skill.c 349 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 <stdio.h>
  4. #include <stdlib.h>
  5. #include <string.h>
  6. #include <time.h>
  7. #include <limits.h>
  8. #include "../common/timer.h"
  9. #include "../common/nullpo.h"
  10. #include "../common/malloc.h"
  11. #include "../common/showmsg.h"
  12. #include "../common/grfio.h"
  13. #include "../common/ers.h"
  14. #include "skill.h"
  15. #include "map.h"
  16. #include "clif.h"
  17. #include "pc.h"
  18. #include "status.h"
  19. #include "pet.h"
  20. #include "mercenary.h" //[orn]
  21. #include "mob.h"
  22. #include "battle.h"
  23. #include "party.h"
  24. #include "itemdb.h"
  25. #include "script.h"
  26. #include "intif.h"
  27. #include "log.h"
  28. #include "chrif.h"
  29. #include "guild.h"
  30. #include "date.h"
  31. #include "unit.h"
  32. #define SKILLUNITTIMER_INVERVAL 100
  33. //Guild Skills are shifted to these to make them stick into the skill array.
  34. #define GD_SKILLRANGEMIN 900
  35. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  36. #define HM_SKILLRANGEMIN 800
  37. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  38. int skill_names_id[MAX_SKILL_DB];
  39. const struct skill_name_db skill_names[] = {
  40. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow_Repel" } ,
  41. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve_Concentration" } ,
  42. { AC_DOUBLE, "AC_DOUBLE", "Double_Strafe" } ,
  43. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow_Crafting" } ,
  44. { AC_OWL, "AC_OWL", "Owl's_Eye" } ,
  45. { AC_SHOWER, "AC_SHOWER", "Arrow_Shower" } ,
  46. { AC_VULTURE, "AC_VULTURE", "Vulture's_Eye" } ,
  47. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  48. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  49. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  50. { AL_CRUCIS, "AL_CRUCIS", "Signum_Crusis" } ,
  51. { AL_CURE, "AL_CURE", "Cure" } ,
  52. { AL_DECAGI, "AL_DECAGI", "Decrease_AGI" } ,
  53. { AL_DEMONBANE, "AL_DEMONBANE", "Demon_Bane" } ,
  54. { AL_DP, "AL_DP", "Divine_Protection" } ,
  55. { AL_HEAL, "AL_HEAL", "Heal" } ,
  56. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy_Light" } ,
  57. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua_Benedicta" } ,
  58. { AL_INCAGI, "AL_INCAGI", "Increase_AGI" } ,
  59. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  60. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  61. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  62. { AL_WARP, "AL_WARP", "Warp_Portal" } ,
  63. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid_Terror" } ,
  64. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe_Mastery" } ,
  65. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid_Berserk_Potion" } ,
  66. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  67. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call_Homunculus" } ,
  68. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon_Flora" } ,
  69. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic_Armor" } ,
  70. { AM_CP_HELM, "AM_CP_HELM", "Biochemical_Helm" } ,
  71. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized_Shield" } ,
  72. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical_Weapon" } ,
  73. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  74. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  75. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion_Research" } ,
  76. { AM_PHARMACY, "AM_PHARMACY", "Prepare_Potion" } ,
  77. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid_Potion" } ,
  78. { AM_REST, "AM_REST", "Vaporize" } ,
  79. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus_Resurrection" } ,
  80. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon_Marine_Sphere" } ,
  81. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight_Pharmacy_1" } ,
  82. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight_Pharmacy_2" } ,
  83. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight_Pharmacy_3" } ,
  84. { ASC_BREAKER, "ASC_BREAKER", "Soul_Destroyer" } ,
  85. { ASC_CDP, "ASC_CDP", "Create_Deadly_Poison" } ,
  86. { ASC_EDP, "ASC_EDP", "Enchant_Deadly_Poison" } ,
  87. { ASC_KATAR, "ASC_KATAR", "Advanced_Katar_Mastery" } ,
  88. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor_Assault" } ,
  89. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  90. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant_Poison" } ,
  91. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  92. { AS_KATAR, "AS_KATAR", "Katar_Mastery" } ,
  93. { AS_LEFT, "AS_LEFT", "Lefthand_Mastery" } ,
  94. { AS_POISONREACT, "AS_POISONREACT", "Poison_React" } ,
  95. { AS_RIGHT, "AS_RIGHT", "Righthand_Mastery" } ,
  96. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic_Acceleration" } ,
  97. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic_Blow" } ,
  98. { AS_SPLASHER, "AS_SPLASHER", "Venom_Splasher" } ,
  99. { AS_VENOMDUST, "AS_VENOMDUST", "Venom_Dust" } ,
  100. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw_Venom_Knife" } ,
  101. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song_of_Lutie" } ,
  102. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive_Riff" } ,
  103. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained_Serenade" } ,
  104. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring_Octave" } ,
  105. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music_Lessons" } ,
  106. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody_Strike" } ,
  107. { BA_PANGVOICE, "BA_PANGVOICE", "Pang_Voice" } ,
  108. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic_Strings" } ,
  109. { BA_WHISTLE, "BA_WHISTLE", "Perfect_Tablature" } ,
  110. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  111. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle_Theme" } ,
  112. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  113. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down_Tempo" } ,
  114. { BD_INTOABYSS, "BD_INTOABYSS", "Power_Cord" } ,
  115. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  116. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental_Sensing" } ,
  117. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic_Lick" } ,
  118. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical_Pluck" } ,
  119. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic_Rhythm" } ,
  120. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline_Rush" } ,
  121. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced_Adrenaline_Rush" } ,
  122. { BS_AXE, "BS_AXE", "Smith_Axe" } ,
  123. { BS_DAGGER, "BS_DAGGER", "Smith_Dagger" } ,
  124. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone_Craft" } ,
  125. { BS_FINDINGORE, "BS_FINDINGORE", "Ore_Discovery" } ,
  126. { BS_GREED, "BS_GREED", "Greed" } ,
  127. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer_Fall" } ,
  128. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt_Binding" } ,
  129. { BS_IRON, "BS_IRON", "Iron_Tempering" } ,
  130. { BS_KNUCKLE, "BS_KNUCKLE", "Smith_Knucklebrace" } ,
  131. { BS_MACE, "BS_MACE", "Smith_Mace" } ,
  132. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power_Maximize" } ,
  133. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon_Research" } ,
  134. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  135. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon_Repair" } ,
  136. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin_Tempering" } ,
  137. { BS_SPEAR, "BS_SPEAR", "Smith_Spear" } ,
  138. { BS_STEEL, "BS_STEEL", "Steel_Tempering" } ,
  139. { BS_SWORD, "BS_SWORD", "Smith_Sword" } ,
  140. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith_Two-handed_Sword" } ,
  141. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair_Trick" } ,
  142. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon_Perfection" } ,
  143. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry_Research" } ,
  144. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan_Arrow" } ,
  145. { CG_HERMODE, "CG_HERMODE", "Wand_of_Hermode" } ,
  146. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing_for_Freedom" } ,
  147. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette_Control" } ,
  148. { CG_MOONLIT, "CG_MOONLIT", "Sheltering_Bliss" } ,
  149. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot_Card_of_Fate" } ,
  150. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain_Crush_Combo" } ,
  151. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging_Palm_Strike" } ,
  152. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  153. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier_Fist" } ,
  154. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid_Demonstration" } ,
  155. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  156. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  157. { CR_CULTIVATION, "CR_CULTIVATION", "Plant_Cultivation" } ,
  158. { CR_DEFENDER, "CR_DEFENDER", "Defending_Aura" } ,
  159. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  160. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full_Protection" } ,
  161. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand_Cross" } ,
  162. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy_Cross" } ,
  163. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant_Souls" } ,
  164. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield_Reflect" } ,
  165. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield_Boomerang" } ,
  166. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  167. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  168. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim_Pitcher" } ,
  169. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear_Quicken" } ,
  170. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion_Synthesis" } ,
  171. { CR_TRUST, "CR_TRUST", "Faith" } ,
  172. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance_Lessons" } ,
  173. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow_Grace" } ,
  174. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady_Luck" } ,
  175. { DC_HUMMING, "DC_HUMMING", "Focus_Ballet" } ,
  176. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  177. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's_Kiss" } ,
  178. { DC_THROWARROW, "DC_THROWARROW", "Slinging_Arrow" } ,
  179. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip_Shaker" } ,
  180. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy_Wink" } ,
  181. { GD_APPROVAL, "GD_APPROVAL", "Official_Guild_Approval" } ,
  182. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle_Command" } ,
  183. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent_Development" } ,
  184. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent_Call" } ,
  185. { GD_EXTENSION, "GD_EXTENSION", "Guild_Extension" } ,
  186. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory_of_Guild" } ,
  187. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious_Wounds" } ,
  188. { GD_GUARDUP, "GD_GUARDUP", "Strengthen_Guardian" } ,
  189. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp_Gaze" } ,
  190. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract_with_Kafra" } ,
  191. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great_Leadership" } ,
  192. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  193. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  194. { GD_SOULCOLD, "GD_SOULCOLD", "Cold_Heart" } ,
  195. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  196. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls_Eye" } ,
  197. { GS_CHAINACTION, "GS_CHAINACTION", "Chain_Action" } ,
  198. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  199. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  200. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  201. { GS_DUST, "GS_DUST", "Dust" } ,
  202. { GS_FLING, "GS_FLING", "Fling" } ,
  203. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full_Buster" } ,
  204. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling_Fever" } ,
  205. { GS_GLITTERING, "GS_GLITTERING", "Flip_the_Coin" } ,
  206. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground_Drift" } ,
  207. { GS_INCREASING, "GS_INCREASING", "Increasing_Accuracy" } ,
  208. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness_Canceler" } ,
  209. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical_Bullet" } ,
  210. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing_Shot" } ,
  211. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid_Shower" } ,
  212. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single_Action" } ,
  213. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake_Eye" } ,
  214. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread_Attack" } ,
  215. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  216. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple_Action" } ,
  217. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  218. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  219. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana_Recharge" } ,
  220. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  221. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle_Snare" } ,
  222. { HT_BEASTBANE, "HT_BEASTBANE", "Beast_Bane" } ,
  223. { HT_BLASTMINE, "HT_BLASTMINE", "Blast_Mine" } ,
  224. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz_Beat" } ,
  225. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore_Trap" } ,
  226. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  227. { HT_FALCON, "HT_FALCON", "Falconry_Mastery" } ,
  228. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  229. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing_Trap" } ,
  230. { HT_LANDMINE, "HT_LANDMINE", "Land_Mine" } ,
  231. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic_Arrow" } ,
  232. { HT_POWER, "HT_POWER", "Beast_Strafing" } ,
  233. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove_Trap" } ,
  234. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  235. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave_Trap" } ,
  236. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid_Trap" } ,
  237. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring_Trap" } ,
  238. { HT_STEELCROW, "HT_STEELCROW", "Steel_Crow" } ,
  239. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie_Box" } ,
  240. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  241. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation_Field" } ,
  242. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave_Crasher" } ,
  243. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical_Amplification" } ,
  244. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm_Vulcan" } ,
  245. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul_Drain" } ,
  246. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk_Throwing" } ,
  247. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter_Attack" } ,
  248. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling_Bash" } ,
  249. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish_Spear" } ,
  250. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier_Mastery" } ,
  251. { KN_CHARGEATK, "KN_CHARGEATK", "Charge_Attack" } ,
  252. { KN_ONEHAND, "KN_ONEHAND", "Onehand_Quicken" } ,
  253. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  254. { KN_RIDING, "KN_RIDING", "Peco_Peco_Ride" } ,
  255. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear_Boomerang" } ,
  256. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear_Mastery" } ,
  257. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear_Stab" } ,
  258. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand_Quicken" } ,
  259. { LK_AURABLADE, "LK_AURABLADE", "Aura_Blade" } ,
  260. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  261. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear_Dynamo" } ,
  262. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic_Blow" } ,
  263. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital_Strike" } ,
  264. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  265. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing_Spiral" } ,
  266. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  267. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart_Revolution" } ,
  268. { MC_CHANGECART, "MC_CHANGECART", "Change_Cart" } ,
  269. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  270. { MC_IDENTIFY, "MC_IDENTIFY", "Item_Appraisal" } ,
  271. { MC_INCCARRY, "MC_INCCARRY", "Enlarge_Weight_Limit" } ,
  272. { MC_LOUD, "MC_LOUD", "Crazy_Uproar" } ,
  273. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  274. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  275. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  276. { MC_VENDING, "MC_VENDING", "Vending" } ,
  277. { MG_COLDBOLT, "MG_COLDBOLT", "Cold_Bolt" } ,
  278. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy_Coat" } ,
  279. { MG_FIREBALL, "MG_FIREBALL", "Fire_Ball" } ,
  280. { MG_FIREBOLT, "MG_FIREBOLT", "Fire_Bolt" } ,
  281. { MG_FIREWALL, "MG_FIREWALL", "Fire_Wall" } ,
  282. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost_Diver" } ,
  283. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening_Bolt" } ,
  284. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm_Beat" } ,
  285. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety_Wall" } ,
  286. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  287. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul_Strike" } ,
  288. { MG_SRECOVERY, "MG_SRECOVERY", "Increase_SP_Recovery" } ,
  289. { MG_STONECURSE, "MG_STONECURSE", "Stone_Curse" } ,
  290. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  291. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual_Sphere_Absorption" } ,
  292. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki_Explosion" } ,
  293. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  294. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  295. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon_Spirit_Sphere" } ,
  296. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging_Quadruple_Blow" } ,
  297. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging_Thrust" } ,
  298. { MO_DODGE, "MO_DODGE", "Flee" } ,
  299. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  300. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine_Fist" } ,
  301. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw_Spirit_Sphere" } ,
  302. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult_Impaction" } ,
  303. { MO_IRONHAND, "MO_IRONHAND", "Iron_Fists" } ,
  304. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki_Translation" } ,
  305. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual_Cadence" } ,
  306. { MO_STEELBODY, "MO_STEELBODY", "Mental_Strength" } ,
  307. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging_Trifecta_Blow" } ,
  308. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "NJ_BAKUENRYU" } ,
  309. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "NJ_BUNSINJYUTSU" } ,
  310. { NJ_HUUJIN, "NJ_HUUJIN", "NJ_HUUJIN" } ,
  311. { NJ_HUUMA, "NJ_HUUMA", "NJ_HUUMA" } ,
  312. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "NJ_HYOUSENSOU" } ,
  313. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "NJ_HYOUSYOURAKU" } ,
  314. { NJ_ISSEN, "NJ_ISSEN", "NJ_ISSEN" } ,
  315. { NJ_KAENSIN, "NJ_KAENSIN", "NJ_KAENSIN" } ,
  316. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "NJ_KAMAITACHI" } ,
  317. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "NJ_KASUMIKIRI" } ,
  318. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "NJ_KIRIKAGE" } ,
  319. { NJ_KOUENKA, "NJ_KOUENKA", "NJ_KOUENKA" } ,
  320. { NJ_KUNAI, "NJ_KUNAI", "NJ_KUNAI" } ,
  321. { NJ_NEN, "NJ_NEN", "NJ_NEN" } ,
  322. { NJ_NINPOU, "NJ_NINPOU", "NJ_NINPOU" } ,
  323. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "NJ_RAIGEKISAI" } ,
  324. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "NJ_SHADOWJUMP" } ,
  325. { NJ_SUITON, "NJ_SUITON", "NJ_SUITON" } ,
  326. { NJ_SYURIKEN, "NJ_SYURIKEN", "NJ_SYURIKEN" } ,
  327. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "NJ_TATAMIGAESHI" } ,
  328. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "NJ_TOBIDOUGU" } ,
  329. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "NJ_UTSUSEMI" } ,
  330. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "NJ_ZENYNAGE" } ,
  331. { NPC_AGIUP, "NPC_AGIUP", "NPC_AGIUP" } ,
  332. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "NPC_ATTRICHANGE" } ,
  333. { NPC_BARRIER, "NPC_BARRIER", "NPC_BARRIER" } ,
  334. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "NPC_BLINDATTACK" } ,
  335. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "NPC_BLOODDRAIN" } ,
  336. { NPC_BREAKARMOR, "NPC_BREAKARMOR", "NPC_BREAKARMOR" } ,
  337. { NPC_BREAKHELM, "NPC_BREAKHELM", "NPC_BREAKHELM" } ,
  338. { NPC_BREAKSHIELD, "NPC_BREAKSHIELD", "NPC_BREAKSHIELD" } ,
  339. { NPC_BREAKWEAPON, "NPC_BREAKWEAPON", "NPC_BREAKWEAPON" } ,
  340. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "NPC_CALLSLAVE" } ,
  341. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } ,
  342. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "NPC_CHANGEFIRE" } ,
  343. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "NPC_CHANGEGROUND" } ,
  344. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "NPC_CHANGEHOLY" } ,
  345. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "NPC_CHANGEPOISON" } ,
  346. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } ,
  347. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "NPC_CHANGEUNDEAD" } ,
  348. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "NPC_CHANGEWATER" } ,
  349. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "NPC_CHANGEWIND" } ,
  350. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "NPC_COMBOATTACK" } ,
  351. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "NPC_CRITICALSLASH" } ,
  352. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "NPC_CURSEATTACK" } ,
  353. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "NPC_DARKBLESSING" } ,
  354. { NPC_DARKBREATH, "NPC_DARKBREATH", "NPC_DARKBREATH" } ,
  355. { NPC_DARKCROSS, "NPC_DARKCROSS", "NPC_DARKCROSS" } ,
  356. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "NPC_DARKNESSATTACK" } ,
  357. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "NPC_DARKSTRIKE" } ,
  358. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "NPC_DARKTHUNDER" } ,
  359. { NPC_DEFENDER, "NPC_DEFENDER", "NPC_DEFENDER" } ,
  360. { NPC_EMOTION, "NPC_EMOTION", "NPC_EMOTION" } ,
  361. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "NPC_EMOTION_ON" } ,
  362. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "NPC_ENERGYDRAIN" } ,
  363. { NPC_FIREATTACK, "NPC_FIREATTACK", "NPC_FIREATTACK" } ,
  364. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "NPC_GRANDDARKNESS" } ,
  365. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "NPC_GROUNDATTACK" } ,
  366. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "NPC_GUIDEDATTACK" } ,
  367. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "NPC_HALLUCINATION" } ,
  368. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "NPC_HOLYATTACK" } ,
  369. { NPC_INVISIBLE, "NPC_INVISIBLE", "NPC_INVISIBLE" } ,
  370. { NPC_KEEPING, "NPC_KEEPING", "NPC_KEEPING" } ,
  371. { NPC_LICK, "NPC_LICK", "NPC_LICK" } ,
  372. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "NPC_MAGICALATTACK" } ,
  373. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "NPC_MENTALBREAKER" } ,
  374. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "NPC_METAMORPHOSIS" } ,
  375. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "NPC_PETRIFYATTACK" } ,
  376. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "NPC_PIERCINGATT" } ,
  377. { NPC_POISON, "NPC_POISON", "NPC_POISON" } ,
  378. { NPC_POISONATTACK, "NPC_POISONATTACK", "NPC_POISONATTACK" } ,
  379. { NPC_POWERUP, "NPC_POWERUP", "NPC_POWERUP" } ,
  380. { NPC_PROVOCATION, "NPC_PROVOCATION", "NPC_PROVOCATION" } ,
  381. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "NPC_RANDOMATTACK" } ,
  382. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "NPC_RANDOMMOVE" } ,
  383. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "NPC_RANGEATTACK" } ,
  384. { NPC_REBIRTH, "NPC_REBIRTH", "NPC_REBIRTH" } ,
  385. { NPC_REVENGE, "NPC_REVENGE", "NPC_REVENGE" } ,
  386. { NPC_RUN, "NPC_RUN", "NPC_RUN" },
  387. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Kabooooom!" } ,
  388. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "NPC_SIEGEMODE" } ,
  389. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "NPC_SILENCEATTACK" } ,
  390. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "NPC_SLEEPATTACK" } ,
  391. { NPC_SMOKING, "NPC_SMOKING", "NPC_SMOKING" } ,
  392. { NPC_SPEEDUP, "NPC_SPEEDUP", "NPC_SPEEDUP" } ,
  393. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "NPC_SPLASHATTACK" } ,
  394. { NPC_STOP, "NPC_STOP", "NPC_STOP" } ,
  395. { NPC_STUNATTACK, "NPC_STUNATTACK", "NPC_STUNATTACK" } ,
  396. { NPC_SUICIDE, "NPC_SUICIDE", "NPC_SUICIDE" } ,
  397. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "NPC_SUMMONMONSTER" } ,
  398. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "NPC_SUMMONSLAVE" } ,
  399. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } ,
  400. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "NPC_TRANSFORMATION" } ,
  401. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "NPC_UNDEADATTACK" } ,
  402. { NPC_WATERATTACK, "NPC_WATERATTACK", "NPC_WATERATTACK" } ,
  403. { NPC_WINDATTACK, "NPC_WINDATTACK", "NPC_WINDATTACK" } ,
  404. { NV_BASIC, "NV_BASIC", "Basic_Skill" } ,
  405. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  406. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play_Dead" } ,
  407. { PA_GOSPEL, "PA_GOSPEL", "Battle_Chant" } ,
  408. { PA_PRESSURE, "PA_PRESSURE", "Gloria_Domini" } ,
  409. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's_Reckoning" } ,
  410. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield_Chain" } ,
  411. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double_Casting" } ,
  412. { PF_FOGWALL, "PF_FOGWALL", "Blinding_Mist" } ,
  413. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  414. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  415. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind_Breaker" } ,
  416. { PF_SOULBURN, "PF_SOULBURN", "Soul_Siphon" } ,
  417. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul_Exhale" } ,
  418. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber_Lock" } ,
  419. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  420. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S_Sacramenti" } ,
  421. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  422. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio_Manus" } ,
  423. { PR_KYRIE, "PR_KYRIE", "Kyrie_Eleison" } ,
  424. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex_Aeterna" } ,
  425. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex_Divina" } ,
  426. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace_Mastery" } ,
  427. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  428. { PR_MAGNUS, "PR_MAGNUS", "Magnus_Exorcismus" } ,
  429. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  430. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  431. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow_Poison" } ,
  432. { PR_STRECOVERY, "PR_STRECOVERY", "Status_Recovery" } ,
  433. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  434. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn_Undead" } ,
  435. { RG_BACKSTAP, "RG_BACKSTAP", "Back_Stab" } ,
  436. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  437. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close_Confine"} ,
  438. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  439. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  440. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  441. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  442. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  443. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  444. { RG_RAID, "RG_RAID", "Sightless_Mind" } ,
  445. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  446. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  447. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest_Armor" } ,
  448. { RG_STRIPHELM, "RG_STRIPHELM", "Divest_Helm" } ,
  449. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest_Shield" } ,
  450. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest_Weapon" } ,
  451. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  452. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  453. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced_Book" } ,
  454. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  455. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast_Cancel" } ,
  456. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class_Change" } ,
  457. { SA_COMA, "SA_COMA", "Coma" } ,
  458. { SA_CREATECON, "SA_CREATECON", "Create_Elemental_Converter" } ,
  459. { SA_DEATH, "SA_DEATH", "Grim_Reaper" } ,
  460. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  461. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  462. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  463. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental_Change_Fire" } ,
  464. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental_Change_Earth" } ,
  465. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental_Change_Water" } ,
  466. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental_Change_Wind" } ,
  467. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow_Blaze" } ,
  468. { SA_FORTUNE, "SA_FORTUNE", "Gold_Digger" } ,
  469. { SA_FREECAST, "SA_FREECAST", "Free_Cast" } ,
  470. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow_Tsunami" } ,
  471. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  472. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  473. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  474. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic_Earth" } ,
  475. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  476. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow_Tornado" } ,
  477. { SA_MAGICROD, "SA_MAGICROD", "Magic_Rod" } ,
  478. { SA_MONOCELL, "SA_MONOCELL", "Mono_Cell" } ,
  479. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  480. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus_Morph" } ,
  481. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow_Quake" } ,
  482. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell_Breaker" } ,
  483. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster_Chant" } ,
  484. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly_Hypnosis" } ,
  485. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  486. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  487. { SG_DEVIL, "SG_DEVIL", "Devil_of_the_Sun,_Moon_and_Stars" } ,
  488. { SG_FEEL, "SG_FEEL", "Feeling_of_the_Sun,_Moon_and_Star" } ,
  489. { SG_FRIEND, "SG_FRIEND", "Companion_of_the_Sun_and_Moon" } ,
  490. { SG_FUSION, "SG_FUSION", "Union_of_the_Sun,_Moon_and_Stars" } ,
  491. { SG_HATE, "SG_HATE", "Hatred_of_the_Sun,_Moon_and_Stars" } ,
  492. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge_of_the_Sun,_Moon_and_Stars" } ,
  493. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury_of_the_Moon" } ,
  494. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless_of_the_Moon" } ,
  495. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort_of_the_Moon" } ,
  496. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth_of_the_Moon" } ,
  497. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury_of_the_Stars" } ,
  498. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless_of_the_Stars" } ,
  499. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort_of_the_Stars" } ,
  500. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth_of_the_Stars" } ,
  501. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury_of_the_Sun" } ,
  502. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless_of_the_Sun" } ,
  503. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort_of_the_Sun" } ,
  504. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth_of_the_Sun" } ,
  505. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit_of_Alchemist" } ,
  506. { SL_ASSASIN, "SL_ASSASIN", "Spirit_of_Assassin" } ,
  507. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit_of_Bard_and_Dancer" } ,
  508. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit_of_Blacksmith" } ,
  509. { SL_CRUSADER, "SL_CRUSADER", "Spirit_of_Crusader" } ,
  510. { SL_HIGH, "SL_HIGH", "Spirit_of_Advanced_1st_Class" } ,
  511. { SL_HUNTER, "SL_HUNTER", "Spirit_of_Hunter" } ,
  512. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  513. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  514. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  515. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  516. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  517. { SL_KNIGHT, "SL_KNIGHT", "Spirit_of_Knight" } ,
  518. { SL_MONK, "SL_MONK", "Spirit_of_Monk" } ,
  519. { SL_PRIEST, "SL_PRIEST", "Spirit_of_Priest" } ,
  520. { SL_ROGUE, "SL_ROGUE", "Spirit_of_Rogue" } ,
  521. { SL_SAGE, "SL_SAGE", "Spirit_of_Sage" } ,
  522. { SL_SKA, "SL_SKA", "Eska" } ,
  523. { SL_SKE, "SL_SKE", "Eske" } ,
  524. { SL_SMA, "SL_SMA", "Esma" } ,
  525. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit_of_Soul_Linker" } ,
  526. { SL_STAR, "SL_STAR", "Spirit_of_Stars" } ,
  527. { SL_STIN, "SL_STIN", "Estin" } ,
  528. { SL_STUN, "SL_STUN", "Estun" } ,
  529. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit_of_Super_Novice" } ,
  530. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  531. { SL_WIZARD, "SL_WIZARD", "Spirit_of_Wizard" } ,
  532. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  533. { SM_BASH, "SM_BASH", "Bash" } ,
  534. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  535. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal_Blow" } ,
  536. { SM_MAGNUM, "SM_MAGNUM", "Magnum_Break" } ,
  537. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP_Recovery_While_Moving" } ,
  538. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  539. { SM_RECOVERY, "SM_RECOVERY", "Increase_HP_Recovery" } ,
  540. { SM_SWORD, "SM_SWORD", "Sword_Mastery" } ,
  541. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed_Sword_Mastery" } ,
  542. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon_Assault" } ,
  543. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused_Arrow_Strike" } ,
  544. { SN_SIGHT, "SN_SIGHT", "Falcon_Eyes" } ,
  545. { SN_WINDWALK, "SN_WINDWALK", "Wind_Walker" } ,
  546. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  547. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full_Divestment" } ,
  548. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  549. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter_Instinct" } ,
  550. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back_Slide" } ,
  551. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  552. { TF_DOUBLE, "TF_DOUBLE", "Double_Attack" } ,
  553. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  554. { TF_MISS, "TF_MISS", "Improve_Dodge" } ,
  555. { TF_PICKSTONE, "TF_PICKSTONE", "Find_Stone" } ,
  556. { TF_POISON, "TF_POISON", "Envenom" } ,
  557. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand_Attack" } ,
  558. { TF_STEAL, "TF_STEAL", "Steal" } ,
  559. { TF_THROWSTONE, "TF_THROWSTONE", "Stone_Fling" } ,
  560. { TK_COUNTER, "TK_COUNTER", "Spin_Kick" } ,
  561. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  562. { TK_DOWNKICK, "TK_DOWNKICK", "Heel_Drop" } ,
  563. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon_Jump" } ,
  564. { TK_HPTIME, "TK_HPTIME", "Peaceful_Break" } ,
  565. { TK_JUMPKICK, "TK_JUMPKICK", "Flying_Kick" } ,
  566. { TK_MISSION, "TK_MISSION", "Mission" } ,
  567. { TK_POWER, "TK_POWER", "Kihop" } ,
  568. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin_Kick_Stance" } ,
  569. { TK_READYDOWN, "TK_READYDOWN", "Heel_Drop_Stance" } ,
  570. { TK_READYSTORM, "TK_READYSTORM", "Tornado_Stance" } ,
  571. { TK_READYTURN, "TK_READYTURN", "Roundhouse_Stance" } ,
  572. { TK_RUN, "TK_RUN", "Sprint" } ,
  573. { TK_SEVENWIND, "TK_SEVENWIND", "Mild_Wind" } ,
  574. { TK_SPTIME, "TK_SPTIME", "Happy_Break" } ,
  575. { TK_STORMKICK, "TK_STORMKICK", "Storm_Kick" } ,
  576. { TK_TURNKICK, "TK_TURNKICK", "Turn_Kick" } ,
  577. { WE_BABY, "WE_BABY", "Mom,_Dad,_I_love_you!" } ,
  578. { WE_CALLBABY, "WE_CALLBABY", "Come_to_me,_honey~" } ,
  579. { WE_CALLPARENT, "WE_CALLPARENT", "Mom,_Dad,_I_miss_you!" } ,
  580. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic_Rendezvous" } ,
  581. { WE_FEMALE, "WE_FEMALE", "Loving_Touch" } ,
  582. { WE_MALE, "WE_MALE", "Undying_Love" } ,
  583. { WS_CARTBOOST, "WS_CARTBOOST", "Cart_Boost" } ,
  584. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart_Termination" } ,
  585. { WS_CREATECOIN, "WS_CREATECOIN", "Coin_Craft" } ,
  586. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget_Craft" } ,
  587. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering_Strike" } ,
  588. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max_Power-Thust" } ,
  589. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto_Attacking_Machine_Craft" } ,
  590. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon_Refine" } ,
  591. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth_Spike" } ,
  592. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  593. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire_Pillar" } ,
  594. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost_Nova" } ,
  595. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's_Drive" } ,
  596. { WZ_ICEWALL, "WZ_ICEWALL", "Ice_Wall" } ,
  597. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel_Thunder" } ,
  598. { WZ_METEOR, "WZ_METEOR", "Meteor_Storm" } ,
  599. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  600. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight_Blaster" } ,
  601. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  602. { WZ_STORMGUST, "WZ_STORMGUST", "Storm_Gust" } ,
  603. { WZ_VERMILION, "WZ_VERMILION", "Lord_of_Vermilion" } ,
  604. { WZ_WATERBALL, "WZ_WATERBALL", "Water_Ball" } ,
  605. //[blackhole89]
  606. { HLIF_HEAL, "HLIF_HEAL", "Healing_Touch" },
  607. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  608. { HLIF_BRAIN, "HLIF_BRAIN", "Brain_Surgery" },
  609. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  610. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  611. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  612. { HAMI_SKIN, "HAMI_SKIN", "Adamantium_Skin" },
  613. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  614. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  615. { HFLI_FLEET, "HFLI_FLEET", "Fleeting_Move" },
  616. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  617. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  618. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  619. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction_of_Chaos" },
  620. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  621. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio_Explosion" },
  622. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  623. };
  624. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  625. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  626. struct skill_db skill_db[MAX_SKILL_DB];
  627. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  628. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  629. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  630. // macros to check for out of bounds errors [celest]
  631. // i: Skill ID, l: Skill Level, var: Value to return after checking
  632. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  633. // for values that might need to use a different function just skill_chk would suffice.
  634. #define skill_chk(i, l) \
  635. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  636. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  637. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  638. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  639. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  640. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  641. #define skill_get(var, i, l) \
  642. { skill_chk(i, l); return var; }
  643. // Skill DB
  644. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  645. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  646. int skill_get_pl( int id ){ skill_get (skill_db[id].pl, id, 1); }
  647. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  648. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  649. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  650. 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); }
  651. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  652. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  653. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  654. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  655. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  656. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  657. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  658. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  659. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  660. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  661. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  662. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  663. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  664. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  665. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  666. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  667. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  668. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  669. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  670. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  671. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  672. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  673. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  674. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  675. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  676. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  677. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  678. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  679. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  680. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  681. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  682. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  683. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  684. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  685. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  686. const char* skill_get_name( int id ){
  687. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  688. return "UNKNOWN_SKILL";
  689. if (id >= GD_SKILLBASE)
  690. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  691. if (id >= HM_SKILLBASE) //[orn]
  692. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  693. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  694. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  695. return skill_db[id].name;
  696. }
  697. int skill_tree_get_max(int id, int b_class){
  698. int i, skillid;
  699. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  700. if (id == skillid) return skill_tree[b_class][i].max;
  701. return skill_get_max (id);
  702. }
  703. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  704. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  705. int status_change_timer_sub(struct block_list *bl, va_list ap);
  706. int skill_attack_area(struct block_list *bl,va_list ap);
  707. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  708. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  709. int skill_greed(struct block_list *bl, va_list ap);
  710. int skill_landprotector(struct block_list *bl, va_list ap);
  711. int skill_ganbatein(struct block_list *bl, va_list ap);
  712. int skill_trap_splash(struct block_list *bl, va_list ap);
  713. int skill_count_target(struct block_list *bl, va_list ap);
  714. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  715. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  716. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  717. int skill_unit_effect(struct block_list *bl,va_list ap);
  718. static void skill_moonlit(struct block_list* src, struct block_list* partner, int skilllv);
  719. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  720. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  721. int skill_get_casttype (int id)
  722. {
  723. int inf = skill_get_inf(id);
  724. if (inf&(INF_GROUND_SKILL))
  725. return CAST_GROUND;
  726. if (inf&INF_SUPPORT_SKILL)
  727. return CAST_NODAMAGE;
  728. if (inf&INF_SELF_SKILL) {
  729. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  730. return CAST_DAMAGE; //Combo skill.
  731. return CAST_NODAMAGE;
  732. }
  733. if (skill_get_nk(id)&NK_NO_DAMAGE)
  734. return CAST_NODAMAGE;
  735. return CAST_DAMAGE;
  736. };
  737. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  738. int skill_get_range2 (struct block_list *bl, int id, int lv)
  739. {
  740. int range = skill_get_range(id, lv);
  741. if(range < 0) {
  742. if (battle_config.use_weapon_skill_range&bl->type)
  743. return status_get_range(bl);
  744. range *=-1;
  745. }
  746. //Use attack range.
  747. if(!range && !(skill_get_inf(id)&INF_SELF_SKILL))
  748. return status_get_range(bl);
  749. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  750. switch (id) {
  751. case AC_SHOWER:
  752. case AC_DOUBLE:
  753. case HT_BLITZBEAT:
  754. case AC_CHARGEARROW:
  755. case SN_FALCONASSAULT:
  756. case SN_SHARPSHOOTING:
  757. case HT_POWER:
  758. if (bl->type == BL_PC)
  759. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  760. else
  761. range += 10; //Assume level 10?
  762. break;
  763. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  764. case GS_RAPIDSHOWER:
  765. case GS_TRACKING:
  766. case GS_PIERCINGSHOT:
  767. case GS_FULLBUSTER:
  768. case GS_SPREADATTACK:
  769. case GS_GROUNDDRIFT:
  770. if (bl->type == BL_PC)
  771. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  772. else
  773. range += 10; //Assume level 10?
  774. break;
  775. case NJ_KIRIKAGE:
  776. if (bl->type == BL_PC)
  777. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  778. break;
  779. }
  780. if(!range && bl->type != BL_PC)
  781. return 9; // Enable non players to use self skills on others. [Skotlex]
  782. return range;
  783. }
  784. int skill_calc_heal (struct block_list *bl, int skill_lv)
  785. {
  786. int skill, heal;
  787. if (skill_lv >= battle_config.max_heal_lv)
  788. return battle_config.max_heal;
  789. heal = ( status_get_lv(bl)+status_get_int(bl) )/8 *(4+ skill_lv*8);
  790. if(bl->type == BL_PC && (skill = pc_checkskill((TBL_PC*)bl, HP_MEDITATIO)) > 0)
  791. heal += heal * skill * 2 / 100;
  792. if(bl->type == BL_HOM && (skill = merc_hom_checkskill( ((TBL_HOM*)bl)->master, HLIF_BRAIN)) > 0) //[orn]
  793. heal += heal * skill * 2 / 100;
  794. return heal;
  795. }
  796. // Making plagiarize check its own function [Aru]
  797. int can_copy (struct map_session_data *sd, int skillid)
  798. {
  799. // Never copy NPC/Wedding Skills
  800. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  801. return 0;
  802. // High-class skills
  803. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  804. {
  805. if(battle_config.copyskill_restrict == 2)
  806. return 0;
  807. else if(battle_config.copyskill_restrict)
  808. return (sd->status.class_ == JOB_STALKER);
  809. }
  810. return 1;
  811. }
  812. // [MouseJstr] - skill ok to cast? and when?
  813. int skillnotok (int skillid, struct map_session_data *sd)
  814. {
  815. int i = skillid,m;
  816. nullpo_retr (1, sd);
  817. m = sd->bl.m;
  818. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  819. return 1;
  820. if (i >= GD_SKILLBASE)
  821. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  822. if (i >= HM_SKILLBASE) //[orn]
  823. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  824. if (i > MAX_SKILL || i < 0)
  825. return 1;
  826. if (sd->blockskill[i] > 0)
  827. return 1;
  828. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  829. return 0; // gm's can do anything damn thing they want
  830. // Check skill restrictions [Celest]
  831. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  832. return 1;
  833. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  834. return 1;
  835. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  836. return 1;
  837. if(agit_flag && skill_get_nocast (skillid) & 8)
  838. return 1;
  839. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  840. return 1;
  841. switch (skillid) {
  842. case AL_WARP:
  843. if(map[m].flag.nowarp) {
  844. clif_skill_teleportmessage(sd,0);
  845. return 1;
  846. }
  847. return 0;
  848. break;
  849. case AL_TELEPORT:
  850. if(map[m].flag.noteleport) {
  851. clif_skill_teleportmessage(sd,0);
  852. return 1;
  853. }
  854. return 0;
  855. case TK_HIGHJUMP:
  856. if(map[m].flag.noteleport && !map_flag_vs(m))
  857. { //Can't be used on noteleport maps, except for vs maps [Skotlex]
  858. clif_skill_fail(sd,skillid,0,0);
  859. return 1;
  860. }
  861. break;
  862. case WE_CALLPARTNER:
  863. case WE_CALLPARENT:
  864. case WE_CALLBABY:
  865. if (map[m].flag.nomemo) {
  866. clif_skill_teleportmessage(sd,1);
  867. return 1;
  868. }
  869. break;
  870. case MC_VENDING:
  871. case MC_IDENTIFY:
  872. return 0; // always allowed
  873. case WZ_ICEWALL:
  874. // noicewall flag [Valaris]
  875. if (map[m].flag.noicewall) {
  876. clif_skill_fail(sd,skillid,0,0);
  877. return 1;
  878. }
  879. break;
  880. case GD_EMERGENCYCALL:
  881. if ( //No use map_flag_gvg since config already takes that into account
  882. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  883. !(battle_config.emergency_call&
  884. (map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  885. (battle_config.emergency_call&16 && map[m].flag.nowarpto)
  886. ) {
  887. clif_skill_fail(sd,skillid,0,0);
  888. return 1;
  889. }
  890. break;
  891. }
  892. return (map[m].flag.noskill);
  893. }
  894. // [orn] - skill ok to cast? and when? //homunculus
  895. int skillnotok_hom (int skillid, struct homun_data *hd)
  896. {
  897. int i = skillid;
  898. nullpo_retr (1, hd);
  899. //if (sd == 0)
  900. //return 0;
  901. //return 1;
  902. // I think it was meant to be "no skills allowed when not a valid sd"
  903. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  904. return 1;
  905. if (i >= GD_SKILLBASE)
  906. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  907. if (i >= HM_SKILLBASE) //[orn]
  908. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  909. if (i > MAX_SKILL || i < 0)
  910. return 1;
  911. if (hd->blockskill[i] > 0)
  912. return 1;
  913. // Check skill restrictions [Celest]
  914. if(!map_flag_vs(hd->bl.m) && skill_get_nocast (skillid) & 1)
  915. return 1;
  916. if(map[hd->bl.m].flag.pvp) {
  917. if(!battle_config.pk_mode && skill_get_nocast (skillid) & 2)
  918. return 1;
  919. if(battle_config.pk_mode && skill_get_nocast (skillid) & 16)
  920. return 1;
  921. }
  922. if(map_flag_gvg(hd->bl.m) && skill_get_nocast (skillid) & 4)
  923. return 1;
  924. if(agit_flag && skill_get_nocast (skillid) & 8)
  925. return 1;
  926. if(map[hd->bl.m].flag.restricted && map[hd->bl.m].zone && skill_get_nocast (skillid) & (8*map[hd->bl.m].zone))
  927. return 1;
  928. return (map[hd->bl.m].flag.noskill);
  929. }
  930. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  931. int firewall_unit_pos;
  932. int icewall_unit_pos;
  933. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  934. {
  935. int pos = skill_get_unit_layout_type(skillid,skilllv);
  936. int dir;
  937. if (pos != -1)
  938. return &skill_unit_layout[pos];
  939. if (src->x == x && src->y == y)
  940. dir = 2;
  941. else
  942. dir = map_calc_dir(src,x,y);
  943. if (skillid == MG_FIREWALL)
  944. return &skill_unit_layout [firewall_unit_pos + dir];
  945. else if (skillid == WZ_ICEWALL)
  946. return &skill_unit_layout [icewall_unit_pos + dir];
  947. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  948. return &skill_unit_layout[0];
  949. }
  950. /*==========================================
  951. *
  952. *------------------------------------------
  953. */
  954. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  955. {
  956. struct map_session_data *sd=NULL, *dstsd=NULL;
  957. struct mob_data *md=NULL, *dstmd=NULL;
  958. struct status_data *sstatus, *tstatus;
  959. struct status_change *sc, *tsc;
  960. int skill;
  961. int rate;
  962. nullpo_retr(0, src);
  963. nullpo_retr(0, bl);
  964. if(skillid < 0)
  965. { // remove the debug print when this case is finished
  966. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  967. src, bl,skillid,skilllv,attack_type,tick);
  968. return 0;
  969. }
  970. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  971. switch (src->type) {
  972. case BL_PC:
  973. sd = (struct map_session_data *)src;
  974. break;
  975. case BL_MOB:
  976. md = (struct mob_data *)src;
  977. break;
  978. }
  979. switch (bl->type) {
  980. case BL_PC:
  981. dstsd=(struct map_session_data *)bl;
  982. break;
  983. case BL_MOB:
  984. dstmd=(struct mob_data *)bl;
  985. break;
  986. }
  987. sc = status_get_sc(src);
  988. tsc = status_get_sc(bl);
  989. sstatus = status_get_status_data(src);
  990. tstatus = status_get_status_data(bl);
  991. if (!tsc) //skill additional effect is about adding effects to the target...
  992. //So if the target can't be inflicted with statuses, this is pointless.
  993. return 0;
  994. switch(skillid){
  995. case 0: // Normal attacks (no skill used)
  996. {
  997. if(sd) {
  998. // Automatic trigger of Blitz Beat
  999. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1000. rand()%1000 <= sstatus->luk*10/3+1 ) {
  1001. int lv=(sd->status.job_level+9)/10;
  1002. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,SD_LEVEL);
  1003. }
  1004. // Gank
  1005. if(dstmd && dstmd->state.steal_flag<battle_config.skill_steal_max_tries && sd->status.weapon != W_BOW &&
  1006. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1007. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  1008. if(pc_steal_item(sd,bl))
  1009. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1010. else
  1011. clif_skill_fail(sd,RG_SNATCHER,0,0);
  1012. }
  1013. // Chance to trigger Taekwon kicks [Dralnu]
  1014. if(sd->sc.count && sd->sc.data[SC_COMBO].timer == -1) {
  1015. if(sd->sc.data[SC_READYSTORM].timer != -1 &&
  1016. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  1017. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1018. ; //Stance triggered
  1019. else if(sd->sc.data[SC_READYDOWN].timer != -1 &&
  1020. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1021. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1022. ; //Stance triggered
  1023. else if(sd->sc.data[SC_READYTURN].timer != -1 &&
  1024. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1025. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1026. ; //Stance triggered
  1027. else if(sd->sc.data[SC_READYCOUNTER].timer != -1)
  1028. { //additional chance from SG_FRIEND [Komurka]
  1029. rate = 20;
  1030. if (sd->sc.data[SC_SKILLRATE_UP].timer != -1 && sd->sc.data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1031. rate += rate*sd->sc.data[SC_SKILLRATE_UP].val2/100;
  1032. status_change_end(src,SC_SKILLRATE_UP,-1);
  1033. }
  1034. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1035. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1036. }
  1037. }
  1038. }
  1039. if (sc && sc->count) {
  1040. // Enchant Poison gives a chance to poison attacked enemies
  1041. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1042. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1043. sc->data[SC_ENCPOISON].val1,0,0,0,
  1044. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1045. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1046. if(sc->data[SC_EDP].timer != -1)
  1047. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1048. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1049. }
  1050. if (tsc->count) {
  1051. if (tsc->data[SC_SPLASHER].timer != -1)
  1052. sc_start4(bl,SC_POISON,2*tsc->data[SC_SPLASHER].val1+10,
  1053. tsc->data[SC_SPLASHER].val1,0,0,0,
  1054. skill_get_time2(tsc->data[SC_SPLASHER].val2,tsc->data[SC_SPLASHER].val1));
  1055. }
  1056. }
  1057. break;
  1058. case SM_BASH:
  1059. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1060. //TODO: How much % per base level it actually is?
  1061. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1062. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1063. }
  1064. break;
  1065. case AS_VENOMKNIFE:
  1066. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1067. skilllv = pc_checkskill(sd, TF_POISON);
  1068. case TF_POISON:
  1069. case AS_SPLASHER:
  1070. if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1071. && sd && skillid==TF_POISON
  1072. )
  1073. clif_skill_fail(sd,skillid,0,0);
  1074. break;
  1075. case AS_SONICBLOW:
  1076. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1077. break;
  1078. case AS_GRIMTOOTH:
  1079. {
  1080. int type = dstsd?SC_SLOWDOWN:SC_STOP;
  1081. if (tsc->data[type].timer == -1)
  1082. sc_start(bl,type,100,skilllv,skill_get_time2(skillid, skilllv));
  1083. break;
  1084. }
  1085. case MG_FROSTDIVER:
  1086. case WZ_FROSTNOVA:
  1087. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1088. break;
  1089. case WZ_STORMGUST:
  1090. tsc->data[SC_FREEZE].val3++;
  1091. if(tsc->data[SC_FREEZE].val3 >= 3) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1092. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1093. break;
  1094. case WZ_METEOR:
  1095. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1096. break;
  1097. case WZ_VERMILION:
  1098. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1099. break;
  1100. case HT_FREEZINGTRAP:
  1101. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1102. break;
  1103. case HT_FLASHER:
  1104. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1105. break;
  1106. case HT_LANDMINE:
  1107. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1108. break;
  1109. case HT_SHOCKWAVE:
  1110. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1111. break;
  1112. case HT_SANDMAN:
  1113. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1114. break;
  1115. case TF_SPRINKLESAND:
  1116. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1117. break;
  1118. case TF_THROWSTONE:
  1119. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1120. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1121. break;
  1122. case NPC_DARKCROSS:
  1123. case CR_HOLYCROSS:
  1124. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1125. break;
  1126. case CR_GRANDCROSS:
  1127. case NPC_GRANDDARKNESS:
  1128. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1129. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1130. break;
  1131. case AM_ACIDTERROR:
  1132. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1133. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1134. clif_emotion(bl,23);
  1135. break;
  1136. case AM_DEMONSTRATION:
  1137. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1138. break;
  1139. case CR_SHIELDCHARGE:
  1140. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1141. break;
  1142. case PA_PRESSURE:
  1143. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1144. break;
  1145. case RG_RAID:
  1146. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1147. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1148. break;
  1149. case BA_FROSTJOKE:
  1150. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1151. break;
  1152. case DC_SCREAM:
  1153. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1154. break;
  1155. case BD_LULLABY:
  1156. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1157. break;
  1158. case DC_UGLYDANCE:
  1159. rate = 5+5*skilllv;
  1160. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1161. rate += 5+skill;
  1162. status_zap(bl, 0, rate);
  1163. break;
  1164. case SL_STUN:
  1165. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1166. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1167. break;
  1168. case NPC_PETRIFYATTACK:
  1169. case NPC_CURSEATTACK:
  1170. case NPC_SLEEPATTACK:
  1171. case NPC_BLINDATTACK:
  1172. case NPC_POISON:
  1173. case NPC_SILENCEATTACK:
  1174. case NPC_STUNATTACK:
  1175. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,src->type==BL_PET?skilllv*1000:skill_get_time2(skillid,skilllv));
  1176. break;
  1177. case NPC_MENTALBREAKER:
  1178. status_percent_damage(src, bl, 0, -(10+skilllv));
  1179. break;
  1180. // Equipment breaking monster skills [Celest]
  1181. case NPC_BREAKWEAPON:
  1182. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1183. break;
  1184. case NPC_BREAKARMOR:
  1185. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1186. break;
  1187. case NPC_BREAKHELM:
  1188. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1189. break;
  1190. case NPC_BREAKSHIELD:
  1191. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1192. break;
  1193. case CH_TIGERFIST:
  1194. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1195. break;
  1196. case LK_SPIRALPIERCE:
  1197. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1198. break;
  1199. case ST_REJECTSWORD:
  1200. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1201. break;
  1202. case PF_FOGWALL:
  1203. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1204. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1205. break;
  1206. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1207. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1208. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1209. break;
  1210. case LK_JOINTBEAT:
  1211. sc_start(bl,SkillStatusChangeTable(skillid),(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
  1212. break;
  1213. case ASC_METEORASSAULT:
  1214. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1215. switch(rand()%3) {
  1216. case 0:
  1217. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1218. break;
  1219. case 1:
  1220. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1221. break;
  1222. default:
  1223. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1224. }
  1225. break;
  1226. case HW_NAPALMVULCAN:
  1227. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1228. break;
  1229. case WS_CARTTERMINATION: // Cart termination
  1230. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1231. break;
  1232. case CR_ACIDDEMONSTRATION:
  1233. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1234. break;
  1235. case TK_DOWNKICK:
  1236. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1237. break;
  1238. case TK_JUMPKICK:
  1239. //Cancel out Soul Linker status of the target. [Skotlex]
  1240. if (tsc->count) {
  1241. if (tsc->data[SC_PRESERVE].timer != -1) //preserve blocks the cleaning
  1242. break;
  1243. //Remove pitched potions effect.
  1244. if (tsc->data[SC_ASPDPOTION0].timer != -1 && tsc->data[SC_ASPDPOTION0].val4)
  1245. status_change_end(bl, SC_ASPDPOTION0, -1);
  1246. if (tsc->data[SC_ASPDPOTION1].timer != -1 && tsc->data[SC_ASPDPOTION1].val4)
  1247. status_change_end(bl, SC_ASPDPOTION1, -1);
  1248. if (tsc->data[SC_ASPDPOTION2].timer != -1 && tsc->data[SC_ASPDPOTION2].val4)
  1249. status_change_end(bl, SC_ASPDPOTION2, -1);
  1250. if (tsc->data[SC_ASPDPOTION3].timer != -1 && tsc->data[SC_ASPDPOTION3].val4)
  1251. status_change_end(bl, SC_ASPDPOTION3, -1);
  1252. if (tsc->data[SC_SPIRIT].timer != -1)
  1253. status_change_end(bl, SC_SPIRIT, -1);
  1254. if (tsc->data[SC_ONEHAND].timer != -1)
  1255. status_change_end(bl, SC_ONEHAND, -1);
  1256. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1257. status_change_end(bl, SC_ADRENALINE2, -1);
  1258. }
  1259. break;
  1260. case TK_TURNKICK:
  1261. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1262. if(attack_type == BF_MISC) //70% base stun chance...
  1263. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1264. break;
  1265. case GS_BULLSEYE: //0.1% coma rate.
  1266. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1267. break;
  1268. case GS_CRACKER:
  1269. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  1270. sc_start(bl,SC_STUN,(100 - 10*distance_bl(src, bl)),skilllv,skill_get_time2(skillid,skilllv)); //Temp stun rate
  1271. break;
  1272. case GS_PIERCINGSHOT:
  1273. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1274. break;
  1275. case NJ_HYOUSYOURAKU:
  1276. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1277. break;
  1278. case GS_FLING:
  1279. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1280. break;
  1281. }
  1282. if(sd && attack_type&BF_WEAPON &&
  1283. skillid != MC_CARTREVOLUTION &&
  1284. skillid != AM_DEMONSTRATION &&
  1285. skillid != CR_REFLECTSHIELD
  1286. ){ //Trigger status effects
  1287. int i, type;
  1288. for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
  1289. {
  1290. rate = sd->addeff[i].rate;
  1291. type = sd->state.arrow_atk; //Ranged?
  1292. if (type)
  1293. rate += sd->addeff[i].arrow_rate;
  1294. if (!rate) continue;
  1295. if (!(sd->addeff[i].flag&ATF_LONG && sd->addeff[i].flag&ATF_SHORT))
  1296. { //Trigger has range consideration.
  1297. if ((sd->addeff[i].flag&ATF_LONG && !type) ||
  1298. (sd->addeff[i].flag&ATF_SHORT && type))
  1299. continue; //Range Failed.
  1300. }
  1301. type = sd->addeff[i].id;
  1302. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1303. if (sd->addeff[i].flag&ATF_TARGET)
  1304. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1305. if (sd->addeff[i].flag&ATF_SELF)
  1306. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1307. }
  1308. }
  1309. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1310. { //Pass heritage to Master for status causing effects. [Skotlex]
  1311. sd = map_id2sd(md->master_id);
  1312. src = sd?&sd->bl:src;
  1313. }
  1314. //Reports say that autospell effects get triggered on skills and pretty much everything including splash attacks. [Skotlex]
  1315. if(sd && !status_isdead(bl) && src != bl &&
  1316. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE)) {
  1317. struct block_list *tbl;
  1318. struct unit_data *ud;
  1319. int i, skilllv;
  1320. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1321. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1322. if (skillnotok(skill, sd))
  1323. continue;
  1324. skilllv = (sd->autospell[i].lv > 0) ? sd->autospell[i].lv : 1;
  1325. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1326. if (rand()%1000 > rate)
  1327. continue;
  1328. if (sd->autospell[i].id < 0)
  1329. tbl = src;
  1330. else
  1331. tbl = bl;
  1332. if (tbl != src && !battle_check_range(src, tbl, skill_get_range2(src, skill, skilllv)))
  1333. continue; //Autoskills DO check for target-src range. [Skotlex]
  1334. rate = skill_get_inf(skill);
  1335. switch (skill_get_casttype(skill)) {
  1336. case CAST_GROUND:
  1337. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1338. break;
  1339. case CAST_NODAMAGE:
  1340. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1341. break;
  1342. case CAST_DAMAGE:
  1343. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1344. break;
  1345. }
  1346. //Set canact delay. [Skotlex]
  1347. ud = unit_bl2ud(src);
  1348. if (ud) {
  1349. rate = skill_delayfix(src, skill, skilllv)/2;
  1350. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1351. ud->canact_tick = tick+rate;
  1352. }
  1353. break; //Only one auto skill comes off at a time.
  1354. }
  1355. }
  1356. //Polymorph
  1357. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1358. dstmd && !(tstatus->mode&MD_BOSS) && !dstmd->guardian_data &&
  1359. (dstmd->class_ < 1324 || dstmd->class_ > 1363) && //Treasure boxes
  1360. !mob_is_clone(dstmd->class_) &&
  1361. (rand()%10000 < sd->classchange))
  1362. {
  1363. struct mob_db *mob;
  1364. int class_;
  1365. skill = 0;
  1366. do {
  1367. do {
  1368. class_ = rand() % MAX_MOB_DB;
  1369. } while (!mobdb_checkid(class_));
  1370. rate = rand() % 1000000;
  1371. mob = mob_db(class_);
  1372. } while (
  1373. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1374. (skill++) < 2000);
  1375. if (skill < 2000)
  1376. mob_class_change(dstmd,class_);
  1377. }
  1378. return 0;
  1379. }
  1380. /* Splitted off from skill_additional_effect, which is never called when the
  1381. * attack skill kills the enemy. Place in this function counter status effects
  1382. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1383. * from cards) that will take effect on the source, not the target. [Skotlex]
  1384. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1385. * type of skills, so not every instance of skill_additional_effect needs a call
  1386. * to this one.
  1387. */
  1388. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1389. {
  1390. int rate;
  1391. struct map_session_data *sd=NULL;
  1392. struct map_session_data *dstsd=NULL;
  1393. struct status_change *tsc;
  1394. nullpo_retr(0, src);
  1395. nullpo_retr(0, bl);
  1396. if(skillid < 0)
  1397. { // remove the debug print when this case is finished
  1398. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1399. src, bl,skillid,skilllv,attack_type,tick);
  1400. return 0;
  1401. }
  1402. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1403. tsc = status_get_sc(bl);
  1404. if (tsc && !tsc->count)
  1405. tsc = NULL;
  1406. BL_CAST(BL_PC, src, sd);
  1407. BL_CAST(BL_PC, bl, dstsd);
  1408. switch(skillid){
  1409. case 0: //Normal Attack
  1410. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1411. tsc->data[SC_KAAHI].val4 = add_timer(
  1412. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1413. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1414. break;
  1415. case MO_EXTREMITYFIST:
  1416. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1417. break;
  1418. case GS_FULLBUSTER:
  1419. sc_start(src,SC_BLIND,(2*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1420. break;
  1421. }
  1422. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1423. skill_get_inf(skillid)!=INF_GROUND_SKILL &&
  1424. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1425. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1426. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1427. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1428. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1429. }
  1430. if(dstsd && attack_type&BF_WEAPON)
  1431. { //Counter effects.
  1432. int i, type, time;
  1433. for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
  1434. {
  1435. rate = dstsd->addeff2[i].rate;
  1436. type = (sd && sd->state.arrow_atk) || (status_get_range(src)>2);
  1437. if (type)
  1438. rate+=dstsd->addeff2[i].arrow_rate;
  1439. if (!rate) continue;
  1440. if (!(dstsd->addeff2[i].flag&ATF_LONG && dstsd->addeff2[i].flag&ATF_SHORT))
  1441. { //Trigger has range consideration.
  1442. if ((dstsd->addeff2[i].flag&ATF_LONG && !type) ||
  1443. (dstsd->addeff2[i].flag&ATF_SHORT && type))
  1444. continue; //Range Failed.
  1445. }
  1446. type = dstsd->addeff2[i].id;
  1447. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1448. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1449. status_change_start(src,type,rate,7,0,0,0,time,0);
  1450. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1451. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1452. }
  1453. }
  1454. //Trigger counter-spells to retaliate against damage causing skills. [Skotlex]
  1455. if(dstsd && !status_isdead(bl) && src != bl && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1456. {
  1457. struct block_list *tbl;
  1458. struct unit_data *ud;
  1459. int i, skillid, skilllv, rate;
  1460. for (i = 0; i < MAX_PC_BONUS; i++) {
  1461. if (dstsd->autospell2[i].id == 0)
  1462. break;
  1463. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1464. skilllv = (dstsd->autospell2[i].lv > 0) ? dstsd->autospell2[i].lv : 1;
  1465. rate = ((sd && !sd->state.arrow_atk) || (status_get_range(src)<=2)) ?
  1466. dstsd->autospell2[i].rate : dstsd->autospell2[i].rate / 2;
  1467. if (skillnotok(skillid, dstsd))
  1468. continue;
  1469. if (rand()%1000 > rate)
  1470. continue;
  1471. if (dstsd->autospell2[i].id < 0)
  1472. tbl = bl;
  1473. else
  1474. tbl = src;
  1475. if (tbl != bl && !battle_check_range(bl, tbl, skill_get_range2(bl, skillid, skilllv)))
  1476. continue; //Autoskills DO check for target-src range. [Skotlex]
  1477. switch (skill_get_casttype(skillid)) {
  1478. case CAST_GROUND:
  1479. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1480. break;
  1481. case CAST_NODAMAGE:
  1482. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1483. break;
  1484. case CAST_DAMAGE:
  1485. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1486. break;
  1487. }
  1488. //Set canact delay. [Skotlex]
  1489. ud = unit_bl2ud(bl);
  1490. if (ud) {
  1491. rate = skill_delayfix(bl, skillid, skilllv)/2;
  1492. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1493. ud->canact_tick = tick+rate;
  1494. }
  1495. break; //trigger only one auto-spell per hit.
  1496. }
  1497. }
  1498. return 0;
  1499. }
  1500. /*=========================================================================
  1501. Breaks equipment. On-non players causes the corresponding strip effect.
  1502. - rate goes from 0 to 10000 (100.00%)
  1503. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1504. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1505. --------------------------------------------------------------------------*/
  1506. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1507. {
  1508. static int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1509. static int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1510. static int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1511. struct status_change *sc = status_get_sc(bl);
  1512. int i,j;
  1513. TBL_PC *sd;
  1514. BL_CAST(BL_PC, bl, sd);
  1515. if (sc && !sc->count)
  1516. sc = NULL;
  1517. if (sd) {
  1518. if (sd->unbreakable_equip)
  1519. where &= ~sd->unbreakable_equip;
  1520. if (sd->unbreakable)
  1521. rate -= rate*sd->unbreakable/100;
  1522. if (where&EQP_WEAPON) {
  1523. switch (sd->status.weapon) {
  1524. case W_FIST: //Bare fists should not break :P
  1525. case W_1HAXE:
  1526. case W_2HAXE:
  1527. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1528. case W_STAFF:
  1529. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1530. where &= ~EQP_WEAPON;
  1531. }
  1532. }
  1533. }
  1534. if (flag&BCT_ENEMY) {
  1535. if (battle_config.equip_skill_break_rate != 100)
  1536. rate = rate*battle_config.equip_skill_break_rate/100;
  1537. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1538. if (battle_config.equip_self_break_rate != 100)
  1539. rate = rate*battle_config.equip_self_break_rate/100;
  1540. }
  1541. for (i = 0; i < 4; i++) {
  1542. if (where&where_list[i]) {
  1543. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1544. where&=~where_list[i];
  1545. else if (rand()%10000 >= rate)
  1546. where&=~where_list[i];
  1547. else if (!sd) //Cause Strip effect.
  1548. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1549. }
  1550. }
  1551. if (!where) //Nothing to break.
  1552. return 0;
  1553. if (sd) {
  1554. for (i = 0; i < EQI_MAX; i++) {
  1555. j = sd->equip_index[i];
  1556. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1557. continue;
  1558. flag = 0;
  1559. switch(i) {
  1560. case EQI_HEAD_TOP: //Upper Head
  1561. flag = (where&EQP_HELM);
  1562. break;
  1563. case EQI_ARMOR: //Body
  1564. flag = (where&EQP_ARMOR);
  1565. break;
  1566. case EQI_HAND_R: //Left/Right hands
  1567. case EQI_HAND_L:
  1568. flag = (
  1569. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1570. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1571. break;
  1572. default:
  1573. continue;
  1574. }
  1575. if (flag) {
  1576. sd->status.inventory[j].attribute = 1;
  1577. pc_unequipitem(sd, j, 3);
  1578. }
  1579. }
  1580. clif_equiplist(sd);
  1581. }
  1582. return where; //Return list of pieces broken.
  1583. }
  1584. /*=========================================================================
  1585. Used to knock back players, monsters, traps, etc
  1586. If count&0xf00000, the direction is send in the 6th byte.
  1587. If count&0x10000, the direction is to the back of the target, otherwise is away from the src.
  1588. If count&0x20000, position update packets must not be sent.
  1589. IF count&0X40000, direction is random.
  1590. --------------------------------------------------------------------------*/
  1591. int skill_blown (struct block_list *src, struct block_list *target, int count)
  1592. {
  1593. int dx=0,dy=0,nx,ny;
  1594. int x=target->x,y=target->y;
  1595. int dir,ret;
  1596. struct skill_unit *su=NULL;
  1597. nullpo_retr(0, src);
  1598. if (src != target && map_flag_gvg(target->m))
  1599. return 0; //No knocking back in WoE
  1600. if (!count&0xffff)
  1601. return 0; //Actual knockback distance is 0.
  1602. switch (target->type) {
  1603. case BL_MOB:
  1604. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1605. return 0;
  1606. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1607. return 0;
  1608. break;
  1609. case BL_SKILL:
  1610. su=(struct skill_unit *)target;
  1611. break;
  1612. }
  1613. if (count&0xf00000)
  1614. dir = (count>>20)&0xf;
  1615. else if (count&0x10000 || (target->x==src->x && target->y==src->y))
  1616. dir = unit_getdir(target);
  1617. else if (count&0x40000) //Flag for random pushing.
  1618. dir = rand()%8;
  1619. else
  1620. dir = map_calc_dir(target,src->x,src->y);
  1621. if (dir>=0 && dir<8){
  1622. dx = -dirx[dir];
  1623. dy = -diry[dir];
  1624. }
  1625. ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff);
  1626. nx=ret>>16;
  1627. ny=ret&0xffff;
  1628. if (!su)
  1629. unit_stop_walking(target,0);
  1630. dx = nx - x;
  1631. dy = ny - y;
  1632. if (!dx && !dy) //Could not knockback.
  1633. return 0;
  1634. map_foreachinmovearea(clif_outsight,target->m,
  1635. x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,
  1636. dx,dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1637. if(su)
  1638. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1639. else
  1640. map_moveblock(target, nx, ny, gettick());
  1641. map_foreachinmovearea(clif_insight,target->m,
  1642. nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,
  1643. -dx,-dy,target->type==BL_PC?BL_ALL:BL_PC,target);
  1644. if(!(count&0x20000))
  1645. clif_blown(target);
  1646. return (count&0xFFFF); //Return amount of knocked back cells.
  1647. }
  1648. /*
  1649. * =========================================================================
  1650. * Does a skill attack with the given properties.
  1651. * src is the master behind the attack (player/mob/pet)
  1652. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1653. * bl is the target to be attacked.
  1654. * flag can hold a bunch of information:
  1655. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1656. * (usually holds number of targets, or just 1 for simple splash attacks)
  1657. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1658. * packet shouldn't display a skill animation)
  1659. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1660. * client (causes player characters to not scream skill name)
  1661. *-------------------------------------------------------------------------
  1662. */
  1663. 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)
  1664. {
  1665. struct Damage dmg;
  1666. struct status_data *sstatus, *tstatus;
  1667. struct status_change *sc;
  1668. struct map_session_data *sd, *tsd;
  1669. int type,damage,rdamage=0;
  1670. if(skillid > 0 && skilllv <= 0) return 0;
  1671. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1672. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1673. nullpo_retr(0, bl); //Target to be attacked.
  1674. if (src != dsrc) {
  1675. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1676. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1677. return 0;
  1678. } else if ((flag&0xFFF) && skill_get_nk(skillid)&NK_SPLASH) {
  1679. //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]
  1680. if (!status_check_skilluse(src, bl, skillid, 2))
  1681. return 0;
  1682. }
  1683. BL_CAST(BL_PC, src, sd);
  1684. BL_CAST(BL_PC, bl, tsd);
  1685. sstatus = status_get_status_data(src);
  1686. tstatus = status_get_status_data(bl);
  1687. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1688. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1689. return 0;
  1690. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1691. //Skotlex: Adjusted to the new system
  1692. if(src->type==BL_PET && (struct pet_data *)src)
  1693. { // [Valaris]
  1694. struct pet_data *pd = (struct pet_data *)src;
  1695. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1696. {
  1697. int element = skill_get_pl(skillid);
  1698. if (skillid == -1)
  1699. element = sstatus->rhw.ele;
  1700. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1701. dmg.damage2=0;
  1702. dmg.div_= pd->a_skill->div_;
  1703. }
  1704. }
  1705. sc= status_get_sc(bl);
  1706. if (sc && !sc->count) sc = NULL; //Don't need it.
  1707. if (attack_type&BF_MAGIC) {
  1708. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1709. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
  1710. { //Works on players or mobs with level under 80.
  1711. clif_specialeffect(bl, 438, AREA);
  1712. if (--sc->data[SC_KAITE].val2 <= 0)
  1713. status_change_end(bl, SC_KAITE, -1);
  1714. bl = src; //Just make the skill attack yourself @.@
  1715. sc = status_get_sc(bl);
  1716. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1717. if (sc && !sc->count)
  1718. sc = NULL; //Don't need it.
  1719. //Spirit of Wizard blocks bounced back spells.
  1720. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD
  1721. && !(tsd && (type = pc_search_inventory (tsd, 7321)) < 0))
  1722. {
  1723. if (tsd) pc_delitem(tsd, type, 1, 0);
  1724. dmg.damage = dmg.damage2 = 0;
  1725. dmg.dmg_lv = ATK_FLEE;
  1726. }
  1727. }
  1728. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1729. //struct unit_data *ud;
  1730. int sp = skill_get_sp(skillid,skilllv);
  1731. dmg.damage = dmg.damage2 = 0;
  1732. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1733. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1734. if(skillid == WZ_WATERBALL && skilllv > 1)
  1735. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1736. status_heal(bl, 0, sp, 2);
  1737. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1738. /* It was reported you don't get an act delay once it triggers.
  1739. ud = unit_bl2ud(bl);
  1740. if (ud) ud->canact_tick = tick
  1741. + skill_delayfix(bl, SA_MAGICROD, sc->data[SC_MAGICROD].val1);
  1742. */
  1743. }
  1744. }
  1745. damage = dmg.damage + dmg.damage2;
  1746. if (damage > 0 && src != bl && src == dsrc)
  1747. rdamage = battle_calc_return_damage(bl, &damage, dmg.flag);
  1748. //Skill hit type
  1749. type=(skillid==0)?5:skill_get_hit(skillid);
  1750. if((damage <= 0 || damage < dmg.div_)
  1751. && skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
  1752. dmg.blewcount = 0;
  1753. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1754. if(battle_config.gx_disptype) dsrc = src;
  1755. if(src == bl) type = 4;
  1756. }
  1757. if(sd) {
  1758. //Sorry for removing the Japanese comments, but they were actually distracting
  1759. //from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
  1760. if (sd->sc.data[SC_COMBO].timer!=-1)
  1761. { //End combo state after skill is invoked. [Skotlex]
  1762. switch (skillid) {
  1763. case TK_TURNKICK:
  1764. case TK_STORMKICK:
  1765. case TK_DOWNKICK:
  1766. case TK_COUNTER:
  1767. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  1768. { //Extend combo time.
  1769. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1770. sd->skilllv_old = skilllv;
  1771. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1772. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1773. sd->sc.data[SC_COMBO].timer = add_timer(
  1774. tick+sd->sc.data[SC_COMBO].val4,
  1775. status_change_timer, src->id, SC_COMBO);
  1776. break;
  1777. }
  1778. default:
  1779. status_change_end(src,SC_COMBO,-1);
  1780. }
  1781. }
  1782. switch(skillid)
  1783. {
  1784. case MO_TRIPLEATTACK:
  1785. {
  1786. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1787. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1788. delay += 300 * battle_config.combo_delay_rate / 100;
  1789. sc_start(src,SC_COMBO,100,MO_TRIPLEATTACK,delay);
  1790. clif_combo_delay(src, delay);
  1791. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1792. party_skill_check(sd, sd->status.party_id, MO_TRIPLEATTACK, skilllv);
  1793. break;
  1794. }
  1795. case MO_CHAINCOMBO:
  1796. {
  1797. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1798. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1799. delay += 300 * battle_config.combo_delay_rate /100;
  1800. sc_start(src,SC_COMBO,100,MO_CHAINCOMBO,delay);
  1801. clif_combo_delay(src,delay);
  1802. break;
  1803. }
  1804. case MO_COMBOFINISH:
  1805. {
  1806. int delay = 700 - 4*sstatus->agi - 2*sstatus->dex;
  1807. if (
  1808. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1809. (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) ||
  1810. (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1811. )
  1812. delay += 300 * battle_config.combo_delay_rate /100;
  1813. sc_start(src,SC_COMBO,100,MO_COMBOFINISH,delay);
  1814. clif_combo_delay(src,delay);
  1815. break;
  1816. }
  1817. case CH_TIGERFIST:
  1818. { //Tigerfist is now a combo-only skill. [Skotlex]
  1819. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1820. if(
  1821. (pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 3 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1) ||
  1822. (pc_checkskill(sd, CH_CHAINCRUSH) > 0)
  1823. )
  1824. delay += 300 * battle_config.combo_delay_rate /100;
  1825. sc_start(src,SC_COMBO,100,CH_TIGERFIST,delay);
  1826. clif_combo_delay(src,delay);
  1827. break;
  1828. }
  1829. case CH_CHAINCRUSH:
  1830. {
  1831. int delay = 1000 - 4*sstatus->agi - 2*sstatus->dex;
  1832. if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 &&
  1833. sd->spiritball >= 1 &&
  1834. sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1835. delay += 300 * battle_config.combo_delay_rate /100;
  1836. sc_start(src,SC_COMBO,100,CH_CHAINCRUSH,delay);
  1837. clif_combo_delay(src,delay);
  1838. break;
  1839. }
  1840. case AC_DOUBLE:
  1841. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1842. pc_checkskill(sd, HT_POWER)) {
  1843. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1844. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1845. clif_combo_delay(src,2000);
  1846. }
  1847. break;
  1848. case TK_COUNTER:
  1849. { //bonus from SG_FRIEND [Komurka]
  1850. int level;
  1851. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1852. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1853. }
  1854. break;
  1855. case SL_STIN:
  1856. case SL_STUN:
  1857. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1858. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1859. break;
  1860. case GS_FULLBUSTER:
  1861. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1862. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1863. break;
  1864. } //Switch End
  1865. }
  1866. //Display damage.
  1867. switch(skillid){
  1868. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1869. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1870. break;
  1871. //Skills who's damage should't show any skill-animation.
  1872. case NPC_SELFDESTRUCTION:
  1873. if(src->type==BL_PC)
  1874. dmg.blewcount = 10;
  1875. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1876. case KN_AUTOCOUNTER: //Skills that need be passed as a normal attack for the client to display correctly.
  1877. case TF_DOUBLE:
  1878. case GS_CHAINACTION:
  1879. case SN_SHARPSHOOTING:
  1880. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1881. break;
  1882. case CR_GRANDCROSS:
  1883. case NPC_GRANDDARKNESS:
  1884. //Only show animation when hitting yourself. [Skotlex]
  1885. if (src!=bl) {
  1886. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5);
  1887. break;
  1888. }
  1889. default:
  1890. if (flag&SD_ANIMATION) //Disable skill animation.
  1891. dmg.dmotion = clif_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1892. damage, dmg.div_, 8, dmg.damage2);
  1893. else
  1894. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1895. damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1896. break;
  1897. }
  1898. map_freeblock_lock();
  1899. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1900. && pc_checkskill(tsd,RG_PLAGIARISM)
  1901. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1902. && damage < tsd->status.hp)
  1903. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1904. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1905. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1906. {
  1907. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1908. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1909. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1910. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1911. }
  1912. tsd->cloneskill_id = skillid;
  1913. tsd->status.skill[skillid].id = skillid;
  1914. tsd->status.skill[skillid].lv = skilllv;
  1915. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1916. tsd->status.skill[skillid].lv = type;
  1917. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1918. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1919. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1920. clif_skillinfoblock(tsd);
  1921. }
  1922. }
  1923. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1924. struct skill_unit* su = (struct skill_unit*)bl;
  1925. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1926. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1927. }
  1928. if (!dmg.amotion) {
  1929. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1930. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  1931. if (!status_isdead(bl))
  1932. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  1933. //Counter status effects [Skotlex]
  1934. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  1935. }
  1936. }
  1937. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  1938. if (dmg.blewcount > 0 && !status_isdead(bl))
  1939. skill_blown(skillid==NJ_TATAMIGAESHI?src:dsrc,bl,dmg.blewcount);
  1940. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  1941. if (dmg.amotion)
  1942. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  1943. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  1944. int rate = 50 + skilllv * 5;
  1945. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  1946. if(rand()%100 < rate)
  1947. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  1948. }
  1949. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  1950. if (battle_config.left_cardfix_to_right)
  1951. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  1952. else
  1953. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  1954. }
  1955. if (rdamage>0) {
  1956. if (dmg.amotion)
  1957. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  1958. else
  1959. status_fix_damage(bl,src,rdamage,0);
  1960. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  1961. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  1962. if (tsd && src != bl)
  1963. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  1964. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  1965. }
  1966. if (!(flag&2) &&
  1967. (
  1968. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  1969. ) &&
  1970. (sc = status_get_sc(src)) &&
  1971. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  1972. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  1973. {
  1974. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|1);
  1975. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  1976. }
  1977. map_freeblock_unlock();
  1978. return damage;
  1979. }
  1980. /*==========================================
  1981. * スキル範??U?用(map_foreachinareaから呼ばれる)
  1982. * flagについて?F16?i?を確認
  1983. * MSB <- 00fTffff ->LSB
  1984. * T =タ?ゲット選?用(BCT_*)
  1985. * ffff=自由に使用可能
  1986. * 0 =予約?B0に固定
  1987. *------------------------------------------
  1988. */
  1989. static int skill_area_temp[8];
  1990. static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  1991. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  1992. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  1993. int skill_area_sub (struct block_list *bl, va_list ap)
  1994. {
  1995. struct block_list *src;
  1996. int skill_id,skill_lv,flag;
  1997. unsigned int tick;
  1998. SkillFunc func;
  1999. nullpo_retr(0, bl);
  2000. nullpo_retr(0, ap);
  2001. src=va_arg(ap,struct block_list *);
  2002. skill_id=va_arg(ap,int);
  2003. skill_lv=va_arg(ap,int);
  2004. tick=va_arg(ap,unsigned int);
  2005. flag=va_arg(ap,int);
  2006. func=va_arg(ap,SkillFunc);
  2007. if(battle_check_target(src,bl,flag) > 0)
  2008. func(src,bl,skill_id,skill_lv,tick,flag);
  2009. return 0;
  2010. }
  2011. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2012. {
  2013. struct skill_unit *unit;
  2014. int skillid,g_skillid;
  2015. unit = (struct skill_unit *)bl;
  2016. if(bl->prev == NULL || bl->type != BL_SKILL)
  2017. return 0;
  2018. if(!unit->alive)
  2019. return 0;
  2020. skillid = va_arg(ap,int);
  2021. g_skillid = unit->group->skill_id;
  2022. switch (skillid)
  2023. {
  2024. case MG_SAFETYWALL:
  2025. case AL_PNEUMA:
  2026. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2027. return 0;
  2028. break;
  2029. case AL_WARP:
  2030. case HT_SKIDTRAP:
  2031. case HT_LANDMINE:
  2032. case HT_ANKLESNARE:
  2033. case HT_SHOCKWAVE:
  2034. case HT_SANDMAN:
  2035. case HT_FLASHER:
  2036. case HT_FREEZINGTRAP:
  2037. case HT_BLASTMINE:
  2038. case HT_CLAYMORETRAP:
  2039. case HT_TALKIEBOX:
  2040. case HP_BASILICA:
  2041. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2042. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2043. return 0;
  2044. break;
  2045. default: //Avoid stacking with same kind of trap. [Skotlex]
  2046. if (g_skillid != skillid)
  2047. return 0;
  2048. break;
  2049. }
  2050. return 1;
  2051. }
  2052. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2053. {
  2054. //Non players do not check for the skill's splash-trigger area.
  2055. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2056. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2057. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2058. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2059. return 0;
  2060. }
  2061. range += layout_type;
  2062. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  2063. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2064. }
  2065. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2066. {
  2067. int skillid;
  2068. if(bl->prev == NULL)
  2069. return 0;
  2070. if(status_isdead(bl))
  2071. return 0;
  2072. skillid = va_arg(ap,int);
  2073. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2074. return 0;
  2075. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2076. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2077. return 1;
  2078. }
  2079. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2080. {
  2081. int range, type;
  2082. switch (skillid) { // to be expanded later
  2083. case WZ_ICEWALL:
  2084. range = 2;
  2085. break;
  2086. default:
  2087. {
  2088. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2089. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2090. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2091. return 0;
  2092. }
  2093. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2094. }
  2095. break;
  2096. }
  2097. // if the caster is a monster/NPC, only check for players
  2098. // otherwise just check characters
  2099. if (bl->type == BL_PC)
  2100. type = BL_CHAR;
  2101. else
  2102. type = BL_PC;
  2103. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2104. x - range, y - range, x + range, y + range,
  2105. type, skillid);
  2106. }
  2107. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2108. {
  2109. struct map_session_data *sd;
  2110. int gid, id, strvit, agidex;
  2111. sd = (struct map_session_data *)bl;
  2112. id = va_arg(ap,int);
  2113. gid = va_arg(ap,int);
  2114. if (sd->status.guild_id != gid)
  2115. return 0;
  2116. if(id == sd->bl.id && battle_config.guild_aura&16)
  2117. return 0;
  2118. strvit = va_arg(ap,int);
  2119. agidex = va_arg(ap,int);
  2120. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2121. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2122. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2123. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2124. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2125. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2126. }
  2127. return 0;
  2128. }
  2129. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2130. return 1;
  2131. }
  2132. /*==========================================
  2133. * [orn]
  2134. * Checks that you have the requirements for casting a skill for homunculus.
  2135. * Flag:
  2136. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2137. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2138. *------------------------------------------
  2139. */
  2140. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2141. {
  2142. struct status_data *status;
  2143. struct status_change *sc;
  2144. TBL_PC * sd;
  2145. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2146. int index[10],itemid[10],amount[10];
  2147. int checkitem_flag = 1, delitem_flag = 1;
  2148. nullpo_retr(0, hd);
  2149. sd = hd->master;
  2150. if (lv <= 0) return 0;
  2151. status = &hd->battle_status;
  2152. sc = &hd->sc;
  2153. if (!sc->count)
  2154. sc = NULL;
  2155. // for the guild skills [celest]
  2156. if (skill >= HM_SKILLBASE) //[orn]
  2157. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2158. else
  2159. j = skill;
  2160. if (j < 0 || j >= MAX_SKILL_DB)
  2161. return 0;
  2162. //Code speedup, rather than using skill_get_* over and over again.
  2163. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2164. return 0;
  2165. for(i = 0; i < 10; i++) {
  2166. itemid[i] = skill_db[j].itemid[i];
  2167. amount[i] = skill_db[j].amount[i];
  2168. }
  2169. hp = skill_db[j].hp[lv-1];
  2170. sp = skill_db[j].sp[lv-1];
  2171. hp_rate = skill_db[j].hp_rate[lv-1];
  2172. sp_rate = skill_db[j].sp_rate[lv-1];
  2173. state = skill_db[j].state;
  2174. mhp = skill_db[j].mhp[lv-1];
  2175. if(mhp > 0)
  2176. hp += (status->max_hp * mhp)/100;
  2177. if(hp_rate > 0)
  2178. hp += (status->hp * hp_rate)/100;
  2179. else
  2180. hp += (status->max_hp * (-hp_rate))/100;
  2181. if(sp_rate > 0)
  2182. sp += (status->sp * sp_rate)/100;
  2183. else
  2184. sp += (status->max_sp * (-sp_rate))/100;
  2185. switch(skill) { // Check for cost reductions due to skills & SCs
  2186. case HFLI_SBR44:
  2187. if(sd->homunculus.intimacy < 200)
  2188. return 0;
  2189. break;
  2190. case HVAN_EXPLOSION:
  2191. if(sd->homunculus.intimacy < battle_config.hvan_explosion_intimate)
  2192. return 0;
  2193. break;
  2194. }
  2195. if(!(type&2)){
  2196. if( hp>0 && status->hp <= (unsigned int)hp) {
  2197. clif_skill_fail(sd,skill,2,0);
  2198. return 0;
  2199. }
  2200. if( sp>0 && status->sp < (unsigned int)sp) {
  2201. clif_skill_fail(sd,skill,1,0);
  2202. return 0;
  2203. }
  2204. }
  2205. switch(state) {
  2206. case ST_MOVE_ENABLE:
  2207. //Check only on begin casting. [Skotlex]
  2208. if(!type && !unit_can_move(&hd->bl)) {
  2209. clif_skill_fail(sd,skill,0,0);
  2210. return 0;
  2211. }
  2212. break;
  2213. }
  2214. if (checkitem_flag) {
  2215. for(i=0;i<10;i++) {
  2216. index[i] = -1;
  2217. if(itemid[i] <= 0)
  2218. continue;
  2219. index[i] = pc_search_inventory(sd,itemid[i]);
  2220. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2221. {
  2222. clif_skill_fail(sd,skill,0,0);
  2223. return 0;
  2224. }
  2225. }
  2226. }
  2227. if(!(type&1))
  2228. return 1;
  2229. if(delitem_flag) {
  2230. for(i=0;i<10;i++) {
  2231. if(index[i] >= 0)
  2232. pc_delitem(sd,index[i],amount[i],0);
  2233. }
  2234. }
  2235. if(type&2)
  2236. return 1;
  2237. if(sp || hp)
  2238. status_zap(&hd->bl, hp, sp);
  2239. return 1;
  2240. }
  2241. /*=========================================================================
  2242. *
  2243. */
  2244. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2245. {
  2246. if(skill_area_temp[0] < 0xffff)
  2247. skill_area_temp[0]++;
  2248. return 1;
  2249. }
  2250. int skill_count_water (struct block_list *src, int range)
  2251. {
  2252. int i,x,y,cnt = 0,size = range*2+1;
  2253. struct skill_unit *unit;
  2254. for (i=0;i<size*size;i++) {
  2255. x = src->x+(i%size-range);
  2256. y = src->y+(i/size-range);
  2257. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2258. cnt++;
  2259. continue;
  2260. }
  2261. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2262. if (!unit)
  2263. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2264. if (unit) {
  2265. cnt++;
  2266. skill_delunit(unit);
  2267. }
  2268. }
  2269. return cnt;
  2270. }
  2271. /*==========================================
  2272. *
  2273. *------------------------------------------
  2274. */
  2275. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2276. {
  2277. struct block_list *src = map_id2bl(id),*target;
  2278. struct unit_data *ud = unit_bl2ud(src);
  2279. struct skill_timerskill *skl = NULL;
  2280. int range;
  2281. nullpo_retr(0, src);
  2282. nullpo_retr(0, ud);
  2283. skl = ud->skilltimerskill[data];
  2284. nullpo_retr(0, skl);
  2285. ud->skilltimerskill[data] = NULL;
  2286. do {
  2287. if(src->prev == NULL)
  2288. break;
  2289. if(skl->target_id) {
  2290. target = map_id2bl(skl->target_id);
  2291. if(!target && skl->skill_id == RG_INTIMIDATE)
  2292. target = src; //Required since it has to warp.
  2293. if(target == NULL)
  2294. break;
  2295. if(target->prev == NULL)
  2296. break;
  2297. if(src->m != target->m)
  2298. break;
  2299. if(status_isdead(src))
  2300. break;
  2301. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2302. break;
  2303. switch(skl->skill_id) {
  2304. case RG_INTIMIDATE:
  2305. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2306. short x,y;
  2307. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2308. if (target != src && !status_isdead(target))
  2309. unit_warp(target, -1, x, y, 3);
  2310. }
  2311. break;
  2312. case BA_FROSTJOKE:
  2313. case DC_SCREAM:
  2314. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2315. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2316. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2317. break;
  2318. case WZ_WATERBALL:
  2319. if (!status_isdead(target))
  2320. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2321. if (skl->type>1 && !status_isdead(target)) {
  2322. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2323. } else {
  2324. struct status_change *sc = status_get_sc(src);
  2325. if(sc && sc->data[SC_MAGICPOWER].timer != -1)
  2326. status_change_end(src,SC_MAGICPOWER,-1);
  2327. }
  2328. break;
  2329. default:
  2330. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2331. break;
  2332. }
  2333. }
  2334. else {
  2335. if(src->m != skl->map)
  2336. break;
  2337. switch(skl->skill_id) {
  2338. case WZ_METEOR:
  2339. if(skl->type >= 0) {
  2340. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2341. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2342. }
  2343. else
  2344. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2345. break;
  2346. }
  2347. }
  2348. } while (0);
  2349. //Free skl now that it is no longer needed.
  2350. ers_free(skill_timer_ers, skl);
  2351. return 0;
  2352. }
  2353. /*==========================================
  2354. *
  2355. *------------------------------------------
  2356. */
  2357. 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)
  2358. {
  2359. int i;
  2360. struct unit_data *ud;
  2361. nullpo_retr(1, src);
  2362. ud = unit_bl2ud(src);
  2363. nullpo_retr(1, ud);
  2364. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2365. if (i==MAX_SKILLTIMERSKILL) return 1;
  2366. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2367. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2368. ud->skilltimerskill[i]->src_id = src->id;
  2369. ud->skilltimerskill[i]->target_id = target;
  2370. ud->skilltimerskill[i]->skill_id = skill_id;
  2371. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2372. ud->skilltimerskill[i]->map = src->m;
  2373. ud->skilltimerskill[i]->x = x;
  2374. ud->skilltimerskill[i]->y = y;
  2375. ud->skilltimerskill[i]->type = type;
  2376. ud->skilltimerskill[i]->flag = flag;
  2377. return 0;
  2378. }
  2379. /*==========================================
  2380. *
  2381. *------------------------------------------
  2382. */
  2383. int skill_cleartimerskill (struct block_list *src)
  2384. {
  2385. int i;
  2386. struct unit_data *ud;
  2387. nullpo_retr(0, src);
  2388. ud = unit_bl2ud(src);
  2389. nullpo_retr(0, ud);
  2390. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2391. if(ud->skilltimerskill[i]) {
  2392. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2393. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2394. ud->skilltimerskill[i]=NULL;
  2395. }
  2396. }
  2397. return 1;
  2398. }
  2399. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2400. {
  2401. TBL_SKILL *su = (TBL_SKILL*)bl;
  2402. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2403. { //Reveal trap.
  2404. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2405. //clif_changetraplook(bl, su->group->unit_id);
  2406. clif_skill_setunit(su);
  2407. return 1;
  2408. }
  2409. return 0;
  2410. }
  2411. /*==========================================
  2412. *
  2413. *
  2414. *------------------------------------------
  2415. */
  2416. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2417. {
  2418. struct map_session_data *sd = NULL, *tsd = NULL;
  2419. struct status_data *tstatus;
  2420. struct status_change *sc;
  2421. if (skillid > 0 && skilllv <= 0) return 0;
  2422. nullpo_retr(1, src);
  2423. nullpo_retr(1, bl);
  2424. if (src->m != bl->m)
  2425. return 1;
  2426. if (bl->prev == NULL)
  2427. return 1;
  2428. if (src->type == BL_PC)
  2429. sd = (struct map_session_data *)src;
  2430. if (bl->type == BL_PC)
  2431. tsd = (struct map_session_data *)bl;
  2432. if (status_isdead(bl))
  2433. return 1;
  2434. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl))
  2435. { //GTB makes all targetted magic fail silently.
  2436. if (sd) clif_skill_fail(sd,skillid,0,0);
  2437. return 1;
  2438. }
  2439. sc = status_get_sc(src);
  2440. if (sc && !sc->count)
  2441. sc = NULL; //Unneeded
  2442. tstatus = status_get_status_data(bl);
  2443. map_freeblock_lock();
  2444. switch(skillid)
  2445. {
  2446. case SM_BASH:
  2447. case MC_MAMMONITE:
  2448. case TF_DOUBLE:
  2449. case AC_DOUBLE:
  2450. case AS_SONICBLOW:
  2451. case KN_PIERCE:
  2452. case KN_SPEARBOOMERANG:
  2453. case TF_POISON:
  2454. case TF_SPRINKLESAND:
  2455. case AC_CHARGEARROW:
  2456. case RG_RAID:
  2457. case RG_INTIMIDATE:
  2458. case AM_ACIDTERROR:
  2459. case BA_MUSICALSTRIKE:
  2460. case DC_THROWARROW:
  2461. case BA_DISSONANCE:
  2462. case CR_HOLYCROSS:
  2463. case NPC_DARKCROSS:
  2464. case CR_SHIELDCHARGE:
  2465. case CR_SHIELDBOOMERANG:
  2466. case NPC_PIERCINGATT:
  2467. case NPC_MENTALBREAKER:
  2468. case NPC_RANGEATTACK:
  2469. case NPC_CRITICALSLASH:
  2470. case NPC_COMBOATTACK:
  2471. case NPC_GUIDEDATTACK:
  2472. case NPC_POISON:
  2473. case NPC_BLINDATTACK:
  2474. case NPC_SILENCEATTACK:
  2475. case NPC_STUNATTACK:
  2476. case NPC_PETRIFYATTACK:
  2477. case NPC_CURSEATTACK:
  2478. case NPC_SLEEPATTACK:
  2479. case NPC_RANDOMATTACK:
  2480. case NPC_WATERATTACK:
  2481. case NPC_GROUNDATTACK:
  2482. case NPC_FIREATTACK:
  2483. case NPC_WINDATTACK:
  2484. case NPC_POISONATTACK:
  2485. case NPC_HOLYATTACK:
  2486. case NPC_DARKNESSATTACK:
  2487. case NPC_TELEKINESISATTACK:
  2488. case NPC_UNDEADATTACK:
  2489. case NPC_BREAKARMOR:
  2490. case NPC_BREAKWEAPON:
  2491. case NPC_BREAKHELM:
  2492. case NPC_BREAKSHIELD:
  2493. case LK_AURABLADE:
  2494. case LK_SPIRALPIERCE:
  2495. case LK_HEADCRUSH:
  2496. case LK_JOINTBEAT:
  2497. case CG_ARROWVULCAN:
  2498. case HW_MAGICCRASHER:
  2499. case ITM_TOMAHAWK:
  2500. case MO_TRIPLEATTACK:
  2501. case CH_CHAINCRUSH:
  2502. case CH_TIGERFIST:
  2503. case PA_SHIELDCHAIN: // Shield Chain
  2504. case PA_SACRIFICE:
  2505. case WS_CARTTERMINATION: // Cart Termination
  2506. case AS_VENOMKNIFE:
  2507. case HT_PHANTASMIC:
  2508. case HT_POWER:
  2509. case TK_DOWNKICK:
  2510. case TK_COUNTER:
  2511. case GS_TRIPLEACTION:
  2512. case GS_MAGICALBULLET:
  2513. case GS_CRACKER:
  2514. case GS_TRACKING:
  2515. case GS_PIERCINGSHOT:
  2516. case GS_RAPIDSHOWER:
  2517. case GS_DUST:
  2518. case GS_FULLBUSTER:
  2519. case NJ_SYURIKEN:
  2520. case NJ_KUNAI:
  2521. case ASC_BREAKER:
  2522. case HFLI_MOON: //[orn]
  2523. case HFLI_SBR44: //[orn]
  2524. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2525. break;
  2526. case MO_COMBOFINISH:
  2527. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2528. { //Becomes a splash attack when Soul Linked.
  2529. map_foreachinrange(skill_area_sub, bl,
  2530. skill_get_splash(skillid, skilllv),BL_CHAR,
  2531. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2532. skill_castend_damage_id);
  2533. } else
  2534. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2535. break;
  2536. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2537. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2538. skill_area_temp[1] = 0;
  2539. map_foreachinrange(skill_attack_area, src,
  2540. skill_get_splash(skillid, skilllv), BL_CHAR,
  2541. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2542. break;
  2543. case TK_JUMPKICK:
  2544. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2545. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2546. clif_slide(src,bl->x,bl->y);
  2547. break;
  2548. case SN_SHARPSHOOTING:
  2549. case NJ_KAMAITACHI:
  2550. //It won't shoot through walls since on castend there has to be a direct
  2551. //line of sight between caster and target.
  2552. skill_area_temp[1] = bl->id;
  2553. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2554. skill_get_splash(skillid, skilllv),BL_CHAR,
  2555. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2556. break;
  2557. case MO_INVESTIGATE:
  2558. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2559. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2560. status_change_end(src,SC_BLADESTOP,-1);
  2561. break;
  2562. case RG_BACKSTAP:
  2563. {
  2564. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2565. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2566. if (sc && sc->data[SC_HIDING].timer != -1)
  2567. status_change_end(src, SC_HIDING, -1);
  2568. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2569. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2570. unit_setdir(bl,dir);
  2571. }
  2572. else if (sd)
  2573. clif_skill_fail(sd,skillid,0,0);
  2574. }
  2575. break;
  2576. case MO_FINGEROFFENSIVE:
  2577. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2578. if (battle_config.finger_offensive_type && sd) {
  2579. int i;
  2580. for (i = 1; i < sd->spiritball_old; i++)
  2581. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2582. }
  2583. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2584. status_change_end(src,SC_BLADESTOP,-1);
  2585. break;
  2586. case MO_CHAINCOMBO:
  2587. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2588. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2589. status_change_end(src,SC_BLADESTOP,-1);
  2590. break;
  2591. case MO_EXTREMITYFIST:
  2592. if (sc && sc->count)
  2593. {
  2594. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2595. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2596. if (sc->data[SC_BLADESTOP].timer != -1)
  2597. status_change_end(src,SC_BLADESTOP,-1);
  2598. }
  2599. case KN_CHARGEATK:
  2600. if(!check_distance_bl(src, bl, 2)) { //Need to move to target.
  2601. int dx,dy;
  2602. dx = bl->x - src->x;
  2603. dy = bl->y - src->y;
  2604. if(dx > 0) dx++;
  2605. else if(dx < 0) dx--;
  2606. if (dy > 0) dy++;
  2607. else if(dy < 0) dy--;
  2608. if (skillid == KN_CHARGEATK) //Store distance in flag [Skotlex]
  2609. flag = distance_bl(src, bl);
  2610. if (!unit_movepos(src, src->x+dx, src->y+dy, 1, 1)) {
  2611. if (sd) clif_skill_fail(sd,skillid,0,0);
  2612. break;
  2613. }
  2614. clif_slide(src,src->x,src->y);
  2615. } else //Assume minimum distance of 1 for Charge.
  2616. flag = 1;
  2617. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2618. break;
  2619. //Splash attack skills.
  2620. case AS_SPLASHER:
  2621. case AS_GRIMTOOTH:
  2622. case SM_MAGNUM:
  2623. case HT_BLITZBEAT:
  2624. case MC_CARTREVOLUTION:
  2625. case NPC_SPLASHATTACK:
  2626. case AC_SHOWER:
  2627. case MG_NAPALMBEAT:
  2628. case MG_FIREBALL:
  2629. case HW_NAPALMVULCAN:
  2630. case NJ_HUUMA:
  2631. case NJ_BAKUENRYU:
  2632. case ASC_METEORASSAULT:
  2633. case GS_DESPERADO:
  2634. case GS_SPREADATTACK:
  2635. case KN_BRANDISHSPEAR:
  2636. if (flag&1)
  2637. { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2638. if (skill_area_temp[1] != bl->id)
  2639. skill_attack(skill_get_type(skillid), src, src, bl,
  2640. skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION);
  2641. else if (skillid == KN_BRANDISHSPEAR)
  2642. skill_attack(skill_get_type(skillid), src, src, bl,
  2643. skillid, skilllv, tick, skill_area_temp[0]);
  2644. break;
  2645. }
  2646. if ( skillid == NJ_BAKUENRYU )
  2647. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2648. skill_area_temp[0] = 0;
  2649. skill_area_temp[1] = bl->id;
  2650. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
  2651. if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2652. map_foreachinrange(skill_area_sub, bl,
  2653. skill_get_splash(skillid, skilllv), BL_CHAR,
  2654. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2655. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2656. skill_area_temp[0] = 2;
  2657. map_foreachinrange(skill_area_sub, bl,
  2658. skill_get_splash(skillid, skilllv), BL_CHAR,
  2659. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2660. skill_castend_damage_id);
  2661. //Splasher Should do 100% damage on targetted character.
  2662. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
  2663. tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));
  2664. if (skillid == SM_MAGNUM) {
  2665. //Initiate 10% of your damage becomes fire element.
  2666. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2667. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2668. }
  2669. break;
  2670. case KN_BOWLINGBASH:
  2671. if(flag&1){
  2672. if(bl->id==skill_area_temp[1])
  2673. break;
  2674. //Splash damage is always two hits for 500%
  2675. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2676. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2677. } else {
  2678. int i,c;
  2679. c = skill_get_blewcount(skillid,skilllv);
  2680. for(i=0;i<c;i++){
  2681. if (!skill_blown(src,bl,0x20000|1))
  2682. break; //Can't knockback
  2683. skill_area_temp[0]=0;
  2684. map_foreachinrange(skill_area_sub,bl,
  2685. skill_get_splash(skillid, skilllv),BL_CHAR,
  2686. src,skillid,skilllv,tick, flag|BCT_ENEMY,
  2687. skill_area_sub_count);
  2688. if(skill_area_temp[0]>1) break;
  2689. }
  2690. clif_blown(bl); //Update target pos.
  2691. if (i==c) { //No targets found. Single attack for 600%
  2692. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,1);
  2693. } else {
  2694. skill_area_temp[1]=bl->id;
  2695. map_foreachinrange(skill_area_sub,bl,
  2696. skill_get_splash(skillid, skilllv),BL_CHAR,
  2697. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2698. skill_castend_damage_id);
  2699. //Weirdo dual-hit property, two attacks for 500%
  2700. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2701. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2702. }
  2703. }
  2704. break;
  2705. case KN_SPEARSTAB:
  2706. if(flag&1){
  2707. if (bl->id==skill_area_temp[1])
  2708. break;
  2709. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2710. skill_blown(src,bl,skill_area_temp[2]);
  2711. } else {
  2712. int x=bl->x,y=bl->y,i,dir;
  2713. dir = map_calc_dir(bl,src->x,src->y);
  2714. skill_area_temp[1] = bl->id;
  2715. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
  2716. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2717. skill_blown(src,bl,skill_area_temp[2]);
  2718. for (i=0;i<4;i++) {
  2719. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2720. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2721. skill_castend_damage_id);
  2722. x += dirx[dir];
  2723. y += diry[dir];
  2724. }
  2725. }
  2726. break;
  2727. case TK_TURNKICK:
  2728. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2729. {
  2730. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2731. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2732. map_foreachinrange(skill_area_sub,bl,
  2733. skill_get_splash(skillid, skilllv),BL_CHAR,
  2734. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2735. skill_castend_nodamage_id);
  2736. }
  2737. break;
  2738. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2739. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2740. clif_damage(src,bl,tick,status_get_amotion(src),0,0,1,4,0); //Displays MISS, but better than nothing :X
  2741. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2742. break;
  2743. case PR_TURNUNDEAD:
  2744. case ALL_RESURRECTION:
  2745. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2746. break;
  2747. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2748. break;
  2749. case MG_SOULSTRIKE:
  2750. case NPC_DARKSTRIKE:
  2751. case MG_COLDBOLT:
  2752. case MG_FIREBOLT:
  2753. case MG_LIGHTNINGBOLT:
  2754. case WZ_EARTHSPIKE:
  2755. case AL_HEAL:
  2756. case AL_HOLYLIGHT:
  2757. case WZ_JUPITEL:
  2758. case NPC_DARKTHUNDER:
  2759. case NPC_MAGICALATTACK:
  2760. case PR_ASPERSIO:
  2761. case MG_FROSTDIVER:
  2762. case WZ_SIGHTBLASTER:
  2763. case WZ_SIGHTRASHER:
  2764. case NJ_KOUENKA:
  2765. case NJ_HYOUSENSOU:
  2766. case NJ_HUUJIN:
  2767. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2768. break;
  2769. case HVAN_CAPRICE: //[blackhole89]
  2770. {
  2771. int ran=rand()%4;
  2772. int sid = 0;
  2773. switch(ran)
  2774. {
  2775. case 0: sid=MG_COLDBOLT; break;
  2776. case 1: sid=MG_FIREBOLT; break;
  2777. case 2: sid=MG_LIGHTNINGBOLT; break;
  2778. case 3: sid=WZ_EARTHSPIKE; break;
  2779. }
  2780. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2781. }
  2782. break;
  2783. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2784. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2785. if (skilllv>1) {
  2786. int range = skilllv/2;
  2787. int cnt;
  2788. if (sd)
  2789. cnt = skill_count_water(src,range);
  2790. else {
  2791. range = 2*range+1;
  2792. cnt = range*range;
  2793. }
  2794. cnt--;
  2795. if (cnt > 0)
  2796. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2797. skillid,skilllv,cnt,flag);
  2798. } else if (sd) //Eat up deluge tiles.
  2799. skill_count_water(src,0);
  2800. break;
  2801. case PR_BENEDICTIO:
  2802. //Should attack undead and demons. [Skotlex]
  2803. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2804. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2805. break;
  2806. case SL_STIN:
  2807. case SL_STUN:
  2808. case SL_SMA:
  2809. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2810. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2811. clif_skill_fail(sd,skillid,0,0);
  2812. break;
  2813. }
  2814. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2815. break;
  2816. case NPC_DARKBREATH:
  2817. clif_emotion(src,7);
  2818. case SN_FALCONASSAULT:
  2819. case PA_PRESSURE:
  2820. case CR_ACIDDEMONSTRATION:
  2821. case TF_THROWSTONE:
  2822. case NPC_SMOKING:
  2823. case GS_FLING:
  2824. case NJ_ZENYNAGE:
  2825. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2826. break;
  2827. case HVAN_EXPLOSION:
  2828. case NPC_SELFDESTRUCTION:
  2829. if (src != bl)
  2830. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2831. break;
  2832. // Celest
  2833. case PF_SOULBURN:
  2834. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2835. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2836. if (skilllv == 5)
  2837. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2838. status_percent_damage(src, bl, 0, 100);
  2839. } else {
  2840. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2841. if (skilllv == 5)
  2842. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2843. status_percent_damage(src, src, 0, 100);
  2844. }
  2845. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2846. break;
  2847. case NPC_BLOODDRAIN:
  2848. case NPC_ENERGYDRAIN:
  2849. {
  2850. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  2851. src, src, bl, skillid, skilllv, tick, flag);
  2852. if (heal > 0){
  2853. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2854. status_heal(src, heal, 0, 0);
  2855. }
  2856. }
  2857. break;
  2858. case GS_BULLSEYE:
  2859. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  2860. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2861. else if (sd)
  2862. clif_skill_fail(sd,skillid,0,0);
  2863. break;
  2864. case NJ_KASUMIKIRI:
  2865. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2866. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  2867. break;
  2868. case NJ_KIRIKAGE:
  2869. {
  2870. int dir = map_calc_dir(src,bl->x,bl->y);
  2871. status_change_end(src, SC_HIDING, -1);
  2872. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2873. if (unit_movepos(src, bl->x - dirx[dir], bl->y - diry[dir], 0, 0))
  2874. clif_slide(src,src->x,src->y);
  2875. }
  2876. break;
  2877. case NJ_ISSEN:
  2878. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2879. if (sc && sc->data[SC_NEN].timer != -1)
  2880. status_change_end(src,SC_NEN,-1);
  2881. break;
  2882. case 0:
  2883. if(sd) {
  2884. if (flag & 3){
  2885. if (bl->id != skill_area_temp[1])
  2886. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION);
  2887. } else {
  2888. skill_area_temp[1] = bl->id;
  2889. map_foreachinrange(skill_area_sub, bl,
  2890. sd->splash_range, BL_CHAR,
  2891. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  2892. skill_castend_damage_id);
  2893. }
  2894. }
  2895. break;
  2896. default:
  2897. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  2898. map_freeblock_unlock();
  2899. return 1;
  2900. }
  2901. map_freeblock_unlock();
  2902. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  2903. battle_consume_ammo(sd, skillid, skilllv);
  2904. return 0;
  2905. }
  2906. /*==========================================
  2907. *
  2908. *------------------------------------------
  2909. */
  2910. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2911. {
  2912. struct map_session_data *sd = NULL;
  2913. struct homun_data *hd = NULL;
  2914. struct map_session_data *dstsd = NULL;
  2915. struct status_data *sstatus, *tstatus;
  2916. struct status_change *tsc;
  2917. struct mob_data *md = NULL;
  2918. struct mob_data *dstmd = NULL;
  2919. int i,type=-1;
  2920. if(skillid > 0 && skilllv <= 0) return 0; // celest
  2921. nullpo_retr(1, src);
  2922. nullpo_retr(1, bl);
  2923. if (src->m != bl->m)
  2924. return 1;
  2925. if (src->type == BL_PC) {
  2926. sd = (struct map_session_data *)src;
  2927. } else if (src->type == BL_HOM) { //[orn]
  2928. hd = (struct homun_data *)src;
  2929. } else if (src->type == BL_MOB) {
  2930. md = (struct mob_data *)src;
  2931. }
  2932. if (bl->type == BL_PC){
  2933. dstsd = (struct map_session_data *)bl;
  2934. } else if (bl->type == BL_MOB){
  2935. dstmd = (struct mob_data *)bl;
  2936. }
  2937. if(bl->prev == NULL)
  2938. return 1;
  2939. if(status_isdead(src))
  2940. return 1;
  2941. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  2942. return 1;
  2943. tstatus = status_get_status_data(bl);
  2944. sstatus = status_get_status_data(src);
  2945. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  2946. switch (skillid) {
  2947. case HLIF_HEAL: //[orn]
  2948. if (bl->type != BL_HOM) {
  2949. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  2950. break ;
  2951. }
  2952. case AL_HEAL:
  2953. case ALL_RESURRECTION:
  2954. case PR_ASPERSIO:
  2955. //Apparently only player casted skills can be offensive like this.
  2956. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  2957. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  2958. //Offensive heal does not works on non-enemies. [Skotlex]
  2959. clif_skill_fail(sd,skillid,0,0);
  2960. return 0;
  2961. }
  2962. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2963. }
  2964. break;
  2965. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  2966. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  2967. default:
  2968. //Skill is actually ground placed.
  2969. if ((src == bl || skillid == PF_SPIDERWEB) && skill_get_unit_id(skillid,0))
  2970. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  2971. }
  2972. if (skillid > 0)
  2973. type = SkillStatusChangeTable(skillid);
  2974. tsc = status_get_sc(bl);
  2975. map_freeblock_lock();
  2976. switch(skillid)
  2977. {
  2978. case HLIF_HEAL: //[orn]
  2979. case AL_HEAL:
  2980. {
  2981. int heal = skill_calc_heal(src, skilllv);
  2982. int heal_get_jobexp;
  2983. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  2984. heal=0;
  2985. if (sd) {
  2986. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  2987. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  2988. heal = heal*2;
  2989. }
  2990. if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
  2991. && !(sstatus->mode&MD_BOSS)
  2992. ) { //Bounce back heal
  2993. if (--tsc->data[SC_KAITE].val2 <= 0)
  2994. status_change_end(bl, SC_KAITE, -1);
  2995. if (src == bl) heal=0; //When you try to heal yourself and you are under Kaite, the heal is voided.
  2996. clif_skill_nodamage (src, src, skillid, heal, 1);
  2997. heal_get_jobexp = status_heal(src,heal,0,0);
  2998. } else {
  2999. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3000. heal_get_jobexp = status_heal(bl,heal,0,0);
  3001. }
  3002. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3003. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3004. if (heal_get_jobexp <= 0)
  3005. heal_get_jobexp = 1;
  3006. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3007. }
  3008. }
  3009. break;
  3010. case PR_REDEMPTIO:
  3011. if (sd && !(flag&1)) {
  3012. if (sd->status.party_id == 0) {
  3013. clif_skill_fail(sd,skillid,0,0);
  3014. break;
  3015. }
  3016. skill_area_temp[0] = 0;
  3017. party_foreachsamemap(skill_area_sub,
  3018. sd,skill_get_splash(skillid, skilllv),
  3019. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3020. skill_castend_nodamage_id);
  3021. if (skill_area_temp[0] == 0) {
  3022. clif_skill_fail(sd,skillid,0,0);
  3023. break;
  3024. }
  3025. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3026. if (skill_area_temp[0] > 0 && !map[src->m].flag.nopenalty) { //Apply penalty
  3027. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3028. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3029. clif_updatestatus(sd,SP_BASEEXP);
  3030. clif_updatestatus(sd,SP_JOBEXP);
  3031. }
  3032. status_set_hp(src, 1, 0);
  3033. status_set_sp(src, 0, 0);
  3034. break;
  3035. } else if (status_isdead(bl) && flag&1) { //Revive
  3036. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3037. skilllv = 3; //Resurrection level 3 is used
  3038. } else //Invalid target, skip resurrection.
  3039. break;
  3040. case ALL_RESURRECTION:
  3041. if(sd && map_flag_gvg(bl->m))
  3042. { //No reviving in WoE grounds!
  3043. clif_skill_fail(sd,skillid,0,0);
  3044. break;
  3045. }
  3046. if (!status_isdead(bl))
  3047. break;
  3048. {
  3049. int per = 0, sper = 0;
  3050. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3051. break;
  3052. switch(skilllv){
  3053. case 1: per=10; break;
  3054. case 2: per=30; break;
  3055. case 3: per=50; break;
  3056. case 4: per=80; break;
  3057. }
  3058. if(dstsd && dstsd->special_state.restart_full_recover)
  3059. per = sper = 100;
  3060. if (status_revive(bl, per, sper))
  3061. {
  3062. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemption and Res show this skill-animation.
  3063. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3064. {
  3065. int exp = 0,jexp = 0;
  3066. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3067. if(lv > 0) {
  3068. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3069. if (exp < 1) exp = 1;
  3070. }
  3071. if(jlv > 0) {
  3072. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3073. if (jexp < 1) jexp = 1;
  3074. }
  3075. if(exp > 0 || jexp > 0)
  3076. pc_gainexp (sd, bl, exp, jexp);
  3077. }
  3078. }
  3079. }
  3080. break;
  3081. case AL_DECAGI:
  3082. clif_skill_nodamage (src, bl, skillid, skilllv,
  3083. sc_start(bl, type,
  3084. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3085. skilllv, skill_get_time(skillid,skilllv)));
  3086. break;
  3087. case AL_CRUCIS:
  3088. if (flag & 1) {
  3089. if (battle_check_target (src, bl, BCT_ENEMY))
  3090. sc_start(bl,type,
  3091. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3092. skilllv,60000);
  3093. } else {
  3094. map_foreachinrange(skill_area_sub, src,
  3095. skill_get_splash(skillid, skilllv), BL_CHAR,
  3096. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  3097. skill_castend_nodamage_id);
  3098. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3099. }
  3100. break;
  3101. case PR_LEXDIVINA:
  3102. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3103. status_change_end(bl,type, -1);
  3104. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3105. } else
  3106. clif_skill_nodamage (src, bl, skillid, skilllv,
  3107. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3108. break;
  3109. case SA_ABRACADABRA:
  3110. {
  3111. int abra_skillid = 0, abra_skilllv;
  3112. do {
  3113. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3114. if (
  3115. //Unneeded check, use the "per" field to know if the skill is valid.
  3116. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3117. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3118. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3119. rand()%10000 >= skill_abra_db[abra_skillid].per
  3120. )
  3121. abra_skillid = 0; // reset to get a new id
  3122. } while (abra_skillid == 0);
  3123. abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
  3124. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3125. if (sd)
  3126. { //Crash-protection against Abracadabra casting pets
  3127. sd->skillitem = abra_skillid;
  3128. sd->skillitemlv = abra_skilllv;
  3129. sd->state.abra_flag = 1;
  3130. clif_item_skill (sd, abra_skillid, abra_skilllv, "Abracadabra");
  3131. } else
  3132. { // [Skotlex]
  3133. struct unit_data *ud = unit_bl2ud(src);
  3134. int inf = skill_get_inf(abra_skillid);
  3135. int target_id = 0;
  3136. if (!ud) break;
  3137. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3138. if (src->type == BL_PET)
  3139. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3140. if (!bl) bl = src;
  3141. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3142. } else { //Assume offensive skills
  3143. if (ud->target)
  3144. target_id = ud->target;
  3145. else switch (src->type) {
  3146. case BL_MOB:
  3147. target_id = ((TBL_MOB*)src)->target_id;
  3148. break;
  3149. case BL_PET:
  3150. target_id = ((TBL_PET*)src)->target_id;
  3151. break;
  3152. }
  3153. if (!target_id)
  3154. break;
  3155. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3156. bl = map_id2bl(target_id);
  3157. if (!bl) bl = src;
  3158. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3159. } else
  3160. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3161. }
  3162. }
  3163. }
  3164. break;
  3165. case SA_COMA:
  3166. clif_skill_nodamage(src,bl,skillid,skilllv,
  3167. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3168. break;
  3169. case SA_FULLRECOVERY:
  3170. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3171. if (status_isimmune(bl))
  3172. break;
  3173. status_percent_heal(bl, 100, 100);
  3174. break;
  3175. case SA_SUMMONMONSTER:
  3176. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3177. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3178. break;
  3179. case SA_LEVELUP:
  3180. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3181. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3182. break;
  3183. case SA_INSTANTDEATH:
  3184. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3185. status_set_hp(bl,1,0);
  3186. break;
  3187. case SA_QUESTION:
  3188. case SA_GRAVITY:
  3189. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3190. break;
  3191. case SA_CLASSCHANGE:
  3192. {
  3193. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3194. ,1157,1159,1190,1272,1312,1373,1492};
  3195. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3196. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3197. if(dstmd) mob_class_change(dstmd,class_);
  3198. }
  3199. break;
  3200. case SA_MONOCELL:
  3201. {
  3202. static int poringclass[]={1002};
  3203. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3204. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3205. if(dstmd) mob_class_change(dstmd,class_);
  3206. }
  3207. break;
  3208. case SA_DEATH:
  3209. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3210. status_kill(bl);
  3211. break;
  3212. case SA_REVERSEORCISH:
  3213. clif_skill_nodamage(src,bl,skillid,skilllv,
  3214. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3215. break;
  3216. case SA_FORTUNE:
  3217. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3218. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3219. break;
  3220. case SA_TAMINGMONSTER:
  3221. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3222. if (sd && dstmd) {
  3223. for (i = 0; i < MAX_PET_DB; i++) {
  3224. if (dstmd->class_ == pet_db[i].class_) {
  3225. pet_catch_process1 (sd, dstmd->class_);
  3226. break;
  3227. }
  3228. }
  3229. }
  3230. break;
  3231. case AL_INCAGI:
  3232. case AL_BLESSING:
  3233. case PR_SLOWPOISON:
  3234. case PR_IMPOSITIO:
  3235. case PR_LEXAETERNA:
  3236. case PR_SUFFRAGIUM:
  3237. case PR_BENEDICTIO:
  3238. clif_skill_nodamage(src,bl,skillid,skilllv,
  3239. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3240. break;
  3241. case CR_PROVIDENCE:
  3242. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3243. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3244. clif_skill_fail(sd,skillid,0,0);
  3245. map_freeblock_unlock();
  3246. return 1;
  3247. }
  3248. }
  3249. clif_skill_nodamage(src,bl,skillid,skilllv,
  3250. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3251. break;
  3252. case CG_MARIONETTE:
  3253. {
  3254. struct status_change *sc= status_get_sc(src);
  3255. int type2 = SC_MARIONETTE2;
  3256. if(sc && tsc){
  3257. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3258. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3259. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3260. clif_marionette(src, bl);
  3261. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3262. }
  3263. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3264. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3265. status_change_end(src, type, -1);
  3266. status_change_end(bl, type2, -1);
  3267. }
  3268. else {
  3269. if (sd) clif_skill_fail(sd,skillid,0,0);
  3270. map_freeblock_unlock();
  3271. return 1;
  3272. }
  3273. }
  3274. }
  3275. break;
  3276. case RG_CLOSECONFINE:
  3277. clif_skill_nodamage(src,bl,skillid,skilllv,
  3278. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3279. break;
  3280. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3281. case SA_FROSTWEAPON:
  3282. case SA_LIGHTNINGLOADER:
  3283. case SA_SEISMICWEAPON:
  3284. if (dstsd) {
  3285. if(dstsd->status.weapon == W_FIST ||
  3286. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3287. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3288. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3289. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3290. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3291. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3292. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3293. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3294. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3295. ))
  3296. ) {
  3297. if (sd) clif_skill_fail(sd,skillid,0,0);
  3298. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3299. break;
  3300. }
  3301. }
  3302. if (sd) {
  3303. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3304. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3305. clif_skill_fail(sd,skillid,0,0);
  3306. break;
  3307. }
  3308. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3309. }
  3310. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3311. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3312. if (sd)
  3313. clif_skill_fail(sd,skillid,0,0);
  3314. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3315. clif_displaymessage(sd->fd,"You broke target's weapon");
  3316. }
  3317. break;
  3318. case PR_ASPERSIO:
  3319. if (sd && dstmd) {
  3320. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3321. break;
  3322. }
  3323. clif_skill_nodamage(src,bl,skillid,skilllv,
  3324. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3325. break;
  3326. case TK_SEVENWIND:
  3327. switch(skilllv){
  3328. case 1:
  3329. type=SC_EARTHWEAPON;
  3330. break;
  3331. case 2:
  3332. type=SC_WINDWEAPON;
  3333. break;
  3334. case 3:
  3335. type=SC_WATERWEAPON;
  3336. break;
  3337. case 4:
  3338. type=SC_FIREWEAPON;
  3339. break;
  3340. case 5:
  3341. type=SC_GHOSTWEAPON;
  3342. break;
  3343. case 6:
  3344. type=SC_SHADOWWEAPON;
  3345. break;
  3346. case 7:
  3347. type=SC_ASPERSIO;
  3348. break;
  3349. }
  3350. clif_skill_nodamage(src,bl,skillid,skilllv,
  3351. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3352. break;
  3353. case PR_KYRIE:
  3354. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3355. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3356. break;
  3357. //Passive Magnum, should had been casted on yourself.
  3358. case SM_MAGNUM:
  3359. skill_area_temp[1] = 0;
  3360. map_foreachinrange(skill_area_sub, src,
  3361. skill_get_splash(skillid, skilllv),BL_CHAR,
  3362. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3363. skill_castend_damage_id);
  3364. //Initiate 10% of your damage becomes fire element.
  3365. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3366. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3367. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3368. break;
  3369. case LK_BERSERK:
  3370. case KN_AUTOCOUNTER:
  3371. case KN_TWOHANDQUICKEN:
  3372. case KN_ONEHAND:
  3373. case CR_SPEARQUICKEN:
  3374. case CR_REFLECTSHIELD:
  3375. case AS_POISONREACT:
  3376. case MC_LOUD:
  3377. case MG_ENERGYCOAT:
  3378. case MG_SIGHT:
  3379. case AL_RUWACH:
  3380. case MO_EXPLOSIONSPIRITS:
  3381. case MO_STEELBODY:
  3382. case MO_BLADESTOP:
  3383. case LK_AURABLADE:
  3384. case LK_PARRYING:
  3385. case LK_CONCENTRATION:
  3386. case WS_CARTBOOST:
  3387. case SN_SIGHT:
  3388. case WS_MELTDOWN:
  3389. case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
  3390. case ST_REJECTSWORD:
  3391. case HW_MAGICPOWER:
  3392. case PF_MEMORIZE:
  3393. case PA_SACRIFICE:
  3394. case ASC_EDP: // [Celest]
  3395. case NPC_STOP:
  3396. case WZ_SIGHTBLASTER:
  3397. case SG_SUN_COMFORT:
  3398. case SG_MOON_COMFORT:
  3399. case SG_STAR_COMFORT:
  3400. case NPC_HALLUCINATION:
  3401. case HP_ASSUMPTIO:
  3402. case GS_MADNESSCANCEL:
  3403. case GS_ADJUSTMENT:
  3404. case GS_INCREASING:
  3405. case GS_CRACKER:
  3406. case NJ_KASUMIKIRI:
  3407. case NJ_UTSUSEMI:
  3408. case NJ_NEN:
  3409. clif_skill_nodamage(src,bl,skillid,skilllv,
  3410. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3411. break;
  3412. case HLIF_AVOID:
  3413. if (hd)
  3414. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  3415. case HAMI_DEFENCE:
  3416. i = skill_get_time(skillid,skilllv);
  3417. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3418. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3419. break;
  3420. case NJ_BUNSINJYUTSU:
  3421. clif_skill_nodamage(src,bl,skillid,skilllv,
  3422. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3423. if (tsc && tsc->data[SC_NEN].timer != -1)
  3424. status_change_end(bl,SC_NEN,-1);
  3425. break;
  3426. case CG_MOONLIT:
  3427. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3428. if (sd && battle_config.player_skill_partner_check &&
  3429. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
  3430. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  3431. } else
  3432. skill_moonlit(bl, NULL, skilllv); //The knockback must be invoked before starting the effect which places down the map cells. [Skotlex]
  3433. break;
  3434. /* Was modified to only affect targetted char. [Skotlex]
  3435. case HP_ASSUMPTIO:
  3436. if (flag&1)
  3437. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3438. else
  3439. {
  3440. map_foreachinrange(skill_area_sub, bl,
  3441. skill_get_splash(skillid, skilllv), BL_PC,
  3442. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3443. skill_castend_nodamage_id);
  3444. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3445. }
  3446. break;
  3447. */
  3448. case SM_ENDURE:
  3449. clif_skill_nodamage(src,bl,skillid,skilllv,
  3450. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3451. if (sd)
  3452. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3453. break;
  3454. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3455. if (sd && dstsd && dstsd->sc.count) {
  3456. if(dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3457. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3458. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3459. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3460. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3461. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3462. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3463. ) {
  3464. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3465. clif_skill_fail(sd,skillid,0,0);
  3466. break;
  3467. }
  3468. }
  3469. clif_skill_nodamage(src,bl,skillid,skilllv,
  3470. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3471. break;
  3472. case LK_TENSIONRELAX:
  3473. clif_skill_nodamage(src,bl,skillid,skilllv,
  3474. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3475. skill_get_time(skillid,skilllv)));
  3476. break;
  3477. case MC_CHANGECART:
  3478. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3479. break;
  3480. case TK_MISSION:
  3481. if (sd) {
  3482. int id;
  3483. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3484. clif_mission_mob(sd, sd->mission_mobid, sd->mission_count);
  3485. clif_skill_fail(sd,skillid,0,0);
  3486. break;
  3487. }
  3488. id = mob_get_random_id(0,0, sd->status.base_level);
  3489. if (!id) {
  3490. clif_skill_fail(sd,skillid,0,0);
  3491. break;
  3492. }
  3493. sd->mission_mobid = id;
  3494. sd->mission_count = 0;
  3495. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3496. clif_mission_mob(sd, id, 0);
  3497. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3498. }
  3499. break;
  3500. case AC_CONCENTRATION:
  3501. {
  3502. clif_skill_nodamage(src,bl,skillid,skilllv,
  3503. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3504. map_foreachinrange( status_change_timer_sub, src,
  3505. skill_get_splash(skillid, skilllv), BL_CHAR,
  3506. src,status_get_sc(src),type,tick);
  3507. }
  3508. break;
  3509. case SM_PROVOKE:
  3510. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3511. map_freeblock_unlock();
  3512. return 1;
  3513. }
  3514. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3515. clif_skill_nodamage(src,bl,skillid,skilllv,
  3516. (i=sc_start(bl,type,
  3517. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3518. skilllv,skill_get_time(skillid,skilllv))));
  3519. if (!i)
  3520. {
  3521. if (sd)
  3522. clif_skill_fail(sd,skillid,0,0);
  3523. map_freeblock_unlock();
  3524. return 0;
  3525. }
  3526. unit_skillcastcancel(bl, 2);
  3527. if(tsc && tsc->count){
  3528. if(tsc->data[SC_FREEZE].timer!=-1)
  3529. status_change_end(bl,SC_FREEZE,-1);
  3530. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3531. status_change_end(bl,SC_STONE,-1);
  3532. if(tsc->data[SC_SLEEP].timer!=-1)
  3533. status_change_end(bl,SC_SLEEP,-1);
  3534. }
  3535. if(dstmd) {
  3536. dstmd->state.provoke_flag = src->id;
  3537. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3538. }
  3539. break;
  3540. case CR_DEVOTION:
  3541. if(sd && dstsd)
  3542. {
  3543. int lv = sd->status.base_level - dstsd->status.base_level;
  3544. if (lv < 0) lv = -lv;
  3545. if (lv > battle_config.devotion_level_difference ||
  3546. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3547. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3548. clif_skill_fail(sd,skillid,0,0);
  3549. map_freeblock_unlock();
  3550. return 1;
  3551. }
  3552. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3553. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3554. if (i == skilllv)
  3555. {
  3556. clif_skill_fail(sd,skillid,0,0);
  3557. map_freeblock_unlock();
  3558. return 1;
  3559. }
  3560. sd->devotion[i] = bl->id;
  3561. clif_skill_nodamage(src,bl,skillid,skilllv,
  3562. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3563. clif_devotion(sd);
  3564. }
  3565. else
  3566. if (sd)
  3567. clif_skill_fail(sd,skillid,0,0);
  3568. break;
  3569. case MO_CALLSPIRITS:
  3570. if(sd) {
  3571. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3572. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3573. }
  3574. break;
  3575. case CH_SOULCOLLECT:
  3576. if(sd) {
  3577. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3578. for (i = 0; i < 5; i++)
  3579. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3580. }
  3581. break;
  3582. case MO_KITRANSLATION:
  3583. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3584. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3585. }
  3586. break;
  3587. case TK_TURNKICK:
  3588. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3589. if (skill_area_temp[1] != bl->id) {
  3590. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv));
  3591. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3592. }
  3593. break;
  3594. case MO_ABSORBSPIRITS:
  3595. i = 0;
  3596. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3597. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3598. i = dstsd->spiritball * 10;
  3599. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3600. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3601. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3602. i = 2 * dstmd->db->lv;
  3603. mob_target(dstmd,src,0);
  3604. }
  3605. if (i) {
  3606. status_heal(src, 0, i, 3);
  3607. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3608. }
  3609. break;
  3610. case AC_MAKINGARROW:
  3611. if(sd) {
  3612. clif_arrow_create_list(sd);
  3613. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3614. }
  3615. break;
  3616. case AM_PHARMACY:
  3617. if(sd) {
  3618. clif_skill_produce_mix_list(sd,22);
  3619. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3620. }
  3621. break;
  3622. case SA_CREATECON:
  3623. if(sd) {
  3624. clif_skill_produce_mix_list(sd,23);
  3625. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3626. }
  3627. break;
  3628. case BS_HAMMERFALL:
  3629. clif_skill_nodamage(src,bl,skillid,skilllv,
  3630. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3631. break;
  3632. case RG_RAID:
  3633. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3634. map_foreachinrange(skill_area_sub, bl,
  3635. skill_get_splash(skillid, skilllv), BL_CHAR,
  3636. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3637. skill_castend_damage_id);
  3638. status_change_end(src, SC_HIDING, -1);
  3639. break;
  3640. case ASC_METEORASSAULT:
  3641. case GS_SPREADATTACK:
  3642. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3643. skill_area_temp[1] = bl->id;
  3644. map_foreachinrange(skill_area_sub, bl,
  3645. skill_get_splash(skillid, skilllv), BL_CHAR,
  3646. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3647. skill_castend_damage_id);
  3648. break;
  3649. case KN_BRANDISHSPEAR:
  3650. {
  3651. int c,n=4;
  3652. int dir = map_calc_dir(src,bl->x,bl->y);
  3653. struct square tc;
  3654. int x=bl->x,y=bl->y;
  3655. skill_brandishspear_first(&tc,dir,x,y);
  3656. skill_brandishspear_dir(&tc,dir,4);
  3657. skill_area_temp[1] = bl->id;
  3658. if(skilllv > 9){
  3659. for(c=1;c<4;c++){
  3660. map_foreachincell(skill_area_sub,
  3661. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3662. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3663. skill_castend_damage_id);
  3664. }
  3665. }
  3666. if(skilllv > 6){
  3667. skill_brandishspear_dir(&tc,dir,-1);
  3668. n--;
  3669. }else{
  3670. skill_brandishspear_dir(&tc,dir,-2);
  3671. n-=2;
  3672. }
  3673. if(skilllv > 3){
  3674. for(c=0;c<5;c++){
  3675. map_foreachincell(skill_area_sub,
  3676. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3677. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3678. skill_castend_damage_id);
  3679. if(skilllv > 6 && n==3 && c==4){
  3680. skill_brandishspear_dir(&tc,dir,-1);
  3681. n--;c=-1;
  3682. }
  3683. }
  3684. }
  3685. for(c=0;c<10;c++){
  3686. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3687. map_foreachincell(skill_area_sub,
  3688. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3689. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3690. skill_castend_damage_id);
  3691. }
  3692. }
  3693. break;
  3694. case WZ_SIGHTRASHER:
  3695. //Passive side of the attack.
  3696. status_change_end(src,SC_SIGHT,-1);
  3697. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3698. map_foreachinrange(skill_area_sub,src,
  3699. skill_get_splash(skillid, skilllv),BL_CHAR,
  3700. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3701. skill_castend_damage_id);
  3702. break;
  3703. case NJ_HYOUSYOURAKU:
  3704. case NJ_RAIGEKISAI:
  3705. case WZ_FROSTNOVA:
  3706. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3707. skill_area_temp[1] = 0;
  3708. map_foreachinrange(skill_attack_area, src,
  3709. skill_get_splash(skillid, skilllv), BL_CHAR,
  3710. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3711. break;
  3712. case HVAN_EXPLOSION: //[orn]
  3713. if(hd){
  3714. hd->master->homunculus.intimacy = 200;
  3715. clif_send_homdata(hd->master,0x100,hd->master->homunculus.intimacy/100);
  3716. }
  3717. case NPC_SELFDESTRUCTION:
  3718. //Self Destruction hits everyone in range (allies+enemies)
  3719. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3720. i = ((hd || (md && md->special_state.ai == 2)) && !map_flag_vs(src->m))?
  3721. BCT_ENEMY:BCT_ALL;
  3722. clif_skill_nodamage(src, src, skillid, -1, 1);
  3723. map_foreachinrange(skill_area_sub, bl,
  3724. skill_get_splash(skillid, skilllv), BL_CHAR,
  3725. src, skillid, skilllv, tick, flag|i,
  3726. skill_castend_damage_id);
  3727. status_damage(src, src, sstatus->max_hp,0,0,1);
  3728. break;
  3729. case AL_ANGELUS:
  3730. case PR_MAGNIFICAT:
  3731. case PR_GLORIA:
  3732. case SN_WINDWALK:
  3733. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3734. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3735. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3736. } else if (sd) {
  3737. party_foreachsamemap (skill_area_sub,
  3738. sd,skill_get_splash(skillid, skilllv),
  3739. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3740. skill_castend_nodamage_id);
  3741. }
  3742. break;
  3743. case BS_ADRENALINE:
  3744. case BS_ADRENALINE2:
  3745. case BS_WEAPONPERFECT:
  3746. case BS_OVERTHRUST:
  3747. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3748. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3749. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3750. } else if (sd) {
  3751. party_foreachsamemap(skill_area_sub,
  3752. sd,skill_get_splash(skillid, skilllv),
  3753. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3754. skill_castend_nodamage_id);
  3755. }
  3756. break;
  3757. case BS_MAXIMIZE:
  3758. case NV_TRICKDEAD:
  3759. case CR_DEFENDER:
  3760. case CR_AUTOGUARD:
  3761. case TK_READYSTORM:
  3762. case TK_READYDOWN:
  3763. case TK_READYTURN:
  3764. case TK_READYCOUNTER:
  3765. case TK_DODGE:
  3766. case CR_SHRINK:
  3767. case ST_PRESERVE:
  3768. case SG_FUSION:
  3769. case GS_GATLINGFEVER:
  3770. if (tsc && tsc->data[type].timer != -1)
  3771. i = status_change_end(bl, type, -1);
  3772. else
  3773. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3774. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3775. break;
  3776. case SL_KAITE:
  3777. case SL_KAAHI:
  3778. case SL_KAIZEL:
  3779. case SL_KAUPE:
  3780. if (sd) {
  3781. if (!dstsd || !(
  3782. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3783. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3784. dstsd->char_id == sd->char_id ||
  3785. dstsd->char_id == sd->status.partner_id ||
  3786. dstsd->char_id == sd->status.child
  3787. )) {
  3788. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3789. clif_skill_fail(sd,skillid,0,0);
  3790. break;
  3791. }
  3792. }
  3793. clif_skill_nodamage(src,bl,skillid,skilllv,
  3794. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3795. break;
  3796. case SM_AUTOBERSERK: // Celest
  3797. if (tsc && tsc->data[type].timer != -1)
  3798. i = status_change_end(bl, type, -1);
  3799. else
  3800. i = sc_start(bl,type,100,skilllv,60000);
  3801. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3802. break;
  3803. case TF_HIDING:
  3804. case ST_CHASEWALK:
  3805. if (tsc && tsc->data[type].timer != -1)
  3806. i = status_change_end(bl, type, -1);
  3807. else
  3808. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3809. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3810. break;
  3811. case TK_RUN:
  3812. if (tsc && tsc->data[type].timer != -1)
  3813. i = status_change_end(bl, type, -1);
  3814. else
  3815. i = sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0);
  3816. // If the client receives a skill-use packet inmediately before
  3817. // a walkok packet, it will discard the walk packet! [Skotlex]
  3818. // clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3819. break;
  3820. case AS_CLOAKING:
  3821. if(tsc && tsc->data[type].timer!=-1 )
  3822. i = status_change_end(bl, type, -1);
  3823. else
  3824. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3825. clif_skill_nodamage(src,bl,skillid,-1,i);
  3826. if (!i && sd)
  3827. clif_skill_fail(sd,skillid,0,0);
  3828. break;
  3829. case BD_ADAPTATION:
  3830. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3831. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3832. skill_stop_dancing(bl);
  3833. }
  3834. break;
  3835. case BA_FROSTJOKE:
  3836. case DC_SCREAM:
  3837. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3838. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3839. if (md) {
  3840. char temp[128];
  3841. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3842. break; //Message won't fit on buffer. [Skotlex]
  3843. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3844. clif_message(&md->bl,temp);
  3845. }
  3846. break;
  3847. case BA_PANGVOICE:
  3848. clif_skill_nodamage(src,bl,skillid,skilllv,
  3849. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  3850. break;
  3851. case DC_WINKCHARM:
  3852. if(dstsd){
  3853. clif_skill_nodamage(src,bl,skillid,skilllv,
  3854. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  3855. }else if(dstmd)
  3856. {
  3857. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  3858. clif_skill_nodamage(src,bl,skillid,skilllv,
  3859. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  3860. } else{
  3861. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3862. if(sd) clif_skill_fail(sd,skillid,0,0);
  3863. }
  3864. }
  3865. break;
  3866. case TF_STEAL:
  3867. if(sd) {
  3868. if(pc_steal_item(sd,bl))
  3869. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3870. else
  3871. clif_skill_fail(sd,skillid,0x0a,0);
  3872. }
  3873. break;
  3874. case RG_STEALCOIN:
  3875. if(sd) {
  3876. if(pc_steal_coin(sd,bl))
  3877. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3878. else
  3879. clif_skill_fail(sd,skillid,0,0);
  3880. }
  3881. break;
  3882. case MG_STONECURSE:
  3883. {
  3884. if (tstatus->mode&MD_BOSS) {
  3885. if (sd) clif_skill_fail(sd,skillid,0,0);
  3886. break;
  3887. }
  3888. if(status_isimmune(bl) || !tsc)
  3889. break;
  3890. if (dstmd)
  3891. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3892. if (tsc->data[SC_STONE].timer != -1) {
  3893. status_change_end(bl,SC_STONE,-1);
  3894. if (sd) clif_skill_fail(sd,skillid,0,0);
  3895. break;
  3896. }
  3897. if (sc_start(bl,SC_STONE,(skilllv*4+20),skilllv,skill_get_time2(skillid,skilllv)))
  3898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3899. else if(sd) {
  3900. clif_skill_fail(sd,skillid,0,0);
  3901. // Level 6-10 doesn't consume a red gem if it fails [celest]
  3902. if (skilllv > 5) break;
  3903. }
  3904. if (sd) {
  3905. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  3906. break; //Do not delete the gemstone.
  3907. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  3908. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3909. }
  3910. }
  3911. break;
  3912. case NV_FIRSTAID:
  3913. clif_skill_nodamage(src,bl,skillid,5,1);
  3914. status_heal(bl,5,0,0);
  3915. break;
  3916. case AL_CURE:
  3917. if(status_isimmune(bl)) {
  3918. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3919. break;
  3920. }
  3921. status_change_end(bl, SC_SILENCE , -1 );
  3922. status_change_end(bl, SC_BLIND , -1 );
  3923. status_change_end(bl, SC_CONFUSION, -1 );
  3924. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  3925. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  3926. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3927. break;
  3928. case TF_DETOXIFY:
  3929. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3930. status_change_end(bl, SC_POISON , -1 );
  3931. status_change_end(bl, SC_DPOISON , -1 );
  3932. break;
  3933. case PR_STRECOVERY:
  3934. if(status_isimmune(bl)) {
  3935. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3936. break;
  3937. }
  3938. status_change_end(bl, SC_FREEZE , -1 );
  3939. status_change_end(bl, SC_STONE , -1 );
  3940. status_change_end(bl, SC_SLEEP , -1 );
  3941. status_change_end(bl, SC_STUN , -1 );
  3942. //Is this equation really right? It looks so... special.
  3943. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  3944. {
  3945. status_change_start(bl, SC_BLIND,
  3946. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  3947. 1,0,0,0,
  3948. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  3949. }
  3950. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3951. if(dstmd)
  3952. mob_unlocktarget(dstmd,tick);
  3953. break;
  3954. case WZ_ESTIMATION:
  3955. if(sd) {
  3956. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3957. clif_skill_estimation((struct map_session_data *)src,bl);
  3958. }
  3959. break;
  3960. case BS_REPAIRWEAPON:
  3961. if(sd && dstsd)
  3962. clif_item_repair_list(sd,dstsd);
  3963. break;
  3964. case MC_IDENTIFY:
  3965. if(sd)
  3966. clif_item_identify_list(sd);
  3967. break;
  3968. // Weapon Refining [Celest]
  3969. case WS_WEAPONREFINE:
  3970. if(sd)
  3971. clif_item_refine_list(sd);
  3972. break;
  3973. case MC_VENDING:
  3974. if(sd)
  3975. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  3976. if ( pc_can_give_items(pc_isGM(sd)) )
  3977. clif_skill_fail(sd,skillid,0,0);
  3978. else
  3979. clif_openvendingreq(sd,2+skilllv);
  3980. }
  3981. break;
  3982. case AL_TELEPORT:
  3983. if(sd) {
  3984. if (map[bl->m].flag.noteleport) {
  3985. clif_skill_teleportmessage(sd,0);
  3986. break;
  3987. }
  3988. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  3989. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  3990. break;
  3991. }
  3992. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3993. if(skilllv == 1) {
  3994. // possibility to skip menu [LuzZza]
  3995. if(!battle_config.skip_teleport_lv1_menu &&
  3996. sd->skillitem != AL_TELEPORT) //If skillid is not teleport, this was auto-casted! [Skotlex]
  3997. clif_skill_warppoint(sd,skillid,skilllv,"Random","","","");
  3998. else
  3999. pc_randomwarp(sd,3);
  4000. } else {
  4001. if (sd->skillitem != AL_TELEPORT)
  4002. clif_skill_warppoint(sd,skillid,skilllv,"Random",
  4003. mapindex_id2name(sd->status.save_point.map),"","");
  4004. else //Autocasted Teleport level 2??
  4005. pc_setpos(sd,sd->status.save_point.map,
  4006. sd->status.save_point.x,sd->status.save_point.y,3);
  4007. }
  4008. } else
  4009. unit_warp(bl,-1,-1,-1,3);
  4010. break;
  4011. case AL_HOLYWATER:
  4012. if(sd) {
  4013. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4014. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4015. else
  4016. clif_skill_fail(sd,skillid,0,0);
  4017. }
  4018. break;
  4019. case TF_PICKSTONE:
  4020. if(sd) {
  4021. int eflag;
  4022. struct item item_tmp;
  4023. struct block_list tbl;
  4024. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4025. memset(&item_tmp,0,sizeof(item_tmp));
  4026. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4027. item_tmp.nameid = 7049;
  4028. item_tmp.identify = 1;
  4029. tbl.id = 0;
  4030. clif_takeitem(&sd->bl,&tbl);
  4031. eflag = pc_additem(sd,&item_tmp,1);
  4032. if(eflag) {
  4033. clif_additem(sd,0,0,eflag);
  4034. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4035. }
  4036. }
  4037. break;
  4038. case ASC_CDP:
  4039. if(sd) {
  4040. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4041. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4042. }
  4043. break;
  4044. case RG_STRIPWEAPON:
  4045. case RG_STRIPSHIELD:
  4046. case RG_STRIPARMOR:
  4047. case RG_STRIPHELM:
  4048. case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
  4049. case GS_DISARM: // Added disarm. [Reddozen]
  4050. {
  4051. int strip_fix, equip = 0;
  4052. int sclist[4] = {0,0,0,0};
  4053. switch (skillid) {
  4054. case RG_STRIPWEAPON:
  4055. case GS_DISARM:
  4056. equip = EQP_WEAPON;
  4057. break;
  4058. case RG_STRIPSHIELD:
  4059. equip = EQP_SHIELD;
  4060. break;
  4061. case RG_STRIPARMOR:
  4062. equip = EQP_ARMOR;
  4063. break;
  4064. case RG_STRIPHELM:
  4065. equip = EQP_HELM;
  4066. break;
  4067. case ST_FULLSTRIP:
  4068. equip = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4069. break;
  4070. }
  4071. strip_fix = sstatus->dex - tstatus->dex;
  4072. if(strip_fix < 0)
  4073. strip_fix=0;
  4074. if (rand()%100 >= 5+2*skilllv+strip_fix/5)
  4075. {
  4076. if (sd)
  4077. clif_skill_fail(sd,skillid,0,0);
  4078. break;
  4079. }
  4080. if (dstsd) {
  4081. for (i=0;i<EQI_MAX;i++) {
  4082. if (dstsd->equip_index[i]<0 || !dstsd->inventory_data[dstsd->equip_index[i]])
  4083. continue;
  4084. switch (i) {
  4085. case EQI_HAND_L: //Shield / left-hand weapon
  4086. if(dstsd->inventory_data[dstsd->equip_index[i]]->type == IT_ARMOR)
  4087. { //Shield
  4088. if (equip&EQP_SHIELD &&
  4089. !(dstsd->unstripable_equip&EQP_SHIELD) &&
  4090. !(tsc && tsc->data[SC_CP_SHIELD].timer != -1)
  4091. ){
  4092. sclist[1] = SC_STRIPSHIELD; // Okay, we found a shield to strip - It is really a shield, not a two-handed weapon or a left-hand weapon
  4093. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4094. }
  4095. continue;
  4096. }
  4097. //Continue to weapon
  4098. case EQI_HAND_R:
  4099. if (equip&EQP_WEAPON &&
  4100. !(dstsd->unstripable_equip&EQP_WEAPON) &&
  4101. !(tsc && tsc->data[SC_CP_WEAPON].timer != -1)
  4102. ) {
  4103. sclist[0] = SC_STRIPWEAPON; // Okay, we found a weapon to strip - It can be a right-hand, left-hand or two-handed weapon
  4104. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4105. }
  4106. break;
  4107. case EQI_ARMOR: //Armor
  4108. if (equip &EQP_ARMOR &&
  4109. !(dstsd->unstripable_equip &EQP_ARMOR) &&
  4110. !(tsc && tsc->data[SC_CP_ARMOR].timer != -1)
  4111. ) {
  4112. sclist[2] = SC_STRIPARMOR; // Okay, we found an armor to strip
  4113. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4114. }
  4115. break;
  4116. case EQI_HEAD_TOP: //Helm
  4117. if (equip &EQP_HELM &&
  4118. !(dstsd->unstripable_equip &EQP_HELM) &&
  4119. !(tsc && tsc->data[SC_CP_HELM].timer != -1)
  4120. ) {
  4121. sclist[3] = SC_STRIPHELM; // Okay, we found a helm to strip
  4122. pc_unequipitem(dstsd,dstsd->equip_index[i],3);
  4123. }
  4124. break;
  4125. }
  4126. }
  4127. } else if (!(tstatus->mode&MD_BOSS)) {
  4128. if (equip&EQP_WEAPON && !(tsc && tsc->data[SC_CP_WEAPON].timer != -1))
  4129. sclist[0] = SC_STRIPWEAPON;
  4130. if (equip&EQP_SHIELD && !(tsc && tsc->data[SC_CP_SHIELD].timer != -1))
  4131. sclist[1] = SC_STRIPSHIELD;
  4132. if (equip&EQP_ARMOR && !(tsc && tsc->data[SC_CP_ARMOR].timer != -1))
  4133. sclist[2] = SC_STRIPARMOR;
  4134. if (equip&EQP_HELM && !(tsc && tsc->data[SC_CP_HELM].timer != -1))
  4135. sclist[3] = SC_STRIPHELM;
  4136. }
  4137. equip = 0; //Reuse equip to hold how many stats are invoked.
  4138. for (i=0;i<4;i++) {
  4139. if (sclist[i]) // Start the SC only if an equipment was stripped from this location
  4140. equip+=sc_start(bl,sclist[i],100,skilllv,skill_get_time(skillid,skilllv)+strip_fix/2);
  4141. }
  4142. if (equip)
  4143. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4144. else if (sd) //Nothing stripped.
  4145. clif_skill_fail(sd,skillid,0,0);
  4146. break;
  4147. }
  4148. /* PotionPitcher */
  4149. case AM_BERSERKPITCHER:
  4150. case AM_POTIONPITCHER:
  4151. {
  4152. int i,x,hp = 0,sp = 0,bonus=100;
  4153. if(sd) {
  4154. x = skilllv%11 - 1;
  4155. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4156. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4157. clif_skill_fail(sd,skillid,0,0);
  4158. map_freeblock_unlock();
  4159. return 1;
  4160. }
  4161. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4162. clif_skill_fail(sd,skillid,0,0);
  4163. map_freeblock_unlock();
  4164. return 1;
  4165. }
  4166. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4167. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4168. clif_skill_fail(sd,skillid,0,0);
  4169. map_freeblock_unlock();
  4170. return 1;
  4171. }
  4172. }
  4173. potion_flag = 1;
  4174. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4175. potion_target = bl->id;
  4176. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4177. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4178. potion_flag = potion_target = 0;
  4179. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4180. bonus += sd->status.base_level;
  4181. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4182. hp = tstatus->max_hp * potion_per_hp / 100;
  4183. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4184. if(dstsd) {
  4185. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4186. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4187. }
  4188. }
  4189. else {
  4190. if(potion_hp > 0) {
  4191. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4192. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4193. if(dstsd)
  4194. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4195. }
  4196. if(potion_sp > 0) {
  4197. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4198. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4199. if(dstsd)
  4200. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4201. }
  4202. }
  4203. }
  4204. else {
  4205. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4206. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4207. if(dstsd)
  4208. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4209. }
  4210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4211. if(hp > 0 || (skillid == AM_POTIONPITCHER && hp <= 0 && sp <= 0))
  4212. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4213. if(sp > 0)
  4214. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4215. status_heal(bl,hp,sp,0);
  4216. }
  4217. break;
  4218. case AM_CP_WEAPON:
  4219. case AM_CP_SHIELD:
  4220. case AM_CP_ARMOR:
  4221. case AM_CP_HELM:
  4222. {
  4223. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4224. if(tsc && tsc->data[scid].timer != -1)
  4225. status_change_end(bl, scid, -1 );
  4226. clif_skill_nodamage(src,bl,skillid,skilllv,
  4227. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4228. }
  4229. break;
  4230. case AM_TWILIGHT1:
  4231. if (sd) {
  4232. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4233. //Prepare 200 White Potions.
  4234. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4235. clif_skill_fail(sd,skillid,0,0);
  4236. }
  4237. break;
  4238. case AM_TWILIGHT2:
  4239. if (sd) {
  4240. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4241. //Prepare 200 Slim White Potions.
  4242. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4243. clif_skill_fail(sd,skillid,0,0);
  4244. }
  4245. break;
  4246. case AM_TWILIGHT3:
  4247. if (sd) {
  4248. //check if you can produce all three, if not, then fail:
  4249. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4250. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4251. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4252. ) {
  4253. clif_skill_fail(sd,skillid,0,0);
  4254. break;
  4255. }
  4256. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4257. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4258. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4259. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4260. }
  4261. break;
  4262. case SA_DISPELL:
  4263. {
  4264. int i;
  4265. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4266. i = status_get_sc_def_mdef(bl);
  4267. if (i >= 10000 ||
  4268. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4269. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4270. rand()%10000 >= (10000-i)*(50+10*skilllv)/100)
  4271. {
  4272. if (sd)
  4273. clif_skill_fail(sd,skillid,0,0);
  4274. break;
  4275. }
  4276. if(status_isimmune(bl) || !tsc->count)
  4277. break;
  4278. for(i=0;i<SC_MAX;i++){
  4279. if (tsc->data[i].timer == -1)
  4280. continue;
  4281. if(i==SC_HALLUCINATION || i==SC_WEIGHT50 || i==SC_WEIGHT90
  4282. || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR || i==SC_STRIPHELM
  4283. || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR || i==SC_CP_HELM
  4284. || i==SC_COMBO || i==SC_DANCING || i==SC_GUILDAURA || i==SC_EDP
  4285. || i==SC_AUTOBERSERK || i==SC_CARTBOOST || i==SC_MELTDOWN || i==SC_MOONLIT
  4286. || i==SC_SAFETYWALL || i==SC_SMA || i==SC_SPEEDUP0
  4287. )
  4288. continue;
  4289. 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.
  4290. status_change_end(bl,i,-1);
  4291. }
  4292. }
  4293. break;
  4294. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4295. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4296. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000);
  4297. break;
  4298. case TK_HIGHJUMP:
  4299. {
  4300. int x,y, dir = unit_getdir(src);
  4301. x = src->x + dirx[dir]*skilllv*2;
  4302. y = src->y + diry[dir]*skilllv*2;
  4303. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4304. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4305. unit_movepos(src, x, y, 1, 0);
  4306. clif_slide(src,x,y);
  4307. }
  4308. }
  4309. break;
  4310. case SA_CASTCANCEL:
  4311. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4312. unit_skillcastcancel(src,1);
  4313. if(sd) {
  4314. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4315. sp = sp * (90 - (skilllv-1)*20) / 100;
  4316. if(sp < 0) sp = 0;
  4317. status_zap(src, 0, sp);
  4318. }
  4319. break;
  4320. case SA_SPELLBREAKER:
  4321. {
  4322. int sp;
  4323. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4324. sp = skill_get_sp(skillid,skilllv);
  4325. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4326. if(sp < 1) sp = 1;
  4327. status_heal(bl,0,sp,2);
  4328. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4329. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4330. } else {
  4331. struct unit_data *ud = unit_bl2ud(bl);
  4332. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4333. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4334. bl_skillid = ud->skillid;
  4335. bl_skilllv = ud->skilllv;
  4336. if (tstatus->mode & MD_BOSS)
  4337. { //Only 10% success chance against bosses. [Skotlex]
  4338. if (rand()%100 < 90)
  4339. {
  4340. if (sd) clif_skill_fail(sd,skillid,0,0);
  4341. break;
  4342. }
  4343. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4344. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4345. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4346. unit_skillcastcancel(bl,0);
  4347. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4348. status_zap(bl, hp, sp);
  4349. if (hp && skilllv >= 5)
  4350. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4351. else
  4352. hp = 0;
  4353. if (skilllv > 1 && sp) //Recover some of the SP used
  4354. sp = sp*(25*(skilllv-1))/100;
  4355. else
  4356. sp = 0;
  4357. if(hp || sp)
  4358. status_heal(src, hp, sp, 2);
  4359. }
  4360. }
  4361. break;
  4362. case SA_MAGICROD:
  4363. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4364. break;
  4365. case SA_AUTOSPELL:
  4366. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4367. if(sd)
  4368. clif_autospell(sd,skilllv);
  4369. else {
  4370. int maxlv=1,spellid=0;
  4371. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4372. if(skilllv >= 10) {
  4373. spellid = MG_FROSTDIVER;
  4374. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4375. // maxlv = 10;
  4376. // else
  4377. maxlv = skilllv - 9;
  4378. }
  4379. else if(skilllv >=8) {
  4380. spellid = MG_FIREBALL;
  4381. maxlv = skilllv - 7;
  4382. }
  4383. else if(skilllv >=5) {
  4384. spellid = MG_SOULSTRIKE;
  4385. maxlv = skilllv - 4;
  4386. }
  4387. else if(skilllv >=2) {
  4388. int i = rand()%3;
  4389. spellid = spellarray[i];
  4390. maxlv = skilllv - 1;
  4391. }
  4392. else if(skilllv > 0) {
  4393. spellid = MG_NAPALMBEAT;
  4394. maxlv = 3;
  4395. }
  4396. if(spellid > 0)
  4397. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4398. skill_get_time(SA_AUTOSPELL,skilllv));
  4399. }
  4400. break;
  4401. case BS_GREED:
  4402. if(sd){
  4403. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4404. map_foreachinrange(skill_greed,bl,
  4405. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4406. }
  4407. break;
  4408. case SA_ELEMENTWATER:
  4409. case SA_ELEMENTFIRE:
  4410. case SA_ELEMENTGROUND:
  4411. case SA_ELEMENTWIND:
  4412. if(sd && !dstmd) //Only works on monsters.
  4413. break;
  4414. if(tstatus->mode&MD_BOSS)
  4415. break;
  4416. case NPC_ATTRICHANGE:
  4417. case NPC_CHANGEWATER:
  4418. case NPC_CHANGEGROUND:
  4419. case NPC_CHANGEFIRE:
  4420. case NPC_CHANGEWIND:
  4421. case NPC_CHANGEPOISON:
  4422. case NPC_CHANGEHOLY:
  4423. case NPC_CHANGEDARKNESS:
  4424. case NPC_CHANGETELEKINESIS:
  4425. case NPC_CHANGEUNDEAD:
  4426. clif_skill_nodamage(src,bl,skillid,skilllv,
  4427. sc_start4(bl, type, 100, skilllv, skillid, skill_get_pl(skillid), 0,
  4428. skill_get_time(skillid, skilllv)));
  4429. break;
  4430. case NPC_PROVOCATION:
  4431. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4432. if(md && md->skillidx >= 0)
  4433. clif_pet_performance(src,md->db->skill[md->skillidx].val[0]);
  4434. break;
  4435. case NPC_KEEPING:
  4436. case NPC_BARRIER:
  4437. {
  4438. int skill_time = skill_get_time(skillid,skilllv);
  4439. struct unit_data *ud = unit_bl2ud(bl);
  4440. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4441. sc_start(bl,type,100,skilllv,skill_time))
  4442. && ud) { //Disable attacking/acting/moving for skill's duration.
  4443. ud->attackabletime =
  4444. ud->canact_tick =
  4445. ud->canmove_tick = tick + skill_time;
  4446. }
  4447. }
  4448. break;
  4449. case NPC_REBIRTH:
  4450. //New rebirth System uses Kaizel lv1. [Skotlex]
  4451. sc_start(bl,type,100,1,skill_get_time(SL_KAIZEL,skilllv));
  4452. break;
  4453. case NPC_DARKBLESSING:
  4454. clif_skill_nodamage(src,bl,skillid,skilllv,
  4455. sc_start(bl,type,(50+skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4456. break;
  4457. case NPC_LICK:
  4458. status_zap(bl, 0, 100);
  4459. clif_skill_nodamage(src,bl,skillid,skilllv,
  4460. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4461. break;
  4462. case NPC_SUICIDE:
  4463. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4464. status_kill(src); //When suiciding, neither exp nor drops is given.
  4465. break;
  4466. case NPC_SUMMONSLAVE:
  4467. case NPC_SUMMONMONSTER:
  4468. if(md && md->skillidx >= 0)
  4469. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4470. break;
  4471. case NPC_CALLSLAVE:
  4472. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4473. break;
  4474. case NPC_RANDOMMOVE:
  4475. if (md) {
  4476. md->next_walktime = tick - 1;
  4477. mob_randomwalk(md,tick);
  4478. }
  4479. break;
  4480. case NPC_SPEEDUP:
  4481. {
  4482. // or does it increase casting rate? just a guess xD
  4483. int i = SC_ASPDPOTION0 + skilllv - 1;
  4484. if (i > SC_ASPDPOTION3)
  4485. i = SC_ASPDPOTION3;
  4486. clif_skill_nodamage(src,bl,skillid,skilllv,
  4487. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4488. }
  4489. break;
  4490. case NPC_REVENGE:
  4491. // not really needed... but adding here anyway ^^
  4492. if (md && md->master_id > 0) {
  4493. struct block_list *mbl, *tbl;
  4494. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4495. (tbl = battle_gettargeted(mbl)) == NULL)
  4496. break;
  4497. md->state.provoke_flag = tbl->id;
  4498. mob_target(md, tbl, sstatus->rhw.range);
  4499. }
  4500. break;
  4501. case NPC_RUN:
  4502. {
  4503. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4504. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4505. unit_stop_attack(src);
  4506. //Run skillv tiles overriding the can-move check.
  4507. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4508. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4509. }
  4510. break;
  4511. case NPC_TRANSFORMATION:
  4512. case NPC_METAMORPHOSIS:
  4513. if(md && md->skillidx >= 0) {
  4514. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4515. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4516. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4517. if (class_) mob_class_change(md, class_);
  4518. }
  4519. break;
  4520. case NPC_EMOTION_ON:
  4521. case NPC_EMOTION:
  4522. if(md && md->skillidx >= 0)
  4523. {
  4524. clif_emotion(&md->bl,md->db->skill[md->skillidx].val[0]);
  4525. if(!md->special_state.ai &&
  4526. (md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2]))
  4527. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4528. //val[1] 'sets' the mode, val[2] can add/remove from the current mode based on skill used:
  4529. //NPC_EMOTION_ON adds a mode / NPC_EMOTION removes it.
  4530. sc_start4(src, type, 100, skilllv,
  4531. md->db->skill[md->skillidx].val[1],
  4532. skillid==NPC_EMOTION_ON?md->db->skill[md->skillidx].val[2]:0,
  4533. skillid==NPC_EMOTION ?md->db->skill[md->skillidx].val[2]:0,
  4534. skill_get_time(skillid, skilllv));
  4535. }
  4536. break;
  4537. case NPC_DEFENDER:
  4538. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4539. break;
  4540. case NPC_POWERUP:
  4541. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4542. clif_skill_nodamage(src,bl,skillid,skilllv,
  4543. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4544. break;
  4545. case NPC_AGIUP:
  4546. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4547. clif_skill_nodamage(src,bl,skillid,skilllv,
  4548. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4549. break;
  4550. case NPC_INVISIBLE:
  4551. //On level 1, use level 10 cloaking (no speed penalty)
  4552. //with val4 passed as 1 is for "infinite cloak".
  4553. clif_skill_nodamage(src,bl,skillid,skilllv,
  4554. sc_start4(bl,type,100,9+skilllv,0,0,1,skill_get_time(skillid,skilllv)));
  4555. break;
  4556. case NPC_SIEGEMODE:
  4557. // not sure what it does
  4558. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4559. break;
  4560. case WE_MALE:
  4561. {
  4562. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4563. 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]
  4564. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4565. }
  4566. break;
  4567. case WE_FEMALE:
  4568. {
  4569. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4570. 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]
  4571. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4572. }
  4573. break;
  4574. // parent-baby skills
  4575. case WE_BABY:
  4576. if(sd){
  4577. struct map_session_data *f_sd = pc_get_father(sd);
  4578. struct map_session_data *m_sd = pc_get_mother(sd);
  4579. // if neither was found
  4580. if(!f_sd && !m_sd){
  4581. clif_skill_fail(sd,skillid,0,0);
  4582. map_freeblock_unlock();
  4583. return 0;
  4584. }
  4585. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4586. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4587. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4588. }
  4589. break;
  4590. case PF_HPCONVERSION:
  4591. {
  4592. int hp, sp;
  4593. hp = sstatus->max_hp/10;
  4594. sp = hp * 10 * skilllv / 100;
  4595. if (!status_charge(src,hp,0)) {
  4596. if (sd) clif_skill_fail(sd,skillid,0,0);
  4597. break;
  4598. }
  4599. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4600. status_heal(bl,0,sp,2);
  4601. }
  4602. break;
  4603. case HT_REMOVETRAP:
  4604. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4605. {
  4606. struct skill_unit *su=NULL;
  4607. struct item item_tmp;
  4608. int flag;
  4609. if((bl->type==BL_SKILL) &&
  4610. (su=(struct skill_unit *)bl) &&
  4611. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4612. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4613. {
  4614. if(sd && !su->group->state.into_abyss)
  4615. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4616. if(battle_config.skill_removetrap_type){
  4617. for(i=0;i<10;i++) {
  4618. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4619. memset(&item_tmp,0,sizeof(item_tmp));
  4620. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4621. item_tmp.identify = 1;
  4622. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4623. clif_additem(sd,0,0,flag);
  4624. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4625. }
  4626. }
  4627. }
  4628. }else{
  4629. memset(&item_tmp,0,sizeof(item_tmp));
  4630. item_tmp.nameid = 1065;
  4631. item_tmp.identify = 1;
  4632. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4633. clif_additem(sd,0,0,flag);
  4634. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4635. }
  4636. }
  4637. }
  4638. skill_delunit(su);
  4639. }
  4640. }
  4641. break;
  4642. case HT_SPRINGTRAP:
  4643. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4644. {
  4645. struct skill_unit *su=NULL;
  4646. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4647. switch(su->group->unit_id){
  4648. case UNT_ANKLESNARE: // ankle snare
  4649. if (su->group->val2 != 0)
  4650. // if it is already trapping something don't spring it,
  4651. // remove trap should be used instead
  4652. break;
  4653. // otherwise fallthrough to below
  4654. case UNT_BLASTMINE:
  4655. case UNT_SKIDTRAP:
  4656. case UNT_LANDMINE:
  4657. case UNT_SHOCKWAVE:
  4658. case UNT_SANDMAN:
  4659. case UNT_FLASHER:
  4660. case UNT_FREEZINGTRAP:
  4661. case UNT_CLAYMORETRAP:
  4662. case UNT_TALKIEBOX:
  4663. su->group->unit_id = UNT_USED_TRAPS;
  4664. clif_changetraplook(bl, UNT_USED_TRAPS);
  4665. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4666. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4667. }
  4668. }
  4669. }
  4670. break;
  4671. case BD_ENCORE:
  4672. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4673. if(sd)
  4674. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4675. break;
  4676. case AS_SPLASHER:
  4677. if(tstatus->max_hp*3/4 < tstatus->hp) {
  4678. map_freeblock_unlock();
  4679. return 1;
  4680. }
  4681. clif_skill_nodamage(src,bl,skillid,skilllv,
  4682. sc_start4(bl,type,100,
  4683. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4684. break;
  4685. case PF_MINDBREAKER:
  4686. {
  4687. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4688. {
  4689. map_freeblock_unlock();
  4690. return 1;
  4691. }
  4692. if (tsc && tsc->data[type].timer != -1)
  4693. { //HelloKitty2 (?) explained that this silently fails when target is
  4694. //already inflicted. [Skotlex]
  4695. map_freeblock_unlock();
  4696. return 1;
  4697. }
  4698. //Has a 55% + skilllv*5% success chance.
  4699. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4700. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4701. {
  4702. if (sd) clif_skill_fail(sd,skillid,0,0);
  4703. map_freeblock_unlock();
  4704. return 0;
  4705. }
  4706. unit_skillcastcancel(bl,0);
  4707. if(tsc && tsc->count){
  4708. if(tsc->data[SC_FREEZE].timer!=-1)
  4709. status_change_end(bl,SC_FREEZE,-1);
  4710. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4711. status_change_end(bl,SC_STONE,-1);
  4712. if(tsc->data[SC_SLEEP].timer!=-1)
  4713. status_change_end(bl,SC_SLEEP,-1);
  4714. }
  4715. if(dstmd)
  4716. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4717. }
  4718. break;
  4719. case PF_SOULCHANGE:
  4720. {
  4721. unsigned int sp1 = 0, sp2 = 0;
  4722. if (dstmd) {
  4723. if (dstmd->state.soul_change_flag) {
  4724. if(sd) clif_skill_fail(sd,skillid,0,0);
  4725. break;
  4726. }
  4727. dstmd->state.soul_change_flag = 1;
  4728. sp2 = sstatus->max_sp * 3 /100;
  4729. status_heal(src, 0, sp2, 2);
  4730. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4731. break;
  4732. }
  4733. sp1 = sstatus->sp;
  4734. sp2 = tstatus->sp;
  4735. status_set_sp(src, sp2, 3);
  4736. status_set_sp(bl, sp1, 3);
  4737. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4738. }
  4739. break;
  4740. // Slim Pitcher (normally Condensed Potion doesn't give SP (Heals party members))
  4741. case CR_SLIMPITCHER:
  4742. if (potion_hp || potion_sp) {
  4743. int hp = potion_hp, sp = potion_sp;
  4744. hp = hp * (100 + (tstatus->vit<<1))/100;
  4745. sp = sp * (100 + (tstatus->int_<<1))/100;
  4746. if (dstsd) {
  4747. if (hp)
  4748. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4749. if (sp)
  4750. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4751. }
  4752. if(hp > 0)
  4753. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4754. if(sp > 0)
  4755. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4756. status_heal(bl,hp,sp,0);
  4757. }
  4758. break;
  4759. // Full Chemical Protection
  4760. case CR_FULLPROTECTION:
  4761. {
  4762. int i, skilltime;
  4763. skilltime = skill_get_time(skillid,skilllv);
  4764. if (!tsc) {
  4765. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4766. break;
  4767. }
  4768. for (i=0; i<4; i++) {
  4769. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4770. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4771. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4772. }
  4773. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4774. }
  4775. break;
  4776. case RG_CLEANER: //AppleGirl
  4777. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4778. break;
  4779. case PF_DOUBLECASTING:
  4780. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4781. sc_start(bl,type,30+ 10*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4782. if (sd) clif_skill_fail(sd,skillid,0,0);
  4783. break;
  4784. case CG_LONGINGFREEDOM:
  4785. {
  4786. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4787. && tsc->data[SC_DANCING].val1 != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4788. {
  4789. clif_skill_nodamage(src,bl,skillid,skilllv,
  4790. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4791. }
  4792. }
  4793. break;
  4794. case CG_TAROTCARD:
  4795. {
  4796. int eff, count = -1;
  4797. if (rand() % 100 > skilllv * 8) {
  4798. if (sd) clif_skill_fail(sd,skillid,0,0);
  4799. map_freeblock_unlock();
  4800. return 0;
  4801. }
  4802. do {
  4803. eff = rand() % 14;
  4804. clif_specialeffect(bl, 523 + eff, AREA);
  4805. switch (eff)
  4806. {
  4807. case 0: // heals SP to 0
  4808. status_percent_damage(src, bl, 0, 100);
  4809. break;
  4810. case 1: // matk halved
  4811. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4812. break;
  4813. case 2: // all buffs removed
  4814. status_change_clear_buffs(bl,1);
  4815. break;
  4816. case 3: // 1000 damage, random armor destroyed
  4817. {
  4818. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4819. status_fix_damage(src, bl, 1000, 0);
  4820. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4821. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4822. }
  4823. break;
  4824. case 4: // atk halved
  4825. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4826. break;
  4827. case 5: // 2000HP heal, random teleported
  4828. status_heal(src, 2000, 0, 0);
  4829. unit_warp(src, -1,-1,-1, 3);
  4830. break;
  4831. case 6: // random 2 other effects
  4832. if (count == -1)
  4833. count = 3;
  4834. else
  4835. count++; //Should not retrigger this one.
  4836. break;
  4837. case 7: // stop freeze or stoned
  4838. {
  4839. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4840. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4841. }
  4842. break;
  4843. case 8: // curse coma and poison
  4844. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4845. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4846. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4847. break;
  4848. case 9: // confusion
  4849. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4850. break;
  4851. case 10: // 6666 damage, atk matk halved, cursed
  4852. status_fix_damage(src, bl, 6666, 0);
  4853. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4854. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4855. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4856. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4857. break;
  4858. case 11: // 4444 damage
  4859. status_fix_damage(src, bl, 4444, 0);
  4860. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4861. break;
  4862. case 12: // stun
  4863. sc_start(bl,SC_STUN,100,skilllv,5000);
  4864. break;
  4865. case 13: // atk,matk,hit,flee,def reduced
  4866. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4867. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4868. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4869. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4870. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4871. break;
  4872. default:
  4873. break;
  4874. }
  4875. } while ((--count) > 0);
  4876. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4877. }
  4878. break;
  4879. case SL_ALCHEMIST:
  4880. case SL_ASSASIN:
  4881. case SL_BARDDANCER:
  4882. case SL_BLACKSMITH:
  4883. case SL_CRUSADER:
  4884. case SL_HUNTER:
  4885. case SL_KNIGHT:
  4886. case SL_MONK:
  4887. case SL_PRIEST:
  4888. case SL_ROGUE:
  4889. case SL_SAGE:
  4890. case SL_SOULLINKER:
  4891. case SL_STAR:
  4892. case SL_SUPERNOVICE:
  4893. case SL_WIZARD:
  4894. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  4895. clif_skill_fail(sd,skillid,0,0);
  4896. break;
  4897. }
  4898. clif_skill_nodamage(src,bl,skillid,skilllv,
  4899. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4900. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4901. break;
  4902. case SL_HIGH:
  4903. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  4904. clif_skill_fail(sd,skillid,0,0);
  4905. break;
  4906. }
  4907. clif_skill_nodamage(src,bl,skillid,skilllv,
  4908. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  4909. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4910. break;
  4911. case SL_SWOO:
  4912. if (tsc && tsc->data[type].timer != -1) {
  4913. sc_start(src,SC_STUN,100,skilllv,10000);
  4914. break;
  4915. }
  4916. case SL_SKA: // [marquis007]
  4917. case SL_SKE:
  4918. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  4919. clif_skill_fail(sd,skillid,0,0);
  4920. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  4921. } else
  4922. clif_skill_nodamage(src,bl,skillid,skilllv,
  4923. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4924. if (skillid == SL_SKE)
  4925. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  4926. break;
  4927. // New guild skills [Celest]
  4928. case GD_BATTLEORDER:
  4929. if(flag&1) {
  4930. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4931. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4932. } else if (status_get_guild_id(src)) {
  4933. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4934. map_foreachinrange(skill_area_sub, src,
  4935. skill_get_splash(skillid, skilllv), BL_CHAR,
  4936. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4937. skill_castend_nodamage_id);
  4938. if (sd)
  4939. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4940. }
  4941. break;
  4942. case GD_REGENERATION:
  4943. if(flag&1) {
  4944. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4945. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  4946. } else if (status_get_guild_id(src)) {
  4947. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4948. map_foreachinrange(skill_area_sub, src,
  4949. skill_get_splash(skillid, skilllv), BL_CHAR,
  4950. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4951. skill_castend_nodamage_id);
  4952. if (sd)
  4953. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4954. }
  4955. break;
  4956. case GD_RESTORE:
  4957. if(flag&1) {
  4958. if (status_get_guild_id(src) == status_get_guild_id(bl))
  4959. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  4960. } else if (status_get_guild_id(src)) {
  4961. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4962. map_foreachinrange(skill_area_sub, src,
  4963. skill_get_splash(skillid, skilllv), BL_CHAR,
  4964. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  4965. skill_castend_nodamage_id);
  4966. if (sd)
  4967. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4968. }
  4969. break;
  4970. case GD_EMERGENCYCALL:
  4971. {
  4972. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  4973. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  4974. int j = 0;
  4975. struct guild *g = NULL;
  4976. // i don't know if it actually summons in a circle, but oh well. ;P
  4977. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  4978. if (!g)
  4979. break;
  4980. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4981. for(i = 0; i < g->max_member; i++, j++) {
  4982. if (j>8) j=0;
  4983. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  4984. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  4985. continue;
  4986. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  4987. dx[j] = dy[j] = 0;
  4988. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  4989. }
  4990. }
  4991. if (sd)
  4992. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  4993. }
  4994. break;
  4995. case SG_FEEL:
  4996. if (sd) {
  4997. if(!sd->feel_map[skilllv-1].index) {
  4998. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  4999. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5000. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5001. }
  5002. else
  5003. clif_feel_info(sd, skilllv-1);
  5004. }
  5005. break;
  5006. case SG_HATE:
  5007. if (sd) {
  5008. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5009. if(dstsd) //PC
  5010. {
  5011. sd->hate_mob[skilllv-1] = dstsd->status.class_;
  5012. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[skilllv-1]+1);
  5013. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5014. }
  5015. else if(dstmd) // mob
  5016. {
  5017. switch(skilllv)
  5018. {
  5019. case 1:
  5020. if (tstatus->size==0)
  5021. {
  5022. sd->hate_mob[0] = dstmd->class_;
  5023. pc_setglobalreg(sd,"PC_HATE_MOB_SUN",sd->hate_mob[0]+1);
  5024. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5025. } else clif_skill_fail(sd,skillid,0,0);
  5026. break;
  5027. case 2:
  5028. if (tstatus->size==1 && tstatus->max_hp>=6000)
  5029. {
  5030. sd->hate_mob[1] = dstmd->class_;
  5031. pc_setglobalreg(sd,"PC_HATE_MOB_MOON",sd->hate_mob[1]+1);
  5032. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5033. } else clif_skill_fail(sd,skillid,0,0);
  5034. break;
  5035. case 3:
  5036. if (tstatus->size==2 && tstatus->max_hp>=20000)
  5037. {
  5038. sd->hate_mob[2] = dstmd->class_;
  5039. pc_setglobalreg(sd,"PC_HATE_MOB_STAR",sd->hate_mob[2]+1);
  5040. clif_hate_mob(sd,skilllv,sd->hate_mob[skilllv-1]);
  5041. } else clif_skill_fail(sd,skillid,0,0);
  5042. break;
  5043. default:
  5044. clif_skill_fail(sd,skillid,0,0);
  5045. break;
  5046. }
  5047. }
  5048. }
  5049. break;
  5050. case GS_GLITTERING:
  5051. if(sd) {
  5052. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5053. if(rand()%100 < (20+10*skilllv))
  5054. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5055. else if(sd->spiritball > 0)
  5056. pc_delspiritball(sd,1,0);
  5057. }
  5058. break;
  5059. case AM_REST:
  5060. if (sd)
  5061. {
  5062. if (merc_hom_vaporize(sd,1))
  5063. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5064. else
  5065. clif_skill_fail(sd,skillid,0,0);
  5066. }
  5067. break;
  5068. case HAMI_CASTLE: //[orn]
  5069. if(rand()%100 < 20*skilllv && src != bl)
  5070. {
  5071. int x,y;
  5072. x = src->x;
  5073. y = src->y;
  5074. if (hd)
  5075. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5076. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5077. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5078. clif_fixpos(src) ;
  5079. if (unit_movepos(bl,x,y,0,0))
  5080. {
  5081. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5082. clif_fixpos(bl) ;
  5083. }
  5084. //TODO: Shouldn't also players and the like switch targets?
  5085. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5086. AREA_SIZE, BL_MOB, bl, src);
  5087. }
  5088. }
  5089. // Failed
  5090. else if (hd && hd->master)
  5091. clif_skill_fail(hd->master, skillid, 0, 0);
  5092. else if (sd)
  5093. clif_skill_fail(sd, skillid, 0, 0);
  5094. break;
  5095. case HVAN_CHAOTIC: //[orn]
  5096. {
  5097. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5098. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5099. int rnd = rand()%100;
  5100. if(rnd<per[skilllv-1][0]) //Self
  5101. bl = src;
  5102. else if(rnd<per[skilllv-1][1]) //Master
  5103. bl = battle_get_master(src);
  5104. else //Enemy
  5105. bl = map_id2bl(battle_gettarget(src));
  5106. if (!bl) bl = src;
  5107. i = skill_calc_heal( src, 1+rand()%skilllv);
  5108. //Eh? why double skill packet?
  5109. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5110. clif_skill_nodamage(src,bl,skillid,i,1);
  5111. status_heal(bl, i, 0, 0);
  5112. if (hd)
  5113. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5114. }
  5115. break;
  5116. //Homun single-target support skills [orn]
  5117. case HAMI_BLOODLUST:
  5118. case HFLI_FLEET:
  5119. case HFLI_SPEED:
  5120. case HLIF_CHANGE:
  5121. clif_skill_nodamage(src,bl,skillid,skilllv,
  5122. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5123. if (hd)
  5124. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5125. break;
  5126. default:
  5127. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5128. map_freeblock_unlock();
  5129. return 1;
  5130. }
  5131. if (dstmd) //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5132. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5133. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5134. battle_consume_ammo(sd, skillid, skilllv);
  5135. map_freeblock_unlock();
  5136. return 0;
  5137. }
  5138. /*==========================================
  5139. *
  5140. *------------------------------------------
  5141. */
  5142. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5143. {
  5144. struct block_list *target, *src = map_id2bl(id);
  5145. struct map_session_data* sd = NULL;
  5146. struct homun_data* hd = NULL; //[orn]
  5147. struct mob_data* md = NULL;
  5148. struct unit_data* ud = unit_bl2ud(src);
  5149. struct status_change *sc = NULL;
  5150. int inf,inf2;
  5151. nullpo_retr(0, ud);
  5152. BL_CAST( BL_PC, src, sd);
  5153. BL_CAST( BL_HOM, src, hd); //[orn]
  5154. BL_CAST( BL_MOB, src, md);
  5155. if( src->prev == NULL ) {
  5156. ud->skilltimer = -1;
  5157. return 0;
  5158. }
  5159. switch (ud->skillid) {
  5160. //These should become skill_castend_pos
  5161. case WE_CALLPARTNER:
  5162. case WE_CALLPARENT:
  5163. case WE_CALLBABY:
  5164. case AM_CALLHOMUN:
  5165. case AM_RESURRECTHOMUN:
  5166. //Find a random spot to place the skill. [Skotlex]
  5167. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5168. ud->skillx = src->x + inf2;
  5169. ud->skilly = src->y + inf2;
  5170. if (!map_random_dir(src, &ud->skillx, &ud->skilly)) {
  5171. ud->skillx = src->x;
  5172. ud->skilly = src->y;
  5173. }
  5174. return skill_castend_pos(tid,tick,id,data);
  5175. }
  5176. if(ud->skillid != SA_CASTCANCEL ) {
  5177. if( ud->skilltimer != tid ) {
  5178. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5179. ud->skilltimer = -1;
  5180. return 0;
  5181. }
  5182. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5183. status_freecast_switch(sd);
  5184. ud->skilltimer=-1;
  5185. }
  5186. if (ud->skilltarget == id)
  5187. target = src;
  5188. else
  5189. target = map_id2bl(ud->skilltarget);
  5190. // Use a do so that you can break out of it when the skill fails.
  5191. do {
  5192. if(!target || target->prev==NULL) break;
  5193. if(src->m != target->m || status_isdead(src)) break;
  5194. if(ud->skillid == RG_BACKSTAP) {
  5195. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5196. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5197. break;
  5198. }
  5199. }
  5200. if (ud->skillid == PR_LEXDIVINA)
  5201. {
  5202. sc = status_get_sc(target);
  5203. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5204. (!sc || sc->data[SC_SILENCE].timer == -1))
  5205. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5206. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5207. break;
  5208. }
  5209. } else {
  5210. //Check target validity.
  5211. inf = skill_get_inf(ud->skillid);
  5212. inf2 = skill_get_inf2(ud->skillid);
  5213. if(inf&INF_ATTACK_SKILL ||
  5214. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5215. inf = BCT_ENEMY; //Offensive skill.
  5216. else
  5217. inf = 0;
  5218. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5219. inf |=
  5220. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5221. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0)|
  5222. (inf2&INF2_ALLOW_ENEMY?BCT_ENEMY:0);
  5223. if (inf && battle_check_target(src, target, inf) <= 0)
  5224. break;
  5225. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5226. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5227. rand()%100 < 75)
  5228. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5229. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5230. break;
  5231. }
  5232. }
  5233. //Avoid doing double checks for instant-cast skills.
  5234. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5235. break;
  5236. if(md) {
  5237. if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
  5238. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5239. if(md->skillidx >= 0) {
  5240. md->skilldelay[md->skillidx]=tick;
  5241. if (md->db->skill[md->skillidx].emotion >= 0)
  5242. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5243. }
  5244. }
  5245. if(src != target && battle_config.skill_add_range &&
  5246. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5247. {
  5248. if (sd) {
  5249. clif_skill_fail(sd,ud->skillid,0,0);
  5250. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5251. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5252. }
  5253. break;
  5254. }
  5255. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5256. break;
  5257. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5258. break;
  5259. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5260. unit_stop_walking(src,1);
  5261. if (ud->skillid == SA_MAGICROD)
  5262. ud->canact_tick = tick;
  5263. else
  5264. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5265. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5266. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5267. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5268. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5269. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5270. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5271. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5272. else
  5273. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5274. sc = status_get_sc(src);
  5275. if(sc && sc->count && sc->data[SC_MAGICPOWER].timer != -1 && ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5276. status_change_end(src,SC_MAGICPOWER,-1);
  5277. if (ud->skilltimer == -1) {
  5278. if(md) md->skillidx = -1;
  5279. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5280. ud->skilllv = ud->skilltarget = 0;
  5281. }
  5282. return 1;
  5283. } while(0);
  5284. //Skill failed.
  5285. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5286. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5287. { //When Asura fails... (except when it fails from Fog of Wall)
  5288. //Consume SP/spheres
  5289. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5290. status_set_sp(src, 0, 0);
  5291. sc = &sd->sc;
  5292. if (sc->count)
  5293. { //End states
  5294. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5295. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5296. if (sc->data[SC_BLADESTOP].timer != -1)
  5297. status_change_end(src,SC_BLADESTOP,-1);
  5298. }
  5299. if (target && target->m == src->m)
  5300. { //Move character to target anyway.
  5301. int dx,dy;
  5302. dx = target->x - src->x;
  5303. dy = target->y - src->y;
  5304. if(dx > 0) dx++;
  5305. else if(dx < 0) dx--;
  5306. if (dy > 0) dy++;
  5307. else if(dy < 0) dy--;
  5308. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5309. { //Display movement + animation.
  5310. clif_slide(src,src->x,src->y);
  5311. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5312. }
  5313. }
  5314. }
  5315. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5316. ud->canact_tick = tick;
  5317. if(sd)
  5318. {
  5319. sd->skillitem = sd->skillitemlv = -1;
  5320. clif_skill_fail(sd, ud->skillid, 0, 0);
  5321. }
  5322. else if (hd)
  5323. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5324. else if(md)
  5325. md->skillidx = -1;
  5326. return 0;
  5327. }
  5328. /*==========================================
  5329. *
  5330. *------------------------------------------
  5331. */
  5332. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5333. {
  5334. struct block_list* src = map_id2bl(id);
  5335. int maxcount;
  5336. struct map_session_data *sd = NULL;
  5337. struct homun_data *hd = NULL; //[orn]
  5338. struct unit_data *ud = unit_bl2ud(src);
  5339. struct mob_data *md = NULL;
  5340. nullpo_retr(0, ud);
  5341. BL_CAST( BL_PC , src, sd);
  5342. BL_CAST( BL_HOM , src, hd); //[orn]
  5343. BL_CAST( BL_MOB, src, md);
  5344. if( src->prev == NULL ) {
  5345. ud->skilltimer = -1;
  5346. return 0;
  5347. }
  5348. if( ud->skilltimer != tid )
  5349. {
  5350. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5351. ud->skilltimer = -1;
  5352. return 0;
  5353. }
  5354. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5355. status_freecast_switch(sd);
  5356. ud->skilltimer=-1;
  5357. do {
  5358. if(status_isdead(src)) break;
  5359. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5360. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5361. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5362. )
  5363. break;
  5364. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5365. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5366. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5367. )
  5368. break;
  5369. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5370. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5371. ) {
  5372. int i;
  5373. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5374. if(ud->skillunit[i]->skill_id == ud->skillid)
  5375. maxcount--;
  5376. }
  5377. if(!maxcount)
  5378. break;
  5379. }
  5380. if(tid != -1)
  5381. { //Avoid double checks on instant cast skills. [Skotlex]
  5382. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5383. break;
  5384. if(battle_config.skill_add_range &&
  5385. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5386. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5387. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5388. break;
  5389. }
  5390. }
  5391. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5392. break;
  5393. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5394. break;
  5395. if(md) {
  5396. md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
  5397. if(md->skillidx >= 0) {
  5398. md->skilldelay[md->skillidx]=tick;
  5399. if (md->db->skill[md->skillidx].emotion >= 0)
  5400. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5401. }
  5402. }
  5403. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5404. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5405. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5406. unit_stop_walking(src,1);
  5407. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5408. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5409. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5410. if (ud->skilltimer == -1) {
  5411. if (md) md->skillidx = -1;
  5412. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5413. ud->skilllv = ud->skillx = ud->skilly = 0;
  5414. }
  5415. return 1;
  5416. } while(0);
  5417. ud->canact_tick = tick;
  5418. ud->skillid = ud->skilllv = 0;
  5419. if(sd) {
  5420. clif_skill_fail(sd,ud->skillid,0,0);
  5421. sd->skillitem = sd->skillitemlv = -1;
  5422. }
  5423. else if (hd)
  5424. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5425. else if(md)
  5426. md->skillidx = -1;
  5427. return 0;
  5428. }
  5429. /*==========================================
  5430. *
  5431. *------------------------------------------
  5432. */
  5433. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5434. {
  5435. struct map_session_data *sd=NULL;
  5436. struct status_change *sc;
  5437. struct skill_unit_group *sg;
  5438. int i,type;
  5439. //if(skilllv <= 0) return 0;
  5440. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5441. nullpo_retr(0, src);
  5442. if(status_isdead(src))
  5443. return 0;
  5444. if(src->type==BL_PC)
  5445. sd=(struct map_session_data *)src;
  5446. sc = status_get_sc(src);
  5447. if (sc && !sc->count)
  5448. sc = NULL; //Unneeded.
  5449. type = SkillStatusChangeTable(skillid);
  5450. switch (skillid) { //Skill effect.
  5451. case WZ_METEOR:
  5452. case MO_BODYRELOCATION:
  5453. case CR_CULTIVATION:
  5454. case HW_GANBANTEIN:
  5455. break; //Effect is displayed on respective switch case.
  5456. default:
  5457. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5458. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5459. else
  5460. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5461. }
  5462. switch(skillid)
  5463. {
  5464. case PR_BENEDICTIO:
  5465. skill_area_temp[1] = src->id;
  5466. i = skill_get_splash(skillid, skilllv);
  5467. map_foreachinarea(skill_area_sub,
  5468. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5469. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5470. skill_castend_nodamage_id);
  5471. map_foreachinarea(skill_area_sub,
  5472. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5473. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5474. skill_castend_damage_id);
  5475. break;
  5476. case BS_HAMMERFALL:
  5477. i = skill_get_splash(skillid, skilllv);
  5478. map_foreachinarea (skill_area_sub,
  5479. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5480. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5481. skill_castend_nodamage_id);
  5482. break;
  5483. case HT_DETECTING:
  5484. i = skill_get_splash(skillid, skilllv);
  5485. map_foreachinarea( status_change_timer_sub,
  5486. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5487. src,status_get_sc(src),SC_SIGHT,tick);
  5488. if(battle_config.traps_setting&1)
  5489. map_foreachinarea( skill_reveal_trap,
  5490. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5491. break;
  5492. case MG_SAFETYWALL:
  5493. case MG_FIREWALL:
  5494. case MG_THUNDERSTORM:
  5495. case AL_PNEUMA:
  5496. case WZ_ICEWALL:
  5497. case WZ_FIREPILLAR:
  5498. case WZ_QUAGMIRE:
  5499. case WZ_VERMILION:
  5500. case WZ_STORMGUST:
  5501. case WZ_HEAVENDRIVE:
  5502. case PR_SANCTUARY:
  5503. case PR_MAGNUS:
  5504. case CR_GRANDCROSS:
  5505. case NPC_GRANDDARKNESS:
  5506. case HT_SKIDTRAP:
  5507. case HT_LANDMINE:
  5508. case HT_ANKLESNARE:
  5509. case HT_SHOCKWAVE:
  5510. case HT_SANDMAN:
  5511. case HT_FLASHER:
  5512. case HT_FREEZINGTRAP:
  5513. case HT_BLASTMINE:
  5514. case HT_CLAYMORETRAP:
  5515. case AS_VENOMDUST:
  5516. case AM_DEMONSTRATION:
  5517. case PF_FOGWALL:
  5518. case PF_SPIDERWEB:
  5519. case HT_TALKIEBOX:
  5520. case WE_CALLPARTNER:
  5521. case WE_CALLPARENT:
  5522. case WE_CALLBABY:
  5523. case AC_SHOWER: //Ground-placed skill implementation.
  5524. case SA_VOLCANO:
  5525. case SA_DELUGE:
  5526. case SA_VIOLENTGALE:
  5527. case SA_LANDPROTECTOR:
  5528. case BD_LULLABY:
  5529. case BD_RICHMANKIM:
  5530. case BD_ETERNALCHAOS:
  5531. case BD_DRUMBATTLEFIELD:
  5532. case BD_RINGNIBELUNGEN:
  5533. case BD_ROKISWEIL:
  5534. case BD_INTOABYSS:
  5535. case BD_SIEGFRIED:
  5536. case BA_DISSONANCE:
  5537. case BA_POEMBRAGI:
  5538. case BA_WHISTLE:
  5539. case BA_ASSASSINCROSS:
  5540. case BA_APPLEIDUN:
  5541. case DC_UGLYDANCE:
  5542. case DC_HUMMING:
  5543. case DC_DONTFORGETME:
  5544. case DC_FORTUNEKISS:
  5545. case DC_SERVICEFORYOU:
  5546. case GS_DESPERADO:
  5547. case NJ_KAENSIN:
  5548. case NJ_BAKUENRYU:
  5549. case NJ_SUITON:
  5550. case NJ_HYOUSYOURAKU:
  5551. case NJ_RAIGEKISAI:
  5552. case NJ_KAMAITACHI:
  5553. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5554. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5555. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5556. break;
  5557. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5558. skill_clear_unitgroup(src);
  5559. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5560. flag|=1;
  5561. break;
  5562. case HP_BASILICA:
  5563. skill_clear_unitgroup(src);
  5564. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5565. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5566. flag|=1;
  5567. break;
  5568. case CG_HERMODE:
  5569. skill_clear_unitgroup(src);
  5570. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5571. sc_start4(src,SC_DANCING,100,
  5572. skillid,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  5573. flag|=1;
  5574. break;
  5575. case RG_CLEANER: // [Valaris]
  5576. i = skill_get_splash(skillid, skilllv);
  5577. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5578. break;
  5579. case WZ_METEOR:
  5580. {
  5581. int flag=0, area = skill_get_splash(skillid, skilllv);
  5582. short tmpx, tmpy, x1 = 0, y1 = 0;
  5583. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5584. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5585. for(i=0;i<2+(skilllv>>1);i++) {
  5586. tmpx = x;
  5587. tmpy = y;
  5588. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5589. continue;
  5590. if(!(flag&1)){
  5591. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5592. flag=flag|1;
  5593. }
  5594. if(i > 0)
  5595. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5596. x1 = tmpx;
  5597. y1 = tmpy;
  5598. }
  5599. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5600. }
  5601. break;
  5602. case AL_WARP:
  5603. if(sd) {
  5604. clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
  5605. (skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
  5606. (skilllv>2 && sd->status.memo_point[1].map)?mapindex_id2name(sd->status.memo_point[1].map):"",
  5607. (skilllv>3 && sd->status.memo_point[2].map)?mapindex_id2name(sd->status.memo_point[2].map):"");
  5608. }
  5609. break;
  5610. case MO_BODYRELOCATION:
  5611. if (unit_movepos(src, x, y, 1, 1)) {
  5612. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5613. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5614. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5615. }
  5616. break;
  5617. case NJ_SHADOWJUMP:
  5618. {
  5619. unit_movepos(src, x, y, 1, 0);
  5620. unit_setdir(src, (unit_getdir(src) + 4)%8);
  5621. clif_slide(src,x,y);
  5622. if (sc && sc->data[SC_HIDING].timer != -1)
  5623. status_change_end(src, SC_HIDING, -1);
  5624. }
  5625. break;
  5626. case AM_SPHEREMINE:
  5627. case AM_CANNIBALIZE:
  5628. if(sd) {
  5629. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5630. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5631. struct mob_data *md;
  5632. // Correct info, don't change any of this! [celest]
  5633. md = mob_once_spawn_sub(src, src->m, x, y, sd->status.name,class_,"");
  5634. if (md) {
  5635. md->master_id = src->id;
  5636. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5637. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5638. mob_spawn (md); //Now it is ready for spawning.
  5639. }
  5640. }
  5641. break;
  5642. // Slim Pitcher [Celest] (normally Condensed Potion doesn't give SP (Heals party members))
  5643. case CR_SLIMPITCHER:
  5644. if (sd) {
  5645. int i = skilllv%11 - 1;
  5646. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5647. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5648. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5649. clif_skill_fail(sd,skillid,0,0);
  5650. return 1;
  5651. }
  5652. potion_flag = 1;
  5653. potion_hp = 0;
  5654. potion_sp = 0;
  5655. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5656. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5657. potion_flag = 0;
  5658. //Apply skill bonuses
  5659. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5660. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5661. + pc_checkskill(sd,AM_LEARNINGPOTION)*5;
  5662. potion_hp = potion_hp * (100+i)/100;
  5663. potion_sp = potion_sp * (100+i)/100;
  5664. if(potion_hp > 0 || potion_sp > 0) {
  5665. i = skill_get_splash(skillid, skilllv);
  5666. map_foreachinarea(skill_area_sub,
  5667. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5668. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5669. skill_castend_nodamage_id);
  5670. }
  5671. } else {
  5672. int i = skilllv%11 - 1;
  5673. struct item_data *item = itemdb_search(i);
  5674. i = skill_db[skillid].itemid[i];
  5675. item = itemdb_search(i);
  5676. potion_flag = 1;
  5677. potion_hp = 0;
  5678. potion_sp = 0;
  5679. run_script(item->script,0,src->id,0);
  5680. potion_flag = 0;
  5681. i = skill_get_max(CR_SLIMPITCHER)*10;
  5682. potion_hp = potion_hp * (100+i)/100;
  5683. potion_sp = potion_sp * (100+i)/100;
  5684. if(potion_hp > 0 || potion_sp > 0) {
  5685. i = skill_get_splash(skillid, skilllv);
  5686. map_foreachinarea(skill_area_sub,
  5687. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5688. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5689. skill_castend_nodamage_id);
  5690. }
  5691. }
  5692. break;
  5693. case HW_GANBANTEIN:
  5694. if (rand()%100 < 80) {
  5695. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5696. i = skill_get_splash(skillid, skilllv);
  5697. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5698. } else {
  5699. if (sd) clif_skill_fail(sd,skillid,0,0);
  5700. return 1;
  5701. }
  5702. break;
  5703. case HW_GRAVITATION:
  5704. sg = skill_unitsetting(src,skillid,skilllv,x,y,0);
  5705. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5706. flag|=1;
  5707. break;
  5708. // Plant Cultivation [Celest]
  5709. case CR_CULTIVATION:
  5710. if (sd) {
  5711. int i = skilllv - 1;
  5712. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5713. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5714. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5715. clif_skill_fail(sd,skillid,0,0);
  5716. return 1;
  5717. }
  5718. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5719. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5720. if (rand()%100 < 50)
  5721. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5722. else
  5723. clif_skill_fail(sd,skillid,0,0);
  5724. }
  5725. break;
  5726. case SG_SUN_WARM:
  5727. case SG_MOON_WARM:
  5728. case SG_STAR_WARM:
  5729. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5730. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5731. flag|=1;
  5732. break;
  5733. case PA_GOSPEL:
  5734. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5735. status_change_end(src,SC_GOSPEL,-1);
  5736. else
  5737. {
  5738. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5739. if (sc && sc->data[type].timer != -1)
  5740. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5741. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5742. }
  5743. break;
  5744. case NJ_TATAMIGAESHI:
  5745. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5746. skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5747. break;
  5748. case AM_CALLHOMUN: //[orn]
  5749. if (sd && !merc_call_homunculus(sd, x, y))
  5750. clif_skill_fail(sd,skillid,0,0);
  5751. break;
  5752. case AM_RESURRECTHOMUN: //[orn]
  5753. if (sd)
  5754. {
  5755. /* According to Tharis, the correct % SHOULD be 20*lv%
  5756. int p;
  5757. // If skilllv = 1, range = 1~4%, lv 2 : 5~25%, lv 3 : 25~45%, ...
  5758. if (skilllv == 1)
  5759. p = 1 + rand() % 4;
  5760. else
  5761. p = 5 + 20 * (skilllv - 2) + rand() % 21;
  5762. */
  5763. if (map_flag_gvg(src->m) || //No reviving in WoE grounds!
  5764. !merc_revive_homunculus(sd, 20*skilllv, x, y))
  5765. {
  5766. clif_skill_fail(sd,skillid,0,0);
  5767. break;
  5768. }
  5769. }
  5770. break;
  5771. default:
  5772. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5773. return 1;
  5774. }
  5775. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5776. status_change_end(&sd->bl,SC_MAGICPOWER,-1);
  5777. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5778. battle_consume_ammo(sd, skillid, skilllv);
  5779. return 0;
  5780. }
  5781. /*==========================================
  5782. *
  5783. *------------------------------------------
  5784. */
  5785. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5786. {
  5787. int x=0,y=0;
  5788. nullpo_retr(0, sd);
  5789. //Simplify skill_failed code.
  5790. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_lv = 0; }
  5791. if( sd->bl.prev == NULL || pc_isdead(sd) )
  5792. return 0;
  5793. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5794. skill_failed(sd);
  5795. return 0;
  5796. }
  5797. if(sd->sc.count && (
  5798. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5799. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5800. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5801. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5802. sd->sc.data[SC_DANCING].timer!=-1 ||
  5803. sd->sc.data[SC_BERSERK].timer != -1 ||
  5804. sd->sc.data[SC_MARIONETTE].timer != -1
  5805. ))
  5806. return 0;
  5807. if( skill_num != sd->menuskill_id)
  5808. return 0;
  5809. if (strlen(map) > MAP_NAME_LENGTH-1)
  5810. { //Map_length check, as it is sent by the client and we shouldn't trust it [Skotlex]
  5811. if (battle_config.error_log)
  5812. ShowError("skill_castend_map: Received map name '%s' too long!\n", map);
  5813. skill_failed(sd);
  5814. return 0;
  5815. }
  5816. pc_stop_attack(sd);
  5817. pc_stop_walking(sd,0);
  5818. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5819. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5820. if(strcmp(map,"cancel")==0) {
  5821. skill_failed(sd);
  5822. return 0;
  5823. }
  5824. switch(skill_num){
  5825. case AL_TELEPORT:
  5826. if(strcmp(map,"Random")==0)
  5827. pc_randomwarp(sd,3);
  5828. else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
  5829. pc_setpos(sd,sd->status.save_point.map,
  5830. sd->status.save_point.x,sd->status.save_point.y,3);
  5831. break;
  5832. case AL_WARP:
  5833. {
  5834. const struct point *p[4];
  5835. struct skill_unit_group *group;
  5836. int i, lv, wx, wy;
  5837. int maxcount=0;
  5838. unsigned short mapindex;
  5839. mapindex = mapindex_name2id((char*)map);
  5840. if(!mapindex) { //Given map not found?
  5841. clif_skill_fail(sd,skill_num,0,0);
  5842. skill_failed(sd);
  5843. return 0;
  5844. }
  5845. p[0] = &sd->status.save_point;
  5846. p[1] = &sd->status.memo_point[0];
  5847. p[2] = &sd->status.memo_point[1];
  5848. p[3] = &sd->status.memo_point[2];
  5849. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5850. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5851. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5852. maxcount--;
  5853. }
  5854. if(!maxcount) {
  5855. clif_skill_fail(sd,skill_num,0,0);
  5856. skill_failed(sd);
  5857. return 0;
  5858. }
  5859. }
  5860. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5861. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5862. wx = sd->menuskill_lv>>16;
  5863. wy = sd->menuskill_lv&0xffff;
  5864. if(lv <= 0) return 0;
  5865. for(i=0;i<lv;i++){
  5866. if(mapindex == p[i]->map){
  5867. x=p[i]->x;
  5868. y=p[i]->y;
  5869. break;
  5870. }
  5871. }
  5872. if(x==0 || y==0) {
  5873. skill_failed(sd);
  5874. return 0;
  5875. }
  5876. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5877. {
  5878. skill_failed(sd);
  5879. return 0;
  5880. }
  5881. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5882. clif_skill_fail(sd,0,0,0);
  5883. skill_failed(sd);
  5884. return 0;
  5885. }
  5886. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  5887. skill_failed(sd);
  5888. return 0;
  5889. }
  5890. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  5891. group->val2=(x<<16)|y;
  5892. group->val3 = mapindex;
  5893. }
  5894. break;
  5895. }
  5896. sd->menuskill_id = sd->menuskill_lv = 0;
  5897. return 0;
  5898. #undef skill_failed
  5899. }
  5900. static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
  5901. {
  5902. struct skill_unit *target = (struct skill_unit*)bl,
  5903. *src = va_arg(ap, struct skill_unit*);
  5904. int flag = va_arg(ap, int);
  5905. if (src == target)
  5906. return 0;
  5907. if (!target->group || !(target->group->state.song_dance&0x1))
  5908. return 0;
  5909. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  5910. return 0;
  5911. if (flag) { //Set dissonance
  5912. target->val1 = src->val1 = target->val2&UF_SONG?BA_DISSONANCE:DC_UGLYDANCE;
  5913. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  5914. } else { //Remove dissonance
  5915. target->val1 = target->group->skill_id; //Restore skill id
  5916. target->val2 &= ~UF_ENSEMBLE;
  5917. }
  5918. clif_skill_setunit(target); //Update look of affected cell.
  5919. return 1;
  5920. }
  5921. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  5922. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  5923. //When 1, this unit has been positioned, so start the cancel effect.
  5924. int skill_dance_overlap(struct skill_unit *unit, int flag)
  5925. {
  5926. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  5927. return 0;
  5928. if (!flag && !(unit->val2&UF_ENSEMBLE))
  5929. return 0; //Nothing to remove, this unit is not overlapped.
  5930. if (unit->val1 != unit->group->skill_id)
  5931. { //Reset state
  5932. unit->val1 = unit->group->skill_id;
  5933. unit->val2 &= ~UF_ENSEMBLE;
  5934. }
  5935. return map_foreachincell(skill_dance_overlap_sub,
  5936. unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
  5937. }
  5938. /*==========================================
  5939. * Initializes and sets a ground skill.
  5940. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  5941. * flag&2 is used to determine if this skill was casted with Magic Power active.
  5942. *------------------------------------------
  5943. */
  5944. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  5945. {
  5946. struct skill_unit_group *group;
  5947. int i,limit,val1=0,val2=0,val3=0;
  5948. int count=0;
  5949. int target,interval,range,unit_flag;
  5950. struct skill_unit_layout *layout;
  5951. struct map_session_data *sd;
  5952. struct status_data *status;
  5953. struct status_change *sc;
  5954. int active_flag=1;
  5955. nullpo_retr(0, src);
  5956. limit = skill_get_time(skillid,skilllv);
  5957. range = skill_get_unit_range(skillid,skilllv);
  5958. interval = skill_get_unit_interval(skillid);
  5959. target = skill_get_unit_target(skillid);
  5960. unit_flag = skill_get_unit_flag(skillid);
  5961. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  5962. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  5963. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  5964. group= ((TBL_SKILL*)src)->group;
  5965. src = map_id2bl(group->src_id);
  5966. if (!src) return NULL;
  5967. val2=group->val2; //Copy the (x,y) position you warp to
  5968. val3=group->val3; //as well as the mapindex to warp to.
  5969. }
  5970. BL_CAST(BL_PC, src, sd);
  5971. status = status_get_status_data(src);
  5972. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  5973. if (sc && !sc->count)
  5974. sc = NULL;
  5975. switch(skillid){
  5976. case MG_SAFETYWALL:
  5977. val2=skilllv+1;
  5978. break;
  5979. case MG_FIREWALL:
  5980. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  5981. limit = limit*3/2;
  5982. val2=4+skilllv;
  5983. break;
  5984. case AL_WARP:
  5985. val1=skilllv+6;
  5986. if(!(flag&1))
  5987. limit=2000;
  5988. break;
  5989. case PR_SANCTUARY:
  5990. val1=(skilllv+3)*2;
  5991. val2=(skilllv>6)?777:skilllv*100;
  5992. break;
  5993. case WZ_FIREPILLAR:
  5994. if((flag&1)!=0)
  5995. limit=1000;
  5996. val1=skilllv+2;
  5997. break;
  5998. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  5999. case AM_DEMONSTRATION:
  6000. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6001. && (src->type&battle_config.vs_traps_bctall))
  6002. target = BCT_ALL;
  6003. break;
  6004. case NJ_SUITON:
  6005. skill_clear_group(src,1);
  6006. break;
  6007. case HT_SHOCKWAVE:
  6008. val1=skilllv*15+10;
  6009. case HT_SANDMAN:
  6010. case HT_CLAYMORETRAP:
  6011. case HT_SKIDTRAP:
  6012. case HT_LANDMINE:
  6013. case HT_ANKLESNARE:
  6014. case HT_FLASHER:
  6015. case HT_FREEZINGTRAP:
  6016. case HT_BLASTMINE:
  6017. if (map_flag_gvg(src->m))
  6018. limit *= 4; // longer trap times in WOE [celest]
  6019. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6020. && (src->type&battle_config.vs_traps_bctall))
  6021. target = BCT_ALL;
  6022. break;
  6023. case SA_LANDPROTECTOR:
  6024. {
  6025. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6026. val1=skilllv*15+10;
  6027. aoe_diameter=skilllv+skilllv%2+5;
  6028. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6029. }
  6030. //No break because we also have to check if we use gemstones. [Skotlex]
  6031. case SA_VOLCANO:
  6032. case SA_DELUGE:
  6033. case SA_VIOLENTGALE:
  6034. {
  6035. struct skill_unit_group *old_sg;
  6036. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6037. {
  6038. if (old_sg->skill_id == skillid && old_sg->limit > 0)
  6039. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6040. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6041. if (limit < 0) //This can happen...
  6042. limit = skill_get_time(skillid,skilllv);
  6043. }
  6044. skill_clear_group(src,1);
  6045. }
  6046. break;
  6047. }
  6048. case BA_DISSONANCE:
  6049. case DC_UGLYDANCE:
  6050. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6051. break;
  6052. case BA_WHISTLE:
  6053. val1 = skilllv +status->agi/10; // Flee increase
  6054. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6055. if(sd){
  6056. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6057. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6058. }
  6059. break;
  6060. case DC_HUMMING:
  6061. val1 = 2*skilllv+status->dex/10; // Hit increase
  6062. if(sd)
  6063. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6064. break;
  6065. case BA_POEMBRAGI:
  6066. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6067. //For some reason at level 10 the base delay reduction is 50%.
  6068. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6069. if(sd){
  6070. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6071. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6072. }
  6073. break;
  6074. case DC_DONTFORGETME:
  6075. val1 = 30*skilllv+status->dex; // ASPD decrease
  6076. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6077. if(sd){
  6078. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6079. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6080. }
  6081. if (val2 < 1) val2 = 1;
  6082. break;
  6083. case BA_APPLEIDUN:
  6084. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6085. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6086. if(sd){
  6087. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6088. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6089. }
  6090. break;
  6091. case DC_SERVICEFORYOU:
  6092. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6093. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6094. if(sd){
  6095. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6096. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6097. }
  6098. break;
  6099. case BA_ASSASSINCROSS:
  6100. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6101. if(sd)
  6102. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6103. break;
  6104. case DC_FORTUNEKISS:
  6105. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6106. if(sd)
  6107. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6108. val1*=10; //Because every 10 crit is an actual cri point.
  6109. break;
  6110. case BD_DRUMBATTLEFIELD:
  6111. val1 = (skilllv+1)*25; //Watk increase
  6112. val2 = (skilllv+1)*2; //Def increase
  6113. break;
  6114. case BD_RINGNIBELUNGEN:
  6115. val1 = (skilllv+2)*25; //Watk increase
  6116. break;
  6117. case BD_RICHMANKIM:
  6118. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6119. break;
  6120. case BD_SIEGFRIED:
  6121. val1 = 55 + skilllv*5; //Elemental Resistance
  6122. val2 = skilllv*10; //Status ailment resistance
  6123. break;
  6124. case PF_FOGWALL:
  6125. if(sc && (
  6126. sc->data[SC_DELUGE].timer!=-1 || sc->data[SC_SUITON].timer != -1
  6127. )) limit *= 2;
  6128. break;
  6129. case RG_GRAFFITI: /* Graffiti */
  6130. count=1; // Leave this at 1 [Valaris]
  6131. break;
  6132. case WE_CALLPARTNER:
  6133. if (sd) val1 = sd->status.partner_id;
  6134. break;
  6135. case WE_CALLPARENT:
  6136. if (sd) {
  6137. val1 = sd->status.father;
  6138. val2 = sd->status.mother;
  6139. }
  6140. break;
  6141. case WE_CALLBABY:
  6142. if (sd) val1 = sd->status.child;
  6143. break;
  6144. case NJ_KAENSIN:
  6145. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6146. val2 = (skilllv+1)/2 + 4;
  6147. break;
  6148. case GS_GROUNDDRIFT:
  6149. { //Take on the base element, not the elemental one.
  6150. struct status_data *bstatus = status_get_base_status(src);
  6151. val1 = bstatus?bstatus->rhw.ele:status->rhw.ele;
  6152. if (sd) sd->state.arrow_atk = 0; //Disable consumption right away.
  6153. else if (!val1) val1 = ELE_WATER+rand()%(ELE_WIND-ELE_WATER);
  6154. break;
  6155. }
  6156. }
  6157. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6158. skillid,skilllv,skill_get_unit_id(skillid,flag&1), limit, interval));
  6159. group->val1=val1;
  6160. group->val2=val2;
  6161. group->val3=val3;
  6162. group->target_flag=target;
  6163. group->bl_flag= skill_get_unit_bl_target(skillid);
  6164. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6165. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6166. group->state.ammo_consume = (sd && sd->state.arrow_atk); //Store if this skill needs to consume ammo.
  6167. 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
  6168. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6169. if (DIFF_TICK(group->tick, gettick()) > 100)
  6170. active_flag = 0;
  6171. if(skillid==HT_TALKIEBOX ||
  6172. skillid==RG_GRAFFITI){
  6173. group->valstr=(char *) aMallocA(MESSAGE_SIZE*sizeof(char));
  6174. if(group->valstr==NULL){
  6175. ShowFatalError("skill_castend_map: out of memory !\n");
  6176. exit(1);
  6177. }
  6178. memcpy(group->valstr,talkie_mes,MESSAGE_SIZE-1);
  6179. group->valstr[MESSAGE_SIZE-1] = '\0';
  6180. }
  6181. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6182. val1=skilllv;
  6183. val2=0;
  6184. limit=group->limit;
  6185. count=group->unit_count;
  6186. for(i=0;i<count;i++){
  6187. struct skill_unit *unit;
  6188. int ux,uy,alive=1;
  6189. ux = x + layout->dx[i];
  6190. uy = y + layout->dy[i];
  6191. switch (skillid) {
  6192. case MG_FIREWALL:
  6193. case NJ_KAENSIN:
  6194. val2=group->val2;
  6195. break;
  6196. case WZ_ICEWALL:
  6197. if(skilllv <= 1)
  6198. val1 = 500;
  6199. else
  6200. val1 = 200 + 200*skilllv;
  6201. break;
  6202. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6203. ux+=(i%5-2);
  6204. uy+=(i/5-2);
  6205. break;
  6206. default:
  6207. if (group->state.song_dance&0x1) {
  6208. val1 = skillid; //Holds SKILL id to use.
  6209. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6210. }
  6211. break;
  6212. }
  6213. if(range<=0)
  6214. map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6215. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6216. alive = 0;
  6217. if (alive && battle_config.skill_wall_check) {
  6218. //Check if there's a path between cell and center of casting.
  6219. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6220. alive = 0;
  6221. }
  6222. if(alive && skillid == WZ_ICEWALL) {
  6223. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6224. alive=0;
  6225. else {
  6226. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6227. if(val2==5 || val2==1)
  6228. alive=0;
  6229. else
  6230. clif_changemapcell(src->m,ux,uy,5,0);
  6231. }
  6232. }
  6233. if(alive){
  6234. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6235. unit->limit=limit;
  6236. unit->range=range;
  6237. if (range==0 && active_flag)
  6238. map_foreachincell(skill_unit_effect,unit->bl.m,
  6239. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6240. }
  6241. }
  6242. if (!group->alive_count)
  6243. { //No cells? Something that was blocked completely by Land Protector?
  6244. skill_delunitgroup(src, group);
  6245. return NULL;
  6246. }
  6247. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6248. group->val1 = group->alive_count;
  6249. return group;
  6250. }
  6251. /*==========================================
  6252. *
  6253. *------------------------------------------
  6254. */
  6255. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6256. {
  6257. struct skill_unit_group *sg;
  6258. struct block_list *ss;
  6259. struct status_change *sc;
  6260. int type,skillid;
  6261. nullpo_retr(0, src);
  6262. nullpo_retr(0, bl);
  6263. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6264. return 0;
  6265. nullpo_retr(0, sg=src->group);
  6266. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6267. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6268. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6269. return 0; //AoE skills are ineffective. [Skotlex]
  6270. sc = status_get_sc(bl);
  6271. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6272. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6273. type = SkillStatusChangeTable(sg->skill_id);
  6274. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6275. switch (sg->unit_id) {
  6276. case UNT_SAFETYWALL:
  6277. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6278. if (sc && sc->data[type].timer == -1)
  6279. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6280. break;
  6281. case UNT_WARP_WAITING:
  6282. if(bl->type==BL_PC){
  6283. struct map_session_data *sd = (struct map_session_data *)bl;
  6284. if((!sd->chatID || battle_config.chat_warpportal)
  6285. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6286. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6287. if (--sg->val1<=0 || sg->src_id == bl->id)
  6288. skill_delunitgroup(NULL, sg);
  6289. }
  6290. }
  6291. } else
  6292. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6293. {
  6294. int m = map_mapindex2mapid(sg->val3);
  6295. if (m < 0) break; //Map not available on this map-server.
  6296. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6297. }
  6298. break;
  6299. case UNT_QUAGMIRE:
  6300. if(sc && sc->data[type].timer==-1)
  6301. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6302. break;
  6303. case UNT_VOLCANO:
  6304. case UNT_DELUGE:
  6305. case UNT_VIOLENTGALE:
  6306. case UNT_SUITON:
  6307. if(sc && sc->data[type].timer==-1)
  6308. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6309. break;
  6310. case UNT_RICHMANKIM:
  6311. case UNT_ETERNALCHAOS:
  6312. case UNT_DRUMBATTLEFIELD:
  6313. case UNT_RINGNIBELUNGEN:
  6314. case UNT_ROKISWEIL:
  6315. case UNT_INTOABYSS:
  6316. case UNT_SIEGFRIED:
  6317. case UNT_HERMODE:
  6318. //Needed to check when a dancer/bard leaves their ensemble area.
  6319. if (sg->src_id==bl->id &&
  6320. !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6321. return skillid;
  6322. if (sc && sc->data[type].timer==-1)
  6323. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6324. break;
  6325. case UNT_WHISTLE:
  6326. case UNT_ASSASSINCROSS:
  6327. case UNT_POEMBRAGI:
  6328. case UNT_APPLEIDUN:
  6329. case UNT_HUMMING:
  6330. case UNT_DONTFORGETME:
  6331. case UNT_FORTUNEKISS:
  6332. case UNT_SERVICEFORYOU:
  6333. if (sg->src_id==bl->id && (!sc || sc->data[SC_SPIRIT].timer == -1 || sc->data[SC_SPIRIT].val2 != SL_BARDDANCER))
  6334. return 0;
  6335. if (!sc) return 0;
  6336. if (sc->data[type].timer==-1)
  6337. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6338. else if (sc->data[type].val4 == 1) {
  6339. //Readjust timers since the effect will not last long.
  6340. sc->data[type].val4 = 0;
  6341. delete_timer(sc->data[type].timer, status_change_timer);
  6342. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6343. }
  6344. break;
  6345. case UNT_FOGWALL:
  6346. if (sc && sc->data[type].timer==-1)
  6347. {
  6348. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6349. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6350. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6351. }
  6352. break;
  6353. case UNT_GRAVITATION:
  6354. if (sc && sc->data[type].timer==-1)
  6355. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6356. break;
  6357. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6358. src->val1 = 0;
  6359. if(src->limit + sg->tick > tick + 700)
  6360. src->limit = DIFF_TICK(tick+700,sg->tick);
  6361. break;
  6362. }
  6363. return skillid;
  6364. }
  6365. /*==========================================
  6366. *
  6367. *------------------------------------------
  6368. */
  6369. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6370. {
  6371. struct skill_unit_group *sg;
  6372. struct block_list *ss;
  6373. struct map_session_data *sd;
  6374. struct status_data *tstatus, *sstatus;
  6375. struct status_change *tsc, *sc;
  6376. struct skill_unit_group_tickset *ts;
  6377. int matk_min = 0, matk_max = 0; //For Magic power...
  6378. int type, skillid;
  6379. int diff=0;
  6380. nullpo_retr(0, src);
  6381. nullpo_retr(0, bl);
  6382. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6383. return 0;
  6384. nullpo_retr(0, sg=src->group);
  6385. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6386. BL_CAST(BL_PC, ss, sd);
  6387. tsc = status_get_sc(bl);
  6388. tstatus = status_get_status_data(bl);
  6389. if (sg->state.magic_power) //For magic power.
  6390. {
  6391. sc = status_get_sc(ss);
  6392. sstatus = status_get_status_data(ss);
  6393. } else {
  6394. sc = NULL;
  6395. sstatus = NULL;
  6396. }
  6397. type = SkillStatusChangeTable(sg->skill_id);
  6398. skillid = sg->skill_id;
  6399. if (sg->interval == -1) {
  6400. switch (sg->unit_id) {
  6401. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6402. case UNT_SPIDERWEB:
  6403. case UNT_FIREPILLAR_ACTIVE:
  6404. return 0;
  6405. default:
  6406. if (battle_config.error_log)
  6407. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6408. return 0;
  6409. }
  6410. }
  6411. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6412. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6413. diff = DIFF_TICK(tick,ts->tick);
  6414. if (diff < 0)
  6415. return 0;
  6416. ts->tick = tick+sg->interval;
  6417. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6418. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6419. }
  6420. //Temporarily set magic power to have it take effect. [Skotlex]
  6421. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6422. { //Store previous values.
  6423. matk_min = sstatus->matk_min;
  6424. matk_max = sstatus->matk_max;
  6425. //Note to NOT return from the function until this is unset!
  6426. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6427. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6428. }
  6429. switch (sg->unit_id)
  6430. {
  6431. case UNT_FIREWALL:
  6432. {
  6433. int count=0;
  6434. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6435. //This is the best Aegis approximation we can do without
  6436. //changing the minimum skill unit interval. [Skotlex]
  6437. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6438. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6439. } else {
  6440. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6441. src->val2--;
  6442. }
  6443. if (src->val2<=0)
  6444. skill_delunit(src);
  6445. break;
  6446. }
  6447. case UNT_SANCTUARY:
  6448. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6449. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6450. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6451. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6452. // reduce healing count if this was meant for damaging [hekate]
  6453. sg->val1 -= 2;
  6454. } else {
  6455. int heal = sg->val2;
  6456. if (tstatus->hp >= tstatus->max_hp)
  6457. break;
  6458. if (status_isimmune(bl))
  6459. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6460. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6461. status_heal(bl, heal, 0, 0);
  6462. if (diff >= 500)
  6463. sg->val1--;
  6464. }
  6465. if (sg->val1 <= 0)
  6466. skill_delunitgroup(NULL,sg);
  6467. break;
  6468. case UNT_MAGNUS:
  6469. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6470. break;
  6471. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6472. break;
  6473. case UNT_ATTACK_SKILLS:
  6474. switch (sg->skill_id)
  6475. {
  6476. case SG_SUN_WARM: //SG skills [Komurka]
  6477. case SG_MOON_WARM:
  6478. case SG_STAR_WARM:
  6479. if(bl->type==BL_PC)
  6480. //Only damage SP [Skotlex]
  6481. status_zap(bl, 0, 60);
  6482. else if(status_charge(bl, 0, 2))
  6483. //Otherwise, Knockback attack.
  6484. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6485. break;
  6486. default:
  6487. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6488. }
  6489. break;
  6490. case UNT_FIREPILLAR_WAITING:
  6491. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6492. skill_delunit(src);
  6493. break;
  6494. case UNT_FIREPILLAR_ACTIVE:
  6495. skill_area_temp[1] = 0;
  6496. map_foreachinrange(skill_attack_area,bl,
  6497. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6498. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6499. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6500. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6501. break;
  6502. case UNT_SKIDTRAP:
  6503. {
  6504. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv)|0x10000);
  6505. sg->unit_id = UNT_USED_TRAPS;
  6506. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6507. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6508. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6509. }
  6510. break;
  6511. case UNT_SPIDERWEB:
  6512. case UNT_ANKLESNARE:
  6513. if(sg->val2==0 && tsc && tsc->data[type].timer==-1){
  6514. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6515. if (sc_start(bl,type,100,sg->skill_lv,sec))
  6516. {
  6517. struct TimerData* td = get_timer(tsc->data[type].timer);
  6518. if (td) sec = DIFF_TICK(td->tick, tick);
  6519. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6520. clif_fixpos(bl);
  6521. sg->val2=bl->id;
  6522. } else
  6523. sec = 3000; //Couldn't trap it?
  6524. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6525. // 01AC: long ID
  6526. // Indicates that an object is trapped, but ID is not a
  6527. // valid monster or player ID.
  6528. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6529. sg->interval = -1;
  6530. src->range = 0;
  6531. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6532. }
  6533. break;
  6534. case UNT_VENOMDUST:
  6535. if(tsc && tsc->data[type].timer==-1 )
  6536. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6537. break;
  6538. case UNT_LANDMINE:
  6539. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6540. sg->unit_id = UNT_USED_TRAPS;
  6541. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6542. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6543. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6544. break;
  6545. case UNT_CLAYMORETRAP:
  6546. case UNT_BLASTMINE:
  6547. //Hold number of targets (required for damage calculation)
  6548. type = map_foreachinrange(skill_count_target,&src->bl,
  6549. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6550. case UNT_SHOCKWAVE:
  6551. case UNT_SANDMAN:
  6552. case UNT_FLASHER:
  6553. case UNT_FREEZINGTRAP:
  6554. map_foreachinrange(skill_trap_splash,&src->bl,
  6555. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6556. &src->bl,tick,type);
  6557. sg->unit_id = UNT_USED_TRAPS;
  6558. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6559. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6560. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6561. break;
  6562. case UNT_TALKIEBOX:
  6563. if (sg->src_id == bl->id)
  6564. break;
  6565. if (sg->val2 == 0){
  6566. clif_talkiebox(&src->bl, sg->valstr);
  6567. sg->unit_id = UNT_USED_TRAPS;
  6568. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6569. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6570. sg->val2 = -1;
  6571. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6572. }
  6573. break;
  6574. case UNT_LULLABY:
  6575. if (ss->id == bl->id)
  6576. break;
  6577. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6578. break;
  6579. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6580. if (ss->id != bl->id)
  6581. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6582. break;
  6583. case UNT_DISSONANCE:
  6584. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6585. break;
  6586. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6587. {
  6588. int heal;
  6589. if (sg->src_id == bl->id)
  6590. break;
  6591. heal = sg->val2;
  6592. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6593. status_heal(bl, heal, 0, 0);
  6594. break;
  6595. }
  6596. case UNT_TATAMIGAESHI:
  6597. case UNT_DEMONSTRATION:
  6598. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6599. break;
  6600. case UNT_GOSPEL:
  6601. if (rand()%100 > sg->skill_lv*10)
  6602. break;
  6603. if (ss != bl && battle_check_target(ss,bl,BCT_PARTY)>0) { // Support Effect only on party, not guild
  6604. int i = rand()%13; // Positive buff count
  6605. switch (i)
  6606. {
  6607. case 0: // Heal 1~9999 HP
  6608. {
  6609. int heal = rand() %9999+1;
  6610. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  6611. status_heal(bl,heal,0,0);
  6612. }
  6613. break;
  6614. case 1: // End all negative status
  6615. status_change_clear_buffs(bl,2);
  6616. break;
  6617. case 2: // Level 10 Blessing
  6618. sc_start(bl,SC_BLESSING,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6619. break;
  6620. case 3: // Level 10 Increase AGI
  6621. sc_start(bl,SC_INCREASEAGI,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6622. break;
  6623. case 4: // Enchant weapon with Holy element
  6624. sc_start(bl,SC_ASPERSIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6625. break;
  6626. case 5: // Enchant armor with Holy element
  6627. sc_start(bl,SC_BENEDICTIO,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6628. break;
  6629. case 6: // MaxHP +100%
  6630. sc_start(bl,SC_INCMHPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6631. break;
  6632. case 7: // MaxSP +100%
  6633. sc_start(bl,SC_INCMSPRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6634. break;
  6635. case 8: // All stats +20
  6636. sc_start(bl,SC_INCALLSTATUS,100,20,skill_get_time2(sg->skill_id, sg->skill_lv));
  6637. break;
  6638. case 9: // DEF +25%
  6639. sc_start(bl,SC_INCDEFRATE,100,25,skill_get_time2(sg->skill_id, sg->skill_lv));
  6640. break;
  6641. case 10: // ATK +100%
  6642. sc_start(bl,SC_INCATKRATE,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6643. break;
  6644. case 11: // HIT/Flee +50
  6645. sc_start(bl,SC_INCHIT,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6646. sc_start(bl,SC_INCFLEE,100,50,skill_get_time2(sg->skill_id, sg->skill_lv));
  6647. break;
  6648. case 12: // Immunity to all status
  6649. sc_start(bl,SC_SCRESIST,100,100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6650. break;
  6651. }
  6652. }
  6653. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0) { // Offensive Effect
  6654. int i = rand()%9; // Negative buff count
  6655. switch (i)
  6656. {
  6657. case 0: // Deal 1~9999 damage
  6658. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6659. break;
  6660. case 1: // Curse
  6661. sc_start(bl,SC_CURSE,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6662. break;
  6663. case 2: // Blind
  6664. sc_start(bl,SC_BLIND,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6665. break;
  6666. case 3: // Poison
  6667. sc_start(bl,SC_POISON,100,1,skill_get_time2(sg->skill_id, sg->skill_lv));
  6668. break;
  6669. case 4: // Level 10 Provoke
  6670. sc_start(bl,SC_PROVOKE,100,10,skill_get_time2(sg->skill_id, sg->skill_lv));
  6671. break;
  6672. case 5: // DEF -100%
  6673. sc_start(bl,SC_INCDEFRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6674. break;
  6675. case 6: // ATK -100%
  6676. sc_start(bl,SC_INCATKRATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6677. break;
  6678. case 7: // Flee -100%
  6679. sc_start(bl,SC_INCFLEERATE,100,-100,skill_get_time2(sg->skill_id, sg->skill_lv));
  6680. break;
  6681. case 8: // Speed/ASPD -25%
  6682. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,skill_get_time2(sg->skill_id, sg->skill_lv));
  6683. break;
  6684. }
  6685. }
  6686. break;
  6687. case UNT_GRAVITATION:
  6688. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6689. break;
  6690. case UNT_DESPERADO:
  6691. if (!(rand()%5)) //Has a low chance of connecting. [Skotlex]
  6692. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6693. break;
  6694. case UNT_GROUNDDRIFT:
  6695. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1);
  6696. sg->unit_id = UNT_USED_TRAPS;
  6697. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6698. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6699. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6700. break;
  6701. case UNT_KAENSIN:
  6702. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6703. if (--src->val2 <= 0)
  6704. skill_delunit(src);
  6705. break;
  6706. }
  6707. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6708. { //Unset magic power.
  6709. sstatus->matk_min = matk_min;
  6710. sstatus->matk_max = matk_max;
  6711. }
  6712. if (bl->type == BL_MOB && ss != bl)
  6713. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6714. return skillid;
  6715. }
  6716. /*==========================================
  6717. *
  6718. *------------------------------------------
  6719. */
  6720. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6721. {
  6722. struct skill_unit_group *sg;
  6723. struct status_change *sc;
  6724. int type;
  6725. nullpo_retr(0, src);
  6726. nullpo_retr(0, bl);
  6727. nullpo_retr(0, sg=src->group);
  6728. sc = status_get_sc(bl);
  6729. if (sc && !sc->count)
  6730. sc = NULL;
  6731. type = SkillStatusChangeTable(sg->skill_id);
  6732. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  6733. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  6734. return 0;
  6735. switch(sg->unit_id){
  6736. case UNT_SAFETYWALL:
  6737. if (sc && sc->data[type].timer!=-1)
  6738. status_change_end(bl,type,-1);
  6739. break;
  6740. case UNT_HERMODE: //Clear Hermode if the owner moved.
  6741. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  6742. status_change_end(bl,type,-1);
  6743. break;
  6744. case UNT_SPIDERWEB:
  6745. {
  6746. struct block_list *target = map_id2bl(sg->val2);
  6747. if (target && target==bl)
  6748. {
  6749. status_change_end(bl,SC_SPIDERWEB,-1);
  6750. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  6751. }
  6752. break;
  6753. }
  6754. }
  6755. return sg->skill_id;
  6756. }
  6757. /*==========================================
  6758. * Triggered when a char steps out of a skill group [Skotlex]
  6759. *------------------------------------------
  6760. */
  6761. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  6762. {
  6763. struct status_change *sc;
  6764. int type;
  6765. sc = status_get_sc(bl);
  6766. if (sc && !sc->count)
  6767. sc = NULL;
  6768. type = SkillStatusChangeTable(skill_id);
  6769. switch (skill_id)
  6770. {
  6771. case WZ_QUAGMIRE:
  6772. if (bl->type==BL_MOB)
  6773. break;
  6774. if (sc && sc->data[type].timer != -1)
  6775. status_change_end(bl, type, -1);
  6776. break;
  6777. case BD_LULLABY:
  6778. case BD_RICHMANKIM:
  6779. case BD_ETERNALCHAOS:
  6780. case BD_DRUMBATTLEFIELD:
  6781. case BD_RINGNIBELUNGEN:
  6782. case BD_ROKISWEIL:
  6783. case BD_INTOABYSS:
  6784. case BD_SIEGFRIED:
  6785. if(sc && sc->data[SC_DANCING].timer != -1 && sc->data[SC_DANCING].val1 == skill_id)
  6786. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  6787. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  6788. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  6789. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  6790. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  6791. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  6792. skill_stop_dancing(bl);
  6793. }
  6794. case MG_SAFETYWALL:
  6795. case AL_PNEUMA:
  6796. case SA_VOLCANO:
  6797. case SA_DELUGE:
  6798. case SA_VIOLENTGALE:
  6799. case CG_HERMODE:
  6800. case HW_GRAVITATION:
  6801. case NJ_SUITON:
  6802. if (sc && sc->data[type].timer != -1)
  6803. status_change_end(bl, type, -1);
  6804. break;
  6805. case BA_POEMBRAGI:
  6806. case BA_WHISTLE:
  6807. case BA_ASSASSINCROSS:
  6808. case BA_APPLEIDUN:
  6809. case DC_HUMMING:
  6810. case DC_DONTFORGETME:
  6811. case DC_FORTUNEKISS:
  6812. case DC_SERVICEFORYOU:
  6813. if (sc && sc->data[type].timer != -1)
  6814. {
  6815. delete_timer(sc->data[type].timer, status_change_timer);
  6816. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  6817. //not possible on our current implementation.
  6818. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  6819. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  6820. }
  6821. break;
  6822. case PF_FOGWALL:
  6823. if (sc && sc->data[type].timer != -1)
  6824. {
  6825. status_change_end(bl,type,-1);
  6826. if (sc->data[SC_BLIND].timer!=-1)
  6827. {
  6828. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  6829. status_change_end(bl, SC_BLIND, -1);
  6830. else {
  6831. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  6832. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  6833. }
  6834. }
  6835. }
  6836. break;
  6837. case UNT_GOSPEL:
  6838. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  6839. status_change_end(bl, type, -1);
  6840. break;
  6841. }
  6842. return skill_id;
  6843. }
  6844. /*==========================================
  6845. * Invoked when a unit cell has been placed/removed/deleted.
  6846. * flag values:
  6847. * flag&1: Invoke onplace function (otherwise invoke onout)
  6848. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  6849. *------------------------------------------
  6850. */
  6851. int skill_unit_effect (struct block_list *bl, va_list ap)
  6852. {
  6853. struct skill_unit *unit;
  6854. struct skill_unit_group *group;
  6855. int flag,unit_id=0,skill_id;
  6856. unsigned int tick;
  6857. unit=va_arg(ap,struct skill_unit*);
  6858. tick = va_arg(ap,unsigned int);
  6859. flag = va_arg(ap,unsigned int);
  6860. if (!unit->alive || bl->prev==NULL)
  6861. return 0;
  6862. nullpo_retr(0, group=unit->group);
  6863. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  6864. skill_id = group->skill_id;
  6865. //Target-type check.
  6866. if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0))
  6867. {
  6868. if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2)
  6869. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  6870. return 0;
  6871. }
  6872. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  6873. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  6874. //Values will be restored on proper switch case.
  6875. flag|=64; //Signal to remember to restore it.
  6876. unit_id = group->unit_id;
  6877. unit->val1 = group->skill_id;
  6878. if (unit->val2&UF_SONG) {
  6879. group->unit_id = UNT_DISSONANCE;
  6880. group->skill_id = BA_DISSONANCE;
  6881. } else {
  6882. group->unit_id = UNT_UGLYDANCE;
  6883. group->skill_id = DC_UGLYDANCE;
  6884. }
  6885. }
  6886. if (flag&1)
  6887. skill_unit_onplace(unit,bl,tick);
  6888. else
  6889. skill_unit_onout(unit,bl,tick);
  6890. if (flag&64)
  6891. { //TODO: Normally, this is dangerous since the unit and group could be freed
  6892. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  6893. //cells do not get deleted within them. [Skotlex]
  6894. skill_id = group->skill_id;
  6895. group->unit_id = unit_id;
  6896. group->skill_id = unit->val1;
  6897. }
  6898. if (flag&4) skill_unit_onleft(skill_id, bl, tick);
  6899. return 0;
  6900. }
  6901. /*==========================================
  6902. *
  6903. *------------------------------------------
  6904. */
  6905. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
  6906. {
  6907. struct skill_unit_group *sg;
  6908. nullpo_retr(0, src);
  6909. nullpo_retr(0, sg=src->group);
  6910. switch(sg->unit_id){
  6911. case UNT_WARP_ACTIVE:
  6912. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6913. break;
  6914. case UNT_ICEWALL:
  6915. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  6916. break;
  6917. case UNT_CALLFAMILY:
  6918. {
  6919. struct map_session_data *sd = NULL;
  6920. if(sg->val1) {
  6921. sd = map_charid2sd(sg->val1);
  6922. sg->val1 = 0;
  6923. if (sd && !map[sd->bl.m].flag.nowarp)
  6924. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6925. }
  6926. if(sg->val2) {
  6927. sd = map_charid2sd(sg->val2);
  6928. sg->val2 = 0;
  6929. if (sd && !map[sd->bl.m].flag.nowarp)
  6930. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  6931. }
  6932. }
  6933. break;
  6934. case UNT_ANKLESNARE:
  6935. {
  6936. struct block_list *target = map_id2bl(sg->val2);
  6937. if(target)
  6938. status_change_end(target,SC_ANKLE,-1);
  6939. }
  6940. break;
  6941. }
  6942. return 0;
  6943. }
  6944. /*==========================================
  6945. *
  6946. *------------------------------------------
  6947. */
  6948. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  6949. {
  6950. struct skill_unit_group *sg;
  6951. nullpo_retr(0, src);
  6952. nullpo_retr(0, sg=src->group);
  6953. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  6954. skill_delunitgroup(NULL,sg);
  6955. else
  6956. switch(sg->unit_id){
  6957. case UNT_ICEWALL:
  6958. src->val1-=damage;
  6959. break;
  6960. default:
  6961. damage = 0;
  6962. break;
  6963. }
  6964. return damage;
  6965. }
  6966. static int skill_moonlit_sub(struct block_list *bl, va_list ap) {
  6967. struct block_list *src = va_arg(ap, struct block_list*);
  6968. struct block_list *partner = va_arg(ap, struct block_list*);
  6969. int blowcount = va_arg(ap, int);
  6970. if (bl == src || bl == partner)
  6971. return 0;
  6972. skill_blown(src, bl, blowcount);
  6973. return 1;
  6974. }
  6975. /*==========================================
  6976. * Starts the moonlit effect by first knocking back all other characters in the vecinity.
  6977. * partner may be null, but src cannot be.
  6978. *------------------------------------------
  6979. */
  6980. static void skill_moonlit (struct block_list* src, struct block_list* partner, int skilllv)
  6981. {
  6982. int range = skill_get_splash(CG_MOONLIT, skilllv);
  6983. int blowcount = range+1, time = skill_get_time(CG_MOONLIT,skilllv);
  6984. map_foreachinrange(skill_moonlit_sub,src,
  6985. range, BL_CHAR,src,partner,blowcount);
  6986. if(partner)
  6987. map_foreachinrange(skill_moonlit_sub,partner,
  6988. range, BL_CHAR,src,partner,blowcount);
  6989. sc_start4(src,SC_DANCING,100,CG_MOONLIT,0,0,partner?partner->id:BCT_SELF,time+1000);
  6990. sc_start4(src,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  6991. if (partner) {
  6992. sc_start4(partner,SC_DANCING,100,CG_MOONLIT,0,0,src->id,time+1000);
  6993. sc_start4(partner,SkillStatusChangeTable(CG_MOONLIT),100,skilllv,0,0,0,time);
  6994. }
  6995. }
  6996. /*==========================================
  6997. *
  6998. *------------------------------------------
  6999. */
  7000. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7001. {
  7002. int *c, skillid;
  7003. struct block_list *src;
  7004. struct map_session_data *sd;
  7005. struct map_session_data *tsd;
  7006. int *p_sd; //Contains the list of characters found.
  7007. nullpo_retr(0, bl);
  7008. nullpo_retr(0, ap);
  7009. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7010. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7011. nullpo_retr(0, sd=(struct map_session_data*)src);
  7012. c=va_arg(ap,int *);
  7013. p_sd = va_arg(ap, int *);
  7014. skillid = va_arg(ap,int);
  7015. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7016. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7017. if (bl == src)
  7018. return 0;
  7019. if(pc_isdead(tsd))
  7020. return 0;
  7021. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7022. return 0;
  7023. switch(skillid)
  7024. {
  7025. case PR_BENEDICTIO:
  7026. {
  7027. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7028. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7029. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7030. && sd->status.sp >= 10)
  7031. p_sd[(*c)++]=tsd->bl.id;
  7032. return 1;
  7033. }
  7034. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7035. {
  7036. int skilllv;
  7037. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7038. return 0;
  7039. if (sd->status.sex != tsd->status.sex &&
  7040. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7041. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7042. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7043. sd->status.party_id && tsd->status.party_id &&
  7044. sd->status.party_id == tsd->status.party_id &&
  7045. tsd->sc.data[SC_DANCING].timer == -1)
  7046. {
  7047. p_sd[(*c)++]=tsd->bl.id;
  7048. return skilllv;
  7049. } else {
  7050. return 0;
  7051. }
  7052. }
  7053. break;
  7054. }
  7055. return 0;
  7056. }
  7057. /*==========================================
  7058. * Checks and stores partners for ensemble skills [Skotlex]
  7059. *------------------------------------------
  7060. */
  7061. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7062. {
  7063. static int c=0;
  7064. static int p_sd[2] = { 0, 0 };
  7065. int i;
  7066. if (cast_flag)
  7067. { //Execute the skill on the partners.
  7068. struct map_session_data* tsd;
  7069. switch (skill_id)
  7070. {
  7071. case PR_BENEDICTIO:
  7072. for (i = 0; i < c; i++)
  7073. {
  7074. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7075. status_charge(&tsd->bl, 0, 10);
  7076. }
  7077. return c;
  7078. case CG_MOONLIT:
  7079. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7080. {
  7081. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7082. skill_moonlit(&sd->bl, &tsd->bl, *skill_lv);
  7083. tsd->skillid_dance = skill_id;
  7084. tsd->skilllv_dance = *skill_lv;
  7085. }
  7086. return c;
  7087. default: //Warning: Assuming Ensemble skills here (for speed)
  7088. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7089. {
  7090. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7091. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,0,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7092. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7093. tsd->skillid_dance = skill_id;
  7094. tsd->skilllv_dance = *skill_lv;
  7095. }
  7096. return c;
  7097. }
  7098. }
  7099. //Else: new search for partners.
  7100. c = 0;
  7101. memset (p_sd, 0, sizeof(p_sd));
  7102. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7103. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7104. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7105. *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.
  7106. return c;
  7107. }
  7108. /*==========================================
  7109. *
  7110. *------------------------------------------
  7111. */
  7112. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7113. {
  7114. int *c,src_id,mob_class,skill;
  7115. struct mob_data *md;
  7116. md=(struct mob_data*)bl;
  7117. src_id=va_arg(ap,int);
  7118. mob_class=va_arg(ap,int);
  7119. skill=va_arg(ap,int);
  7120. c=va_arg(ap,int *);
  7121. if(md->master_id != src_id ||
  7122. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7123. return 0; //Non alchemist summoned mobs have nothing to do here.
  7124. if(md->class_==mob_class)
  7125. (*c)++;
  7126. return 1;
  7127. }
  7128. static int skill_check_condition_hermod_sub(struct block_list *bl,va_list ap)
  7129. {
  7130. struct npc_data *nd;
  7131. nd=(struct npc_data*)bl;
  7132. if (nd->bl.subtype == WARP)
  7133. return 1;
  7134. return 0;
  7135. }
  7136. /*==========================================
  7137. * Determines if a given skill should be made to consume ammo
  7138. * when used by the player. [Skotlex]
  7139. *------------------------------------------
  7140. */
  7141. int skill_isammotype (TBL_PC *sd, int skill)
  7142. {
  7143. return (
  7144. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7145. skill != HT_PHANTASMIC && skill != GS_MAGICALBULLET &&
  7146. skill_get_type(skill) == BF_WEAPON && !(skill_get_nk(skill)&NK_NO_DAMAGE)
  7147. );
  7148. }
  7149. /*==========================================
  7150. * Checks that you have the requirements for casting a skill.
  7151. * Flag:
  7152. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7153. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7154. *------------------------------------------
  7155. */
  7156. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7157. {
  7158. struct status_data *status;
  7159. struct status_change *sc;
  7160. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7161. int index[10],itemid[10],amount[10];
  7162. int delitem_flag = 1, checkitem_flag = 1;
  7163. nullpo_retr(0, sd);
  7164. if (lv <= 0) return 0;
  7165. if( battle_config.gm_skilluncond &&
  7166. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7167. sd->skillitem != skill)
  7168. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7169. sd->skillitem = sd->skillitemlv = -1;
  7170. return 1;
  7171. }
  7172. status = &sd->battle_status;
  7173. sc = &sd->sc;
  7174. if (!sc->count)
  7175. sc = NULL;
  7176. if(pc_is90overweight(sd)) {
  7177. clif_skill_fail(sd,skill,9,0);
  7178. sd->skillitem = sd->skillitemlv = -1;
  7179. return 0;
  7180. }
  7181. if (sd->state.abra_flag)
  7182. {
  7183. sd->skillitem = sd->skillitemlv = -1;
  7184. if(type&1) sd->state.abra_flag = 0;
  7185. return 1;
  7186. }
  7187. if (sd->menuskill_id == AM_PHARMACY &&
  7188. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7189. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7190. )) {
  7191. sd->skillitem = sd->skillitemlv = -1;
  7192. return 0;
  7193. }
  7194. if(sd->skillitem == skill) {
  7195. if(!type) //When a target was selected
  7196. { //Consume items that were skipped in pc_use_item [Skotlex]
  7197. if((i = sd->itemindex) == -1 ||
  7198. sd->status.inventory[i].nameid != sd->itemid ||
  7199. sd->inventory_data[i] == NULL ||
  7200. !sd->inventory_data[i]->flag.delay_consume ||
  7201. sd->status.inventory[i].amount < 1
  7202. )
  7203. { //Something went wrong, item exploit?
  7204. sd->itemid = sd->itemindex = -1;
  7205. return 0;
  7206. }
  7207. //Consume
  7208. sd->itemid = sd->itemindex = -1;
  7209. if(skill == WZ_EARTHSPIKE && sc &&
  7210. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7211. ; //Do not consume item.
  7212. else
  7213. pc_delitem(sd,i,1,0);
  7214. }
  7215. if (type&1) //Casting finished
  7216. sd->skillitem = sd->skillitemlv = -1;
  7217. return 1;
  7218. }
  7219. // for the guild skills [celest]
  7220. if (skill >= GD_SKILLBASE)
  7221. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7222. else if (skill >= HM_SKILLBASE) //[orn]
  7223. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7224. else
  7225. j = skill;
  7226. if (j < 0 || j >= MAX_SKILL_DB)
  7227. return 0;
  7228. //Code speedup, rather than using skill_get_* over and over again.
  7229. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7230. return 0;
  7231. hp = skill_db[j].hp[lv-1];
  7232. sp = skill_db[j].sp[lv-1];
  7233. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7234. sp=sp/2;
  7235. hp_rate = skill_db[j].hp_rate[lv-1];
  7236. sp_rate = skill_db[j].sp_rate[lv-1];
  7237. zeny = skill_db[j].zeny[lv-1];
  7238. weapon = skill_db[j].weapon;
  7239. ammo = skill_db[j].ammo;
  7240. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7241. state = skill_db[j].state;
  7242. spiritball = skill_db[j].spiritball[lv-1];
  7243. mhp = skill_db[j].mhp[lv-1];
  7244. for(i = 0; i < 10; i++) {
  7245. itemid[i] = skill_db[j].itemid[i];
  7246. amount[i] = skill_db[j].amount[i];
  7247. }
  7248. if(mhp > 0)
  7249. hp += (status->max_hp * mhp)/100;
  7250. if(hp_rate > 0)
  7251. hp += (status->hp * hp_rate)/100;
  7252. else
  7253. hp += (status->max_hp * (-hp_rate))/100;
  7254. if(sp_rate > 0)
  7255. sp += (status->sp * sp_rate)/100;
  7256. else
  7257. sp += (status->max_sp * (-sp_rate))/100;
  7258. if (!ammo && skill && skill_isammotype(sd, skill))
  7259. { //Assume this skill is using the weapon, therefore it requires arrows.
  7260. ammo = 2; //1<<1 <- look 1 (arrows) moved right 1 times.
  7261. ammo_qty = skill_get_num(skill, lv);
  7262. if (ammo_qty < 0) ammo_qty *= -1;
  7263. }
  7264. switch(skill) { // Check for cost reductions due to skills & SCs
  7265. case MC_MAMMONITE:
  7266. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7267. zeny -= zeny*10/100;
  7268. break;
  7269. case AL_HOLYLIGHT:
  7270. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7271. sp *= 5;
  7272. break;
  7273. case SL_SMA:
  7274. case SL_STUN:
  7275. case SL_STIN:
  7276. {
  7277. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7278. if(kaina_lv==0 || sd->status.base_level<70)
  7279. break;
  7280. if(sd->status.base_level>=90)
  7281. sp -= sp*7*kaina_lv/100;
  7282. else if(sd->status.base_level>=80)
  7283. sp -= sp*5*kaina_lv/100;
  7284. else if(sd->status.base_level>=70)
  7285. sp -= sp*3*kaina_lv/100;
  7286. }
  7287. break;
  7288. case MO_TRIPLEATTACK:
  7289. case MO_CHAINCOMBO:
  7290. case MO_COMBOFINISH:
  7291. case CH_TIGERFIST:
  7292. case CH_CHAINCRUSH:
  7293. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7294. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7295. break;
  7296. }
  7297. if(sd->dsprate!=100)
  7298. sp=sp*sd->dsprate/100;
  7299. switch(skill) {
  7300. case SA_CASTCANCEL:
  7301. if(sd->ud.skilltimer == -1) {
  7302. clif_skill_fail(sd,skill,0,0);
  7303. return 0;
  7304. }
  7305. break;
  7306. case BS_MAXIMIZE:
  7307. case NV_TRICKDEAD:
  7308. case TF_HIDING:
  7309. case AS_CLOAKING:
  7310. case CR_AUTOGUARD:
  7311. case CR_DEFENDER:
  7312. case ST_CHASEWALK:
  7313. case PA_GOSPEL:
  7314. case CR_SHRINK:
  7315. case TK_RUN:
  7316. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7317. return 1; //Allow turning off.
  7318. break;
  7319. case AL_WARP:
  7320. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7321. delitem_flag = 0;
  7322. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7323. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7324. return 0;
  7325. }
  7326. break;
  7327. case MO_CALLSPIRITS:
  7328. if(sd->spiritball >= lv) {
  7329. clif_skill_fail(sd,skill,0,0);
  7330. return 0;
  7331. }
  7332. break;
  7333. case CH_SOULCOLLECT:
  7334. if(sd->spiritball >= 5) {
  7335. clif_skill_fail(sd,skill,0,0);
  7336. return 0;
  7337. }
  7338. break;
  7339. case MO_FINGEROFFENSIVE: //謖�シセ
  7340. case GS_FLING:
  7341. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7342. spiritball = sd->spiritball;
  7343. sd->spiritball_old = sd->spiritball;
  7344. }
  7345. else sd->spiritball_old = spiritball;
  7346. break;
  7347. case MO_BODYRELOCATION:
  7348. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7349. spiritball = 0;
  7350. break;
  7351. case MO_CHAINCOMBO:
  7352. if(!sc)
  7353. return 0;
  7354. if(sc->data[SC_BLADESTOP].timer!=-1)
  7355. break;
  7356. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7357. break;
  7358. return 0;
  7359. case MO_COMBOFINISH: //迪幃セ肴教
  7360. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7361. return 0;
  7362. break;
  7363. case CH_TIGERFIST: //莨剰剋諡ウ
  7364. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7365. return 0;
  7366. break;
  7367. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7368. if(!sc || sc->data[SC_COMBO].timer == -1)
  7369. return 0;
  7370. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7371. return 0;
  7372. break;
  7373. case MO_EXTREMITYFIST:
  7374. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7375. // return 0;
  7376. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7377. spiritball--;
  7378. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7379. switch(sc->data[SC_COMBO].val1) {
  7380. case MO_COMBOFINISH:
  7381. spiritball = 4;
  7382. break;
  7383. case CH_TIGERFIST:
  7384. spiritball = 3;
  7385. break;
  7386. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7387. spiritball = sd->spiritball?sd->spiritball:1;
  7388. break;
  7389. default:
  7390. return 0;
  7391. }
  7392. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7393. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7394. clif_skill_fail(sd,skill,0,0);
  7395. return 0;
  7396. }
  7397. break;
  7398. case TK_MISSION: //Does not works on Non-Taekwon
  7399. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7400. clif_skill_fail(sd,skill,0,0);
  7401. return 0;
  7402. }
  7403. break;
  7404. case TK_READYCOUNTER:
  7405. case TK_READYDOWN:
  7406. case TK_READYSTORM:
  7407. case TK_READYTURN:
  7408. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7409. return 1; //Enable disabling them regardless of who you are.
  7410. case TK_JUMPKICK:
  7411. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7412. //They do not work on Soul Linkers.
  7413. clif_skill_fail(sd,skill,0,0);
  7414. return 0;
  7415. }
  7416. break;
  7417. case TK_TURNKICK:
  7418. case TK_STORMKICK:
  7419. case TK_DOWNKICK:
  7420. case TK_COUNTER:
  7421. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7422. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7423. if(!sc || sc->data[SC_COMBO].timer == -1)
  7424. return 0; //Combo needs to be ready
  7425. if (pc_famerank(sd->char_id,MAPID_TAEKWON))
  7426. { //Unlimited Combo
  7427. if (skill == sd->skillid_old) {
  7428. status_change_end(&sd->bl, SC_COMBO, -1);
  7429. sd->skillid_old = sd->skilllv_old = 0;
  7430. return 0; //Can't repeat previous combo skill.
  7431. }
  7432. break;
  7433. } else
  7434. if(sc->data[SC_COMBO].val1 == skill)
  7435. break; //Combo ready.
  7436. return 0;
  7437. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7438. {
  7439. struct skill_unit_group *group=NULL;
  7440. int time;
  7441. if(!sc || sc->data[SC_DANCING].timer==-1)
  7442. {
  7443. clif_skill_fail(sd,skill,0,0);
  7444. return 0;
  7445. }
  7446. group=(struct skill_unit_group*)sc->data[SC_DANCING].val2;
  7447. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7448. if (!group || (skill_get_time(sc->data[SC_DANCING].val1,group->skill_lv) - time <= skill_get_time2(skill,lv)))
  7449. {
  7450. clif_skill_fail(sd,skill,0,0);
  7451. return 0;
  7452. }
  7453. }
  7454. break;
  7455. case PR_BENEDICTIO:
  7456. {
  7457. if (!battle_config.player_skill_partner_check ||
  7458. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  7459. )
  7460. break; //No need to do any partner checking [Skotlex]
  7461. if (!(type&1))
  7462. { //Started casting.
  7463. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7464. {
  7465. clif_skill_fail(sd,skill,0,0);
  7466. return 0;
  7467. }
  7468. }
  7469. else
  7470. { //Done casting
  7471. //Should I repeat the check? If so, it would be best to only do this on cast-ending. [Skotlex]
  7472. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7473. }
  7474. }
  7475. break;
  7476. case AM_CANNIBALIZE:
  7477. case AM_SPHEREMINE:
  7478. if(type&1){
  7479. int c=0;
  7480. int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7481. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7482. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7483. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7484. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7485. if(c >= maxcount || (skill==AM_CANNIBALIZE && c != i))
  7486. { //Fails when: exceed max limit. There are other plant types already out.
  7487. clif_skill_fail(sd,skill,0,0);
  7488. return 0;
  7489. }
  7490. }
  7491. }
  7492. break;
  7493. case WZ_FIREPILLAR: // celest
  7494. if (lv <= 5) // no gems required at level 1-5
  7495. itemid[0] = 0;
  7496. break;
  7497. case SL_SMA:
  7498. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7499. if(!sc || sc->data[SC_SMA].timer == -1)
  7500. return 0;
  7501. break;
  7502. case HT_POWER:
  7503. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7504. return 0;
  7505. break;
  7506. case AM_BERSERKPITCHER:
  7507. case AM_POTIONPITCHER:
  7508. case CR_SLIMPITCHER:
  7509. case MG_STONECURSE:
  7510. case CR_CULTIVATION:
  7511. case SA_FLAMELAUNCHER:
  7512. case SA_FROSTWEAPON:
  7513. case SA_LIGHTNINGLOADER:
  7514. case SA_SEISMICWEAPON:
  7515. delitem_flag = 0;
  7516. break;
  7517. case SA_DELUGE:
  7518. case SA_VOLCANO:
  7519. case SA_VIOLENTGALE:
  7520. case SA_LANDPROTECTOR:
  7521. { //Does not consumes if the skill is already active. [Skotlex]
  7522. struct skill_unit_group *sg;
  7523. if ((sg= skill_locate_element_field(&sd->bl)) != NULL && sg->skill_id == skill)
  7524. {
  7525. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7526. checkitem_flag = delitem_flag = 0;
  7527. else sg->limit = 0; //Disable it.
  7528. }
  7529. break;
  7530. }
  7531. case CG_HERMODE:
  7532. if (map_foreachinrange (skill_check_condition_hermod_sub, &sd->bl,
  7533. skill_get_splash(skill, lv), BL_NPC) < 1)
  7534. {
  7535. clif_skill_fail(sd,skill,0,0);
  7536. return 0;
  7537. }
  7538. break;
  7539. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7540. {
  7541. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7542. int size = range*2+1;
  7543. for (i=0;i<size*size;i++) {
  7544. x = sd->bl.x+(i%size-range);
  7545. y = sd->bl.y+(i/size-range);
  7546. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7547. clif_skill_fail(sd,skill,0,0);
  7548. return 0;
  7549. }
  7550. }
  7551. }
  7552. break;
  7553. case PR_REDEMPTIO:
  7554. {
  7555. int exp;
  7556. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7557. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7558. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7559. return 0;
  7560. }
  7561. break;
  7562. }
  7563. case AM_TWILIGHT2:
  7564. case AM_TWILIGHT3:
  7565. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7566. {
  7567. clif_skill_fail(sd,skill,0,0);
  7568. return 0;
  7569. }
  7570. break;
  7571. //SHOULD BE OPTIMALIZED [Komurka]
  7572. //Optimized #1. optimize comfort later. [Vicious]
  7573. case SG_SUN_WARM:
  7574. case SG_MOON_WARM:
  7575. case SG_STAR_WARM:
  7576. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7577. break;
  7578. clif_skill_fail(sd,skill,0,0);
  7579. return 0;
  7580. break;
  7581. case SG_SUN_COMFORT:
  7582. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7583. break;
  7584. clif_skill_fail(sd,skill,0,0);
  7585. return 0;
  7586. case SG_MOON_COMFORT:
  7587. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7588. break;
  7589. clif_skill_fail(sd,skill,0,0);
  7590. return 0;
  7591. case SG_STAR_COMFORT:
  7592. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7593. break;
  7594. clif_skill_fail(sd,skill,0,0);
  7595. return 0;
  7596. case SG_FUSION:
  7597. if (!sc || sc->data[SC_FUSION].timer!=-1)
  7598. return 1;
  7599. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7600. break;
  7601. return 0;
  7602. case GD_BATTLEORDER:
  7603. case GD_REGENERATION:
  7604. case GD_RESTORE:
  7605. //Emergency Recall is handled on skill_notok
  7606. if (!agit_flag) {
  7607. clif_skill_fail(sd,skill,0,0);
  7608. return 0;
  7609. }
  7610. case GD_EMERGENCYCALL:
  7611. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7612. return 0;
  7613. if (lv <= 0)
  7614. return 0;
  7615. break;
  7616. case GS_GLITTERING:
  7617. if(sd->spiritball >= 10) {
  7618. clif_skill_fail(sd,skill,0,0);
  7619. return 0;
  7620. }
  7621. break;
  7622. case NJ_ISSEN:
  7623. case NJ_BUNSINJYUTSU:
  7624. if (!sc || sc->data[SC_NEN].timer==-1) {
  7625. clif_skill_fail(sd,skill,0,0);
  7626. return 0;
  7627. }
  7628. break;
  7629. case NJ_ZENYNAGE:
  7630. if(sd->status.zeny < zeny) {
  7631. clif_skill_fail(sd,skill,5,0);
  7632. return 0;
  7633. }
  7634. zeny = 0; //Zeny is reduced on skill_attack.
  7635. break;
  7636. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7637. if (sd->status.hom_id && !sd->homunculus.vaporize) {
  7638. clif_skill_fail(sd,skill,0,0);
  7639. return 0;
  7640. }
  7641. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7642. checkitem_flag = delitem_flag = 0;
  7643. break;
  7644. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7645. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7646. {
  7647. clif_skill_fail(sd,skill,0,0);
  7648. return 0;
  7649. }
  7650. break;
  7651. case AM_RESURRECTHOMUN: // Can't resurrect homun if you don't have a dead homun
  7652. if (!sd->status.hom_id || sd->homunculus.hp)
  7653. {
  7654. clif_skill_fail(sd,skill,0,0);
  7655. return 0;
  7656. }
  7657. break;
  7658. }
  7659. if(!(type&2)){
  7660. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7661. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7662. return 0;
  7663. }
  7664. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7665. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7666. return 0;
  7667. }
  7668. if( zeny>0 && sd->status.zeny < zeny) {
  7669. clif_skill_fail(sd,skill,5,0);
  7670. return 0;
  7671. }
  7672. if(!pc_check_weapontype(sd,weapon)) {
  7673. clif_skill_fail(sd,skill,6,0);
  7674. return 0;
  7675. }
  7676. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7677. if((i=sd->equip_index[10]) < 0 ||
  7678. !sd->inventory_data[i] ||
  7679. sd->status.inventory[i].amount < ammo_qty
  7680. ) {
  7681. clif_arrow_fail(sd,0);
  7682. return 0;
  7683. }
  7684. if (!(ammo&1<<sd->inventory_data[i]->look))
  7685. { //Ammo type check. Send the "wrong weapon type" message
  7686. //which is the closest we have to wrong ammo type. [Skotlex]
  7687. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7688. //clif_skill_fail(sd,skill,6,0);
  7689. return 0;
  7690. }
  7691. }
  7692. if( spiritball > 0 && sd->spiritball < spiritball) {
  7693. clif_skill_fail(sd,skill,0,0);
  7694. return 0;
  7695. }
  7696. }
  7697. switch(state) {
  7698. case ST_HIDING:
  7699. if(!(sc && sc->option&OPTION_HIDE)) {
  7700. clif_skill_fail(sd,skill,0,0);
  7701. return 0;
  7702. }
  7703. break;
  7704. case ST_CLOAKING:
  7705. if(!pc_iscloaking(sd)) {
  7706. clif_skill_fail(sd,skill,0,0);
  7707. return 0;
  7708. }
  7709. break;
  7710. case ST_HIDDEN:
  7711. if(!pc_ishiding(sd)) {
  7712. clif_skill_fail(sd,skill,0,0);
  7713. return 0;
  7714. }
  7715. break;
  7716. case ST_RIDING:
  7717. if(!pc_isriding(sd)) {
  7718. clif_skill_fail(sd,skill,0,0);
  7719. return 0;
  7720. }
  7721. break;
  7722. case ST_FALCON:
  7723. if(!pc_isfalcon(sd)) {
  7724. clif_skill_fail(sd,skill,0,0);
  7725. return 0;
  7726. }
  7727. break;
  7728. case ST_CART:
  7729. if(!pc_iscarton(sd)) {
  7730. clif_skill_fail(sd,skill,0,0);
  7731. return 0;
  7732. }
  7733. break;
  7734. case ST_SHIELD:
  7735. if(sd->status.shield <= 0) {
  7736. clif_skill_fail(sd,skill,0,0);
  7737. return 0;
  7738. }
  7739. break;
  7740. case ST_SIGHT:
  7741. if((!sc || sc->data[SC_SIGHT].timer == -1) && type&1) {
  7742. clif_skill_fail(sd,skill,0,0);
  7743. return 0;
  7744. }
  7745. break;
  7746. case ST_EXPLOSIONSPIRITS:
  7747. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7748. clif_skill_fail(sd,skill,0,0);
  7749. return 0;
  7750. }
  7751. break;
  7752. case ST_CARTBOOST:
  7753. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7754. clif_skill_fail(sd,skill,0,0);
  7755. return 0;
  7756. }
  7757. break;
  7758. case ST_RECOV_WEIGHT_RATE:
  7759. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) {
  7760. clif_skill_fail(sd,skill,0,0);
  7761. return 0;
  7762. }
  7763. break;
  7764. case ST_MOVE_ENABLE:
  7765. if(type)//Check only on begin casting. [Skotlex]
  7766. break;
  7767. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7768. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  7769. if (!unit_can_move(&sd->bl)) {
  7770. clif_skill_fail(sd,skill,0,0);
  7771. return 0;
  7772. }
  7773. break;
  7774. case ST_WATER:
  7775. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  7776. break;
  7777. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  7778. break;
  7779. clif_skill_fail(sd,skill,0,0);
  7780. return 0;
  7781. }
  7782. if (checkitem_flag) {
  7783. for(i=0;i<10;i++) {
  7784. int x = lv%11 - 1;
  7785. index[i] = -1;
  7786. if(itemid[i] <= 0)
  7787. continue;
  7788. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  7789. {
  7790. if (sd->special_state.no_gemstone)
  7791. { //Make it substract 1 gem rather than skipping the cost.
  7792. if (--amount[i] < 1)
  7793. continue;
  7794. }
  7795. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  7796. continue;
  7797. } else
  7798. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  7799. continue;
  7800. if((skill == AM_POTIONPITCHER ||
  7801. skill == CR_SLIMPITCHER ||
  7802. skill == CR_CULTIVATION) && i != x)
  7803. continue;
  7804. index[i] = pc_search_inventory(sd,itemid[i]);
  7805. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  7806. if(itemid[i] == 716 || itemid[i] == 717)
  7807. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  7808. else
  7809. clif_skill_fail(sd,skill,0,0);
  7810. return 0;
  7811. }
  7812. if(itemid[i] >= 715 && itemid[i] <= 717 && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  7813. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  7814. }
  7815. }
  7816. if(!(type&1))
  7817. return 1;
  7818. sd->state.arrow_atk = ammo?1:0; //Update arrow-atk state on cast-end.
  7819. if(delitem_flag) {
  7820. for(i=0;i<10;i++) {
  7821. if(index[i] >= 0)
  7822. pc_delitem(sd,index[i],amount[i],0);
  7823. }
  7824. // Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
  7825. // if (ammo && battle_config.arrow_decrement)
  7826. // pc_delitem(sd,sd->equip_index[10],ammo_qty,0);
  7827. }
  7828. if(type&2)
  7829. return 1;
  7830. if(sp || hp)
  7831. status_zap(&sd->bl, hp, sp);
  7832. if(zeny > 0) // Zeny豸郁イサ
  7833. pc_payzeny(sd,zeny);
  7834. if(spiritball > 0)
  7835. pc_delspiritball(sd,spiritball,0);
  7836. return 1;
  7837. }
  7838. /*==========================================
  7839. *
  7840. *------------------------------------------
  7841. */
  7842. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  7843. {
  7844. int castnodex = skill_get_castnodex(skill_id, skill_lv);
  7845. int time = skill_get_cast(skill_id, skill_lv);
  7846. struct map_session_data *sd;
  7847. nullpo_retr(0, bl);
  7848. BL_CAST(BL_PC, bl, sd);
  7849. // calculate base cast time (reduced by dex)
  7850. if (!(castnodex&1)) { // castnodex&~1? wtf. [blackhole89]
  7851. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7852. if (scale > 0) // not instant cast
  7853. time = time * scale / battle_config.castrate_dex_scale;
  7854. else return 0; // instant cast
  7855. }
  7856. // calculate cast time reduced by card bonuses
  7857. if (sd && sd->castrate != 100)
  7858. time = time * sd->castrate / 100;
  7859. // config cast time multiplier
  7860. if (battle_config.cast_rate != 100)
  7861. time = time * battle_config.cast_rate / 100;
  7862. // calculate cast time reduced by skill bonuses
  7863. if (!(castnodex&2))
  7864. time = skill_castfix_sc(bl, time);
  7865. // return final cast time
  7866. return (time > 0) ? time : 0;
  7867. }
  7868. /*==========================================
  7869. * Does cast-time reductions based on sc data.
  7870. *------------------------------------------
  7871. */
  7872. int skill_castfix_sc (struct block_list *bl, int time)
  7873. {
  7874. struct status_change *sc = status_get_sc(bl);
  7875. if (sc && sc->count) {
  7876. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  7877. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  7878. status_change_end(bl, SC_SUFFRAGIUM, -1);
  7879. }
  7880. if (time <= 0)
  7881. return 0; //Only Suffragium gets consumed even if time is 0
  7882. if (sc->data[SC_MEMORIZE].timer != -1 && time > 0) {
  7883. time>>=1;
  7884. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  7885. status_change_end(bl, SC_MEMORIZE, -1);
  7886. }
  7887. if (sc->data[SC_POEMBRAGI].timer != -1)
  7888. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  7889. }
  7890. return (time > 0) ? time : 0;
  7891. }
  7892. /*==========================================
  7893. *
  7894. *------------------------------------------
  7895. */
  7896. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  7897. {
  7898. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  7899. int time = skill_get_delay(skill_id, skill_lv);
  7900. nullpo_retr(0, bl);
  7901. if (bl->type&battle_config.no_skill_delay)
  7902. return battle_config.min_skill_delay_limit;
  7903. // instant cast attack skills depend on aspd as delay [celest]
  7904. if (time == 0) {
  7905. if (skill_get_type(skill_id) == BF_WEAPON && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  7906. time = status_get_adelay(bl); //Use attack delay as default delay.
  7907. else
  7908. time = battle_config.default_skill_delay;
  7909. } else if (time < 0)
  7910. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  7911. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  7912. { // if skill casttime is allowed to be reduced by dex
  7913. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  7914. if (scale > 0)
  7915. time = time * scale / battle_config.castrate_dex_scale;
  7916. else //To be capped later to minimum.
  7917. time = 0;
  7918. }
  7919. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  7920. time = time * ((TBL_PC*)bl)->delayrate / 100;
  7921. if (battle_config.delay_rate != 100)
  7922. time = time * battle_config.delay_rate / 100;
  7923. if (!(delaynodex&2))
  7924. {
  7925. struct status_change *sc;
  7926. sc= status_get_sc(bl);
  7927. if (sc && sc->count) {
  7928. if (sc->data[SC_POEMBRAGI].timer != -1)
  7929. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  7930. if (sc->data[SC_SPIRIT].timer != -1)
  7931. switch (skill_id) {
  7932. case CR_SHIELDBOOMERANG:
  7933. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  7934. time /=2;
  7935. break;
  7936. case AS_SONICBLOW:
  7937. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  7938. time /= 2;
  7939. break;
  7940. }
  7941. }
  7942. }
  7943. return (time < battle_config.min_skill_delay_limit)?
  7944. battle_config.min_skill_delay_limit:time;
  7945. }
  7946. /*=========================================
  7947. *
  7948. *----------------------------------------
  7949. */
  7950. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  7951. {
  7952. nullpo_retv(tc);
  7953. if(dir == 0){
  7954. tc->val1[0]=x-2;
  7955. tc->val1[1]=x-1;
  7956. tc->val1[2]=x;
  7957. tc->val1[3]=x+1;
  7958. tc->val1[4]=x+2;
  7959. tc->val2[0]=
  7960. tc->val2[1]=
  7961. tc->val2[2]=
  7962. tc->val2[3]=
  7963. tc->val2[4]=y-1;
  7964. }
  7965. else if(dir==2){
  7966. tc->val1[0]=
  7967. tc->val1[1]=
  7968. tc->val1[2]=
  7969. tc->val1[3]=
  7970. tc->val1[4]=x+1;
  7971. tc->val2[0]=y+2;
  7972. tc->val2[1]=y+1;
  7973. tc->val2[2]=y;
  7974. tc->val2[3]=y-1;
  7975. tc->val2[4]=y-2;
  7976. }
  7977. else if(dir==4){
  7978. tc->val1[0]=x-2;
  7979. tc->val1[1]=x-1;
  7980. tc->val1[2]=x;
  7981. tc->val1[3]=x+1;
  7982. tc->val1[4]=x+2;
  7983. tc->val2[0]=
  7984. tc->val2[1]=
  7985. tc->val2[2]=
  7986. tc->val2[3]=
  7987. tc->val2[4]=y+1;
  7988. }
  7989. else if(dir==6){
  7990. tc->val1[0]=
  7991. tc->val1[1]=
  7992. tc->val1[2]=
  7993. tc->val1[3]=
  7994. tc->val1[4]=x-1;
  7995. tc->val2[0]=y+2;
  7996. tc->val2[1]=y+1;
  7997. tc->val2[2]=y;
  7998. tc->val2[3]=y-1;
  7999. tc->val2[4]=y-2;
  8000. }
  8001. else if(dir==1){
  8002. tc->val1[0]=x-1;
  8003. tc->val1[1]=x;
  8004. tc->val1[2]=x+1;
  8005. tc->val1[3]=x+2;
  8006. tc->val1[4]=x+3;
  8007. tc->val2[0]=y-4;
  8008. tc->val2[1]=y-3;
  8009. tc->val2[2]=y-1;
  8010. tc->val2[3]=y;
  8011. tc->val2[4]=y+1;
  8012. }
  8013. else if(dir==3){
  8014. tc->val1[0]=x+3;
  8015. tc->val1[1]=x+2;
  8016. tc->val1[2]=x+1;
  8017. tc->val1[3]=x;
  8018. tc->val1[4]=x-1;
  8019. tc->val2[0]=y-1;
  8020. tc->val2[1]=y;
  8021. tc->val2[2]=y+1;
  8022. tc->val2[3]=y+2;
  8023. tc->val2[4]=y+3;
  8024. }
  8025. else if(dir==5){
  8026. tc->val1[0]=x+1;
  8027. tc->val1[1]=x;
  8028. tc->val1[2]=x-1;
  8029. tc->val1[3]=x-2;
  8030. tc->val1[4]=x-3;
  8031. tc->val2[0]=y+3;
  8032. tc->val2[1]=y+2;
  8033. tc->val2[2]=y+1;
  8034. tc->val2[3]=y;
  8035. tc->val2[4]=y-1;
  8036. }
  8037. else if(dir==7){
  8038. tc->val1[0]=x-3;
  8039. tc->val1[1]=x-2;
  8040. tc->val1[2]=x-1;
  8041. tc->val1[3]=x;
  8042. tc->val1[4]=x+1;
  8043. tc->val2[1]=y;
  8044. tc->val2[0]=y+1;
  8045. tc->val2[2]=y-1;
  8046. tc->val2[3]=y-2;
  8047. tc->val2[4]=y-3;
  8048. }
  8049. }
  8050. /*=========================================
  8051. *
  8052. *-----------------------------------------
  8053. */
  8054. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  8055. {
  8056. int c;
  8057. nullpo_retv(tc);
  8058. for(c=0;c<5;c++){
  8059. if(dir==0){
  8060. tc->val2[c]+=are;
  8061. }else if(dir==1){
  8062. tc->val1[c]-=are; tc->val2[c]+=are;
  8063. }else if(dir==2){
  8064. tc->val1[c]-=are;
  8065. }else if(dir==3){
  8066. tc->val1[c]-=are; tc->val2[c]-=are;
  8067. }else if(dir==4){
  8068. tc->val2[c]-=are;
  8069. }else if(dir==5){
  8070. tc->val1[c]+=are; tc->val2[c]-=are;
  8071. }else if(dir==6){
  8072. tc->val1[c]+=are;
  8073. }else if(dir==7){
  8074. tc->val1[c]+=are; tc->val2[c]+=are;
  8075. }
  8076. }
  8077. }
  8078. /*==========================================
  8079. * Weapon Repair [Celest/DracoRPG]
  8080. *------------------------------------------
  8081. */
  8082. void skill_repairweapon (struct map_session_data *sd, int idx)
  8083. {
  8084. int material;
  8085. int materials[4] = { 1002, 998, 999, 756 };
  8086. struct item *item;
  8087. struct map_session_data *target_sd;
  8088. nullpo_retv(sd);
  8089. target_sd = map_id2sd(sd->menuskill_lv);
  8090. if (!target_sd) //Failed....
  8091. return;
  8092. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8093. return;
  8094. if(idx < 0 || idx >= MAX_INVENTORY)
  8095. return; //Invalid index??
  8096. item = &target_sd->status.inventory[idx];
  8097. if(item->nameid <= 0 || item->attribute == 0)
  8098. return; //Again invalid item....
  8099. 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)))){
  8100. clif_item_repaireffect(sd,item->nameid,1);
  8101. return;
  8102. }
  8103. if (itemdb_type(item->nameid)==4)
  8104. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8105. else
  8106. material = materials [2]; // Armors consume 1 Steel
  8107. if (pc_search_inventory(sd,material) < 0 ) {
  8108. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8109. return;
  8110. }
  8111. item->attribute=0;
  8112. clif_equiplist(target_sd);
  8113. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8114. clif_item_repaireffect(sd,item->nameid,0);
  8115. if(sd!=target_sd)
  8116. clif_item_repaireffect(target_sd,item->nameid,0);
  8117. }
  8118. /*==========================================
  8119. * Item Appraisal
  8120. *------------------------------------------
  8121. */
  8122. void skill_identify (struct map_session_data *sd, int idx)
  8123. {
  8124. int flag=1;
  8125. nullpo_retv(sd);
  8126. if(idx >= 0 && idx < MAX_INVENTORY) {
  8127. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8128. flag=0;
  8129. sd->status.inventory[idx].identify=1;
  8130. }
  8131. }
  8132. clif_item_identified(sd,idx,flag);
  8133. }
  8134. /*==========================================
  8135. * Weapon Refine [Celest]
  8136. *------------------------------------------
  8137. */
  8138. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8139. {
  8140. int i = 0, ep = 0, per;
  8141. int material[5] = { 0, 1010, 1011, 984, 984 };
  8142. struct item *item;
  8143. nullpo_retv(sd);
  8144. if (idx >= 0 && idx < MAX_INVENTORY) {
  8145. struct item_data *ditem = sd->inventory_data[idx];
  8146. item = &sd->status.inventory[idx];
  8147. if(item->nameid > 0 && ditem->type == 4) {
  8148. if (item->refine >= sd->menuskill_lv ||
  8149. item->refine >= MAX_REFINE || // if it's no longer refineable
  8150. ditem->flag.no_refine || // if the item isn't refinable
  8151. (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 ) { //fixed by Lupus (item pos can be = 0!)
  8152. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8153. return;
  8154. }
  8155. per = percentrefinery [ditem->wlv][(int)item->refine];
  8156. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8157. pc_delitem(sd, i, 1, 0);
  8158. if (per > rand() % 100) {
  8159. item->refine++;
  8160. if(item->equip) {
  8161. ep = item->equip;
  8162. pc_unequipitem(sd,idx,3);
  8163. }
  8164. clif_refine(sd->fd,sd,0,idx,item->refine);
  8165. clif_delitem(sd,idx,1);
  8166. clif_additem(sd,idx,1,0);
  8167. if (ep)
  8168. pc_equipitem(sd,idx,ep);
  8169. clif_misceffect(&sd->bl,3);
  8170. if(item->refine == MAX_REFINE &&
  8171. item->card[0] == CARD0_FORGE &&
  8172. MakeDWord(item->card[2],item->card[3]) == sd->char_id)
  8173. { // Fame point system [DracoRPG]
  8174. switch(ditem->wlv){
  8175. case 1:
  8176. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8177. break;
  8178. case 2:
  8179. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8180. break;
  8181. case 3:
  8182. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8183. break;
  8184. }
  8185. }
  8186. } else {
  8187. item->refine = 0;
  8188. if(item->equip)
  8189. pc_unequipitem(sd,idx,3);
  8190. clif_refine(sd->fd,sd,1,idx,item->refine);
  8191. pc_delitem(sd,idx,1,0);
  8192. clif_misceffect(&sd->bl,2);
  8193. clif_emotion(&sd->bl, 23);
  8194. }
  8195. }
  8196. }
  8197. }
  8198. /*==========================================
  8199. *
  8200. *------------------------------------------
  8201. */
  8202. int skill_autospell (struct map_session_data *sd, int skillid)
  8203. {
  8204. int skilllv;
  8205. int maxlv=1,lv;
  8206. nullpo_retr(0, sd);
  8207. skilllv = sd->menuskill_lv;
  8208. lv=pc_checkskill(sd,skillid);
  8209. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8210. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8211. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8212. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8213. maxlv =10; //Soul Linker bonus. [Skotlex]
  8214. else if(skilllv==2) maxlv=1;
  8215. else if(skilllv==3) maxlv=2;
  8216. else if(skilllv>=4) maxlv=3;
  8217. }
  8218. else if(skillid==MG_SOULSTRIKE){
  8219. if(skilllv==5) maxlv=1;
  8220. else if(skilllv==6) maxlv=2;
  8221. else if(skilllv>=7) maxlv=3;
  8222. }
  8223. else if(skillid==MG_FIREBALL){
  8224. if(skilllv==8) maxlv=1;
  8225. else if(skilllv>=9) maxlv=2;
  8226. }
  8227. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8228. else return 0;
  8229. if(maxlv > lv)
  8230. maxlv = lv;
  8231. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8232. skill_get_time(SA_AUTOSPELL,skilllv));
  8233. return 0;
  8234. }
  8235. /*==========================================
  8236. *
  8237. *------------------------------------------
  8238. */
  8239. static int skill_gangster_count (struct block_list *bl, va_list ap)
  8240. {
  8241. struct map_session_data *sd;
  8242. sd=(struct map_session_data*)bl;
  8243. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8244. return 1;
  8245. return 0;
  8246. }
  8247. static int skill_gangster_in (struct block_list *bl, va_list ap)
  8248. {
  8249. struct map_session_data *sd;
  8250. sd=(struct map_session_data*)bl;
  8251. if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0)
  8252. sd->state.gangsterparadise=1;
  8253. return 0;
  8254. }
  8255. static int skill_gangster_out (struct block_list *bl, va_list ap)
  8256. {
  8257. struct map_session_data *sd;
  8258. sd=(struct map_session_data*)bl;
  8259. if(sd && sd->state.gangsterparadise)
  8260. sd->state.gangsterparadise=0;
  8261. return 0;
  8262. }
  8263. int skill_gangsterparadise (struct map_session_data *sd, int type)
  8264. {
  8265. int range;
  8266. nullpo_retr(0, sd);
  8267. if((range = pc_checkskill(sd,RG_GANGSTER)) <= 0)
  8268. return 0;
  8269. range = skill_get_splash(RG_GANGSTER, range);
  8270. if(type==1) {
  8271. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
  8272. {
  8273. map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
  8274. sd->state.gangsterparadise = 1;
  8275. }
  8276. return 0;
  8277. }
  8278. else if(type==0) {
  8279. if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
  8280. map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
  8281. sd->state.gangsterparadise = 0;
  8282. return 0;
  8283. }
  8284. return 0;
  8285. }
  8286. /*==========================================
  8287. * Taekwon TK_HPTIME and TK_SPTIME skills [Dralnu]
  8288. *------------------------------------------
  8289. */
  8290. static int skill_rest_count (struct block_list *bl, va_list ap)
  8291. {
  8292. struct map_session_data *sd;
  8293. sd=(struct map_session_data*)bl;
  8294. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8295. return 1;
  8296. return 0;
  8297. }
  8298. static int skill_rest_in(struct block_list *bl, va_list ap)
  8299. {
  8300. struct map_session_data *sd;
  8301. nullpo_retr(0, bl);
  8302. nullpo_retr(0, ap);
  8303. sd=(struct map_session_data*)bl;
  8304. if(sd && pc_issit(sd) && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 )){
  8305. sd->state.rest=1;
  8306. status_calc_pc(sd,0);
  8307. }
  8308. return 0;
  8309. }
  8310. static int skill_rest_out(struct block_list *bl, va_list ap)
  8311. {
  8312. struct map_session_data *sd;
  8313. sd=(struct map_session_data*)bl;
  8314. if(sd && sd->state.rest != 0)
  8315. sd->state.rest=0;
  8316. return 0;
  8317. }
  8318. int skill_rest(struct map_session_data *sd, int type)
  8319. {
  8320. int range;
  8321. nullpo_retr(0, sd);
  8322. if((range = pc_checkskill(sd,TK_HPTIME)) > 0)
  8323. range = skill_get_splash(TK_HPTIME, range);
  8324. else if ((range = pc_checkskill(sd,TK_SPTIME)) > 0)
  8325. range = skill_get_splash(TK_SPTIME, range);
  8326. else
  8327. return 0;
  8328. if(type==1) { //When you sit down
  8329. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) > 1)
  8330. {
  8331. map_foreachinrange(skill_rest_in,&sd->bl, range, BL_PC);
  8332. sd->state.rest = 1;
  8333. status_calc_pc(sd,0);
  8334. }
  8335. return 0;
  8336. }
  8337. else if(type==0) { //When you stand up
  8338. if (map_foreachinrange(skill_rest_count,&sd->bl, range, BL_PC) < 2)
  8339. map_foreachinrange(skill_rest_out,&sd->bl, range, BL_PC);
  8340. sd->state.rest = 0;
  8341. status_calc_pc(sd,0);
  8342. return 0;
  8343. }
  8344. return 0;
  8345. }
  8346. /*==========================================
  8347. *
  8348. *------------------------------------------
  8349. */
  8350. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8351. {
  8352. struct block_list *src;
  8353. int skillnum,skilllv;
  8354. unsigned int tick;
  8355. nullpo_retr(0, bl);
  8356. nullpo_retr(0, ap);
  8357. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8358. skillnum=va_arg(ap,int);
  8359. skilllv=va_arg(ap,int);
  8360. if(skilllv <= 0) return 0;
  8361. tick=va_arg(ap,unsigned int);
  8362. if (src == bl || status_isdead(bl))
  8363. return 0;
  8364. if (bl->type == BL_PC) {
  8365. struct map_session_data *sd = (struct map_session_data *)bl;
  8366. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8367. return 0;
  8368. }
  8369. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8370. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8371. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8372. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8373. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8374. return 0;
  8375. }
  8376. /*==========================================
  8377. *
  8378. *------------------------------------------
  8379. */
  8380. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8381. {
  8382. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8383. int size = range*2+1;
  8384. for (i=0;i<size*size;i++) {
  8385. x = src->bl.x+(i%size-range);
  8386. y = src->bl.y+(i/size-range);
  8387. map_setcell(src->bl.m,x,y,flag);
  8388. }
  8389. }
  8390. /*==========================================
  8391. * Sets a map cell around the caster, according to the skill's splash range.
  8392. *------------------------------------------
  8393. */
  8394. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8395. {
  8396. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8397. int size = range*2+1;
  8398. for (i=0;i<size*size;i++) {
  8399. x = src->x+(i%size-range);
  8400. y = src->y+(i/size-range);
  8401. map_setcell(src->m,x,y,flag);
  8402. }
  8403. }
  8404. /*==========================================
  8405. *
  8406. *------------------------------------------
  8407. */
  8408. int skill_attack_area (struct block_list *bl, va_list ap)
  8409. {
  8410. struct block_list *src,*dsrc;
  8411. int atk_type,skillid,skilllv,flag,type;
  8412. unsigned int tick;
  8413. if(status_isdead(bl))
  8414. return 0;
  8415. atk_type = va_arg(ap,int);
  8416. src=va_arg(ap,struct block_list*);
  8417. dsrc=va_arg(ap,struct block_list*);
  8418. skillid=va_arg(ap,int);
  8419. skilllv=va_arg(ap,int);
  8420. tick=va_arg(ap,unsigned int);
  8421. flag=va_arg(ap,int);
  8422. type=va_arg(ap,int);
  8423. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8424. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8425. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8426. !status_check_skilluse(NULL, bl, skillid, 2))
  8427. return 0;
  8428. //Area-splash, disable skill animation.
  8429. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8430. }
  8431. /*==========================================
  8432. *
  8433. *------------------------------------------
  8434. */
  8435. int skill_clear_group (struct block_list *bl, int flag)
  8436. {
  8437. struct unit_data *ud = unit_bl2ud(bl);
  8438. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8439. int i, count=0;
  8440. nullpo_retr(0, bl);
  8441. if (!ud) return 0;
  8442. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8443. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8444. {
  8445. switch (ud->skillunit[i]->skill_id) {
  8446. case SA_DELUGE:
  8447. case SA_VOLCANO:
  8448. case SA_VIOLENTGALE:
  8449. case SA_LANDPROTECTOR:
  8450. case NJ_SUITON:
  8451. case NJ_KAENSIN:
  8452. if (flag&1)
  8453. group[count++]= ud->skillunit[i];
  8454. break;
  8455. default:
  8456. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8457. group[count++]= ud->skillunit[i];
  8458. break;
  8459. }
  8460. }
  8461. for (i=0;i<count;i++)
  8462. skill_delunitgroup(bl, group[i]);
  8463. return count;
  8464. }
  8465. /*==========================================
  8466. * Returns the first element field found [Skotlex]
  8467. *------------------------------------------
  8468. */
  8469. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8470. {
  8471. struct unit_data *ud = unit_bl2ud(bl);
  8472. int i;
  8473. nullpo_retr(0, bl);
  8474. if (!ud) return NULL;
  8475. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8476. switch (ud->skillunit[i]->skill_id) {
  8477. case SA_DELUGE:
  8478. case SA_VOLCANO:
  8479. case SA_VIOLENTGALE:
  8480. case SA_LANDPROTECTOR:
  8481. case NJ_SUITON:
  8482. return ud->skillunit[i];
  8483. }
  8484. }
  8485. return NULL;
  8486. }
  8487. // for graffiti cleaner [Valaris]
  8488. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8489. {
  8490. struct skill_unit *unit=NULL;
  8491. nullpo_retr(0, bl);
  8492. nullpo_retr(0, ap);
  8493. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8494. return 0;
  8495. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8496. skill_delunit(unit);
  8497. return 0;
  8498. }
  8499. int skill_greed (struct block_list *bl, va_list ap)
  8500. {
  8501. struct block_list *src;
  8502. struct map_session_data *sd=NULL;
  8503. struct flooritem_data *fitem=NULL;
  8504. nullpo_retr(0, bl);
  8505. nullpo_retr(0, ap);
  8506. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8507. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8508. pc_takeitem(sd, fitem);
  8509. return 0;
  8510. }
  8511. /*==========================================
  8512. *
  8513. *------------------------------------------
  8514. */
  8515. int skill_landprotector (struct block_list *bl, va_list ap)
  8516. {
  8517. int skillid;
  8518. int *alive;
  8519. struct skill_unit *unit;
  8520. struct block_list *src;
  8521. skillid = va_arg(ap,int);
  8522. alive = va_arg(ap,int *);
  8523. src = va_arg(ap,struct block_list *);
  8524. unit = (struct skill_unit *)bl;
  8525. if (unit == NULL || unit->group == NULL)
  8526. return 0;
  8527. switch (skillid)
  8528. {
  8529. case SA_LANDPROTECTOR:
  8530. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8531. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8532. { //Check for offensive Land Protector to delete both. [Skotlex]
  8533. (*alive) = 0;
  8534. skill_delunit(unit);
  8535. return 1;
  8536. }
  8537. //Delete the rest of types.
  8538. case HW_GANBANTEIN:
  8539. if(skill_get_type(unit->group->skill_id) == BF_MAGIC)
  8540. { //Delete Magical effects
  8541. skill_delunit(unit);
  8542. return 1;
  8543. }
  8544. break;
  8545. case SA_VOLCANO:
  8546. case SA_DELUGE:
  8547. case SA_VIOLENTGALE:
  8548. case NJ_SUITON:
  8549. case NJ_KAENSIN:
  8550. switch (unit->group->skill_id)
  8551. { //These cannot override each other.
  8552. case SA_VOLCANO:
  8553. case SA_DELUGE:
  8554. case SA_VIOLENTGALE:
  8555. case NJ_SUITON:
  8556. case NJ_KAENSIN:
  8557. (*alive) = 0;
  8558. return 1;
  8559. }
  8560. break;
  8561. case HP_BASILICA:
  8562. if (unit->group->skill_id == HP_BASILICA)
  8563. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8564. (*alive) = 0;
  8565. return 1;
  8566. }
  8567. break;
  8568. }
  8569. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8570. skill_get_type(skillid) == BF_MAGIC)
  8571. { //Magic tile won't be activated
  8572. (*alive) = 0;
  8573. return 1;
  8574. }
  8575. return 0;
  8576. }
  8577. /*==========================================
  8578. * variation of skill_landprotector
  8579. *------------------------------------------
  8580. */
  8581. int skill_ganbatein (struct block_list *bl, va_list ap)
  8582. {
  8583. struct skill_unit *unit;
  8584. nullpo_retr(0, bl);
  8585. nullpo_retr(0, ap);
  8586. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8587. return 0;
  8588. // Apparently, it REMOVES traps.
  8589. // if (skill_get_inf2(unit->group->skill_id)&INF2_TRAP)
  8590. // return 0; //Do not remove traps.
  8591. if (unit->group->skill_id == SA_LANDPROTECTOR)
  8592. skill_delunit(unit);
  8593. else skill_delunitgroup(NULL, unit->group);
  8594. return 1;
  8595. }
  8596. /*==========================================
  8597. *
  8598. *------------------------------------------
  8599. */
  8600. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8601. {
  8602. struct mob_data* md;
  8603. struct unit_data*ud = unit_bl2ud(bl);
  8604. struct block_list *from_bl;
  8605. struct block_list *to_bl;
  8606. md = (struct mob_data*)bl;
  8607. from_bl = va_arg(ap,struct block_list *);
  8608. to_bl = va_arg(ap,struct block_list *);
  8609. if(ud && ud->target == from_bl->id)
  8610. ud->target = to_bl->id;
  8611. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8612. md->target_id = to_bl->id;
  8613. return 0;
  8614. }
  8615. /*==========================================
  8616. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8617. *------------------------------------------
  8618. */
  8619. int skill_count_target (struct block_list *bl, va_list ap)
  8620. {
  8621. struct block_list *src = va_arg(ap,struct block_list *);
  8622. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8623. return 1;
  8624. return 0;
  8625. }
  8626. /*==========================================
  8627. *
  8628. *------------------------------------------
  8629. */
  8630. int skill_trap_splash (struct block_list *bl, va_list ap)
  8631. {
  8632. struct block_list *src;
  8633. int tick;
  8634. struct skill_unit *unit;
  8635. struct skill_unit_group *sg;
  8636. struct block_list *ss;
  8637. int i,count;
  8638. src = va_arg(ap,struct block_list *);
  8639. unit = (struct skill_unit *)src;
  8640. tick = va_arg(ap,int);
  8641. count = va_arg(ap,int);
  8642. nullpo_retr(0, sg = unit->group);
  8643. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8644. if(battle_check_target(src,bl,BCT_ENEMY) > 0){
  8645. switch(sg->unit_id){
  8646. case UNT_SHOCKWAVE:
  8647. case UNT_SANDMAN:
  8648. case UNT_FLASHER:
  8649. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8650. break;
  8651. case UNT_BLASTMINE:
  8652. case UNT_CLAYMORETRAP:
  8653. //Special property: Each target is hit N times (N = number of targets on splash area)
  8654. if (!count) count = 1;
  8655. for(i=0;i<count;i++)
  8656. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8657. break;
  8658. case UNT_FREEZINGTRAP:
  8659. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8660. break;
  8661. }
  8662. }
  8663. return 0;
  8664. }
  8665. /*==========================================
  8666. *
  8667. *------------------------------------------
  8668. */
  8669. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8670. {
  8671. struct status_change *sc;
  8672. nullpo_retr(0, bl);
  8673. nullpo_retr(0, sc= status_get_sc(bl));
  8674. if (!sc->count) return 0;
  8675. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8676. status_change_end(bl, SC_ENCPOISON, -1);
  8677. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8678. status_change_end(bl, SC_ASPERSIO, -1);
  8679. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8680. status_change_end(bl, SC_FIREWEAPON, -1);
  8681. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8682. status_change_end(bl, SC_WATERWEAPON, -1);
  8683. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8684. status_change_end(bl, SC_WINDWEAPON, -1);
  8685. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8686. status_change_end(bl, SC_EARTHWEAPON, -1);
  8687. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8688. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8689. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8690. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8691. return 0;
  8692. }
  8693. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8694. {
  8695. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8696. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8697. int end = 1,i;
  8698. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8699. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8700. { //Check for walls.
  8701. for (i = 0; i < 8; i++)
  8702. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8703. {
  8704. end = 0;
  8705. break;
  8706. }
  8707. } else
  8708. end = 0; //No wall check.
  8709. if(end){
  8710. if (sc->data[SC_CLOAKING].timer != -1) {
  8711. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8712. status_change_end(bl, SC_CLOAKING, -1);
  8713. else if(sc->data[SC_CLOAKING].val4&1)
  8714. { //Remove wall bonus
  8715. sc->data[SC_CLOAKING].val4&=~1;
  8716. status_calc_bl(bl,SCB_SPEED);
  8717. }
  8718. }
  8719. }
  8720. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8721. { //Add wall speed bonus
  8722. sc->data[SC_CLOAKING].val4|=1;
  8723. status_calc_bl(bl,SCB_SPEED);
  8724. }
  8725. return end;
  8726. }
  8727. /*
  8728. *----------------------------------------------------------------------------
  8729. *
  8730. *----------------------------------------------------------------------------
  8731. */
  8732. /*==========================================
  8733. *
  8734. *
  8735. *------------------------------------------
  8736. */
  8737. void skill_stop_dancing (struct block_list *src)
  8738. {
  8739. struct status_change* sc;
  8740. struct skill_unit_group* group;
  8741. struct map_session_data* dsd = NULL;
  8742. nullpo_retv(src);
  8743. nullpo_retv(sc = status_get_sc(src));
  8744. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8745. return;
  8746. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8747. sc->data[SC_DANCING].val2 = 0;
  8748. if (sc->data[SC_DANCING].val4)
  8749. {
  8750. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8751. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8752. sc->data[SC_DANCING].val4 = 0;
  8753. }
  8754. if (group)
  8755. skill_delunitgroup(NULL, group);
  8756. if (dsd)
  8757. {
  8758. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  8759. status_change_end(&dsd->bl, SC_DANCING, -1);
  8760. }
  8761. status_change_end(src, SC_DANCING, -1);
  8762. }
  8763. /*==========================================
  8764. *
  8765. *------------------------------------------
  8766. */
  8767. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  8768. {
  8769. struct skill_unit *unit;
  8770. nullpo_retr(NULL, group);
  8771. nullpo_retr(NULL, unit=&group->unit[idx]);
  8772. if(!unit->alive)
  8773. group->alive_count++;
  8774. unit->bl.id=map_addobject(&unit->bl);
  8775. unit->bl.type=BL_SKILL;
  8776. unit->bl.m=group->map;
  8777. unit->bl.x=x;
  8778. unit->bl.y=y;
  8779. unit->group=group;
  8780. unit->alive=1;
  8781. unit->val1=val1;
  8782. unit->val2=val2;
  8783. map_addblock(&unit->bl);
  8784. switch (group->skill_id) {
  8785. case AL_PNEUMA:
  8786. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  8787. break;
  8788. case MG_SAFETYWALL:
  8789. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  8790. break;
  8791. case SA_LANDPROTECTOR:
  8792. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  8793. break;
  8794. case HP_BASILICA:
  8795. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  8796. break;
  8797. case WZ_ICEWALL:
  8798. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  8799. break;
  8800. default:
  8801. if (group->state.song_dance&0x1) //Check for dissonance.
  8802. skill_dance_overlap(unit, 1);
  8803. break;
  8804. }
  8805. clif_skill_setunit(unit);
  8806. return unit;
  8807. }
  8808. /*==========================================
  8809. *
  8810. *------------------------------------------
  8811. */
  8812. int skill_delunit (struct skill_unit *unit)
  8813. {
  8814. struct skill_unit_group *group;
  8815. nullpo_retr(0, unit);
  8816. if(!unit->alive)
  8817. return 0;
  8818. nullpo_retr(0, group=unit->group);
  8819. skill_unit_onlimit( unit,gettick() );
  8820. if (group->state.song_dance&0x1) //Restore dissonance effect.
  8821. skill_dance_overlap(unit, 0);
  8822. if (!unit->range) {
  8823. map_foreachincell(skill_unit_effect,unit->bl.m,
  8824. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  8825. }
  8826. switch (group->skill_id) {
  8827. case AL_PNEUMA:
  8828. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  8829. break;
  8830. case MG_SAFETYWALL:
  8831. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  8832. break;
  8833. case SA_LANDPROTECTOR:
  8834. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  8835. break;
  8836. case HP_BASILICA:
  8837. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  8838. break;
  8839. case WZ_ICEWALL:
  8840. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  8841. break;
  8842. }
  8843. clif_skill_delunit(unit);
  8844. unit->group=NULL;
  8845. unit->alive=0;
  8846. map_delobjectnofree(unit->bl.id);
  8847. if(--group->alive_count==0)
  8848. skill_delunitgroup(NULL, group);
  8849. return 0;
  8850. }
  8851. /*==========================================
  8852. *
  8853. *------------------------------------------
  8854. */
  8855. static int skill_unit_group_newid = MAX_SKILL_DB;
  8856. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  8857. {
  8858. struct unit_data *ud = unit_bl2ud(src);
  8859. struct skill_unit_group *group=NULL;
  8860. int i;
  8861. if(skilllv <= 0) return 0;
  8862. nullpo_retr(NULL, src);
  8863. nullpo_retr(NULL, ud);
  8864. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  8865. if(i == MAX_SKILLUNITGROUP) {
  8866. int j=0;
  8867. unsigned maxdiff=0,x,tick=gettick();
  8868. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8869. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  8870. maxdiff=x;
  8871. j=i;
  8872. }
  8873. skill_delunitgroup(src, ud->skillunit[j]);
  8874. //Since elements must have shifted, we use the last slot.
  8875. i = MAX_SKILLUNITGROUP-1;
  8876. }
  8877. if (!ud->skillunit[i])
  8878. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  8879. group=ud->skillunit[i];
  8880. group->src_id=src->id;
  8881. group->party_id=status_get_party_id(src);
  8882. group->guild_id=status_get_guild_id(src);
  8883. group->group_id=skill_unit_group_newid++;
  8884. if(skill_unit_group_newid<=0)
  8885. skill_unit_group_newid = MAX_SKILL_DB;
  8886. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  8887. group->unit_count=count;
  8888. group->alive_count=0;
  8889. group->val1=group->val2=group->val3=0;
  8890. group->skill_id=skillid;
  8891. group->skill_lv=skilllv;
  8892. group->unit_id=unit_id;
  8893. group->map=src->m;
  8894. group->limit=limit;
  8895. group->interval=interval;
  8896. group->tick=gettick();
  8897. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  8898. group->tick += 1500;
  8899. group->valstr=NULL;
  8900. i = skill_get_unit_flag(skillid); //Reuse for faster access from here on. [Skotlex]
  8901. if (i&(UF_DANCE|UF_SONG|UF_ENSEMBLE)) {
  8902. struct map_session_data *sd = NULL;
  8903. if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){
  8904. sd->skillid_dance=skillid;
  8905. sd->skilllv_dance=skilllv;
  8906. }
  8907. sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
  8908. if (sd && i&UF_ENSEMBLE &&
  8909. battle_config.player_skill_partner_check &&
  8910. (!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
  8911. ) {
  8912. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8913. }
  8914. }
  8915. return group;
  8916. }
  8917. /*==========================================
  8918. *
  8919. *------------------------------------------
  8920. */
  8921. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group)
  8922. {
  8923. struct unit_data *ud;
  8924. int i,j;
  8925. nullpo_retr(0, group);
  8926. if (!src) src=map_id2bl(group->src_id);
  8927. ud = unit_bl2ud(src);
  8928. if(!src || !ud) {
  8929. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8930. return 0;
  8931. }
  8932. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  8933. {
  8934. struct status_change* sc = status_get_sc(src);
  8935. if (sc && sc->data[SC_DANCING].timer != -1)
  8936. {
  8937. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  8938. status_change_end(src,SC_DANCING,-1);
  8939. }
  8940. }
  8941. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  8942. struct status_change *sc = status_get_sc(src);
  8943. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  8944. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  8945. status_change_end(src,SC_GOSPEL,-1);
  8946. }
  8947. }
  8948. if (group->skill_id == SG_SUN_WARM ||
  8949. group->skill_id == SG_MOON_WARM ||
  8950. group->skill_id == SG_STAR_WARM) {
  8951. struct status_change *sc = status_get_sc(src);
  8952. if(sc && sc->data[SC_WARM].timer != -1) {
  8953. sc->data[SC_WARM].val4 = 0;
  8954. status_change_end(src,SC_WARM,-1);
  8955. }
  8956. }
  8957. if (src->type==BL_PC && group->state.ammo_consume)
  8958. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  8959. group->alive_count=0;
  8960. if(group->unit!=NULL){
  8961. for(i=0;i<group->unit_count;i++)
  8962. if(group->unit[i].alive)
  8963. skill_delunit(&group->unit[i]);
  8964. }
  8965. if(group->valstr!=NULL){
  8966. aFree(group->valstr);
  8967. group->valstr=NULL;
  8968. }
  8969. map_freeblock((struct block_list*)group->unit);
  8970. group->unit=NULL;
  8971. group->group_id=0;
  8972. group->unit_count=0;
  8973. //Locate and clear this unit from the array.
  8974. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  8975. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  8976. j--;
  8977. if (i<MAX_SKILLUNITGROUP) {
  8978. ud->skillunit[i] = ud->skillunit[j];
  8979. ud->skillunit[j] = NULL;
  8980. ers_free(skill_unit_ers, group);
  8981. } else
  8982. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  8983. return 1;
  8984. }
  8985. /*==========================================
  8986. *
  8987. *------------------------------------------
  8988. */
  8989. int skill_clear_unitgroup (struct block_list *src)
  8990. {
  8991. struct unit_data *ud = unit_bl2ud(src);
  8992. nullpo_retr(0, ud);
  8993. while (ud->skillunit[0])
  8994. skill_delunitgroup(src, ud->skillunit[0]);
  8995. return 1;
  8996. }
  8997. /*==========================================
  8998. *
  8999. *------------------------------------------
  9000. */
  9001. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9002. {
  9003. int i,j=-1,k,s,id;
  9004. struct unit_data *ud;
  9005. struct skill_unit_group_tickset *set;
  9006. nullpo_retr(0, bl);
  9007. if (group->interval==-1)
  9008. return NULL;
  9009. ud = unit_bl2ud(bl);
  9010. if (!ud) return NULL;
  9011. set = ud->skillunittick;
  9012. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9013. id = s = group->skill_id;
  9014. else
  9015. id = s = group->group_id;
  9016. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9017. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9018. if (set[k].id == id)
  9019. return &set[k];
  9020. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9021. j=k;
  9022. }
  9023. if (j == -1) {
  9024. if(battle_config.error_log) {
  9025. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9026. }
  9027. j = id % MAX_SKILLUNITGROUPTICKSET;
  9028. }
  9029. set[j].id = id;
  9030. set[j].tick = tick;
  9031. return &set[j];
  9032. }
  9033. /*==========================================
  9034. *
  9035. *------------------------------------------
  9036. */
  9037. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  9038. {
  9039. struct skill_unit *unit;
  9040. struct skill_unit_group *group;
  9041. unsigned int tick;
  9042. unit = va_arg(ap,struct skill_unit *);
  9043. tick = va_arg(ap,unsigned int);
  9044. if (!unit->alive || bl->prev==NULL)
  9045. return 0;
  9046. nullpo_retr(0, group=unit->group);
  9047. if (skill_get_type(group->skill_id)==BF_MAGIC
  9048. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9049. return 0; //AoE skills are ineffective. [Skotlex]
  9050. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9051. return 0;
  9052. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  9053. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  9054. //Values will be restored on proper switch case.
  9055. int id = group->unit_id;
  9056. unit->val1 = group->skill_id;
  9057. if (unit->val2&UF_SONG) {
  9058. group->unit_id = UNT_DISSONANCE;
  9059. group->skill_id = BA_DISSONANCE;
  9060. } else {
  9061. group->unit_id = UNT_UGLYDANCE;
  9062. group->skill_id = DC_UGLYDANCE;
  9063. }
  9064. skill_unit_onplace_timer(unit,bl,tick);
  9065. group->unit_id = id;
  9066. group->skill_id = unit->val1;
  9067. } else
  9068. skill_unit_onplace_timer(unit,bl,tick);
  9069. return 0;
  9070. }
  9071. /*==========================================
  9072. *
  9073. *------------------------------------------
  9074. */
  9075. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  9076. {
  9077. struct skill_unit *unit;
  9078. struct skill_unit_group *group;
  9079. unsigned int tick;
  9080. unit=(struct skill_unit *)bl;
  9081. tick=va_arg(ap,unsigned int);
  9082. if(!unit->alive)
  9083. return 0;
  9084. group=unit->group;
  9085. nullpo_retr(0, group);
  9086. if (unit->range>=0 && group->interval!=-1) {
  9087. if (battle_config.skill_wall_check)
  9088. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9089. group->bl_flag,bl,tick);
  9090. else
  9091. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range,
  9092. group->bl_flag,bl,tick);
  9093. if (!unit->alive)
  9094. return 0;
  9095. }
  9096. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
  9097. switch(group->unit_id){
  9098. case UNT_BLASTMINE:
  9099. group->unit_id = UNT_USED_TRAPS;
  9100. clif_changetraplook(bl, UNT_USED_TRAPS);
  9101. group->limit=DIFF_TICK(tick+1500,group->tick);
  9102. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9103. break;
  9104. case UNT_SKIDTRAP:
  9105. case UNT_ANKLESNARE:
  9106. case UNT_LANDMINE:
  9107. case UNT_SHOCKWAVE:
  9108. case UNT_SANDMAN:
  9109. case UNT_FLASHER:
  9110. case UNT_FREEZINGTRAP:
  9111. case UNT_CLAYMORETRAP:
  9112. case UNT_TALKIEBOX:
  9113. {
  9114. struct block_list *src=map_id2bl(group->src_id);
  9115. if(group->unit_id == UNT_ANKLESNARE && group->val2);
  9116. else{
  9117. if(src && src->type==BL_PC && !group->state.into_abyss)
  9118. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9119. struct item item_tmp;
  9120. memset(&item_tmp,0,sizeof(item_tmp));
  9121. item_tmp.nameid=1065;
  9122. item_tmp.identify=1;
  9123. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);
  9124. }
  9125. }
  9126. skill_delunit(unit);
  9127. }
  9128. break;
  9129. case 0xc1:
  9130. case 0xc2:
  9131. case 0xc3:
  9132. case 0xc4:
  9133. {
  9134. struct block_list *src=map_id2bl(group->src_id);
  9135. if (src)
  9136. group->tick = tick;
  9137. }
  9138. break;
  9139. default:
  9140. skill_delunit(unit);
  9141. }
  9142. }
  9143. if(group->unit_id == UNT_ICEWALL) {
  9144. unit->val1 -= 5;
  9145. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9146. unit->limit = DIFF_TICK(tick+700,group->tick);
  9147. } else
  9148. if (group->unit_id == UNT_TATAMIGAESHI && unit->range>=0)
  9149. { //Disable processed cell.
  9150. unit->range = -1;
  9151. if (--group->val1 <= 0)
  9152. { //All tiles were processed, disable skill.
  9153. group->target_flag=BCT_NOONE;
  9154. group->bl_flag= 0;
  9155. }
  9156. }
  9157. return 0;
  9158. }
  9159. /*==========================================
  9160. *
  9161. *------------------------------------------
  9162. */
  9163. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9164. {
  9165. map_freeblock_lock();
  9166. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9167. map_freeblock_unlock();
  9168. return 0;
  9169. }
  9170. /*==========================================
  9171. *
  9172. *------------------------------------------
  9173. */
  9174. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  9175. {
  9176. struct skill_unit *unit = (struct skill_unit *)bl;
  9177. struct skill_unit_group *group;
  9178. struct block_list *target;
  9179. unsigned int tick,flag,result;
  9180. int skill_id,unit_id=0; //Set to 0 to shut-up compiler warnings.
  9181. target=va_arg(ap,struct block_list*);
  9182. tick = va_arg(ap,unsigned int);
  9183. flag = va_arg(ap,int);
  9184. nullpo_retr(0, group=unit->group);
  9185. if (!unit->alive || target->prev==NULL)
  9186. return 0;
  9187. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9188. skill_id = unit->group->skill_id;
  9189. if (unit->group->interval!=-1 &&
  9190. !(skill_get_unit_flag(skill_id)&UF_DUALMODE)) //Skills in dual mode have to trigger both. [Skotlex]
  9191. return 0;
  9192. //Target-type check.
  9193. if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0))
  9194. {
  9195. if(group->src_id == target->id && group->state.song_dance&0x2)
  9196. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9197. if (flag&1)
  9198. {
  9199. if (flag&2)
  9200. { //Clear skill ids we have stored in onout.
  9201. int i;
  9202. for(i=0; i<8 && skill_unit_temp[i]!=skill_id; i++);
  9203. if (i<8)
  9204. skill_unit_temp[i] = 0;
  9205. }
  9206. }
  9207. else
  9208. {
  9209. if (flag&2 && skill_unit_index < 7) //Store this unit id.
  9210. skill_unit_temp[skill_unit_index++] = skill_id;
  9211. }
  9212. if (flag&4)
  9213. skill_unit_onleft(skill_id,target,tick);
  9214. }
  9215. return 0;
  9216. }
  9217. if (group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE)
  9218. { //Treat this group as if it were BA_DISSONANCE/DC_UGLYDANCE.
  9219. //Values will be restored on proper switch case.
  9220. flag|=64; //Signal to remember to restore it.
  9221. unit_id = group->unit_id;
  9222. unit->val1 = group->skill_id;
  9223. if (unit->val2&UF_SONG) {
  9224. group->unit_id = UNT_DISSONANCE;
  9225. group->skill_id = BA_DISSONANCE;
  9226. } else {
  9227. group->unit_id = UNT_UGLYDANCE;
  9228. group->skill_id = DC_UGLYDANCE;
  9229. }
  9230. }
  9231. if (flag&1)
  9232. {
  9233. result = skill_unit_onplace(unit,target,tick);
  9234. if (flag&2 && result)
  9235. { //Clear skill ids we have stored in onout.
  9236. int i;
  9237. for(i=0; i<8 && skill_unit_temp[i]!=result; i++);
  9238. if (i<8)
  9239. skill_unit_temp[i] = 0;
  9240. }
  9241. }
  9242. else
  9243. {
  9244. result = skill_unit_onout(unit,target,tick);
  9245. if (flag&2 && skill_unit_index < 7 && result) //Store this unit id.
  9246. skill_unit_temp[skill_unit_index++] = result;
  9247. }
  9248. if (flag&64)
  9249. { //TODO: Normally, this is dangerous since the unit and group could be freed
  9250. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9251. //cells do not get deleted within them. [Skotlex]
  9252. skill_id = group->skill_id;
  9253. group->unit_id = unit_id;
  9254. group->skill_id = unit->val1;
  9255. }
  9256. if (flag&4)
  9257. skill_unit_onleft(skill_id,target,tick);
  9258. return 1;
  9259. }
  9260. /*==========================================
  9261. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9262. * Flag values:
  9263. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9264. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9265. * units to figure out when they have left a group.
  9266. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9267. *------------------------------------------
  9268. */
  9269. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9270. {
  9271. nullpo_retr(0, bl);
  9272. if(bl->prev==NULL )
  9273. return 0;
  9274. if (flag&2 && !(flag&1))
  9275. { //Onout, clear data
  9276. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9277. skill_unit_index=0;
  9278. }
  9279. map_foreachincell(skill_unit_move_sub,
  9280. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9281. if (flag&2 && flag&1)
  9282. { //Onplace, check any skill units you have left.
  9283. int i;
  9284. for (i=0; i< 8 && skill_unit_temp[i]>0; i++)
  9285. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9286. }
  9287. return 0;
  9288. }
  9289. /*==========================================
  9290. *
  9291. *------------------------------------------
  9292. */
  9293. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9294. {
  9295. int i,j;
  9296. unsigned int tick = gettick();
  9297. int *m_flag;
  9298. struct skill_unit *unit1;
  9299. struct skill_unit *unit2;
  9300. nullpo_retr(0, group);
  9301. if (group->unit_count<=0)
  9302. return 0;
  9303. if (group->unit==NULL)
  9304. return 0;
  9305. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9306. return 0;
  9307. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9308. // m_flag
  9309. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9310. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9311. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9312. // 3: Both 1+2.
  9313. for(i=0;i<group->unit_count;i++){
  9314. unit1=&group->unit[i];
  9315. if (!unit1->alive || unit1->bl.m!=m)
  9316. continue;
  9317. for(j=0;j<group->unit_count;j++){
  9318. unit2=&group->unit[j];
  9319. if (!unit2->alive)
  9320. continue;
  9321. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9322. m_flag[i] |= 0x1;
  9323. }
  9324. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9325. m_flag[i] |= 0x2;
  9326. }
  9327. }
  9328. }
  9329. j = 0;
  9330. for (i=0;i<group->unit_count;i++) {
  9331. unit1=&group->unit[i];
  9332. if (!unit1->alive)
  9333. continue;
  9334. if (!(m_flag[i]&0x2)) {
  9335. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9336. skill_dance_overlap(unit1, 0);
  9337. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9338. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9339. }
  9340. //Move Cell using "smart" criteria (avoid useless moving around)
  9341. switch(m_flag[i])
  9342. {
  9343. case 0:
  9344. //Cell moves independently, safely move it.
  9345. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9346. break;
  9347. case 1:
  9348. //Cell moves unto another cell, look for a replacement cell that won't collide
  9349. //and has no cell moving into it (flag == 2)
  9350. for(;j<group->unit_count;j++)
  9351. {
  9352. if(m_flag[j]!=2 || !group->unit[j].alive)
  9353. continue;
  9354. //Move to where this cell would had moved.
  9355. unit2 = &group->unit[j];
  9356. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9357. j++; //Skip this cell as we have used it.
  9358. break;
  9359. }
  9360. break;
  9361. case 2:
  9362. case 3:
  9363. break; //Don't move the cell as a cell will end on this tile anyway.
  9364. }
  9365. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9366. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9367. skill_dance_overlap(unit1, 1);
  9368. clif_skill_setunit(unit1);
  9369. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9370. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9371. }
  9372. }
  9373. aFree(m_flag);
  9374. return 0;
  9375. }
  9376. /*----------------------------------------------------------------------------
  9377. *
  9378. *----------------------------------------------------------------------------
  9379. */
  9380. /*==========================================
  9381. *
  9382. *------------------------------------------
  9383. */
  9384. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9385. {
  9386. int i,j;
  9387. nullpo_retr(0, sd);
  9388. if(nameid<=0)
  9389. return 0;
  9390. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9391. if(skill_produce_db[i].nameid == nameid )
  9392. break;
  9393. }
  9394. if( i >= MAX_SKILL_PRODUCE_DB )
  9395. return 0;
  9396. if(trigger>=0){
  9397. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9398. if(skill_produce_db[i].itemlv!=trigger)
  9399. return 0;
  9400. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9401. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9402. return 0;
  9403. } else { // Weapon (itemlv must be higher or equal)
  9404. if(skill_produce_db[i].itemlv>trigger)
  9405. return 0;
  9406. }
  9407. }
  9408. if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
  9409. return 0;
  9410. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9411. int id,x,y;
  9412. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9413. continue;
  9414. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9415. if(pc_search_inventory(sd,id) < 0)
  9416. return 0;
  9417. }
  9418. else {
  9419. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9420. if( sd->status.inventory[y].nameid == id )
  9421. x+=sd->status.inventory[y].amount;
  9422. if(x<qty*skill_produce_db[i].mat_amount[j])
  9423. return 0;
  9424. }
  9425. }
  9426. return i+1;
  9427. }
  9428. /*==========================================
  9429. *
  9430. *------------------------------------------
  9431. */
  9432. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9433. {
  9434. int slot[3];
  9435. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9436. struct status_data *status;
  9437. nullpo_retr(0, sd);
  9438. status = status_get_status_data(&sd->bl);
  9439. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9440. return 0;
  9441. idx--;
  9442. if (qty < 1)
  9443. qty = 1;
  9444. if (!skill_id) //A skill can be specified for some override cases.
  9445. skill_id = skill_produce_db[idx].req_skill;
  9446. slot[0]=slot1;
  9447. slot[1]=slot2;
  9448. slot[2]=slot3;
  9449. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9450. int j;
  9451. if( slot[i]<=0 )
  9452. continue;
  9453. j = pc_search_inventory(sd,slot[i]);
  9454. if(j < 0)
  9455. continue;
  9456. if(slot[i]==1000){ /* Star Crumb */
  9457. pc_delitem(sd,j,1,1);
  9458. sc++;
  9459. }
  9460. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9461. static const int ele_table[4]={3,1,4,2};
  9462. pc_delitem(sd,j,1,1);
  9463. ele=ele_table[slot[i]-994];
  9464. }
  9465. }
  9466. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9467. int j,id,x;
  9468. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9469. continue;
  9470. x=qty*skill_produce_db[idx].mat_amount[i];
  9471. do{
  9472. int y=0;
  9473. j = pc_search_inventory(sd,id);
  9474. if(j >= 0){
  9475. y = sd->status.inventory[j].amount;
  9476. if(y>x)y=x;
  9477. pc_delitem(sd,j,y,0);
  9478. }else {
  9479. if(battle_config.error_log)
  9480. ShowError("skill_produce_mix: material item error\n");
  9481. }
  9482. x-=y;
  9483. }while( j>=0 && x>0 );
  9484. }
  9485. if((equip=itemdb_isequip(nameid)))
  9486. wlv = itemdb_wlv(nameid);
  9487. if(!equip) {
  9488. switch(skill_id){
  9489. case BS_IRON:
  9490. case BS_STEEL:
  9491. case BS_ENCHANTEDSTONE:
  9492. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9493. i = pc_checkskill(sd,skill_id);
  9494. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9495. switch(nameid){
  9496. case 998: // Iron
  9497. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9498. break;
  9499. case 999: // Steel
  9500. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9501. break;
  9502. case 1000: //Star Crumb
  9503. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9504. break;
  9505. default: // Enchanted Stones
  9506. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9507. break;
  9508. }
  9509. break;
  9510. case ASC_CDP:
  9511. make_per = (2000 + 40*status->dex + 20*status->luk);
  9512. break;
  9513. case AL_HOLYWATER:
  9514. make_per = 100000; //100% success
  9515. break;
  9516. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9517. case AM_TWILIGHT1:
  9518. case AM_TWILIGHT2:
  9519. case AM_TWILIGHT3:
  9520. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9521. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9522. + status->int_*5 + status->dex*10+status->luk*10;
  9523. switch(nameid){
  9524. case 501: // Red Potion
  9525. case 503: // Yellow Potion
  9526. case 504: // White Potion
  9527. case 605: // Anodyne
  9528. case 606: // Aloevera
  9529. make_per += 2000;
  9530. break;
  9531. case 505: // Blue Potion
  9532. make_per -= 500;
  9533. break;
  9534. case 545: // Condensed Red Potion
  9535. case 546: // Condensed Yellow Potion
  9536. case 547: // Condensed White Potion
  9537. make_per -= 1000;
  9538. break;
  9539. case 970: // Alcohol
  9540. make_per += 1000;
  9541. break;
  9542. case 7139: // Glistening Coat
  9543. make_per -= 1000;
  9544. break;
  9545. case 7135: // Bottle Grenade
  9546. case 7136: // Acid Bottle
  9547. case 7137: // Plant Bottle
  9548. case 7138: // Marine Sphere Bottle
  9549. default:
  9550. break;
  9551. }
  9552. if(battle_config.pp_rate != 100)
  9553. make_per = make_per * battle_config.pp_rate / 100;
  9554. break;
  9555. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9556. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9557. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9558. switch(nameid){
  9559. case 12114:
  9560. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9561. if (flag > 0)
  9562. make_per += 1000*flag-500;
  9563. break;
  9564. case 12115:
  9565. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9566. if (flag > 0)
  9567. make_per += 1000*flag-500;
  9568. break;
  9569. case 12116:
  9570. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9571. if (flag > 0)
  9572. make_per += 1000*flag-500;
  9573. break;
  9574. case 12117:
  9575. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9576. if (flag > 0)
  9577. make_per += 1000*flag-500;
  9578. break;
  9579. }
  9580. break;
  9581. default:
  9582. if (sd->menuskill_id == AM_PHARMACY &&
  9583. sd->menuskill_lv > 10 && sd->menuskill_lv <= 20)
  9584. { //Assume Cooking Dish
  9585. if (sd->menuskill_lv >= 15) //Legendary Cooking Set.
  9586. make_per = 10000; //100% Success
  9587. else
  9588. make_per = 1200*(sd->menuskill_lv-10) //12% chance per set level.
  9589. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9590. break;
  9591. }
  9592. make_per = 5000;
  9593. break;
  9594. }
  9595. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9596. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9597. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9598. 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
  9599. 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
  9600. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9601. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9602. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9603. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9604. if(battle_config.wp_rate != 100)
  9605. make_per = make_per * battle_config.wp_rate / 100;
  9606. }
  9607. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9608. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9609. make_per = (make_per * 80) / 100; //Lupus
  9610. if(make_per < 1) make_per = 1;
  9611. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9612. struct item tmp_item;
  9613. memset(&tmp_item,0,sizeof(tmp_item));
  9614. tmp_item.nameid=nameid;
  9615. tmp_item.amount=1;
  9616. tmp_item.identify=1;
  9617. if(equip){
  9618. tmp_item.card[0]=CARD0_FORGE;
  9619. tmp_item.card[1]=((sc*5)<<8)+ele;
  9620. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9621. tmp_item.card[3]=GetWord(sd->char_id,1);
  9622. } else {
  9623. //Flag is only used on the end, so it can be used here. [Skotlex]
  9624. switch (skill_id) {
  9625. case AM_PHARMACY:
  9626. case AM_TWILIGHT1:
  9627. case AM_TWILIGHT2:
  9628. case AM_TWILIGHT3:
  9629. flag = battle_config.produce_potion_name_input;
  9630. break;
  9631. case AL_HOLYWATER:
  9632. flag = battle_config.holywater_name_input;
  9633. break;
  9634. case ASC_CDP:
  9635. flag = battle_config.cdp_name_input;
  9636. break;
  9637. default:
  9638. flag = battle_config.produce_item_name_input;
  9639. break;
  9640. }
  9641. if (flag) {
  9642. tmp_item.card[0]=CARD0_CREATE;
  9643. tmp_item.card[1]=0;
  9644. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9645. tmp_item.card[3]=GetWord(sd->char_id,1);
  9646. }
  9647. }
  9648. // if(log_config.produce > 0)
  9649. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9650. //TODO update PICKLOG
  9651. if(equip){
  9652. clif_produceeffect(sd,0,nameid);
  9653. clif_misceffect(&sd->bl,3);
  9654. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9655. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9656. } else {
  9657. int fame = 0;
  9658. tmp_item.amount = 0;
  9659. for (i=0; i< qty; i++)
  9660. { //Apply quantity modifiers.
  9661. if (rand()%10000 < make_per || qty == 1)
  9662. { //Success
  9663. tmp_item.amount++;
  9664. if(nameid < 545 || nameid > 547)
  9665. continue;
  9666. if(skill_id != AM_PHARMACY &&
  9667. skill_id != AM_TWILIGHT1 &&
  9668. skill_id != AM_TWILIGHT2 &&
  9669. skill_id != AM_TWILIGHT3)
  9670. continue;
  9671. //Add fame as needed.
  9672. switch(++sd->potion_success_counter) {
  9673. case 3:
  9674. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9675. break;
  9676. case 5:
  9677. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9678. break;
  9679. case 7:
  9680. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9681. break;
  9682. case 10:
  9683. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9684. sd->potion_success_counter = 0;
  9685. break;
  9686. }
  9687. } else //Failure
  9688. sd->potion_success_counter = 0;
  9689. }
  9690. if (fame)
  9691. pc_addfame(sd,fame);
  9692. //Visual effects and the like.
  9693. switch (skill_id) {
  9694. case AM_PHARMACY:
  9695. case AM_TWILIGHT1:
  9696. case AM_TWILIGHT2:
  9697. case AM_TWILIGHT3:
  9698. case ASC_CDP:
  9699. clif_produceeffect(sd,2,nameid);
  9700. clif_misceffect(&sd->bl,5);
  9701. break;
  9702. case BS_IRON:
  9703. case BS_STEEL:
  9704. case BS_ENCHANTEDSTONE:
  9705. clif_produceeffect(sd,0,nameid);
  9706. clif_misceffect(&sd->bl,3);
  9707. break;
  9708. default: //Those that don't require a skill?
  9709. if (skill_produce_db[idx].itemlv>10 &&
  9710. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9711. clif_specialeffect(&sd->bl, 608, AREA);
  9712. break;
  9713. }
  9714. }
  9715. if (tmp_item.amount) { //Success
  9716. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9717. clif_additem(sd,0,0,flag);
  9718. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9719. }
  9720. return 1;
  9721. }
  9722. }
  9723. //Failure
  9724. // if(log_config.produce)
  9725. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9726. //TODO update PICKLOG
  9727. if(equip){
  9728. clif_produceeffect(sd,1,nameid);
  9729. clif_misceffect(&sd->bl,2);
  9730. } else {
  9731. switch (skill_id) {
  9732. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9733. status_percent_damage(NULL, &sd->bl, -25, 0);
  9734. case AM_PHARMACY:
  9735. case AM_TWILIGHT1:
  9736. case AM_TWILIGHT2:
  9737. case AM_TWILIGHT3:
  9738. clif_produceeffect(sd,3,nameid);
  9739. clif_misceffect(&sd->bl,6);
  9740. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9741. break;
  9742. case BS_IRON:
  9743. case BS_STEEL:
  9744. case BS_ENCHANTEDSTONE:
  9745. clif_produceeffect(sd,1,nameid);
  9746. clif_misceffect(&sd->bl,2);
  9747. break;
  9748. default:
  9749. if (skill_produce_db[idx].itemlv>10 &&
  9750. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9751. clif_specialeffect(&sd->bl, 609, AREA);
  9752. }
  9753. }
  9754. return 0;
  9755. }
  9756. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9757. {
  9758. int i,j,flag,index=-1;
  9759. struct item tmp_item;
  9760. nullpo_retr(0, sd);
  9761. if(nameid <= 0)
  9762. return 1;
  9763. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9764. if(nameid == skill_arrow_db[i].nameid) {
  9765. index = i;
  9766. break;
  9767. }
  9768. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9769. return 1;
  9770. pc_delitem(sd,j,1,0);
  9771. for(i=0;i<5;i++) {
  9772. memset(&tmp_item,0,sizeof(tmp_item));
  9773. tmp_item.identify = 1;
  9774. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9775. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9776. if(battle_config.making_arrow_name_input) {
  9777. tmp_item.card[0]=CARD0_CREATE;
  9778. tmp_item.card[1]=0;
  9779. tmp_item.card[2]=GetWord(sd->char_id,0); // CharId
  9780. tmp_item.card[3]=GetWord(sd->char_id,1);
  9781. }
  9782. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9783. continue;
  9784. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9785. clif_additem(sd,0,0,flag);
  9786. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9787. }
  9788. }
  9789. return 0;
  9790. }
  9791. /*==========================================
  9792. *
  9793. *------------------------------------------
  9794. */
  9795. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  9796. {
  9797. struct map_session_data *sd = map_id2sd(id);
  9798. if (data <= 0 || data >= MAX_SKILL)
  9799. return 0;
  9800. if (sd) sd->blockskill[data] = 0;
  9801. return 1;
  9802. }
  9803. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  9804. {
  9805. nullpo_retr (-1, sd);
  9806. if (skillid >= GD_SKILLBASE)
  9807. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9808. if (skillid >= HM_SKILLBASE) //[orn]
  9809. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9810. if (skillid < 1 || skillid > MAX_SKILL)
  9811. return -1;
  9812. sd->blockskill[skillid] = 1;
  9813. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  9814. }
  9815. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  9816. {
  9817. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  9818. if (data <= 0 || data >= MAX_SKILL)
  9819. return 0;
  9820. if (hd) hd->blockskill[data] = 0;
  9821. return 1;
  9822. }
  9823. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  9824. {
  9825. nullpo_retr (-1, hd);
  9826. if (skillid >= GD_SKILLBASE)
  9827. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  9828. if (skillid >= HM_SKILLBASE) //[orn]
  9829. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  9830. if (skillid < 1 || skillid > MAX_SKILL)
  9831. return -1;
  9832. hd->blockskill[skillid] = 1;
  9833. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  9834. }
  9835. /*----------------------------------------------------------------------------
  9836. *
  9837. */
  9838. /*
  9839. *
  9840. */
  9841. int skill_split_str (char *str, char **val, int num)
  9842. {
  9843. int i;
  9844. for (i=0; i<num && str; i++){
  9845. val[i] = str;
  9846. str = strchr(str,',');
  9847. if (str)
  9848. *str++=0;
  9849. }
  9850. return i;
  9851. }
  9852. /*
  9853. *
  9854. */
  9855. int skill_split_atoi (char *str, int *val)
  9856. {
  9857. int i, j, diff, step = 1;
  9858. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  9859. if (!str) break;
  9860. val[i] = atoi(str);
  9861. str = strchr(str,':');
  9862. if (str)
  9863. *str++=0;
  9864. }
  9865. if(i==0) //No data found.
  9866. return 0;
  9867. if(i==1)
  9868. { //Single value, have the whole range have the same value.
  9869. for (; i < MAX_SKILL_LEVEL; i++)
  9870. val[i] = val[i-1];
  9871. return i;
  9872. }
  9873. //Check for linear change with increasing steps until we reach half of the data acquired.
  9874. for (step = 1; step <= i/2; step++)
  9875. {
  9876. diff = val[i-1] - val[i-step-1];
  9877. for(j = i-1; j >= step; j--)
  9878. if ((val[j]-val[j-step]) != diff)
  9879. break;
  9880. if (j>=step) //No match, try next step.
  9881. continue;
  9882. for(; i < MAX_SKILL_LEVEL; i++)
  9883. { //Apply linear increase
  9884. val[i] = val[i-step]+diff;
  9885. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  9886. { val[i] = 1; diff = 0; step = 1; }
  9887. }
  9888. return i;
  9889. }
  9890. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  9891. for (;i<MAX_SKILL_LEVEL; i++)
  9892. val[i] = val[i-1];
  9893. return i;
  9894. }
  9895. /*
  9896. *
  9897. */
  9898. void skill_init_unit_layout (void)
  9899. {
  9900. int i,j,size,pos = 0;
  9901. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  9902. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  9903. size = i*2+1;
  9904. skill_unit_layout[i].count = size*size;
  9905. for (j=0; j<size*size; j++) {
  9906. skill_unit_layout[i].dx[j] = (j%size-i);
  9907. skill_unit_layout[i].dy[j] = (j/size-i);
  9908. }
  9909. }
  9910. pos = i;
  9911. for (i=0;i<MAX_SKILL_DB;i++) {
  9912. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  9913. continue;
  9914. switch (i) {
  9915. case MG_FIREWALL:
  9916. case WZ_ICEWALL:
  9917. break;
  9918. case PR_SANCTUARY:
  9919. {
  9920. static const int dx[] = {
  9921. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  9922. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  9923. static const int dy[]={
  9924. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  9925. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  9926. skill_unit_layout[pos].count = 21;
  9927. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9928. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9929. break;
  9930. }
  9931. case PR_MAGNUS:
  9932. {
  9933. static const int dx[] = {
  9934. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9935. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9936. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  9937. static const int dy[] = {
  9938. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9939. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9940. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  9941. skill_unit_layout[pos].count = 33;
  9942. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9943. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9944. break;
  9945. }
  9946. case AS_VENOMDUST:
  9947. {
  9948. static const int dx[] = {-1, 0, 0, 0, 1};
  9949. static const int dy[] = { 0,-1, 0, 1, 0};
  9950. skill_unit_layout[pos].count = 5;
  9951. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9952. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9953. break;
  9954. }
  9955. case CR_GRANDCROSS:
  9956. case NPC_GRANDDARKNESS:
  9957. {
  9958. static const int dx[] = {
  9959. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  9960. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  9961. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  9962. static const int dy[] = {
  9963. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  9964. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  9965. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  9966. skill_unit_layout[pos].count = 29;
  9967. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9968. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9969. break;
  9970. }
  9971. case PF_FOGWALL:
  9972. {
  9973. static const int dx[] = {
  9974. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  9975. static const int dy[] = {
  9976. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  9977. skill_unit_layout[pos].count = 15;
  9978. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9979. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9980. break;
  9981. }
  9982. case PA_GOSPEL:
  9983. {
  9984. static const int dx[] = {
  9985. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  9986. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  9987. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  9988. -1, 0, 1};
  9989. static const int dy[] = {
  9990. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  9991. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  9992. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  9993. 3, 3, 3};
  9994. skill_unit_layout[pos].count = 33;
  9995. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  9996. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  9997. break;
  9998. }
  9999. case NJ_KAENSIN:
  10000. {
  10001. 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};
  10002. 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};
  10003. skill_unit_layout[pos].count = 24;
  10004. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10005. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10006. break;
  10007. }
  10008. case NJ_TATAMIGAESHI:
  10009. {
  10010. //Level 1 (count 4, cross of 3x3)
  10011. static const int dx1[] = {-1, 1, 0, 0};
  10012. static const int dy1[] = { 0, 0,-1, 1};
  10013. //Level 2-3 (count 8, cross of 5x5)
  10014. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10015. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10016. //Level 4-5 (count 12, cross of 7x7
  10017. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10018. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10019. //lv1
  10020. j = 0;
  10021. skill_unit_layout[pos].count = 4;
  10022. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10023. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10024. skill_db[i].unit_layout_type[j] = pos;
  10025. //lv2/3
  10026. j++;
  10027. pos++;
  10028. skill_unit_layout[pos].count = 8;
  10029. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10030. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10031. skill_db[i].unit_layout_type[j] = pos;
  10032. skill_db[i].unit_layout_type[++j] = pos;
  10033. //lv4/5
  10034. j++;
  10035. pos++;
  10036. skill_unit_layout[pos].count = 12;
  10037. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10038. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10039. skill_db[i].unit_layout_type[j] = pos;
  10040. skill_db[i].unit_layout_type[++j] = pos;
  10041. //Fill in the rest using lv 5.
  10042. for (;j<MAX_SKILL_LEVEL;j++)
  10043. skill_db[i].unit_layout_type[j] = pos;
  10044. //Skip, this way the check below will fail and continue to the next skill.
  10045. pos++;
  10046. break;
  10047. }
  10048. default:
  10049. ShowError("unknown unit layout at skill %d\n",i);
  10050. break;
  10051. }
  10052. if (!skill_unit_layout[pos].count)
  10053. continue;
  10054. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10055. skill_db[i].unit_layout_type[j] = pos;
  10056. pos++;
  10057. }
  10058. firewall_unit_pos = pos;
  10059. for (i=0;i<8;i++) {
  10060. if (i&1) {
  10061. skill_unit_layout[pos].count = 5;
  10062. if (i&0x2) {
  10063. int dx[] = {-1,-1, 0, 0, 1};
  10064. int dy[] = { 1, 0, 0,-1,-1};
  10065. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10066. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10067. } else {
  10068. int dx[] = { 1, 1 ,0, 0,-1};
  10069. int dy[] = { 1, 0, 0,-1,-1};
  10070. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10071. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10072. }
  10073. } else {
  10074. skill_unit_layout[pos].count = 3;
  10075. if (i%4==0) {
  10076. int dx[] = {-1, 0, 1};
  10077. int dy[] = { 0, 0, 0};
  10078. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10079. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10080. } else {
  10081. int dx[] = { 0, 0, 0};
  10082. int dy[] = {-1, 0, 1};
  10083. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10084. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10085. }
  10086. }
  10087. pos++;
  10088. }
  10089. icewall_unit_pos = pos;
  10090. for (i=0;i<8;i++) {
  10091. skill_unit_layout[pos].count = 5;
  10092. if (i&1) {
  10093. if (i&0x2) {
  10094. int dx[] = {-2,-1, 0, 1, 2};
  10095. int dy[] = { 2, 1, 0,-1,-2};
  10096. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10097. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10098. } else {
  10099. int dx[] = { 2, 1 ,0,-1,-2};
  10100. int dy[] = { 2, 1, 0,-1,-2};
  10101. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10102. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10103. }
  10104. } else {
  10105. if (i%4==0) {
  10106. int dx[] = {-2,-1, 0, 1, 2};
  10107. int dy[] = { 0, 0, 0, 0, 0};
  10108. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10109. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10110. } else {
  10111. int dx[] = { 0, 0, 0, 0, 0};
  10112. int dy[] = {-2,-1, 0, 1, 2};
  10113. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10114. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10115. }
  10116. }
  10117. pos++;
  10118. }
  10119. }
  10120. /*==========================================
  10121. * DB reading.
  10122. * skill_db.txt
  10123. * skill_cast_db.txt
  10124. * produce_db.txt
  10125. * create_arrow_db.txt
  10126. * abra_db.txt
  10127. *------------------------------------------
  10128. */
  10129. int skill_readdb (void)
  10130. {
  10131. int i,j,k,l,m;
  10132. FILE *fp;
  10133. char line[1024],path[1024],*p;
  10134. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10135. memset(skill_db,0,sizeof(skill_db));
  10136. sprintf(path, "%s/skill_db.txt", db_path);
  10137. fp=fopen(path,"r");
  10138. if(fp==NULL){
  10139. ShowError("can't read %s\n", path);
  10140. return 1;
  10141. }
  10142. while(fgets(line,1020,fp)){
  10143. char *split[50];
  10144. if(line[0]=='/' && line[1]=='/')
  10145. continue;
  10146. j = skill_split_str(line,split,15);
  10147. if(j < 15 || split[14]==NULL)
  10148. continue;
  10149. i=atoi(split[0]);
  10150. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10151. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10152. continue;
  10153. }
  10154. if (i >= GD_SKILLBASE)
  10155. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10156. if (i >= HM_SKILLBASE) //[orn]
  10157. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10158. if(i<=0 || i>MAX_SKILL_DB)
  10159. continue;
  10160. skill_split_atoi(split[1],skill_db[i].range);
  10161. skill_db[i].hit=atoi(split[2]);
  10162. skill_db[i].inf=atoi(split[3]);
  10163. skill_db[i].pl=atoi(split[4]);
  10164. skill_db[i].nk=atoi(split[5]);
  10165. skill_split_atoi(split[6],skill_db[i].splash);
  10166. skill_db[i].max=atoi(split[7]);
  10167. skill_split_atoi(split[8],skill_db[i].num);
  10168. if(strcmpi(split[9],"yes") == 0)
  10169. skill_db[i].castcancel=1;
  10170. else
  10171. skill_db[i].castcancel=0;
  10172. skill_db[i].cast_def_rate=atoi(split[10]);
  10173. skill_db[i].inf2=atoi(split[11]);
  10174. skill_db[i].maxcount=atoi(split[12]);
  10175. if(strcmpi(split[13],"weapon") == 0)
  10176. skill_db[i].skill_type=BF_WEAPON;
  10177. else if(strcmpi(split[13],"magic") == 0)
  10178. skill_db[i].skill_type=BF_MAGIC;
  10179. else if(strcmpi(split[13],"misc") == 0)
  10180. skill_db[i].skill_type=BF_MISC;
  10181. else
  10182. skill_db[i].skill_type=0;
  10183. skill_split_atoi(split[14],skill_db[i].blewcount);
  10184. for (j = 0; skill_names[j].id != 0; j++)
  10185. if (skill_names[j].id == i) {
  10186. skill_db[i].name = skill_names[j].name;
  10187. skill_db[i].desc = skill_names[j].desc;
  10188. break;
  10189. }
  10190. }
  10191. fclose(fp);
  10192. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10193. sprintf(path, "%s/skill_require_db.txt", db_path);
  10194. fp=fopen(path,"r");
  10195. if(fp==NULL){
  10196. ShowError("can't read %s\n", path);
  10197. return 1;
  10198. }
  10199. while(fgets(line,1020,fp)){
  10200. char *split[50];
  10201. if(line[0]=='/' && line[1]=='/')
  10202. continue;
  10203. j = skill_split_str(line,split,32);
  10204. if(j < 32 || split[31]==NULL)
  10205. continue;
  10206. i=atoi(split[0]);
  10207. if (i >= GD_SKILLBASE)
  10208. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10209. if (i >= HM_SKILLBASE) //[orn]
  10210. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10211. if(i<=0 || i>MAX_SKILL_DB)
  10212. continue;
  10213. skill_split_atoi(split[1],skill_db[i].hp);
  10214. skill_split_atoi(split[2],skill_db[i].mhp);
  10215. skill_split_atoi(split[3],skill_db[i].sp);
  10216. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10217. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10218. skill_split_atoi(split[6],skill_db[i].zeny);
  10219. p = split[7];
  10220. for(j=0;j<32;j++){
  10221. l = atoi(p);
  10222. if (l==99) {
  10223. skill_db[i].weapon = 0xffffffff;
  10224. break;
  10225. }
  10226. else
  10227. skill_db[i].weapon |= 1<<l;
  10228. p=strchr(p,':');
  10229. if(!p)
  10230. break;
  10231. p++;
  10232. }
  10233. p = split[8];
  10234. for(j=0;j<32;j++){
  10235. l = atoi(p);
  10236. if (l)
  10237. skill_db[i].ammo |= 1<<l;
  10238. p=strchr(p,':');
  10239. if(!p)
  10240. break;
  10241. p++;
  10242. }
  10243. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10244. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10245. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10246. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10247. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10248. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10249. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10250. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10251. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10252. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10253. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10254. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10255. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10256. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10257. else skill_db[i].state=ST_NONE;
  10258. skill_split_atoi(split[11],skill_db[i].spiritball);
  10259. for (j = 0; j < 10; j++) {
  10260. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10261. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10262. }
  10263. }
  10264. fclose(fp);
  10265. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10266. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10267. fp=fopen(path,"r");
  10268. if(fp==NULL){
  10269. ShowError("can't read %s\n", path);
  10270. return 1;
  10271. }
  10272. l=0;
  10273. while(fgets(line,1020,fp)){
  10274. char *split[50];
  10275. l++;
  10276. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10277. if(line[0]=='/' && line[1]=='/')
  10278. continue;
  10279. j = skill_split_str(line,split,6);
  10280. if(split[0]==NULL || j<2)
  10281. continue; //Blank line.
  10282. if(split[5]==NULL || j<6) {
  10283. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10284. continue;
  10285. }
  10286. i=atoi(split[0]);
  10287. if (i >= GD_SKILLBASE)
  10288. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10289. if (i >= HM_SKILLBASE) //[orn]
  10290. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10291. if(i<=0 || i>MAX_SKILL_DB)
  10292. continue;
  10293. skill_split_atoi(split[1],skill_db[i].cast);
  10294. skill_split_atoi(split[2],skill_db[i].delay);
  10295. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10296. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10297. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10298. }
  10299. fclose(fp);
  10300. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10301. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10302. fp=fopen(path,"r");
  10303. if (fp==NULL) {
  10304. ShowError("can't read %s\n", path);
  10305. return 1;
  10306. }
  10307. k = 0;
  10308. while (fgets(line,1020,fp)) {
  10309. char *split[50];
  10310. if (line[0]=='/' && line[1]=='/')
  10311. continue;
  10312. j = skill_split_str(line,split,8);
  10313. if (split[7]==NULL || j<8)
  10314. continue;
  10315. i=atoi(split[0]);
  10316. if (i >= GD_SKILLBASE)
  10317. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10318. if (i >= HM_SKILLBASE) //[orn]
  10319. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10320. if(i<=0 || i>MAX_SKILL_DB)
  10321. continue;
  10322. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10323. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10324. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10325. skill_split_atoi(split[4],skill_db[i].unit_range);
  10326. skill_db[i].unit_interval = atoi(split[5]);
  10327. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10328. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10329. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10330. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10331. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10332. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10333. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10334. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10335. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10336. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10337. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10338. skill_db[i].unit_target=BCT_NOENEMY;
  10339. //By default, target just characters.
  10340. skill_db[i].unit_target |= BL_CHAR;
  10341. if (skill_db[i].unit_flag&UF_NOPC)
  10342. skill_db[i].unit_target &= ~BL_PC;
  10343. if (skill_db[i].unit_flag&UF_NOMOB)
  10344. skill_db[i].unit_target &= ~BL_MOB;
  10345. if (skill_db[i].unit_flag&UF_SKILL)
  10346. skill_db[i].unit_target |= BL_SKILL;
  10347. k++;
  10348. }
  10349. fclose(fp);
  10350. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10351. skill_init_unit_layout();
  10352. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10353. for(m=0;m<2;m++){
  10354. sprintf(path, "%s/%s", db_path, filename[m]);
  10355. fp=fopen(path,"r");
  10356. if(fp==NULL){
  10357. if(m>0)
  10358. continue;
  10359. ShowError("can't read %s\n",path);
  10360. return 1;
  10361. }
  10362. k=0;
  10363. while(fgets(line,1020,fp)){
  10364. char *split[6 + MAX_PRODUCE_RESOURCE * 2];
  10365. int x,y;
  10366. if(line[0]=='/' && line[1]=='/')
  10367. continue;
  10368. memset(split,0,sizeof(split));
  10369. j = skill_split_str(line,split,(3 + MAX_PRODUCE_RESOURCE * 2));
  10370. if(split[0]==0) //fixed by Lupus
  10371. continue;
  10372. i=atoi(split[0]);
  10373. if(i<=0) continue;
  10374. skill_produce_db[k].nameid=i;
  10375. skill_produce_db[k].itemlv=atoi(split[1]);
  10376. skill_produce_db[k].req_skill=atoi(split[2]);
  10377. for(x=3,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10378. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10379. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10380. }
  10381. k++;
  10382. if(k >= MAX_SKILL_PRODUCE_DB)
  10383. break;
  10384. }
  10385. fclose(fp);
  10386. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10387. }
  10388. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10389. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10390. fp=fopen(path,"r");
  10391. if(fp==NULL){
  10392. ShowError("can't read %s\n", path);
  10393. return 1;
  10394. }
  10395. k=0;
  10396. while(fgets(line,1020,fp)){
  10397. char *split[16];
  10398. int x,y;
  10399. if(line[0]=='/' && line[1]=='/')
  10400. continue;
  10401. memset(split,0,sizeof(split));
  10402. j = skill_split_str(line,split,13);
  10403. if(split[0]==0) //fixed by Lupus
  10404. continue;
  10405. i=atoi(split[0]);
  10406. if(i<=0)
  10407. continue;
  10408. skill_arrow_db[k].nameid=i;
  10409. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10410. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10411. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10412. }
  10413. k++;
  10414. if(k >= MAX_SKILL_ARROW_DB)
  10415. break;
  10416. }
  10417. fclose(fp);
  10418. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10419. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10420. sprintf(path, "%s/abra_db.txt", db_path);
  10421. fp=fopen(path,"r");
  10422. if(fp==NULL){
  10423. ShowError("can't read %s\n", path);
  10424. return 1;
  10425. }
  10426. k=0;
  10427. while(fgets(line,1020,fp)){
  10428. char *split[16];
  10429. if(line[0]=='/' && line[1]=='/')
  10430. continue;
  10431. memset(split,0,sizeof(split));
  10432. j = skill_split_str(line,split,13);
  10433. if(split[0]==0) //fixed by Lupus
  10434. continue;
  10435. i=atoi(split[0]);
  10436. if(i<=0)
  10437. continue;
  10438. skill_abra_db[i].req_lv=atoi(split[2]);
  10439. skill_abra_db[i].per=atoi(split[3]);
  10440. k++;
  10441. if(k >= MAX_SKILL_ABRA_DB)
  10442. break;
  10443. }
  10444. fclose(fp);
  10445. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10446. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10447. fp=fopen(path,"r");
  10448. if(fp==NULL){
  10449. ShowError("can't read %s\n", path);
  10450. return 1;
  10451. }
  10452. while(fgets(line,1020,fp)){
  10453. char *split[50];
  10454. if(line[0]=='/' && line[1]=='/')
  10455. continue;
  10456. memset(split,0,sizeof(split));
  10457. j = skill_split_str(line,split,3);
  10458. if(split[0]==0) //fixed by Lupus
  10459. continue;
  10460. i=atoi(split[0]);
  10461. if (i >= GD_SKILLBASE)
  10462. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10463. if(i<=0 || i>MAX_SKILL_DB)
  10464. continue;
  10465. skill_split_atoi(split[1],skill_db[i].castnodex);
  10466. if (!split[2])
  10467. continue;
  10468. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10469. }
  10470. fclose(fp);
  10471. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10472. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10473. fp=fopen(path,"r");
  10474. if(fp==NULL){
  10475. ShowError("can't read %s\n", path);
  10476. return 1;
  10477. }
  10478. k=0;
  10479. while(fgets(line,1020,fp)){
  10480. char *split[16];
  10481. if(line[0]=='/' && line[1]=='/')
  10482. continue;
  10483. memset(split,0,sizeof(split));
  10484. j = skill_split_str(line,split,2);
  10485. if(split[0]==0) //fixed by Lupus
  10486. continue;
  10487. i=atoi(split[0]);
  10488. if (i >= GD_SKILLBASE)
  10489. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10490. if(i<=0 || i>MAX_SKILL_DB)
  10491. continue;
  10492. skill_db[i].nocast|=atoi(split[1]);
  10493. k++;
  10494. }
  10495. fclose(fp);
  10496. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10497. return 0;
  10498. }
  10499. /*===============================================
  10500. * For reading leveluseskillspamount.txt [Celest]
  10501. *-----------------------------------------------
  10502. */
  10503. static int skill_read_skillspamount (void)
  10504. {
  10505. char *buf,*p;
  10506. struct skill_db *skill = NULL;
  10507. int s, idx, new_flag=1, level=1, sp=0;
  10508. buf=(char *) grfio_reads("data\\leveluseskillspamount.txt",&s);
  10509. if(buf==NULL)
  10510. return -1;
  10511. buf[s]=0;
  10512. for(p=buf;p-buf<s;){
  10513. char buf2[64];
  10514. if (sscanf(p,"%[@]",buf2) == 1) {
  10515. level = 1;
  10516. new_flag = 1;
  10517. } else if (new_flag && sscanf(p,"%[^#]#",buf2) == 1) {
  10518. for (idx=0; skill_names[idx].id != 0; idx++) {
  10519. if (strstr(buf2, skill_names[idx].name) != NULL) {
  10520. skill = &skill_db[ skill_names[idx].id ];
  10521. new_flag = 0;
  10522. break;
  10523. }
  10524. }
  10525. } else if (!new_flag && sscanf(p,"%d#",&sp) == 1) {
  10526. skill->sp[level-1]=sp;
  10527. level++;
  10528. }
  10529. p=strchr(p,10);
  10530. if(!p) break;
  10531. p++;
  10532. }
  10533. aFree(buf);
  10534. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","data\\leveluseskillspamount.txt");
  10535. return 0;
  10536. }
  10537. void skill_reload (void)
  10538. {
  10539. skill_readdb();
  10540. if (battle_config.skill_sp_override_grffile)
  10541. skill_read_skillspamount();
  10542. }
  10543. /*==========================================
  10544. *
  10545. *------------------------------------------
  10546. */
  10547. int do_init_skill (void)
  10548. {
  10549. skill_readdb();
  10550. skill_unit_ers = ers_new((uint32)sizeof(struct skill_unit_group));
  10551. skill_timer_ers = ers_new((uint32)sizeof(struct skill_timerskill));
  10552. if (battle_config.skill_sp_override_grffile)
  10553. skill_read_skillspamount();
  10554. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10555. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10556. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10557. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10558. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10559. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10560. return 0;
  10561. }
  10562. int do_final_skill(void)
  10563. {
  10564. ers_destroy(skill_unit_ers);
  10565. ers_destroy(skill_timer_ers);
  10566. return 0;
  10567. }