[current].nameid = i;
  9883. skill_produce_db[current].itemlv = atoi(split[1]);
  9884. skill_produce_db[current].req_skill = atoi(split[2]);
  9885. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  9886. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  9887. {
  9888. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  9889. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  9890. }
  9891. if( current == MAX_SKILL_PRODUCE_DB-1 )
  9892. ShowWarning("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  9893. return true;
  9894. }
  9895. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  9896. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  9897. int x,y;
  9898. int i = atoi(split[0]);
  9899. if( !i )
  9900. return false;
  9901. if( current == MAX_SKILL_ARROW_DB )
  9902. return false;
  9903. skill_arrow_db[current].nameid = i;
  9904. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < 5; x += 2, y++ )
  9905. {
  9906. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  9907. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  9908. }
  9909. //TODO?: add capacity warning here
  9910. return true;
  9911. }
  9912. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  9913. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  9914. int i = atoi(split[0]);
  9915. if( !skill_get_index(i) || !skill_get_max(i) )
  9916. {
  9917. ShowError("abra_db: Invalid skill ID %d\n", i);
  9918. return false;
  9919. }
  9920. if ( !skill_get_inf(i) )
  9921. {
  9922. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  9923. return false;
  9924. }
  9925. if( current == MAX_SKILL_ABRA_DB )
  9926. return false;
  9927. skill_abra_db[current].skillid = i;
  9928. skill_abra_db[current].req_lv = atoi(split[2]);
  9929. skill_abra_db[current].per = atoi(split[3]);
  9930. //TODO?: add capacity warning here
  9931. return true;
  9932. }
  9933. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  9934. {// Skill id,Cast,Delay (optional)
  9935. int i = atoi(split[0]);
  9936. i = skill_get_index(i);
  9937. if( !i ) // invalid skill id
  9938. return false;
  9939. skill_split_atoi(split[1],skill_db[i].castnodex);
  9940. if( split[2] ) // optional column
  9941. skill_split_atoi(split[2],skill_db[i].delaynodex);
  9942. return true;
  9943. }
  9944. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  9945. {// SkillID,Flag
  9946. int i = atoi(split[0]);
  9947. i = skill_get_index(i);
  9948. if( !i ) // invalid skill id
  9949. return false;
  9950. skill_db[i].nocast |= atoi(split[1]);
  9951. return true;
  9952. }
  9953. int skill_readdb(void)
  9954. {
  9955. // init skill db structures
  9956. memset(skill_db,0,sizeof(skill_db));
  9957. memset(skill_produce_db,0,sizeof(skill_produce_db));
  9958. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  9959. memset(skill_abra_db,0,sizeof(skill_abra_db));
  9960. // load skill databases
  9961. skill_read_csvdb(db_path, "skill_db.txt", 17, skill_parse_row_skilldb);
  9962. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  9963. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  9964. skill_read_csvdb(db_path, "skill_require_db.txt", 17, skill_parse_row_requiredb);
  9965. skill_read_csvdb(db_path, "skill_cast_db.txt", 6, skill_parse_row_castdb);
  9966. skill_read_csvdb(db_path, "skill_unit_db.txt", 8, skill_parse_row_unitdb);
  9967. skill_init_unit_layout();
  9968. skill_read_csvdb(db_path, "produce_db.txt", 4, skill_parse_row_producedb);
  9969. skill_read_csvdb(db_path, "create_arrow_db.txt", 1+2, skill_parse_row_createarrowdb);
  9970. skill_read_csvdb(db_path, "abra_db.txt", 4, skill_parse_row_abradb);
  9971. skill_read_csvdb(db_path, "skill_castnodex_db.txt", 2, skill_parse_row_castnodexdb);
  9972. skill_read_csvdb(db_path, "skill_nocast_db.txt", 2, skill_parse_row_nocastdb);
  9973. return 0;
  9974. }
  9975. void skill_reload (void)
  9976. {
  9977. skill_readdb();
  9978. }
  9979. /*==========================================
  9980. *
  9981. *------------------------------------------*/
  9982. int do_init_skill (void)
  9983. {
  9984. skill_readdb();
  9985. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  9986. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  9987. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  9988. add_timer_func_list(skill_castend_id,"skill_castend_id");
  9989. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  9990. add_timer_func_list(skill_timerskill,"skill_timerskill");
  9991. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  9992. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  9993. return 0;
  9994. }
  9995. int do_final_skill(void)
  9996. {
  9997. ers_destroy(skill_unit_ers);
  9998. ers_destroy(skill_timer_ers);
  9999. return 0;
  10000. }