skill.c 361 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "clif.h"
  14. #include "pc.h"
  15. #include "status.h"
  16. #include "pet.h"
  17. #include "mercenary.h"
  18. #include "mob.h"
  19. #include "npc.h"
  20. #include "battle.h"
  21. #include "party.h"
  22. #include "itemdb.h"
  23. #include "script.h"
  24. #include "intif.h"
  25. #include "log.h"
  26. #include "chrif.h"
  27. #include "guild.h"
  28. #include "date.h"
  29. #include "unit.h"
  30. #include <stdio.h>
  31. #include <stdlib.h>
  32. #include <string.h>
  33. #include <time.h>
  34. #define SKILLUNITTIMER_INVERVAL 100
  35. //Guild Skills are shifted to these to make them stick into the skill array.
  36. #define GD_SKILLRANGEMIN 900
  37. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  38. #define HM_SKILLRANGEMIN 800
  39. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  40. int skill_names_id[MAX_SKILL_DB];
  41. const struct skill_name_db skill_names[] = {
  42. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow Repel" } ,
  43. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve Concentration" } ,
  44. { AC_DOUBLE, "AC_DOUBLE", "Double Strafe" } ,
  45. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow Crafting" } ,
  46. { AC_OWL, "AC_OWL", "Owl's Eye" } ,
  47. { AC_SHOWER, "AC_SHOWER", "Arrow Shower" } ,
  48. { AC_VULTURE, "AC_VULTURE", "Vulture's Eye" } ,
  49. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  50. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  51. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  52. { AL_CRUCIS, "AL_CRUCIS", "Signum Crusis" } ,
  53. { AL_CURE, "AL_CURE", "Cure" } ,
  54. { AL_DECAGI, "AL_DECAGI", "Decrease AGI" } ,
  55. { AL_DEMONBANE, "AL_DEMONBANE", "Demon Bane" } ,
  56. { AL_DP, "AL_DP", "Divine Protection" } ,
  57. { AL_HEAL, "AL_HEAL", "Heal" } ,
  58. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy Light" } ,
  59. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua Benedicta" } ,
  60. { AL_INCAGI, "AL_INCAGI", "Increase AGI" } ,
  61. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  62. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  63. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  64. { AL_WARP, "AL_WARP", "Warp Portal" } ,
  65. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid Terror" } ,
  66. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe Mastery" } ,
  67. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid Berserk Potion" } ,
  68. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  69. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call Homunculus" } ,
  70. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon Flora" } ,
  71. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic Armor" } ,
  72. { AM_CP_HELM, "AM_CP_HELM", "Biochemical Helm" } ,
  73. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized Shield" } ,
  74. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical Weapon" } ,
  75. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  76. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  77. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion Research" } ,
  78. { AM_PHARMACY, "AM_PHARMACY", "Prepare Potion" } ,
  79. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid Potion" } ,
  80. { AM_REST, "AM_REST", "Vaporize" } ,
  81. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus Resurrection" } ,
  82. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon Marine Sphere" } ,
  83. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight Pharmacy 1" } ,
  84. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight Pharmacy 2" } ,
  85. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight Pharmacy 3" } ,
  86. { ASC_BREAKER, "ASC_BREAKER", "Soul Destroyer" } ,
  87. { ASC_CDP, "ASC_CDP", "Create Deadly Poison" } ,
  88. { ASC_EDP, "ASC_EDP", "Enchant Deadly Poison" } ,
  89. { ASC_KATAR, "ASC_KATAR", "Advanced Katar Mastery" } ,
  90. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor Assault" } ,
  91. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  92. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant Poison" } ,
  93. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  94. { AS_KATAR, "AS_KATAR", "Katar Mastery" } ,
  95. { AS_LEFT, "AS_LEFT", "Lefthand Mastery" } ,
  96. { AS_POISONREACT, "AS_POISONREACT", "Poison React" } ,
  97. { AS_RIGHT, "AS_RIGHT", "Righthand Mastery" } ,
  98. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic Acceleration" } ,
  99. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic Blow" } ,
  100. { AS_SPLASHER, "AS_SPLASHER", "Venom Splasher" } ,
  101. { AS_VENOMDUST, "AS_VENOMDUST", "Venom Dust" } ,
  102. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw Venom Knife" } ,
  103. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song of Lutie" } ,
  104. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive Riff" } ,
  105. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained Serenade" } ,
  106. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring Octave" } ,
  107. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music Lessons" } ,
  108. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody Strike" } ,
  109. { BA_PANGVOICE, "BA_PANGVOICE", "Pang Voice" } ,
  110. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic Strings" } ,
  111. { BA_WHISTLE, "BA_WHISTLE", "Perfect Tablature" } ,
  112. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  113. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle Theme" } ,
  114. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  115. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down Tempo" } ,
  116. { BD_INTOABYSS, "BD_INTOABYSS", "Power Cord" } ,
  117. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  118. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental Sensing" } ,
  119. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic Lick" } ,
  120. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical Pluck" } ,
  121. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic Rhythm" } ,
  122. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline Rush" } ,
  123. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced Adrenaline Rush" } ,
  124. { BS_AXE, "BS_AXE", "Smith Axe" } ,
  125. { BS_DAGGER, "BS_DAGGER", "Smith Dagger" } ,
  126. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone Craft" } ,
  127. { BS_FINDINGORE, "BS_FINDINGORE", "Ore Discovery" } ,
  128. { BS_GREED, "BS_GREED", "Greed" } ,
  129. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer Fall" } ,
  130. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt Binding" } ,
  131. { BS_IRON, "BS_IRON", "Iron Tempering" } ,
  132. { BS_KNUCKLE, "BS_KNUCKLE", "Smith Knucklebrace" } ,
  133. { BS_MACE, "BS_MACE", "Smith Mace" } ,
  134. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power Maximize" } ,
  135. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon Research" } ,
  136. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  137. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon Repair" } ,
  138. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin Tempering" } ,
  139. { BS_SPEAR, "BS_SPEAR", "Smith Spear" } ,
  140. { BS_STEEL, "BS_STEEL", "Steel Tempering" } ,
  141. { BS_SWORD, "BS_SWORD", "Smith Sword" } ,
  142. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith Two-handed Sword" } ,
  143. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair Trick" } ,
  144. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon Perfection" } ,
  145. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry Research" } ,
  146. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan Arrow" } ,
  147. { CG_HERMODE, "CG_HERMODE", "Wand of Hermode" } ,
  148. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing for Freedom" } ,
  149. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette Control" } ,
  150. { CG_MOONLIT, "CG_MOONLIT", "Sheltering Bliss" } ,
  151. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot Card of Fate" } ,
  152. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain Crush Combo" } ,
  153. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging Palm Strike" } ,
  154. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  155. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier Fist" } ,
  156. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid Demonstration" } ,
  157. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  158. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  159. { CR_CULTIVATION, "CR_CULTIVATION", "Plant Cultivation" } ,
  160. { CR_DEFENDER, "CR_DEFENDER", "Defending Aura" } ,
  161. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  162. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full Protection" } ,
  163. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand Cross" } ,
  164. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy Cross" } ,
  165. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant Souls" } ,
  166. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield Reflect" } ,
  167. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield Boomerang" } ,
  168. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  169. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  170. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim Pitcher" } ,
  171. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear Quicken" } ,
  172. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion Synthesis" } ,
  173. { CR_TRUST, "CR_TRUST", "Faith" } ,
  174. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance Lessons" } ,
  175. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow Grace" } ,
  176. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady Luck" } ,
  177. { DC_HUMMING, "DC_HUMMING", "Focus Ballet" } ,
  178. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  179. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's Kiss" } ,
  180. { DC_THROWARROW, "DC_THROWARROW", "Slinging Arrow" } ,
  181. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip Shaker" } ,
  182. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy Wink" } ,
  183. { GD_APPROVAL, "GD_APPROVAL", "Official Guild Approval" } ,
  184. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle Command" } ,
  185. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent Development" } ,
  186. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent Call" } ,
  187. { GD_EXTENSION, "GD_EXTENSION", "Guild Extension" } ,
  188. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory of Guild" } ,
  189. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious Wounds" } ,
  190. { GD_GUARDUP, "GD_GUARDUP", "Strengthen Guardian" } ,
  191. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp Gaze" } ,
  192. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract with Kafra" } ,
  193. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great Leadership" } ,
  194. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  195. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  196. { GD_SOULCOLD, "GD_SOULCOLD", "Cold Heart" } ,
  197. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  198. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls Eye" } ,
  199. { GS_CHAINACTION, "GS_CHAINACTION", "Chain Action" } ,
  200. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  201. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  202. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  203. { GS_DUST, "GS_DUST", "Dust" } ,
  204. { GS_FLING, "GS_FLING", "Fling" } ,
  205. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full Buster" } ,
  206. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling Fever" } ,
  207. { GS_GLITTERING, "GS_GLITTERING", "Flip the Coin" } ,
  208. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground Drift" } ,
  209. { GS_INCREASING, "GS_INCREASING", "Increasing Accuracy" } ,
  210. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness Canceler" } ,
  211. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical Bullet" } ,
  212. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing Shot" } ,
  213. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid Shower" } ,
  214. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single Action" } ,
  215. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake Eye" } ,
  216. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread Attack" } ,
  217. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  218. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple Action" } ,
  219. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  220. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  221. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana Recharge" } ,
  222. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  223. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle Snare" } ,
  224. { HT_BEASTBANE, "HT_BEASTBANE", "Beast Bane" } ,
  225. { HT_BLASTMINE, "HT_BLASTMINE", "Blast Mine" } ,
  226. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz Beat" } ,
  227. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore Trap" } ,
  228. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  229. { HT_FALCON, "HT_FALCON", "Falconry Mastery" } ,
  230. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  231. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing Trap" } ,
  232. { HT_LANDMINE, "HT_LANDMINE", "Land Mine" } ,
  233. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic Arrow" } ,
  234. { HT_POWER, "HT_POWER", "Beast Strafing" } ,
  235. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove Trap" } ,
  236. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  237. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave Trap" } ,
  238. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid Trap" } ,
  239. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring Trap" } ,
  240. { HT_STEELCROW, "HT_STEELCROW", "Steel Crow" } ,
  241. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie Box" } ,
  242. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  243. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation Field" } ,
  244. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave Crasher" } ,
  245. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical Amplification" } ,
  246. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm Vulcan" } ,
  247. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul Drain" } ,
  248. { ITEM_ENCHANTARMS, "ITEM_ENCHANTARMS", "Weapon Enchantment" },
  249. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk Throwing" } ,
  250. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter Attack" } ,
  251. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling Bash" } ,
  252. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish Spear" } ,
  253. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier Mastery" } ,
  254. { KN_CHARGEATK, "KN_CHARGEATK", "Charge Attack" } ,
  255. { KN_ONEHAND, "KN_ONEHAND", "Onehand Quicken" } ,
  256. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  257. { KN_RIDING, "KN_RIDING", "Peco Peco Ride" } ,
  258. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear Boomerang" } ,
  259. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear Mastery" } ,
  260. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear Stab" } ,
  261. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand Quicken" } ,
  262. { LK_AURABLADE, "LK_AURABLADE", "Aura Blade" } ,
  263. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  264. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear Dynamo" } ,
  265. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic Blow" } ,
  266. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital Strike" } ,
  267. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  268. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing Spiral" } ,
  269. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  270. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart Revolution" } ,
  271. { MC_CHANGECART, "MC_CHANGECART", "Change Cart" } ,
  272. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  273. { MC_IDENTIFY, "MC_IDENTIFY", "Item Appraisal" } ,
  274. { MC_INCCARRY, "MC_INCCARRY", "Enlarge Weight Limit" } ,
  275. { MC_LOUD, "MC_LOUD", "Crazy Uproar" } ,
  276. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  277. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  278. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  279. { MC_VENDING, "MC_VENDING", "Vending" } ,
  280. { MG_COLDBOLT, "MG_COLDBOLT", "Cold Bolt" } ,
  281. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy Coat" } ,
  282. { MG_FIREBALL, "MG_FIREBALL", "Fire Ball" } ,
  283. { MG_FIREBOLT, "MG_FIREBOLT", "Fire Bolt" } ,
  284. { MG_FIREWALL, "MG_FIREWALL", "Fire Wall" } ,
  285. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost Diver" } ,
  286. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening Bolt" } ,
  287. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm Beat" } ,
  288. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety Wall" } ,
  289. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  290. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul Strike" } ,
  291. { MG_SRECOVERY, "MG_SRECOVERY", "Increase SP Recovery" } ,
  292. { MG_STONECURSE, "MG_STONECURSE", "Stone Curse" } ,
  293. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  294. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual Sphere Absorption" } ,
  295. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki Explosion" } ,
  296. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  297. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  298. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon Spirit Sphere" } ,
  299. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging Quadruple Blow" } ,
  300. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging Thrust" } ,
  301. { MO_DODGE, "MO_DODGE", "Flee" } ,
  302. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  303. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine Fist" } ,
  304. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw Spirit Sphere" } ,
  305. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult Impaction" } ,
  306. { MO_IRONHAND, "MO_IRONHAND", "Iron Fists" } ,
  307. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki Translation" } ,
  308. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual Cadence" } ,
  309. { MO_STEELBODY, "MO_STEELBODY", "Mental Strength" } ,
  310. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging Trifecta Blow" } ,
  311. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "Raging Fire Dragon" } ,
  312. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "Mirror Image" } ,
  313. { NJ_HUUJIN, "NJ_HUUJIN", "Wind Blade" } ,
  314. { NJ_HUUMA, "NJ_HUUMA", "Throw Huuma Shuriken" } ,
  315. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "Spear of Ice" } ,
  316. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "Ice Meteor" } ,
  317. { NJ_ISSEN, "NJ_ISSEN", "Final Strike" } ,
  318. { NJ_KAENSIN, "NJ_KAENSIN", "Crimson Fire Formation" } ,
  319. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "Kamaitachi" } ,
  320. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "Vanishing Slash" } ,
  321. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "Shadow Slash" } ,
  322. { NJ_KOUENKA, "NJ_KOUENKA", "Crimson Fire Petal" } ,
  323. { NJ_KUNAI, "NJ_KUNAI", "Throw Kunai" } ,
  324. { NJ_NEN, "NJ_NEN", "Soul" } ,
  325. { NJ_NINPOU, "NJ_NINPOU", "Spirit of the Blade" } ,
  326. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "Lightning Strike of Destruction" } ,
  327. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "Shadow Leap" } ,
  328. { NJ_SUITON, "NJ_SUITON", "Hidden Water" } ,
  329. { NJ_SYURIKEN, "NJ_SYURIKEN", "Throw Shuriken" } ,
  330. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "Improvised Defense" } ,
  331. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "Shuriken Training" } ,
  332. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "Cicada Skin Sheeding" } ,
  333. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "Zeny Nage" } ,
  334. { NPC_ACIDBREATH, "NPC_ACIDBREATH", "Acid Breath" } ,
  335. { NPC_AGIUP, "NPC_AGIUP", "Agility UP" } ,
  336. { NPC_ANTIMAGIC, "NPC_ANTIMAGIC", "Anti Magic" } ,
  337. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "Attribute Change" } ,
  338. { NPC_BARRIER, "NPC_BARRIER", "Barrier" } ,
  339. { NPC_BLEEDING, "NPC_BLEEDING", "Bleeding" } ,
  340. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "Blind Attack" } ,
  341. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "Blood Drain" } ,
  342. { NPC_ARMORBRAKE, "NPC_ARMORBRAKE", "Break Armor" } ,
  343. { NPC_HELMBRAKE, "NPC_HELMBRAKE", "Break Helm" } ,
  344. { NPC_SHIELDBRAKE, "NPC_SHIELDBRAKE", "Break Shield" } ,
  345. { NPC_WEAPONBRAKER, "NPC_WEAPONBRAKER", "Break Weapon" } ,
  346. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "Recall Slaves" } ,
  347. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "Darkness Change" } ,
  348. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "Fire Change" } ,
  349. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "Earth Change" } ,
  350. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "Holy Change" } ,
  351. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "Poison Change" } ,
  352. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "Ghost Change" } ,
  353. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "Undead Change" } ,
  354. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "Water Change" } ,
  355. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "Wind Change" } ,
  356. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "Combo Attack" } ,
  357. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "Critical Slash" } ,
  358. { NPC_CRITICALWOUND, "NPC_CRITICALWOUND", "Critical Wounds" } ,
  359. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "Curse Attack" } ,
  360. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "Dark Blessing" } ,
  361. { NPC_DARKBREATH, "NPC_DARKBREATH", "Dark Breath" } ,
  362. { NPC_DARKCROSS, "NPC_DARKCROSS", "Dark Cross" } ,
  363. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "Shadow Attack" } ,
  364. { NPC_DARKNESSBREATH, "NPC_DARKNESSBREATH", "Darkness Breath" } ,
  365. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "DarkStrike" } ,
  366. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "DarkThunder" } ,
  367. { NPC_DEFENDER, "NPC_DEFENDER", "Defender" } ,
  368. { NPC_DRAGONFEAR, "NPC_DRAGONFEAR", "Dragon Fear" } ,
  369. { NPC_EARTHQUAKE, "NPC_EARTHQUAKE", "Earthquake" } ,
  370. { NPC_EMOTION, "NPC_EMOTION", "Emotion" } ,
  371. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "Emotion ON" } ,
  372. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "Energy Drain" } ,
  373. { NPC_EVILLAND, "NPC_EVILLAND", "Evil Land" } ,
  374. { NPC_EXPULSION, "NPC_EXPULSION", "Expulsion" } ,
  375. { NPC_FIREATTACK, "NPC_FIREATTACK", "Fire Attack" } ,
  376. { NPC_FIREBREATH, "NPC_FIREBREATH", "Fire Breath" } ,
  377. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "Grand Dark Cross" } ,
  378. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "Earth Attack" } ,
  379. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "Guided Attack" } ,
  380. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "Hallucination" } ,
  381. { NPC_HELLJUDGEMENT, "NPC_HELLJUDGEMENT", "Hell's Judgement" } ,
  382. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "Holy Attack" } ,
  383. { NPC_ICEBREATH, "NPC_ICEBREATH", "Ice Breath" } ,
  384. { NPC_INVISIBLE, "NPC_INVISIBLE", "Invisible" } ,
  385. { NPC_KEEPING, "NPC_KEEPING", "Keeping" } ,
  386. { NPC_LICK, "NPC_LICK", "Lick" } ,
  387. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "Magical Attack" } ,
  388. { NPC_MAGICMIRROR, "NPC_MAGICMIRROR", "Magic Mirror" } ,
  389. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "Mental Breaker" } ,
  390. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "Metamorphosis" } ,
  391. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "Petrify Attack" } ,
  392. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "Piercing Attack" } ,
  393. { NPC_POISON, "NPC_POISON", "Poisoning" } ,
  394. { NPC_POISONATTACK, "NPC_POISONATTACK", "Poison Attack" } ,
  395. { NPC_POWERUP, "NPC_POWERUP", "Power Up" } ,
  396. { NPC_PROVOCATION, "NPC_PROVOCATION", "Provocation" } ,
  397. { NPC_PULSESTRIKE, "NPC_PULSESTRIKE", "Pulse Strike" } ,
  398. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "Random Attack" } ,
  399. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "Random Move" } ,
  400. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "Ranged attack" } ,
  401. { NPC_REBIRTH, "NPC_REBIRTH", "Rebirth" } ,
  402. { NPC_REVENGE, "NPC_REVENGE", "Revenge" } ,
  403. { NPC_RUN, "NPC_RUN", "Run" } ,
  404. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Self Destruction" } ,
  405. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "Siege Mode" } ,
  406. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "Silence Attack" } ,
  407. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "Sleep Attack" } ,
  408. { NPC_SLOWCAST, "NPC_SLOWCAST", "Slow Cast" } ,
  409. { NPC_SMOKING, "NPC_SMOKING", "Smoking" } ,
  410. { NPC_SPEEDUP, "NPC_SPEEDUP", "Speed UP" } ,
  411. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "Splash Attack" } ,
  412. { NPC_STONESKIN, "NPC_STONESKIN", "Stone Skin" } ,
  413. { NPC_STOP, "NPC_STOP", "Stop" } ,
  414. { NPC_STUNATTACK, "NPC_STUNATTACK", "Stun Attack" } ,
  415. { NPC_SUICIDE, "NPC_SUICIDE", "Suicide" } ,
  416. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "Summon Monster" } ,
  417. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "Summon :Slave" } ,
  418. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "Ghost Attack" } ,
  419. { NPC_THUNDERBREATH, "NPC_THUNDERBREATH", "Thunder Breath" } ,
  420. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "Transformation" } ,
  421. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "Undead Attack" } ,
  422. { NPC_VAMPIRE_GIFT, "NPC_VAMPIRE_GIFT", "Vampire Gift" } ,
  423. { NPC_WATERATTACK, "NPC_WATERATTACK", "Water Attack" } ,
  424. { NPC_WIDEBLEEDING, "NPC_WIDEBLEEDING", "Wide Bleeding" } ,
  425. { NPC_WIDECONFUSE, "NPC_WIDECONFUSE", "Wide Confusion" } ,
  426. { NPC_WIDECURSE, "NPC_WIDECURSE", "Wide Curse" } ,
  427. { NPC_WIDEFREEZE, "NPC_WIDEFREEZE", "Wide Freeze" } ,
  428. { NPC_WIDESLEEP, "NPC_WIDESLEEP", "Wide Sleep" } ,
  429. { NPC_WIDESIGHT, "NPC_WIDESIGHT", "Wide Sight" } ,
  430. { NPC_WIDESILENCE, "NPC_WIDESILENCE", "Wide Silence" } ,
  431. { NPC_WIDESOULDRAIN, "NPC_WIDESOULDRAIN", "Wide Soul Drain" } ,
  432. { NPC_WIDESTONE, "NPC_WIDESTONE", "Wide Petrify" } ,
  433. { NPC_WIDESTUN, "NPC_WIDESTUN", "Wide Stun" } ,
  434. { NPC_WINDATTACK, "NPC_WINDATTACK", "Wind Attack" } ,
  435. { NV_BASIC, "NV_BASIC", "Basic Skill" } ,
  436. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  437. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play Dead" } ,
  438. { PA_GOSPEL, "PA_GOSPEL", "Battle Chant" } ,
  439. { PA_PRESSURE, "PA_PRESSURE", "Gloria Domini" } ,
  440. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's Reckoning" } ,
  441. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield Chain" } ,
  442. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double Casting" } ,
  443. { PF_FOGWALL, "PF_FOGWALL", "Blinding Mist" } ,
  444. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  445. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  446. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind Breaker" } ,
  447. { PF_SOULBURN, "PF_SOULBURN", "Soul Siphon" } ,
  448. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul Exhale" } ,
  449. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber Lock" } ,
  450. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  451. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S. Sacramenti" } ,
  452. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  453. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio Manus" } ,
  454. { PR_KYRIE, "PR_KYRIE", "Kyrie Eleison" } ,
  455. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex Aeterna" } ,
  456. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex Divina" } ,
  457. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace Mastery" } ,
  458. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  459. { PR_MAGNUS, "PR_MAGNUS", "Magnus Exorcismus" } ,
  460. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  461. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  462. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow Poison" } ,
  463. { PR_STRECOVERY, "PR_STRECOVERY", "Status Recovery" } ,
  464. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  465. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn Undead" } ,
  466. { RG_BACKSTAP, "RG_BACKSTAP", "Back Stab" } ,
  467. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  468. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close Confine"} ,
  469. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  470. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  471. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  472. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  473. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  474. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  475. { RG_RAID, "RG_RAID", "Sightless Mind" } ,
  476. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  477. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  478. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest Armor" } ,
  479. { RG_STRIPHELM, "RG_STRIPHELM", "Divest Helm" } ,
  480. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest Shield" } ,
  481. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest Weapon" } ,
  482. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  483. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  484. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced Book" } ,
  485. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  486. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast Cancel" } ,
  487. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class Change" } ,
  488. { SA_COMA, "SA_COMA", "Coma" } ,
  489. { SA_CREATECON, "SA_CREATECON", "Create Elemental Converter" } ,
  490. { SA_DEATH, "SA_DEATH", "Grim Reaper" } ,
  491. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  492. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  493. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  494. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental Change Fire" } ,
  495. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental Change Earth" } ,
  496. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental Change Water" } ,
  497. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental Change Wind" } ,
  498. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow Blaze" } ,
  499. { SA_FORTUNE, "SA_FORTUNE", "Gold Digger" } ,
  500. { SA_FREECAST, "SA_FREECAST", "Free Cast" } ,
  501. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow Tsunami" } ,
  502. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  503. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  504. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  505. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic Earth" } ,
  506. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  507. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow Tornado" } ,
  508. { SA_MAGICROD, "SA_MAGICROD", "Magic Rod" } ,
  509. { SA_MONOCELL, "SA_MONOCELL", "Mono Cell" } ,
  510. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  511. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus Morph" } ,
  512. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow Quake" } ,
  513. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell Breaker" } ,
  514. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster Chant" } ,
  515. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly Hypnosis" } ,
  516. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  517. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  518. { SG_DEVIL, "SG_DEVIL", "Devil of the Sun, Moon and Stars" } ,
  519. { SG_FEEL, "SG_FEEL", "Feeling of the Sun, Moon and Star" } ,
  520. { SG_FRIEND, "SG_FRIEND", "Companion of the Sun and Moon" } ,
  521. { SG_FUSION, "SG_FUSION", "Union of the Sun, Moon and Stars" } ,
  522. { SG_HATE, "SG_HATE", "Hatred of the Sun, Moon and Stars" } ,
  523. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge of the Sun, Moon and Stars" } ,
  524. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury of the Moon" } ,
  525. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless of the Moon" } ,
  526. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort of the Moon" } ,
  527. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth of the Moon" } ,
  528. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury of the Stars" } ,
  529. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless of the Stars" } ,
  530. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort of the Stars" } ,
  531. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth of the Stars" } ,
  532. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury of the Sun" } ,
  533. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless of the Sun" } ,
  534. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort of the Sun" } ,
  535. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth of the Sun" } ,
  536. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit of Alchemist" } ,
  537. { SL_ASSASIN, "SL_ASSASIN", "Spirit of Assassin" } ,
  538. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit of Bard and Dancer" } ,
  539. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit of Blacksmith" } ,
  540. { SL_CRUSADER, "SL_CRUSADER", "Spirit of Crusader" } ,
  541. { SL_HIGH, "SL_HIGH", "Spirit of Advanced 1st Class" } ,
  542. { SL_HUNTER, "SL_HUNTER", "Spirit of Hunter" } ,
  543. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  544. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  545. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  546. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  547. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  548. { SL_KNIGHT, "SL_KNIGHT", "Spirit of Knight" } ,
  549. { SL_MONK, "SL_MONK", "Spirit of Monk" } ,
  550. { SL_PRIEST, "SL_PRIEST", "Spirit of Priest" } ,
  551. { SL_ROGUE, "SL_ROGUE", "Spirit of Rogue" } ,
  552. { SL_SAGE, "SL_SAGE", "Spirit of Sage" } ,
  553. { SL_SKA, "SL_SKA", "Eska" } ,
  554. { SL_SKE, "SL_SKE", "Eske" } ,
  555. { SL_SMA, "SL_SMA", "Esma" } ,
  556. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit of Soul Linker" } ,
  557. { SL_STAR, "SL_STAR", "Spirit of Stars" } ,
  558. { SL_STIN, "SL_STIN", "Estin" } ,
  559. { SL_STUN, "SL_STUN", "Estun" } ,
  560. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit of Super Novice" } ,
  561. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  562. { SL_WIZARD, "SL_WIZARD", "Spirit of Wizard" } ,
  563. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  564. { SM_BASH, "SM_BASH", "Bash" } ,
  565. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  566. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal Blow" } ,
  567. { SM_MAGNUM, "SM_MAGNUM", "Magnum Break" } ,
  568. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP Recovery While Moving" } ,
  569. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  570. { SM_RECOVERY, "SM_RECOVERY", "Increase HP Recovery" } ,
  571. { SM_SWORD, "SM_SWORD", "Sword Mastery" } ,
  572. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed Sword Mastery" } ,
  573. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon Assault" } ,
  574. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused Arrow Strike" } ,
  575. { SN_SIGHT, "SN_SIGHT", "Falcon Eyes" } ,
  576. { SN_WINDWALK, "SN_WINDWALK", "Wind Walker" } ,
  577. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  578. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full Divestment" } ,
  579. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  580. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter Instinct" } ,
  581. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back Slide" } ,
  582. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  583. { TF_DOUBLE, "TF_DOUBLE", "Double Attack" } ,
  584. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  585. { TF_MISS, "TF_MISS", "Improve Dodge" } ,
  586. { TF_PICKSTONE, "TF_PICKSTONE", "Find Stone" } ,
  587. { TF_POISON, "TF_POISON", "Envenom" } ,
  588. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand Attack" } ,
  589. { TF_STEAL, "TF_STEAL", "Steal" } ,
  590. { TF_THROWSTONE, "TF_THROWSTONE", "Stone Fling" } ,
  591. { TK_COUNTER, "TK_COUNTER", "Spin Kick" } ,
  592. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  593. { TK_DOWNKICK, "TK_DOWNKICK", "Heel Drop" } ,
  594. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon Jump" } ,
  595. { TK_HPTIME, "TK_HPTIME", "Peaceful Break" } ,
  596. { TK_JUMPKICK, "TK_JUMPKICK", "Flying Kick" } ,
  597. { TK_MISSION, "TK_MISSION", "Mission" } ,
  598. { TK_POWER, "TK_POWER", "Kihop" } ,
  599. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin Kick Stance" } ,
  600. { TK_READYDOWN, "TK_READYDOWN", "Heel Drop Stance" } ,
  601. { TK_READYSTORM, "TK_READYSTORM", "Tornado Stance" } ,
  602. { TK_READYTURN, "TK_READYTURN", "Roundhouse Stance" } ,
  603. { TK_RUN, "TK_RUN", "Sprint" } ,
  604. { TK_SEVENWIND, "TK_SEVENWIND", "Mild Wind" } ,
  605. { TK_SPTIME, "TK_SPTIME", "Happy Break" } ,
  606. { TK_STORMKICK, "TK_STORMKICK", "Storm Kick" } ,
  607. { TK_TURNKICK, "TK_TURNKICK", "Turn Kick" } ,
  608. { WE_BABY, "WE_BABY", "Mom, Dad, I love you!" } ,
  609. { WE_CALLBABY, "WE_CALLBABY", "Come to me, honey~" } ,
  610. { WE_CALLPARENT, "WE_CALLPARENT", "Mom, Dad, I miss you!" } ,
  611. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic Rendezvous" } ,
  612. { WE_FEMALE, "WE_FEMALE", "Loving Touch" } ,
  613. { WE_MALE, "WE_MALE", "Undying Love" } ,
  614. { WS_CARTBOOST, "WS_CARTBOOST", "Cart Boost" } ,
  615. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart Termination" } ,
  616. { WS_CREATECOIN, "WS_CREATECOIN", "Coin Craft" } ,
  617. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget Craft" } ,
  618. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering Strike" } ,
  619. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max Power-Thust" } ,
  620. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto Attacking Machine Craft" } ,
  621. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon Refine" } ,
  622. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth Spike" } ,
  623. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  624. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire Pillar" } ,
  625. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost Nova" } ,
  626. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's Drive" } ,
  627. { WZ_ICEWALL, "WZ_ICEWALL", "Ice Wall" } ,
  628. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel Thunder" } ,
  629. { WZ_METEOR, "WZ_METEOR", "Meteor Storm" } ,
  630. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  631. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight Blaster" } ,
  632. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  633. { WZ_STORMGUST, "WZ_STORMGUST", "Storm Gust" } ,
  634. { WZ_VERMILION, "WZ_VERMILION", "Lord of Vermilion" } ,
  635. { WZ_WATERBALL, "WZ_WATERBALL", "Water Ball" } ,
  636. //[blackhole89]
  637. { HLIF_HEAL, "HLIF_HEAL", "Healing Touch" },
  638. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  639. { HLIF_BRAIN, "HLIF_BRAIN", "Brain Surgery" },
  640. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  641. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  642. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  643. { HAMI_SKIN, "HAMI_SKIN", "Adamantium Skin" },
  644. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  645. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  646. { HFLI_FLEET, "HFLI_FLEET", "Fleeting Move" },
  647. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  648. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  649. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  650. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction of Chaos" },
  651. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  652. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio Explosion" },
  653. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  654. };
  655. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  656. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  657. struct s_skill_db skill_db[MAX_SKILL_DB];
  658. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  659. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  660. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  661. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  662. int firewall_unit_pos;
  663. int icewall_unit_pos;
  664. //Since only mob-casted splash skills can hit ice-walls
  665. #define splash_target(bl) (bl->type==BL_MOB?BL_SKILL|BL_CHAR:BL_CHAR)
  666. // macros to check for out of bounds errors [celest]
  667. // i: Skill ID, l: Skill Level, var: Value to return after checking
  668. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  669. // for values that might need to use a different function just skill_chk would suffice.
  670. #define skill_chk(i, l) \
  671. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  672. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  673. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  674. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  675. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  676. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  677. #define skill_get(var, i, l) \
  678. { skill_chk(i, l); return var; }
  679. // Skill DB
  680. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  681. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  682. int skill_get_pl( int id , int lv ){ skill_get (skill_db[id].pl[lv-1], id, lv); }
  683. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  684. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  685. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  686. 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); }
  687. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  688. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  689. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  690. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  691. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  692. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  693. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  694. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  695. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  696. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  697. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  698. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  699. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  700. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  701. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  702. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  703. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  704. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  705. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  706. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  707. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  708. int skill_get_maxcount( int id ,int lv ){ skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  709. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  710. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  711. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  712. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  713. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  714. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  715. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  716. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  717. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  718. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  719. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  720. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  721. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  722. const char* skill_get_name( int id ){
  723. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  724. return "UNKNOWN_SKILL";
  725. if (id >= GD_SKILLBASE)
  726. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  727. if (id >= HM_SKILLBASE) //[orn]
  728. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  729. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  730. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  731. return skill_db[id].name;
  732. }
  733. const char* skill_get_desc( int id ){
  734. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  735. return "Unknown Skill";
  736. if (id >= GD_SKILLBASE)
  737. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  738. if (id >= HM_SKILLBASE) //[orn]
  739. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  740. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].desc==NULL)
  741. return "Unknown Skill"; //Can't use skill_chk because we return a string.
  742. return skill_db[id].desc;
  743. }
  744. int skill_tree_get_max(int id, int b_class)
  745. {
  746. int i, skillid;
  747. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  748. if (id == skillid) return skill_tree[b_class][i].max;
  749. return skill_get_max (id);
  750. }
  751. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  752. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  753. int status_change_timer_sub(struct block_list *bl, va_list ap);
  754. int skill_attack_area(struct block_list *bl,va_list ap);
  755. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  756. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  757. int skill_greed(struct block_list *bl, va_list ap);
  758. int skill_cell_overlap(struct block_list *bl, va_list ap);
  759. int skill_ganbatein(struct block_list *bl, va_list ap);
  760. int skill_trap_splash(struct block_list *bl, va_list ap);
  761. int skill_count_target(struct block_list *bl, va_list ap);
  762. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  763. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  764. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  765. int skill_unit_effect(struct block_list *bl,va_list ap);
  766. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  767. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  768. int skill_get_casttype (int id)
  769. {
  770. int inf = skill_get_inf(id);
  771. if (inf&(INF_GROUND_SKILL))
  772. return CAST_GROUND;
  773. if (inf&INF_SUPPORT_SKILL)
  774. return CAST_NODAMAGE;
  775. if (inf&INF_SELF_SKILL) {
  776. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  777. return CAST_DAMAGE; //Combo skill.
  778. return CAST_NODAMAGE;
  779. }
  780. if (skill_get_nk(id)&NK_NO_DAMAGE)
  781. return CAST_NODAMAGE;
  782. return CAST_DAMAGE;
  783. };
  784. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  785. int skill_get_range2 (struct block_list *bl, int id, int lv)
  786. {
  787. int range;
  788. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  789. return 9; //Mobs have a range of 9 regardless of skill used.
  790. range = skill_get_range(id, lv);
  791. if(range < 0) {
  792. if (battle_config.use_weapon_skill_range&bl->type)
  793. return status_get_range(bl);
  794. range *=-1;
  795. }
  796. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  797. switch (id) {
  798. case AC_SHOWER:
  799. case AC_DOUBLE:
  800. case HT_BLITZBEAT:
  801. case AC_CHARGEARROW:
  802. case SN_FALCONASSAULT:
  803. case SN_SHARPSHOOTING:
  804. case HT_POWER:
  805. if (bl->type == BL_PC)
  806. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  807. else
  808. range += 10; //Assume level 10?
  809. break;
  810. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  811. case GS_RAPIDSHOWER:
  812. case GS_PIERCINGSHOT:
  813. case GS_FULLBUSTER:
  814. case GS_SPREADATTACK:
  815. case GS_GROUNDDRIFT:
  816. if (bl->type == BL_PC)
  817. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  818. else
  819. range += 10; //Assume level 10?
  820. break;
  821. case NJ_KIRIKAGE:
  822. if (bl->type == BL_PC)
  823. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  824. break;
  825. }
  826. if(!range && bl->type != BL_PC)
  827. return 9; // Enable non players to use self skills on others. [Skotlex]
  828. return range;
  829. }
  830. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  831. {
  832. int skill, heal;
  833. struct status_change* sc;
  834. if (skill_lv >= battle_config.max_heal_lv)
  835. return battle_config.max_heal;
  836. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  837. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  838. heal += heal * skill * 2 / 100;
  839. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  840. heal += heal * skill * 2 / 100;
  841. sc = status_get_sc(target);
  842. if (sc && sc->count && sc->data[SC_CRITICALWOUND].timer!=-1)
  843. heal -= heal * sc->data[SC_CRITICALWOUND].val2/100;
  844. return heal;
  845. }
  846. // Making plagiarize check its own function [Aru]
  847. int can_copy (struct map_session_data *sd, int skillid)
  848. {
  849. // Never copy NPC/Wedding Skills
  850. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  851. return 0;
  852. // High-class skills
  853. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  854. {
  855. if(battle_config.copyskill_restrict == 2)
  856. return 0;
  857. else if(battle_config.copyskill_restrict)
  858. return (sd->status.class_ == JOB_STALKER);
  859. }
  860. return 1;
  861. }
  862. // [MouseJstr] - skill ok to cast? and when?
  863. int skillnotok (int skillid, struct map_session_data *sd)
  864. {
  865. int i = skillid,m;
  866. nullpo_retr (1, sd);
  867. m = sd->bl.m;
  868. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  869. return 1;
  870. if (i >= GD_SKILLBASE)
  871. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  872. if (i >= HM_SKILLBASE) //[orn]
  873. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  874. if (i > MAX_SKILL || i < 0)
  875. return 1;
  876. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  877. return 0; // GMs can do any damn thing they want
  878. if (sd->blockskill[i] > 0)
  879. return 1;
  880. // Check skill restrictions [Celest]
  881. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  882. return 1;
  883. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  884. return 1;
  885. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  886. return 1;
  887. if(agit_flag && skill_get_nocast (skillid) & 8)
  888. return 1;
  889. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  890. return 1;
  891. switch (skillid) {
  892. case AL_WARP:
  893. if(map[m].flag.nowarp) {
  894. clif_skill_teleportmessage(sd,0);
  895. return 1;
  896. }
  897. return 0;
  898. break;
  899. case AL_TELEPORT:
  900. if(map[m].flag.noteleport) {
  901. clif_skill_teleportmessage(sd,0);
  902. return 1;
  903. }
  904. return 0;
  905. case WE_CALLPARTNER:
  906. case WE_CALLPARENT:
  907. case WE_CALLBABY:
  908. if (map[m].flag.nomemo) {
  909. clif_skill_teleportmessage(sd,1);
  910. return 1;
  911. }
  912. break;
  913. case MC_VENDING:
  914. case MC_IDENTIFY:
  915. return 0; // always allowed
  916. case WZ_ICEWALL:
  917. // noicewall flag [Valaris]
  918. if (map[m].flag.noicewall) {
  919. clif_skill_fail(sd,skillid,0,0);
  920. return 1;
  921. }
  922. break;
  923. case GD_EMERGENCYCALL:
  924. if (
  925. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  926. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  927. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  928. ) {
  929. clif_skill_fail(sd,skillid,0,0);
  930. return 1;
  931. }
  932. break;
  933. }
  934. return (map[m].flag.noskill);
  935. }
  936. // [orn] - skill ok to cast? and when? //homunculus
  937. int skillnotok_hom (int skillid, struct homun_data *hd)
  938. {
  939. int i = skillid;
  940. nullpo_retr (1, hd);
  941. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  942. return 1;
  943. if (i >= GD_SKILLBASE)
  944. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  945. if (i >= HM_SKILLBASE) //[orn]
  946. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  947. if (i > MAX_SKILL || i < 0)
  948. return 1;
  949. if (hd->blockskill[i] > 0)
  950. return 1;
  951. //Use master's criteria.
  952. return skillnotok(skillid, hd->master);
  953. }
  954. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  955. {
  956. int pos = skill_get_unit_layout_type(skillid,skilllv);
  957. int dir;
  958. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  959. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  960. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  961. }
  962. if (pos != -1) // simple single-definition layout
  963. return &skill_unit_layout[pos];
  964. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  965. if (skillid == MG_FIREWALL)
  966. return &skill_unit_layout [firewall_unit_pos + dir];
  967. else if (skillid == WZ_ICEWALL)
  968. return &skill_unit_layout [icewall_unit_pos + dir];
  969. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  970. return &skill_unit_layout[0]; // default 1x1 layout
  971. }
  972. /*==========================================
  973. *
  974. *------------------------------------------*/
  975. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  976. {
  977. struct map_session_data *sd=NULL, *dstsd=NULL;
  978. struct mob_data *md=NULL, *dstmd=NULL;
  979. struct status_data *sstatus, *tstatus;
  980. struct status_change *sc, *tsc;
  981. int skill;
  982. int rate;
  983. nullpo_retr(0, src);
  984. nullpo_retr(0, bl);
  985. if(skillid < 0)
  986. { // remove the debug print when this case is finished
  987. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  988. src, bl,skillid,skilllv,attack_type,tick);
  989. return 0;
  990. }
  991. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  992. switch (src->type) {
  993. case BL_PC:
  994. sd = (struct map_session_data *)src;
  995. break;
  996. case BL_MOB:
  997. md = (struct mob_data *)src;
  998. break;
  999. }
  1000. switch (bl->type) {
  1001. case BL_PC:
  1002. dstsd=(struct map_session_data *)bl;
  1003. break;
  1004. case BL_MOB:
  1005. dstmd=(struct mob_data *)bl;
  1006. break;
  1007. }
  1008. sc = status_get_sc(src);
  1009. tsc = status_get_sc(bl);
  1010. sstatus = status_get_status_data(src);
  1011. tstatus = status_get_status_data(bl);
  1012. if (!tsc) //skill additional effect is about adding effects to the target...
  1013. //So if the target can't be inflicted with statuses, this is pointless.
  1014. return 0;
  1015. if (sc && !sc->count)
  1016. sc = NULL;
  1017. switch(skillid){
  1018. case 0: // Normal attacks (no skill used)
  1019. {
  1020. if(sd) {
  1021. // Automatic trigger of Blitz Beat
  1022. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1023. rand()%1000 <= sstatus->luk*10/3+1 ) {
  1024. rate=(sd->status.job_level+9)/10;
  1025. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1026. }
  1027. // Gank
  1028. if(dstmd && sd->status.weapon != W_BOW &&
  1029. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1030. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  1031. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1032. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1033. else
  1034. clif_skill_fail(sd,RG_SNATCHER,0,0);
  1035. }
  1036. // Chance to trigger Taekwon kicks [Dralnu]
  1037. if(sc && sc->data[SC_COMBO].timer == -1) {
  1038. if(sc->data[SC_READYSTORM].timer != -1 &&
  1039. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  1040. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1041. ; //Stance triggered
  1042. else if(sc->data[SC_READYDOWN].timer != -1 &&
  1043. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1044. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1045. ; //Stance triggered
  1046. else if(sc->data[SC_READYTURN].timer != -1 &&
  1047. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1048. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1049. ; //Stance triggered
  1050. else if(sc->data[SC_READYCOUNTER].timer != -1)
  1051. { //additional chance from SG_FRIEND [Komurka]
  1052. rate = 20;
  1053. if (sc->data[SC_SKILLRATE_UP].timer != -1 && sc->data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1054. rate += rate*sc->data[SC_SKILLRATE_UP].val2/100;
  1055. status_change_end(src,SC_SKILLRATE_UP,-1);
  1056. }
  1057. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1058. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1059. }
  1060. }
  1061. if (sd->special_state.bonus_coma) {
  1062. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1063. rate += sd->weapon_coma_race[tstatus->race];
  1064. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1065. if (rate)
  1066. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1067. }
  1068. }
  1069. if (sc) {
  1070. // Enchant Poison gives a chance to poison attacked enemies
  1071. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1072. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1073. sc->data[SC_ENCPOISON].val1,0,0,0,
  1074. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1075. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1076. if(sc->data[SC_EDP].timer != -1)
  1077. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1078. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1079. }
  1080. }
  1081. break;
  1082. case SM_BASH:
  1083. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1084. //TODO: How much % per base level it actually is?
  1085. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1086. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1087. }
  1088. break;
  1089. case AS_VENOMKNIFE:
  1090. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1091. skilllv = pc_checkskill(sd, TF_POISON);
  1092. case TF_POISON:
  1093. case AS_SPLASHER:
  1094. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1095. && sd && skillid==TF_POISON
  1096. )
  1097. clif_skill_fail(sd,skillid,0,0);
  1098. break;
  1099. case AS_SONICBLOW:
  1100. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1101. break;
  1102. case AS_GRIMTOOTH:
  1103. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  1104. if (tsc->data[skill].timer == -1)
  1105. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  1106. break;
  1107. case MG_FROSTDIVER:
  1108. case WZ_FROSTNOVA:
  1109. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1110. break;
  1111. case WZ_STORMGUST:
  1112. //Use two since the counter is increased AFTER the attack.
  1113. if(tsc->data[SC_FREEZE].val3 >= 2) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1114. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1115. break;
  1116. case WZ_METEOR:
  1117. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1118. break;
  1119. case WZ_VERMILION:
  1120. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1121. break;
  1122. case HT_FREEZINGTRAP:
  1123. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1124. break;
  1125. case HT_FLASHER:
  1126. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1127. break;
  1128. case HT_LANDMINE:
  1129. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1130. break;
  1131. case HT_SHOCKWAVE:
  1132. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1133. break;
  1134. case HT_SANDMAN:
  1135. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1136. break;
  1137. case TF_SPRINKLESAND:
  1138. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1139. break;
  1140. case TF_THROWSTONE:
  1141. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1142. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1143. break;
  1144. case NPC_DARKCROSS:
  1145. case CR_HOLYCROSS:
  1146. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1147. break;
  1148. case CR_GRANDCROSS:
  1149. case NPC_GRANDDARKNESS:
  1150. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1151. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1152. break;
  1153. case AM_ACIDTERROR:
  1154. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1155. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1156. clif_emotion(bl,23);
  1157. break;
  1158. case AM_DEMONSTRATION:
  1159. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1160. break;
  1161. case CR_SHIELDCHARGE:
  1162. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1163. break;
  1164. case PA_PRESSURE:
  1165. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1166. break;
  1167. case RG_RAID:
  1168. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1169. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1170. break;
  1171. case BA_FROSTJOKE:
  1172. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1173. break;
  1174. case DC_SCREAM:
  1175. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1176. break;
  1177. case BD_LULLABY:
  1178. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1179. break;
  1180. case DC_UGLYDANCE:
  1181. rate = 5+5*skilllv;
  1182. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1183. rate += 5+skill;
  1184. status_zap(bl, 0, rate);
  1185. break;
  1186. case SL_STUN:
  1187. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1188. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1189. break;
  1190. case NPC_PETRIFYATTACK:
  1191. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  1192. skilllv,0,0,skill_get_time(skillid,skilllv),
  1193. skill_get_time2(skillid,skilllv));
  1194. break;
  1195. case NPC_CURSEATTACK:
  1196. case NPC_SLEEPATTACK:
  1197. case NPC_BLINDATTACK:
  1198. case NPC_POISON:
  1199. case NPC_SILENCEATTACK:
  1200. case NPC_STUNATTACK:
  1201. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1202. break;
  1203. case NPC_ACIDBREATH:
  1204. case NPC_ICEBREATH:
  1205. sc_start(bl,SkillStatusChangeTable(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  1206. break;
  1207. case NPC_BLEEDING:
  1208. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1209. break;
  1210. case NPC_MENTALBREAKER:
  1211. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1212. //equal to Matk*skLevel.
  1213. rate = sstatus->matk_min;
  1214. if (rate < sstatus->matk_max)
  1215. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  1216. rate*=skilllv;
  1217. status_zap(bl, 0, rate);
  1218. break;
  1219. }
  1220. // Equipment breaking monster skills [Celest]
  1221. case NPC_WEAPONBRAKER:
  1222. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1223. break;
  1224. case NPC_ARMORBRAKE:
  1225. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1226. break;
  1227. case NPC_HELMBRAKE:
  1228. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1229. break;
  1230. case NPC_SHIELDBRAKE:
  1231. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1232. break;
  1233. case CH_TIGERFIST:
  1234. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1235. break;
  1236. case LK_SPIRALPIERCE:
  1237. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1238. break;
  1239. case ST_REJECTSWORD:
  1240. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1241. break;
  1242. case PF_FOGWALL:
  1243. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1244. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1245. break;
  1246. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1247. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1248. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1249. break;
  1250. case LK_JOINTBEAT:
  1251. skill = SkillStatusChangeTable(skillid);
  1252. if (tsc->data[skill].val4) {
  1253. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->data[skill].val4&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  1254. tsc->data[skill].val4 = 0;
  1255. }
  1256. break;
  1257. case ASC_METEORASSAULT:
  1258. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1259. switch(rand()%3) {
  1260. case 0:
  1261. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1262. break;
  1263. case 1:
  1264. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1265. break;
  1266. default:
  1267. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1268. }
  1269. break;
  1270. case HW_NAPALMVULCAN:
  1271. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1272. break;
  1273. case WS_CARTTERMINATION: // Cart termination
  1274. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1275. break;
  1276. case CR_ACIDDEMONSTRATION:
  1277. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1278. break;
  1279. case TK_DOWNKICK:
  1280. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1281. break;
  1282. case TK_JUMPKICK:
  1283. //Cancel out Soul Linker status of the target. [Skotlex]
  1284. if (tsc->count) {
  1285. //Remove NORMAL potions effect.
  1286. if (tsc->data[SC_ASPDPOTION0].timer != -1 && !tsc->data[SC_ASPDPOTION0].val4)
  1287. status_change_end(bl, SC_ASPDPOTION0, -1);
  1288. if (tsc->data[SC_ASPDPOTION1].timer != -1 && !tsc->data[SC_ASPDPOTION1].val4)
  1289. status_change_end(bl, SC_ASPDPOTION1, -1);
  1290. if (tsc->data[SC_ASPDPOTION2].timer != -1 && !tsc->data[SC_ASPDPOTION2].val4)
  1291. status_change_end(bl, SC_ASPDPOTION2, -1);
  1292. if (tsc->data[SC_ASPDPOTION3].timer != -1 && !tsc->data[SC_ASPDPOTION3].val4)
  1293. status_change_end(bl, SC_ASPDPOTION3, -1);
  1294. if (tsc->data[SC_SPEEDUP0].timer != -1 && !tsc->data[SC_SPEEDUP0].val4)
  1295. status_change_end(bl, SC_SPEEDUP0, -1);
  1296. if (tsc->data[SC_SPEEDUP1].timer != -1 && !tsc->data[SC_SPEEDUP1].val4)
  1297. status_change_end(bl, SC_SPEEDUP1, -1);
  1298. if (tsc->data[SC_SPIRIT].timer != -1)
  1299. status_change_end(bl, SC_SPIRIT, -1);
  1300. if (tsc->data[SC_ONEHAND].timer != -1)
  1301. status_change_end(bl, SC_ONEHAND, -1);
  1302. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1303. status_change_end(bl, SC_ADRENALINE2, -1);
  1304. }
  1305. break;
  1306. case TK_TURNKICK:
  1307. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1308. if(attack_type&BF_MISC) //70% base stun chance...
  1309. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1310. break;
  1311. case GS_BULLSEYE: //0.1% coma rate.
  1312. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1313. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1314. break;
  1315. case GS_PIERCINGSHOT:
  1316. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1317. break;
  1318. case NJ_HYOUSYOURAKU:
  1319. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1320. break;
  1321. case GS_FLING:
  1322. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1323. break;
  1324. case GS_DISARM:
  1325. rate = 3*skilllv;
  1326. if (sstatus->dex > tstatus->dex)
  1327. rate += (sstatus->dex - tstatus->dex)/5;
  1328. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  1329. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1330. break;
  1331. case NPC_EVILLAND:
  1332. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1333. break;
  1334. case NPC_HELLJUDGEMENT:
  1335. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1336. break;
  1337. case NPC_CRITICALWOUND:
  1338. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1339. break;
  1340. }
  1341. if(sd && attack_type&BF_WEAPON &&
  1342. skillid != WS_CARTTERMINATION &&
  1343. skillid != AM_DEMONSTRATION &&
  1344. skillid != CR_REFLECTSHIELD
  1345. ){ //Trigger status effects
  1346. int i, type;
  1347. for(i=0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++)
  1348. {
  1349. rate = sd->addeff[i].rate;
  1350. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1351. rate += sd->addeff[i].arrow_rate;
  1352. if (!rate) continue;
  1353. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1354. { //Trigger has range consideration.
  1355. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1356. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1357. continue; //Range Failed.
  1358. }
  1359. type = sd->addeff[i].id;
  1360. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1361. if (sd->addeff[i].flag&ATF_TARGET)
  1362. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1363. if (sd->addeff[i].flag&ATF_SELF)
  1364. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1365. }
  1366. }
  1367. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1368. { //Pass heritage to Master for status causing effects. [Skotlex]
  1369. sd = map_id2sd(md->master_id);
  1370. src = sd?&sd->bl:src;
  1371. }
  1372. // Autospell when attacking
  1373. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  1374. struct block_list *tbl;
  1375. struct unit_data *ud;
  1376. int i, skilllv;
  1377. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1378. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1379. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1380. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1381. continue; // one or more trigger conditions were not fulfilled
  1382. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1383. if (skillnotok(skill, sd))
  1384. continue;
  1385. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1386. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1387. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1388. if (rand()%1000 > rate)
  1389. continue;
  1390. if (sd->autospell[i].id < 0)
  1391. tbl = src;
  1392. else
  1393. tbl = bl;
  1394. switch (skill_get_casttype(skill)) {
  1395. case CAST_GROUND:
  1396. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1397. break;
  1398. case CAST_NODAMAGE:
  1399. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1400. break;
  1401. case CAST_DAMAGE:
  1402. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1403. break;
  1404. }
  1405. //Set canact delay. [Skotlex]
  1406. ud = unit_bl2ud(src);
  1407. if (ud) {
  1408. rate = skill_delayfix(src, skill, skilllv);
  1409. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1410. ud->canact_tick = tick+rate;
  1411. }
  1412. break; //Only one auto skill comes off at a time.
  1413. }
  1414. }
  1415. //Polymorph
  1416. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1417. dstmd && !(tstatus->mode&MD_BOSS) &&
  1418. (rand()%10000 < sd->classchange))
  1419. {
  1420. struct mob_db *mob;
  1421. int class_;
  1422. skill = 0;
  1423. do {
  1424. do {
  1425. class_ = rand() % MAX_MOB_DB;
  1426. } while (!mobdb_checkid(class_));
  1427. rate = rand() % 1000000;
  1428. mob = mob_db(class_);
  1429. } while (
  1430. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1431. (skill++) < 2000);
  1432. if (skill < 2000)
  1433. mob_class_change(dstmd,class_);
  1434. }
  1435. return 0;
  1436. }
  1437. /* Splitted off from skill_additional_effect, which is never called when the
  1438. * attack skill kills the enemy. Place in this function counter status effects
  1439. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1440. * from cards) that will take effect on the source, not the target. [Skotlex]
  1441. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1442. * type of skills, so not every instance of skill_additional_effect needs a call
  1443. * to this one.
  1444. */
  1445. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1446. {
  1447. int rate;
  1448. struct map_session_data *sd=NULL;
  1449. struct map_session_data *dstsd=NULL;
  1450. struct status_change *tsc;
  1451. nullpo_retr(0, src);
  1452. nullpo_retr(0, bl);
  1453. if(skillid < 0)
  1454. { // remove the debug print when this case is finished
  1455. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1456. src, bl,skillid,skilllv,attack_type,tick);
  1457. return 0;
  1458. }
  1459. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1460. tsc = status_get_sc(bl);
  1461. if (tsc && !tsc->count)
  1462. tsc = NULL;
  1463. BL_CAST(BL_PC, src, sd);
  1464. BL_CAST(BL_PC, bl, dstsd);
  1465. switch(skillid){
  1466. case 0: //Normal Attack
  1467. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1468. tsc->data[SC_KAAHI].val4 = add_timer(
  1469. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1470. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1471. break;
  1472. case MO_EXTREMITYFIST:
  1473. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1474. break;
  1475. case GS_FULLBUSTER:
  1476. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1477. break;
  1478. case HFLI_SBR44: //[orn]
  1479. case HVAN_EXPLOSION:
  1480. if(src->type == BL_HOM){
  1481. TBL_HOM *hd = (TBL_HOM*)src;
  1482. hd->homunculus.intimacy = 200;
  1483. if (hd->master)
  1484. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1485. }
  1486. break;
  1487. }
  1488. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1489. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1490. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1491. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1492. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1493. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1494. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1495. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1496. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1497. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1498. }
  1499. if(dstsd && attack_type&BF_WEAPON)
  1500. { //Counter effects.
  1501. int i, type, time;
  1502. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1503. {
  1504. rate = dstsd->addeff2[i].rate;
  1505. if (attack_type&BF_LONG)
  1506. rate+=dstsd->addeff2[i].arrow_rate;
  1507. if (!rate) continue;
  1508. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1509. { //Trigger has range consideration.
  1510. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1511. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1512. continue; //Range Failed.
  1513. }
  1514. type = dstsd->addeff2[i].id;
  1515. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1516. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1517. status_change_start(src,type,rate,7,0,0,0,time,0);
  1518. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1519. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1520. }
  1521. }
  1522. // Trigger counter-spells to retaliate against damage causing skills.
  1523. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  1524. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1525. {
  1526. struct block_list *tbl;
  1527. struct unit_data *ud;
  1528. int i, skillid, skilllv, rate;
  1529. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1530. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1531. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1532. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1533. continue; // one or more trigger conditions were not fulfilled
  1534. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1535. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1536. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1537. rate = dstsd->autospell2[i].rate;
  1538. if (attack_type&BF_LONG)
  1539. rate>>=1;
  1540. if (skillnotok(skillid, dstsd))
  1541. continue;
  1542. if (rand()%1000 > rate)
  1543. continue;
  1544. if (dstsd->autospell2[i].id < 0)
  1545. tbl = bl;
  1546. else
  1547. tbl = src;
  1548. switch (skill_get_casttype(skillid)) {
  1549. case CAST_GROUND:
  1550. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1551. break;
  1552. case CAST_NODAMAGE:
  1553. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1554. break;
  1555. case CAST_DAMAGE:
  1556. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1557. break;
  1558. }
  1559. //Set canact delay. [Skotlex]
  1560. ud = unit_bl2ud(bl);
  1561. if (ud) {
  1562. rate = skill_delayfix(bl, skillid, skilllv);
  1563. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1564. ud->canact_tick = tick+rate;
  1565. }
  1566. break; //trigger only one auto-spell per hit.
  1567. }
  1568. }
  1569. return 0;
  1570. }
  1571. /*=========================================================================
  1572. Breaks equipment. On-non players causes the corresponding strip effect.
  1573. - rate goes from 0 to 10000 (100.00%)
  1574. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1575. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1576. --------------------------------------------------------------------------*/
  1577. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1578. {
  1579. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1580. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1581. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1582. struct status_change *sc = status_get_sc(bl);
  1583. int i,j;
  1584. TBL_PC *sd;
  1585. BL_CAST(BL_PC, bl, sd);
  1586. if (sc && !sc->count)
  1587. sc = NULL;
  1588. if (sd) {
  1589. if (sd->unbreakable_equip)
  1590. where &= ~sd->unbreakable_equip;
  1591. if (sd->unbreakable)
  1592. rate -= rate*sd->unbreakable/100;
  1593. if (where&EQP_WEAPON) {
  1594. switch (sd->status.weapon) {
  1595. case W_FIST: //Bare fists should not break :P
  1596. case W_1HAXE:
  1597. case W_2HAXE:
  1598. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1599. case W_STAFF:
  1600. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1601. case W_HUUMA:
  1602. where &= ~EQP_WEAPON;
  1603. }
  1604. }
  1605. }
  1606. if (flag&BCT_ENEMY) {
  1607. if (battle_config.equip_skill_break_rate != 100)
  1608. rate = rate*battle_config.equip_skill_break_rate/100;
  1609. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1610. if (battle_config.equip_self_break_rate != 100)
  1611. rate = rate*battle_config.equip_self_break_rate/100;
  1612. }
  1613. for (i = 0; i < 4; i++) {
  1614. if (where&where_list[i]) {
  1615. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1616. where&=~where_list[i];
  1617. else if (rand()%10000 >= rate)
  1618. where&=~where_list[i];
  1619. else if (!sd) //Cause Strip effect.
  1620. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1621. }
  1622. }
  1623. if (!where) //Nothing to break.
  1624. return 0;
  1625. if (sd) {
  1626. for (i = 0; i < EQI_MAX; i++) {
  1627. j = sd->equip_index[i];
  1628. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1629. continue;
  1630. flag = 0;
  1631. switch(i) {
  1632. case EQI_HEAD_TOP: //Upper Head
  1633. flag = (where&EQP_HELM);
  1634. break;
  1635. case EQI_ARMOR: //Body
  1636. flag = (where&EQP_ARMOR);
  1637. break;
  1638. case EQI_HAND_R: //Left/Right hands
  1639. case EQI_HAND_L:
  1640. flag = (
  1641. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1642. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1643. break;
  1644. default:
  1645. continue;
  1646. }
  1647. if (flag) {
  1648. sd->status.inventory[j].attribute = 1;
  1649. pc_unequipitem(sd, j, 3);
  1650. }
  1651. }
  1652. clif_equiplist(sd);
  1653. }
  1654. return where; //Return list of pieces broken.
  1655. }
  1656. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1657. {
  1658. struct status_change *sc;
  1659. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1660. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1661. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1662. int i;
  1663. if (rand()%100 >= rate)
  1664. return 0;
  1665. sc = status_get_sc(bl);
  1666. if (!sc)
  1667. return 0;
  1668. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1669. if (where&pos[i] && sc->data[sc_def[i]].timer != -1)
  1670. where&=~pos[i];
  1671. }
  1672. if (!where) return 0;
  1673. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1674. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1675. where&=~pos[i];
  1676. }
  1677. return where?1:0;
  1678. }
  1679. /*=========================================================================
  1680. Used to knock back players, monsters, traps, etc
  1681. - 'count' is the number of squares to knock back
  1682. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1683. - if 'flag&0x1', position update packets must not be sent.
  1684. -------------------------------------------------------------------------*/
  1685. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1686. {
  1687. int dx = 0, dy = 0, nx, ny;
  1688. int ret;
  1689. struct skill_unit* su = NULL;
  1690. nullpo_retr(0, src);
  1691. if (src != target && map_flag_gvg(target->m))
  1692. return 0; //No knocking back in WoE
  1693. if (count == 0)
  1694. return 0; //Actual knockback distance is 0.
  1695. switch (target->type)
  1696. {
  1697. case BL_MOB:
  1698. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1699. return 0;
  1700. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1701. return 0;
  1702. break;
  1703. case BL_PC:
  1704. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1705. return 0;
  1706. break;
  1707. case BL_SKILL:
  1708. su = (struct skill_unit *)target;
  1709. break;
  1710. }
  1711. if (direction == -1) // <optimized>: do the computation here instead of outside
  1712. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1713. if (direction >= 0 && direction < 8)
  1714. { // take the reversed 'direction' and reverse it
  1715. dx = -dirx[direction];
  1716. dy = -diry[direction];
  1717. }
  1718. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1719. nx = ret>>16;
  1720. ny = ret&0xffff;
  1721. if (!su)
  1722. unit_stop_walking(target,0);
  1723. dx = nx - target->x;
  1724. dy = ny - target->y;
  1725. if (!dx && !dy) //Could not knockback.
  1726. return 0;
  1727. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1728. if(su)
  1729. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1730. else
  1731. map_moveblock(target, nx, ny, gettick());
  1732. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1733. if(!(flag&0x1))
  1734. clif_blown(target);
  1735. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1736. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1737. return count; //Return amount of knocked back cells.
  1738. }
  1739. //Checks if bl should reflect back a spell.
  1740. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1741. static int skill_magic_reflect(struct block_list *bl, int type)
  1742. {
  1743. struct status_change *sc = status_get_sc(bl);
  1744. struct map_session_data *sd;
  1745. BL_CAST(BL_PC, bl, sd);
  1746. if(sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return)
  1747. return 1;
  1748. if(sc && sc->count)
  1749. {
  1750. if(sc->data[SC_MAGICMIRROR].timer != -1 && rand()%100 < sc->data[SC_MAGICMIRROR].val2)
  1751. return 1;
  1752. if(sc->data[SC_KAITE].timer != -1 && (sd || status_get_lv(bl) <= 80))
  1753. { //Works on players or mobs with level under 80.
  1754. clif_specialeffect(bl, 438, AREA);
  1755. if (--sc->data[SC_KAITE].val2 <= 0)
  1756. status_change_end(bl, SC_KAITE, -1);
  1757. return 1;
  1758. }
  1759. }
  1760. return 0;
  1761. }
  1762. /*
  1763. * =========================================================================
  1764. * Does a skill attack with the given properties.
  1765. * src is the master behind the attack (player/mob/pet)
  1766. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1767. * bl is the target to be attacked.
  1768. * flag can hold a bunch of information:
  1769. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1770. * (usually holds number of targets, or just 1 for simple splash attacks)
  1771. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1772. * packet shouldn't display a skill animation)
  1773. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1774. * client (causes player characters to not scream skill name)
  1775. *-------------------------------------------------------------------------*/
  1776. 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)
  1777. {
  1778. struct Damage dmg;
  1779. struct status_data *sstatus, *tstatus;
  1780. struct status_change *sc;
  1781. struct map_session_data *sd, *tsd;
  1782. int type,damage,rdamage=0;
  1783. if(skillid > 0 && skilllv <= 0) return 0;
  1784. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1785. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1786. nullpo_retr(0, bl); //Target to be attacked.
  1787. if (src != dsrc) {
  1788. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1789. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1790. return 0;
  1791. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1792. //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]
  1793. if (!status_check_skilluse(src, bl, skillid, 2))
  1794. return 0;
  1795. }
  1796. BL_CAST(BL_PC, src, sd);
  1797. BL_CAST(BL_PC, bl, tsd);
  1798. sstatus = status_get_status_data(src);
  1799. tstatus = status_get_status_data(bl);
  1800. sc= status_get_sc(bl);
  1801. if (sc && !sc->count) sc = NULL; //Don't need it.
  1802. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1803. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1804. return 0;
  1805. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1806. if (sc && sc->data[SC_TRICKDEAD].timer != -1 && !(sstatus->mode&MD_BOSS))
  1807. return 0;
  1808. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1809. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1810. //Skotlex: Adjusted to the new system
  1811. if(src->type==BL_PET)
  1812. { // [Valaris]
  1813. struct pet_data *pd = (TBL_PET*)src;
  1814. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1815. {
  1816. int element = skill_get_pl(skillid, skilllv);
  1817. if (skillid == -1)
  1818. element = sstatus->rhw.ele;
  1819. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1820. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1821. else
  1822. dmg.damage= skilllv;
  1823. dmg.damage2=0;
  1824. dmg.div_= pd->a_skill->div_;
  1825. }
  1826. }
  1827. if (attack_type&BF_MAGIC) {
  1828. if (!(sstatus->mode&MD_BOSS) && (dmg.damage || dmg.damage2) &&
  1829. skill_magic_reflect(bl, src==dsrc))
  1830. { //Magic reflection, switch caster/target
  1831. struct block_list *tbl = bl;
  1832. bl = src;
  1833. src = tbl;
  1834. BL_CAST(BL_PC, src, sd);
  1835. BL_CAST(BL_PC, bl, tsd);
  1836. sc = status_get_sc(bl);
  1837. if (sc && !sc->count)
  1838. sc = NULL; //Don't need it.
  1839. //Spirit of Wizard blocks bounced back spells.
  1840. if (sc && sc->data[SC_SPIRIT].timer != -1 &&
  1841. sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1842. {
  1843. //It should only consume once per skill casted. Val3 is the skill
  1844. //id and val4 is the ID of the damage src, this should account for
  1845. //ground spells (and single target spells will be completed on
  1846. //castend_id) [Skotlex]
  1847. if (tsd && !(
  1848. sc->data[SC_SPIRIT].val3 == skillid &&
  1849. sc->data[SC_SPIRIT].val4 == dsrc->id)
  1850. ) { //Check if you have stone to consume.
  1851. type = pc_search_inventory (tsd, 7321);
  1852. if (type >= 0)
  1853. pc_delitem(tsd, type, 1, 0);
  1854. } else
  1855. type = 0;
  1856. if (type >= 0) {
  1857. dmg.damage = dmg.damage2 = 0;
  1858. dmg.dmg_lv = ATK_FLEE;
  1859. sc->data[SC_SPIRIT].val3 = skillid;
  1860. sc->data[SC_SPIRIT].val4 = dsrc->id;
  1861. }
  1862. }
  1863. }
  1864. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1865. int sp = skill_get_sp(skillid,skilllv);
  1866. dmg.damage = dmg.damage2 = 0;
  1867. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1868. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1869. if(skillid == WZ_WATERBALL && skilllv > 1)
  1870. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1871. status_heal(bl, 0, sp, 2);
  1872. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1873. }
  1874. }
  1875. damage = dmg.damage + dmg.damage2;
  1876. if (damage > 0 && dmg.flag&BF_WEAPON && src != bl && src == dsrc &&
  1877. skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1878. rdamage = battle_calc_return_damage(bl, damage, dmg.flag);
  1879. //Skill hit type
  1880. type=(skillid==0)?5:skill_get_hit(skillid);
  1881. if(damage < dmg.div_
  1882. //Only skills that knockback even when they miss. [Skotlex]
  1883. && skillid != CH_PALMSTRIKE)
  1884. dmg.blewcount = 0;
  1885. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1886. if(battle_config.gx_disptype) dsrc = src;
  1887. if(src == bl) type = 4;
  1888. else flag|=SD_ANIMATION;
  1889. }
  1890. if(skillid == NJ_TATAMIGAESHI) {
  1891. dsrc = src; //For correct knockback.
  1892. flag|=SD_ANIMATION;
  1893. }
  1894. if(sd) {
  1895. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1896. if (sd->sc.data[SC_COMBO].timer!=-1)
  1897. { //End combo state after skill is invoked. [Skotlex]
  1898. switch (skillid) {
  1899. case TK_TURNKICK:
  1900. case TK_STORMKICK:
  1901. case TK_DOWNKICK:
  1902. case TK_COUNTER:
  1903. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1904. { //Extend combo time.
  1905. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1906. sd->skilllv_old = skilllv;
  1907. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1908. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1909. sd->sc.data[SC_COMBO].timer = add_timer(
  1910. tick+sd->sc.data[SC_COMBO].val4,
  1911. status_change_timer, src->id, SC_COMBO);
  1912. break;
  1913. }
  1914. default:
  1915. status_change_end(src,SC_COMBO,-1);
  1916. }
  1917. }
  1918. switch(skillid)
  1919. {
  1920. case MO_TRIPLEATTACK:
  1921. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1922. flag=1;
  1923. break;
  1924. case MO_CHAINCOMBO:
  1925. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1926. flag=1;
  1927. break;
  1928. case MO_COMBOFINISH:
  1929. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1930. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1931. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1932. flag=1;
  1933. case CH_TIGERFIST:
  1934. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1935. flag=1;
  1936. case CH_CHAINCRUSH:
  1937. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1938. flag=1;
  1939. break;
  1940. case AC_DOUBLE:
  1941. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1942. pc_checkskill(sd, HT_POWER))
  1943. {
  1944. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1945. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1946. clif_combo_delay(src,2000);
  1947. }
  1948. break;
  1949. case TK_COUNTER:
  1950. { //bonus from SG_FRIEND [Komurka]
  1951. int level;
  1952. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1953. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1954. }
  1955. break;
  1956. case SL_STIN:
  1957. case SL_STUN:
  1958. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1959. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1960. break;
  1961. case GS_FULLBUSTER:
  1962. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1963. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1964. break;
  1965. } //Switch End
  1966. if (flag) { //Possible to chain
  1967. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1968. if (flag < 0) flag = 0;
  1969. flag += 300 * battle_config.combo_delay_rate/100;
  1970. sc_start(src,SC_COMBO,100,skillid,flag);
  1971. clif_combo_delay(src, flag);
  1972. }
  1973. }
  1974. //Display damage.
  1975. switch(skillid){
  1976. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1977. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1978. break;
  1979. //Skills that need be passed as a normal attack for the client to display correctly.
  1980. case HVAN_EXPLOSION:
  1981. case NPC_SELFDESTRUCTION:
  1982. if(src->type==BL_PC)
  1983. dmg.blewcount = 10;
  1984. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1985. case KN_AUTOCOUNTER:
  1986. case NPC_CRITICALSLASH:
  1987. case NPC_SPLASHATTACK:
  1988. case TF_DOUBLE:
  1989. case GS_CHAINACTION:
  1990. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1991. break;
  1992. default:
  1993. //Disabling skill animation doesn't works on multi-hit.
  1994. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1995. damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
  1996. (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
  1997. break;
  1998. }
  1999. map_freeblock_lock();
  2000. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  2001. && pc_checkskill(tsd,RG_PLAGIARISM)
  2002. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  2003. && damage < tsd->status.hp)
  2004. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  2005. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  2006. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  2007. {
  2008. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  2009. tsd->status.skill[tsd->cloneskill_id].id = 0;
  2010. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  2011. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  2012. }
  2013. tsd->cloneskill_id = skillid;
  2014. tsd->status.skill[skillid].id = skillid;
  2015. tsd->status.skill[skillid].lv = skilllv;
  2016. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  2017. tsd->status.skill[skillid].lv = type;
  2018. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  2019. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  2020. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  2021. clif_skillinfoblock(tsd);
  2022. }
  2023. }
  2024. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  2025. struct skill_unit* su = (struct skill_unit*)bl;
  2026. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2027. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  2028. }
  2029. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  2030. { //Skills with can't walk delay also stop normal attacking for that
  2031. //duration when the attack connects. [Skotlex]
  2032. struct unit_data *ud = unit_bl2ud(src);
  2033. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2034. ud->attackabletime = tick + type;
  2035. }
  2036. if (!dmg.amotion) {
  2037. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2038. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  2039. if (!status_isdead(bl))
  2040. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  2041. //Counter status effects [Skotlex]
  2042. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  2043. }
  2044. }
  2045. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2046. if (dmg.blewcount > 0 && !status_isdead(bl))
  2047. {
  2048. int direction = -1; // default
  2049. switch(skillid)
  2050. {
  2051. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  2052. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  2053. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  2054. }
  2055. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  2056. }
  2057. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2058. if (dmg.amotion)
  2059. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2060. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2061. int rate = 50 + skilllv * 5;
  2062. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2063. if(rand()%100 < rate)
  2064. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2065. }
  2066. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  2067. if (battle_config.left_cardfix_to_right)
  2068. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2069. else
  2070. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2071. }
  2072. if (rdamage>0) {
  2073. if (dmg.amotion)
  2074. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  2075. else
  2076. status_fix_damage(bl,src,rdamage,0);
  2077. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  2078. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2079. if (tsd && src != bl)
  2080. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2081. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2082. }
  2083. if (!(flag&2) &&
  2084. (
  2085. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2086. ) &&
  2087. (sc = status_get_sc(src)) &&
  2088. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  2089. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  2090. {
  2091. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2092. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2093. }
  2094. map_freeblock_unlock();
  2095. return damage;
  2096. }
  2097. /*==========================================
  2098. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2099. * flagについて?F16?i?を確認
  2100. * MSB <- 00fTffff ->LSB
  2101. * T =タ?ゲット選?用(BCT_*)
  2102. * ffff=自由に使用可能
  2103. * 0 =予約?B0に固定
  2104. *------------------------------------------*/
  2105. static int skill_area_temp[8];
  2106. static int skill_unit_temp[64]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  2107. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  2108. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2109. int skill_area_sub (struct block_list *bl, va_list ap)
  2110. {
  2111. struct block_list *src;
  2112. int skill_id,skill_lv,flag;
  2113. unsigned int tick;
  2114. SkillFunc func;
  2115. nullpo_retr(0, bl);
  2116. nullpo_retr(0, ap);
  2117. src=va_arg(ap,struct block_list *);
  2118. skill_id=va_arg(ap,int);
  2119. skill_lv=va_arg(ap,int);
  2120. tick=va_arg(ap,unsigned int);
  2121. flag=va_arg(ap,int);
  2122. func=va_arg(ap,SkillFunc);
  2123. if(battle_check_target(src,bl,flag) > 0)
  2124. func(src,bl,skill_id,skill_lv,tick,flag);
  2125. return 0;
  2126. }
  2127. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2128. {
  2129. struct skill_unit *unit;
  2130. int skillid,g_skillid;
  2131. unit = (struct skill_unit *)bl;
  2132. if(bl->prev == NULL || bl->type != BL_SKILL)
  2133. return 0;
  2134. if(!unit->alive)
  2135. return 0;
  2136. skillid = va_arg(ap,int);
  2137. g_skillid = unit->group->skill_id;
  2138. switch (skillid)
  2139. {
  2140. case MG_SAFETYWALL:
  2141. case AL_PNEUMA:
  2142. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2143. return 0;
  2144. break;
  2145. case AL_WARP:
  2146. case HT_SKIDTRAP:
  2147. case HT_LANDMINE:
  2148. case HT_ANKLESNARE:
  2149. case HT_SHOCKWAVE:
  2150. case HT_SANDMAN:
  2151. case HT_FLASHER:
  2152. case HT_FREEZINGTRAP:
  2153. case HT_BLASTMINE:
  2154. case HT_CLAYMORETRAP:
  2155. case HT_TALKIEBOX:
  2156. case HP_BASILICA:
  2157. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2158. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2159. return 0;
  2160. break;
  2161. default: //Avoid stacking with same kind of trap. [Skotlex]
  2162. if (g_skillid != skillid)
  2163. return 0;
  2164. break;
  2165. }
  2166. return 1;
  2167. }
  2168. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2169. {
  2170. //Non players do not check for the skill's splash-trigger area.
  2171. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2172. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2173. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2174. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2175. return 0;
  2176. }
  2177. range += layout_type;
  2178. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2179. }
  2180. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2181. {
  2182. int skillid;
  2183. if(bl->prev == NULL)
  2184. return 0;
  2185. if(status_isdead(bl))
  2186. return 0;
  2187. skillid = va_arg(ap,int);
  2188. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2189. return 0;
  2190. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2191. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2192. return 1;
  2193. }
  2194. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2195. {
  2196. int range, type;
  2197. switch (skillid) { // to be expanded later
  2198. case WZ_ICEWALL:
  2199. range = 2;
  2200. break;
  2201. default:
  2202. {
  2203. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2204. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2205. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2206. return 0;
  2207. }
  2208. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2209. }
  2210. break;
  2211. }
  2212. // if the caster is a monster/NPC, only check for players
  2213. // otherwise just check characters
  2214. if (bl->type == BL_PC)
  2215. type = BL_CHAR;
  2216. else
  2217. type = BL_PC;
  2218. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2219. x - range, y - range, x + range, y + range,
  2220. type, skillid);
  2221. }
  2222. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2223. {
  2224. struct map_session_data *sd;
  2225. int gid, id, strvit, agidex;
  2226. sd = (struct map_session_data *)bl;
  2227. id = va_arg(ap,int);
  2228. gid = va_arg(ap,int);
  2229. if (sd->status.guild_id != gid)
  2230. return 0;
  2231. if(id == sd->bl.id && battle_config.guild_aura&16)
  2232. return 0;
  2233. strvit = va_arg(ap,int);
  2234. agidex = va_arg(ap,int);
  2235. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2236. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2237. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2238. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2239. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2240. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2241. }
  2242. return 0;
  2243. }
  2244. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2245. return 1;
  2246. }
  2247. /*==========================================
  2248. * [orn]
  2249. * Checks that you have the requirements for casting a skill for homunculus.
  2250. * Flag:
  2251. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2252. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2253. *------------------------------------------*/
  2254. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2255. {
  2256. struct status_data *status;
  2257. struct status_change *sc;
  2258. TBL_PC * sd;
  2259. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2260. int index[10],itemid[10],amount[10];
  2261. int checkitem_flag = 1, delitem_flag = 1;
  2262. nullpo_retr(0, hd);
  2263. sd = hd->master;
  2264. if (lv <= 0) return 0;
  2265. status = &hd->battle_status;
  2266. sc = &hd->sc;
  2267. if (!sc->count)
  2268. sc = NULL;
  2269. // for the guild skills [celest]
  2270. if (skill >= HM_SKILLBASE) //[orn]
  2271. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2272. else
  2273. j = skill;
  2274. if (j < 0 || j >= MAX_SKILL_DB)
  2275. return 0;
  2276. //Code speedup, rather than using skill_get_* over and over again.
  2277. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2278. return 0;
  2279. for(i = 0; i < 10; i++) {
  2280. itemid[i] = skill_db[j].itemid[i];
  2281. amount[i] = skill_db[j].amount[i];
  2282. }
  2283. hp = skill_db[j].hp[lv-1];
  2284. sp = skill_db[j].sp[lv-1];
  2285. hp_rate = skill_db[j].hp_rate[lv-1];
  2286. sp_rate = skill_db[j].sp_rate[lv-1];
  2287. state = skill_db[j].state;
  2288. mhp = skill_db[j].mhp[lv-1];
  2289. if(mhp > 0)
  2290. hp += (status->max_hp * mhp)/100;
  2291. if(hp_rate > 0)
  2292. hp += (status->hp * hp_rate)/100;
  2293. else
  2294. hp += (status->max_hp * (-hp_rate))/100;
  2295. if(sp_rate > 0)
  2296. sp += (status->sp * sp_rate)/100;
  2297. else
  2298. sp += (status->max_sp * (-sp_rate))/100;
  2299. switch(skill) { // Check for cost reductions due to skills & SCs
  2300. case HFLI_SBR44:
  2301. if(hd->homunculus.intimacy <= 200)
  2302. return 0;
  2303. break;
  2304. case HVAN_EXPLOSION:
  2305. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  2306. return 0;
  2307. break;
  2308. }
  2309. if(!(type&2)){
  2310. if( hp>0 && status->hp <= (unsigned int)hp) {
  2311. clif_skill_fail(sd,skill,2,0);
  2312. return 0;
  2313. }
  2314. if( sp>0 && status->sp < (unsigned int)sp) {
  2315. clif_skill_fail(sd,skill,1,0);
  2316. return 0;
  2317. }
  2318. }
  2319. if (!type) //States are only checked on begin casting.
  2320. switch(state) {
  2321. case ST_MOVE_ENABLE:
  2322. if(!unit_can_move(&hd->bl)) {
  2323. clif_skill_fail(sd,skill,0,0);
  2324. return 0;
  2325. }
  2326. break;
  2327. }
  2328. if (checkitem_flag) {
  2329. for(i=0;i<10;i++) {
  2330. index[i] = -1;
  2331. if(itemid[i] <= 0)
  2332. continue;
  2333. index[i] = pc_search_inventory(sd,itemid[i]);
  2334. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2335. {
  2336. clif_skill_fail(sd,skill,0,0);
  2337. return 0;
  2338. }
  2339. }
  2340. }
  2341. if(!(type&1))
  2342. return 1;
  2343. if(delitem_flag) {
  2344. for(i=0;i<10;i++) {
  2345. if(index[i] >= 0)
  2346. pc_delitem(sd,index[i],amount[i],0);
  2347. }
  2348. }
  2349. if(type&2)
  2350. return 1;
  2351. if(sp || hp)
  2352. status_zap(&hd->bl, hp, sp);
  2353. return 1;
  2354. }
  2355. /*==========================================
  2356. *
  2357. *------------------------------------------*/
  2358. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2359. {
  2360. if(skill_area_temp[0] < 0xffff)
  2361. skill_area_temp[0]++;
  2362. return 1;
  2363. }
  2364. int skill_count_water (struct block_list *src, int range)
  2365. {
  2366. int i,x,y,cnt = 0,size = range*2+1;
  2367. struct skill_unit *unit;
  2368. for (i=0;i<size*size;i++) {
  2369. x = src->x+(i%size-range);
  2370. y = src->y+(i/size-range);
  2371. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2372. cnt++;
  2373. continue;
  2374. }
  2375. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2376. if (!unit)
  2377. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2378. if (unit) {
  2379. cnt++;
  2380. skill_delunit(unit, 1);
  2381. }
  2382. }
  2383. return cnt;
  2384. }
  2385. /*==========================================
  2386. *
  2387. *------------------------------------------*/
  2388. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2389. {
  2390. struct block_list *src = map_id2bl(id),*target;
  2391. struct unit_data *ud = unit_bl2ud(src);
  2392. struct skill_timerskill *skl = NULL;
  2393. int range;
  2394. nullpo_retr(0, src);
  2395. nullpo_retr(0, ud);
  2396. skl = ud->skilltimerskill[data];
  2397. nullpo_retr(0, skl);
  2398. ud->skilltimerskill[data] = NULL;
  2399. do {
  2400. if(src->prev == NULL)
  2401. break;
  2402. if(skl->target_id) {
  2403. target = map_id2bl(skl->target_id);
  2404. if(!target && skl->skill_id == RG_INTIMIDATE)
  2405. target = src; //Required since it has to warp.
  2406. if(target == NULL)
  2407. break;
  2408. if(target->prev == NULL)
  2409. break;
  2410. if(src->m != target->m)
  2411. break;
  2412. if(status_isdead(src))
  2413. break;
  2414. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2415. break;
  2416. switch(skl->skill_id) {
  2417. case RG_INTIMIDATE:
  2418. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2419. short x,y;
  2420. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2421. if (target != src && !status_isdead(target))
  2422. unit_warp(target, -1, x, y, 3);
  2423. }
  2424. break;
  2425. case BA_FROSTJOKE:
  2426. case DC_SCREAM:
  2427. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2428. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2429. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2430. break;
  2431. case WZ_WATERBALL:
  2432. if (!status_isdead(target))
  2433. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2434. if (skl->type>1 && !status_isdead(target)) {
  2435. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2436. } else {
  2437. struct status_change *sc = status_get_sc(src);
  2438. if(sc) {
  2439. if(sc->data[SC_MAGICPOWER].timer != -1)
  2440. status_change_end(src,SC_MAGICPOWER,-1);
  2441. if(sc->data[SC_SPIRIT].timer != -1 &&
  2442. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  2443. sc->data[SC_SPIRIT].val3 == skl->skill_id)
  2444. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  2445. }
  2446. }
  2447. break;
  2448. default:
  2449. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2450. break;
  2451. }
  2452. }
  2453. else {
  2454. if(src->m != skl->map)
  2455. break;
  2456. switch(skl->skill_id) {
  2457. case WZ_METEOR:
  2458. if(skl->type >= 0) {
  2459. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2460. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2461. }
  2462. else
  2463. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2464. break;
  2465. }
  2466. }
  2467. } while (0);
  2468. //Free skl now that it is no longer needed.
  2469. ers_free(skill_timer_ers, skl);
  2470. return 0;
  2471. }
  2472. /*==========================================
  2473. *
  2474. *------------------------------------------*/
  2475. 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)
  2476. {
  2477. int i;
  2478. struct unit_data *ud;
  2479. nullpo_retr(1, src);
  2480. ud = unit_bl2ud(src);
  2481. nullpo_retr(1, ud);
  2482. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2483. if (i==MAX_SKILLTIMERSKILL) return 1;
  2484. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2485. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2486. ud->skilltimerskill[i]->src_id = src->id;
  2487. ud->skilltimerskill[i]->target_id = target;
  2488. ud->skilltimerskill[i]->skill_id = skill_id;
  2489. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2490. ud->skilltimerskill[i]->map = src->m;
  2491. ud->skilltimerskill[i]->x = x;
  2492. ud->skilltimerskill[i]->y = y;
  2493. ud->skilltimerskill[i]->type = type;
  2494. ud->skilltimerskill[i]->flag = flag;
  2495. return 0;
  2496. }
  2497. /*==========================================
  2498. *
  2499. *------------------------------------------*/
  2500. int skill_cleartimerskill (struct block_list *src)
  2501. {
  2502. int i;
  2503. struct unit_data *ud;
  2504. nullpo_retr(0, src);
  2505. ud = unit_bl2ud(src);
  2506. nullpo_retr(0, ud);
  2507. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2508. if(ud->skilltimerskill[i]) {
  2509. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2510. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2511. ud->skilltimerskill[i]=NULL;
  2512. }
  2513. }
  2514. return 1;
  2515. }
  2516. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2517. {
  2518. TBL_SKILL *su = (TBL_SKILL*)bl;
  2519. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2520. { //Reveal trap.
  2521. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2522. //clif_changetraplook(bl, su->group->unit_id);
  2523. clif_skill_setunit(su);
  2524. return 1;
  2525. }
  2526. return 0;
  2527. }
  2528. /*==========================================
  2529. *
  2530. *
  2531. *------------------------------------------*/
  2532. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2533. {
  2534. struct map_session_data *sd = NULL, *tsd = NULL;
  2535. struct status_data *tstatus;
  2536. struct status_change *sc;
  2537. if (skillid > 0 && skilllv <= 0) return 0;
  2538. nullpo_retr(1, src);
  2539. nullpo_retr(1, bl);
  2540. if (src->m != bl->m)
  2541. return 1;
  2542. if (bl->prev == NULL)
  2543. return 1;
  2544. BL_CAST(BL_PC, src, sd);
  2545. BL_CAST(BL_PC, bl, tsd);
  2546. if (status_isdead(bl))
  2547. return 1;
  2548. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2549. { //GTB makes all targetted magic display miss with a single bolt.
  2550. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl),
  2551. 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2552. return 1;
  2553. }
  2554. sc = status_get_sc(src);
  2555. if (sc && !sc->count)
  2556. sc = NULL; //Unneeded
  2557. tstatus = status_get_status_data(bl);
  2558. map_freeblock_lock();
  2559. switch(skillid)
  2560. {
  2561. case SM_BASH:
  2562. case MC_MAMMONITE:
  2563. case TF_DOUBLE:
  2564. case AC_DOUBLE:
  2565. case AS_SONICBLOW:
  2566. case KN_PIERCE:
  2567. case KN_SPEARBOOMERANG:
  2568. case TF_POISON:
  2569. case TF_SPRINKLESAND:
  2570. case AC_CHARGEARROW:
  2571. case RG_INTIMIDATE:
  2572. case AM_ACIDTERROR:
  2573. case BA_MUSICALSTRIKE:
  2574. case DC_THROWARROW:
  2575. case BA_DISSONANCE:
  2576. case CR_HOLYCROSS:
  2577. case NPC_DARKCROSS:
  2578. case CR_SHIELDCHARGE:
  2579. case CR_SHIELDBOOMERANG:
  2580. case NPC_PIERCINGATT:
  2581. case NPC_MENTALBREAKER:
  2582. case NPC_RANGEATTACK:
  2583. case NPC_CRITICALSLASH:
  2584. case NPC_COMBOATTACK:
  2585. case NPC_GUIDEDATTACK:
  2586. case NPC_POISON:
  2587. case NPC_RANDOMATTACK:
  2588. case NPC_WATERATTACK:
  2589. case NPC_GROUNDATTACK:
  2590. case NPC_FIREATTACK:
  2591. case NPC_WINDATTACK:
  2592. case NPC_POISONATTACK:
  2593. case NPC_HOLYATTACK:
  2594. case NPC_DARKNESSATTACK:
  2595. case NPC_TELEKINESISATTACK:
  2596. case NPC_UNDEADATTACK:
  2597. case NPC_ARMORBRAKE:
  2598. case NPC_WEAPONBRAKER:
  2599. case NPC_HELMBRAKE:
  2600. case NPC_SHIELDBRAKE:
  2601. case NPC_BLINDATTACK:
  2602. case NPC_SILENCEATTACK:
  2603. case NPC_STUNATTACK:
  2604. case NPC_PETRIFYATTACK:
  2605. case NPC_CURSEATTACK:
  2606. case NPC_SLEEPATTACK:
  2607. case LK_AURABLADE:
  2608. case LK_SPIRALPIERCE:
  2609. case LK_HEADCRUSH:
  2610. case CG_ARROWVULCAN:
  2611. case HW_MAGICCRASHER:
  2612. case ITM_TOMAHAWK:
  2613. case MO_TRIPLEATTACK:
  2614. case CH_CHAINCRUSH:
  2615. case CH_TIGERFIST:
  2616. case PA_SHIELDCHAIN: // Shield Chain
  2617. case PA_SACRIFICE:
  2618. case WS_CARTTERMINATION: // Cart Termination
  2619. case AS_VENOMKNIFE:
  2620. case HT_PHANTASMIC:
  2621. case HT_POWER:
  2622. case TK_DOWNKICK:
  2623. case TK_COUNTER:
  2624. case GS_CHAINACTION:
  2625. case GS_TRIPLEACTION:
  2626. case GS_MAGICALBULLET:
  2627. case GS_TRACKING:
  2628. case GS_PIERCINGSHOT:
  2629. case GS_RAPIDSHOWER:
  2630. case GS_DUST:
  2631. case GS_DISARM: // Added disarm. [Reddozen]
  2632. case GS_FULLBUSTER:
  2633. case NJ_SYURIKEN:
  2634. case NJ_KUNAI:
  2635. case ASC_BREAKER:
  2636. case HFLI_MOON: //[orn]
  2637. case HFLI_SBR44: //[orn]
  2638. case NPC_BLEEDING:
  2639. case NPC_CRITICALWOUND:
  2640. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2641. break;
  2642. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2643. switch( rand()%6 ){
  2644. case 0: flag |= BREAK_ANKLE; break;
  2645. case 1: flag |= BREAK_WRIST; break;
  2646. case 2: flag |= BREAK_KNEE; break;
  2647. case 3: flag |= BREAK_SHOULDER; break;
  2648. case 4: flag |= BREAK_WAIST; break;
  2649. case 5: flag |= BREAK_NECK; break;
  2650. }
  2651. //Seems a little ugly, but we have done this or worse with other skills like Storm Gust. [Skotlex]
  2652. //val3 holds the status that it should start when it connects.
  2653. sc = status_get_sc(bl);
  2654. if (sc) sc->data[SkillStatusChangeTable(skillid)].val4 = flag;
  2655. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2656. break;
  2657. case MO_COMBOFINISH:
  2658. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2659. { //Becomes a splash attack when Soul Linked.
  2660. map_foreachinrange(skill_area_sub, bl,
  2661. skill_get_splash(skillid, skilllv),splash_target(src),
  2662. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2663. skill_castend_damage_id);
  2664. } else
  2665. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2666. break;
  2667. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2668. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2669. skill_area_temp[1] = 0;
  2670. map_foreachinrange(skill_attack_area, src,
  2671. skill_get_splash(skillid, skilllv), splash_target(src),
  2672. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2673. break;
  2674. case KN_CHARGEATK:
  2675. {
  2676. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y);
  2677. unsigned int dist = distance_bl(src, bl);
  2678. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2679. // teleport to target (if not on WoE grounds)
  2680. if( !map_flag_gvg(src->m) && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2681. clif_slide(src, bl->x, bl->y);
  2682. // cause damage and knockback if the path to target was a straight one
  2683. if( path )
  2684. {
  2685. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2686. skill_blown(src, bl, dist, dir, 0);
  2687. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2688. // make the caster look in the direction of the target
  2689. unit_setdir(src, (dir+4)%8);
  2690. clif_changed_dir(src, AREA);
  2691. }
  2692. }
  2693. break;
  2694. case TK_JUMPKICK:
  2695. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2696. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2697. clif_slide(src,bl->x,bl->y);
  2698. break;
  2699. case SN_SHARPSHOOTING:
  2700. case NJ_KAMAITACHI:
  2701. //It won't shoot through walls since on castend there has to be a direct
  2702. //line of sight between caster and target.
  2703. skill_area_temp[1] = bl->id;
  2704. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2705. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2706. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2707. break;
  2708. case NPC_ACIDBREATH:
  2709. case NPC_DARKNESSBREATH:
  2710. case NPC_FIREBREATH:
  2711. case NPC_ICEBREATH:
  2712. case NPC_THUNDERBREATH:
  2713. skill_area_temp[1] = bl->id;
  2714. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2715. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2716. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2717. break;
  2718. case MO_INVESTIGATE:
  2719. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2720. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2721. status_change_end(src,SC_BLADESTOP,-1);
  2722. break;
  2723. case RG_BACKSTAP:
  2724. {
  2725. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2726. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2727. if (sc && sc->data[SC_HIDING].timer != -1)
  2728. status_change_end(src, SC_HIDING, -1);
  2729. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2730. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2731. unit_setdir(bl,dir);
  2732. }
  2733. else if (sd)
  2734. clif_skill_fail(sd,skillid,0,0);
  2735. }
  2736. break;
  2737. case MO_FINGEROFFENSIVE:
  2738. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2739. if (battle_config.finger_offensive_type && sd) {
  2740. int i;
  2741. for (i = 1; i < sd->spiritball_old; i++)
  2742. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2743. }
  2744. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2745. status_change_end(src,SC_BLADESTOP,-1);
  2746. break;
  2747. case MO_CHAINCOMBO:
  2748. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2749. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2750. status_change_end(src,SC_BLADESTOP,-1);
  2751. break;
  2752. case NJ_ISSEN:
  2753. if (sc) {
  2754. if (sc->data[SC_NEN].timer != -1)
  2755. status_change_end(src,SC_NEN,-1);
  2756. if (sc->data[SC_HIDING].timer != -1)
  2757. status_change_end(src,SC_HIDING,-1);
  2758. }
  2759. case MO_EXTREMITYFIST:
  2760. if (sc && skillid == MO_EXTREMITYFIST)
  2761. {
  2762. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2763. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2764. if (sc->data[SC_BLADESTOP].timer != -1)
  2765. status_change_end(src,SC_BLADESTOP,-1);
  2766. }
  2767. //Client expects you to move to target regardless of distance
  2768. {
  2769. struct unit_data *ud = unit_bl2ud(src);
  2770. short dx,dy;
  2771. int i,speed;
  2772. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2773. dx = bl->x - src->x;
  2774. dy = bl->y - src->y;
  2775. if (dx < 0) dx-=i;
  2776. else if (dx > 0) dx+=i;
  2777. if (dy < 0) dy-=i;
  2778. else if (dy > 0) dy+=i;
  2779. if (!dx && !dy) dy++;
  2780. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2781. {
  2782. dx = bl->x;
  2783. dy = bl->y;
  2784. } else {
  2785. dx = src->x + dx;
  2786. dy = src->y + dy;
  2787. }
  2788. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2789. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2790. //Increase can't walk delay to not alter your walk path
  2791. ud->canmove_tick = tick;
  2792. speed = status_get_speed(src);
  2793. for (i = 0; i < ud->walkpath.path_len; i ++)
  2794. {
  2795. if(ud->walkpath.path[i]&1)
  2796. ud->canmove_tick+=7*speed/5;
  2797. else
  2798. ud->canmove_tick+=speed;
  2799. }
  2800. }
  2801. }
  2802. break;
  2803. //Splash attack skills.
  2804. case NPC_PULSESTRIKE:
  2805. case NPC_HELLJUDGEMENT:
  2806. skill_attack(skill_get_type(skillid), src, src, bl,
  2807. skillid, skilllv, tick, skill_area_temp[0]|(flag&SD_LEVEL));
  2808. break;
  2809. case AS_SPLASHER:
  2810. case AS_GRIMTOOTH:
  2811. case SM_MAGNUM:
  2812. case HT_BLITZBEAT:
  2813. case MC_CARTREVOLUTION:
  2814. case NPC_SPLASHATTACK:
  2815. case AC_SHOWER:
  2816. case MG_NAPALMBEAT:
  2817. case MG_FIREBALL:
  2818. case RG_RAID:
  2819. case HW_NAPALMVULCAN:
  2820. case NJ_HUUMA:
  2821. case NJ_BAKUENRYU:
  2822. case ASC_METEORASSAULT:
  2823. case GS_DESPERADO:
  2824. case GS_SPREADATTACK:
  2825. case NPC_EARTHQUAKE:
  2826. if (flag&1)
  2827. { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2828. if (skill_area_temp[1] != bl->id)
  2829. skill_attack(skill_get_type(skillid), src, src, bl,
  2830. skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION|(flag&SD_LEVEL));
  2831. break;
  2832. }
  2833. if ( skillid == NJ_BAKUENRYU )
  2834. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2835. skill_area_temp[0] = 0;
  2836. skill_area_temp[1] = bl->id;
  2837. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
  2838. if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2839. map_foreachinrange(skill_area_sub, bl,
  2840. skill_get_splash(skillid, skilllv), BL_CHAR,
  2841. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2842. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2843. skill_area_temp[0] = 2;
  2844. map_foreachinrange(skill_area_sub, bl,
  2845. skill_get_splash(skillid, skilllv), splash_target(src),
  2846. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2847. skill_castend_damage_id);
  2848. //Splasher Should do 100% damage on targetted character.
  2849. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
  2850. tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));
  2851. if (skillid == SM_MAGNUM) {
  2852. //Initiate 10% of your damage becomes fire element.
  2853. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2854. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2855. }
  2856. break;
  2857. case KN_BRANDISHSPEAR:
  2858. //Coded apart for it needs the flag passed to the damage calculation.
  2859. if (skill_area_temp[1] != bl->id)
  2860. skill_attack(skill_get_type(skillid), src, src, bl,
  2861. skillid, skilllv, tick, flag|SD_ANIMATION);
  2862. else
  2863. skill_attack(skill_get_type(skillid), src, src, bl,
  2864. skillid, skilllv, tick, flag);
  2865. break;
  2866. case KN_BOWLINGBASH:
  2867. if(flag&1){
  2868. if(bl->id==skill_area_temp[1])
  2869. break;
  2870. //two hits for 500%
  2871. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2872. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2873. } else {
  2874. int i,c;
  2875. c = skill_get_blewcount(skillid,skilllv);
  2876. // keep moving target in the direction that src is looking, square by square
  2877. for(i=0;i<c;i++){
  2878. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2879. break; //Can't knockback
  2880. skill_area_temp[0]=0;
  2881. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  2882. src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2883. if(skill_area_temp[0]>1) break; // collision
  2884. }
  2885. clif_blown(bl); //Update target pos.
  2886. if (i!=c) { //Splash
  2887. skill_area_temp[1]=bl->id;
  2888. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  2889. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2890. }
  2891. //Weirdo dual-hit property, two attacks for 500%
  2892. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2893. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2894. }
  2895. break;
  2896. case KN_SPEARSTAB:
  2897. if(flag&1) {
  2898. if (bl->id==skill_area_temp[1])
  2899. break;
  2900. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2901. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2902. } else {
  2903. int x=bl->x,y=bl->y,i,dir;
  2904. dir = map_calc_dir(bl,src->x,src->y);
  2905. skill_area_temp[1] = bl->id;
  2906. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2907. // all the enemies between the caster and the target are hit, as well as the target
  2908. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2909. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2910. for (i=0;i<4;i++) {
  2911. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2912. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2913. x += dirx[dir];
  2914. y += diry[dir];
  2915. }
  2916. }
  2917. break;
  2918. case TK_TURNKICK:
  2919. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2920. {
  2921. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2922. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2923. map_foreachinrange(skill_area_sub,bl,
  2924. skill_get_splash(skillid, skilllv),BL_CHAR,
  2925. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2926. skill_castend_nodamage_id);
  2927. }
  2928. break;
  2929. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2930. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2931. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2932. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2933. break;
  2934. case PR_TURNUNDEAD:
  2935. case ALL_RESURRECTION:
  2936. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2937. break;
  2938. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2939. break;
  2940. case MG_SOULSTRIKE:
  2941. case NPC_DARKSTRIKE:
  2942. case MG_COLDBOLT:
  2943. case MG_FIREBOLT:
  2944. case MG_LIGHTNINGBOLT:
  2945. case WZ_EARTHSPIKE:
  2946. case AL_HEAL:
  2947. case AL_HOLYLIGHT:
  2948. case WZ_JUPITEL:
  2949. case NPC_DARKTHUNDER:
  2950. case PR_ASPERSIO:
  2951. case MG_FROSTDIVER:
  2952. case WZ_SIGHTBLASTER:
  2953. case WZ_SIGHTRASHER:
  2954. case NJ_KOUENKA:
  2955. case NJ_HYOUSENSOU:
  2956. case NJ_HUUJIN:
  2957. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2958. break;
  2959. case NPC_MAGICALATTACK:
  2960. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2961. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2962. break;
  2963. case HVAN_CAPRICE: //[blackhole89]
  2964. {
  2965. int ran=rand()%4;
  2966. int sid = 0;
  2967. switch(ran)
  2968. {
  2969. case 0: sid=MG_COLDBOLT; break;
  2970. case 1: sid=MG_FIREBOLT; break;
  2971. case 2: sid=MG_LIGHTNINGBOLT; break;
  2972. case 3: sid=WZ_EARTHSPIKE; break;
  2973. }
  2974. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2975. }
  2976. break;
  2977. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2978. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2979. if (skilllv>1) {
  2980. int range = skilllv/2;
  2981. int cnt;
  2982. if (sd)
  2983. cnt = skill_count_water(src,range);
  2984. else {
  2985. range = 2*range+1;
  2986. cnt = range*range;
  2987. }
  2988. cnt--;
  2989. if (cnt > 0)
  2990. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2991. skillid,skilllv,cnt,flag);
  2992. } else if (sd) //Eat up deluge tiles.
  2993. skill_count_water(src,0);
  2994. break;
  2995. case PR_BENEDICTIO:
  2996. //Should attack undead and demons. [Skotlex]
  2997. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2998. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2999. break;
  3000. case SL_SMA:
  3001. if (sc && sc->data[SC_SMA].timer != -1)
  3002. status_change_end(src,SC_SMA,-1);
  3003. case SL_STIN:
  3004. case SL_STUN:
  3005. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3006. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3007. clif_skill_fail(sd,skillid,0,0);
  3008. break;
  3009. }
  3010. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3011. break;
  3012. case NPC_DARKBREATH:
  3013. clif_emotion(src,7);
  3014. case SN_FALCONASSAULT:
  3015. case PA_PRESSURE:
  3016. case CR_ACIDDEMONSTRATION:
  3017. case TF_THROWSTONE:
  3018. case NPC_SMOKING:
  3019. case GS_FLING:
  3020. case NJ_ZENYNAGE:
  3021. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3022. break;
  3023. case HVAN_EXPLOSION:
  3024. case NPC_SELFDESTRUCTION:
  3025. if (src != bl)
  3026. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3027. break;
  3028. // Celest
  3029. case PF_SOULBURN:
  3030. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3031. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3032. if (skilllv == 5)
  3033. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3034. status_percent_damage(src, bl, 0, 100);
  3035. } else {
  3036. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3037. if (skilllv == 5)
  3038. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3039. status_percent_damage(src, src, 0, 100);
  3040. }
  3041. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  3042. break;
  3043. case NPC_BLOODDRAIN:
  3044. case NPC_ENERGYDRAIN:
  3045. {
  3046. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3047. src, src, bl, skillid, skilllv, tick, flag);
  3048. if (heal > 0){
  3049. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3050. status_heal(src, heal, 0, 0);
  3051. }
  3052. }
  3053. break;
  3054. case GS_BULLSEYE:
  3055. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3056. break;
  3057. case NJ_KASUMIKIRI:
  3058. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3059. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3060. break;
  3061. case NJ_KIRIKAGE:
  3062. if (!map_flag_gvg(src->m))
  3063. { //You don't move on GVG grounds.
  3064. short x, y;
  3065. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3066. if (unit_movepos(src, x, y, 0, 0))
  3067. clif_slide(src,src->x,src->y);
  3068. }
  3069. if (sc && sc->data[SC_HIDING].timer != -1)
  3070. status_change_end(src, SC_HIDING, -1);
  3071. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3072. break;
  3073. case 0:
  3074. if(sd) {
  3075. if (flag & 3){
  3076. if (bl->id != skill_area_temp[1])
  3077. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  3078. } else {
  3079. skill_area_temp[1] = bl->id;
  3080. map_foreachinrange(skill_area_sub, bl,
  3081. sd->splash_range, BL_CHAR,
  3082. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  3083. skill_castend_damage_id);
  3084. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  3085. }
  3086. }
  3087. break;
  3088. default:
  3089. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  3090. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  3091. 0, abs(skill_get_num(skillid, skilllv)),
  3092. skillid, skilllv, skill_get_hit(skillid));
  3093. map_freeblock_unlock();
  3094. return 1;
  3095. }
  3096. map_freeblock_unlock();
  3097. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  3098. battle_consume_ammo(sd, skillid, skilllv);
  3099. return 0;
  3100. }
  3101. /*==========================================
  3102. *
  3103. *------------------------------------------*/
  3104. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3105. {
  3106. struct map_session_data *sd = NULL;
  3107. struct homun_data *hd = NULL;
  3108. struct map_session_data *dstsd = NULL;
  3109. struct status_data *sstatus, *tstatus;
  3110. struct status_change *tsc;
  3111. struct mob_data *md = NULL;
  3112. struct mob_data *dstmd = NULL;
  3113. int i,type;
  3114. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3115. nullpo_retr(1, src);
  3116. nullpo_retr(1, bl);
  3117. if (src->m != bl->m)
  3118. return 1;
  3119. if (src->type == BL_PC) {
  3120. sd = (struct map_session_data *)src;
  3121. } else if (src->type == BL_HOM) { //[orn]
  3122. hd = (struct homun_data *)src;
  3123. } else if (src->type == BL_MOB) {
  3124. md = (struct mob_data *)src;
  3125. }
  3126. if (bl->type == BL_PC){
  3127. dstsd = (struct map_session_data *)bl;
  3128. } else if (bl->type == BL_MOB){
  3129. dstmd = (struct mob_data *)bl;
  3130. }
  3131. if(bl->prev == NULL)
  3132. return 1;
  3133. if(status_isdead(src))
  3134. return 1;
  3135. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  3136. return 1;
  3137. tstatus = status_get_status_data(bl);
  3138. sstatus = status_get_status_data(src);
  3139. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3140. switch (skillid) {
  3141. case HLIF_HEAL: //[orn]
  3142. if (bl->type != BL_HOM) {
  3143. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3144. break ;
  3145. }
  3146. case AL_HEAL:
  3147. case ALL_RESURRECTION:
  3148. case PR_ASPERSIO:
  3149. //Apparently only player casted skills can be offensive like this.
  3150. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3151. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3152. //Offensive heal does not works on non-enemies. [Skotlex]
  3153. clif_skill_fail(sd,skillid,0,0);
  3154. return 0;
  3155. }
  3156. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3157. }
  3158. break;
  3159. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3160. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3161. default:
  3162. //Skill is actually ground placed.
  3163. if (src == bl && skill_get_unit_id(skillid,0))
  3164. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3165. }
  3166. type = SkillStatusChangeTable(skillid);
  3167. tsc = status_get_sc(bl);
  3168. if (src!=bl && type > -1 &&
  3169. (i = skill_get_pl(skillid, skilllv)) > ELE_NEUTRAL &&
  3170. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  3171. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  3172. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  3173. map_freeblock_lock();
  3174. switch(skillid)
  3175. {
  3176. case HLIF_HEAL: //[orn]
  3177. case AL_HEAL:
  3178. {
  3179. int heal = skill_calc_heal(src, bl, skilllv);
  3180. int heal_get_jobexp;
  3181. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3182. heal=0;
  3183. if (sd) {
  3184. if ((i = pc_skillheal_bonus(sd, skillid)))
  3185. heal += heal * i / 100;
  3186. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3187. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3188. heal = heal*2;
  3189. }
  3190. if (tsc && tsc->count)
  3191. {
  3192. if (tsc->data[SC_KAITE].timer != -1 && !(sstatus->mode&MD_BOSS)
  3193. ) { //Bounce back heal
  3194. if (--tsc->data[SC_KAITE].val2 <= 0)
  3195. status_change_end(bl, SC_KAITE, -1);
  3196. if (src == bl)
  3197. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3198. else {
  3199. bl = src;
  3200. dstsd = sd;
  3201. }
  3202. } else
  3203. if (tsc->data[SC_BERSERK].timer != -1)
  3204. heal = 0; //Needed so that it actually displays 0 when healing.
  3205. }
  3206. heal_get_jobexp = status_heal(bl,heal,0,0);
  3207. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3208. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3209. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3210. if (heal_get_jobexp <= 0)
  3211. heal_get_jobexp = 1;
  3212. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3213. }
  3214. }
  3215. break;
  3216. case PR_REDEMPTIO:
  3217. if (sd && !(flag&1)) {
  3218. if (sd->status.party_id == 0) {
  3219. clif_skill_fail(sd,skillid,0,0);
  3220. break;
  3221. }
  3222. skill_area_temp[0] = 0;
  3223. party_foreachsamemap(skill_area_sub,
  3224. sd,skill_get_splash(skillid, skilllv),
  3225. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3226. skill_castend_nodamage_id);
  3227. if (skill_area_temp[0] == 0) {
  3228. clif_skill_fail(sd,skillid,0,0);
  3229. break;
  3230. }
  3231. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3232. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3233. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3234. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3235. clif_updatestatus(sd,SP_BASEEXP);
  3236. clif_updatestatus(sd,SP_JOBEXP);
  3237. }
  3238. status_set_hp(src, 1, 0);
  3239. status_set_sp(src, 0, 0);
  3240. break;
  3241. } else if (status_isdead(bl) && flag&1) { //Revive
  3242. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3243. skilllv = 3; //Resurrection level 3 is used
  3244. } else //Invalid target, skip resurrection.
  3245. break;
  3246. case ALL_RESURRECTION:
  3247. if(sd && map_flag_gvg(bl->m))
  3248. { //No reviving in WoE grounds!
  3249. clif_skill_fail(sd,skillid,0,0);
  3250. break;
  3251. }
  3252. if (!status_isdead(bl))
  3253. break;
  3254. {
  3255. int per = 0, sper = 0;
  3256. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3257. break;
  3258. switch(skilllv){
  3259. case 1: per=10; break;
  3260. case 2: per=30; break;
  3261. case 3: per=50; break;
  3262. case 4: per=80; break;
  3263. }
  3264. if(dstsd && dstsd->special_state.restart_full_recover)
  3265. per = sper = 100;
  3266. if (status_revive(bl, per, sper))
  3267. {
  3268. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  3269. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3270. {
  3271. int exp = 0,jexp = 0;
  3272. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3273. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3274. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3275. if (exp < 1) exp = 1;
  3276. }
  3277. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3278. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3279. if (jexp < 1) jexp = 1;
  3280. }
  3281. if(exp > 0 || jexp > 0)
  3282. pc_gainexp (sd, bl, exp, jexp);
  3283. }
  3284. }
  3285. }
  3286. break;
  3287. case AL_DECAGI:
  3288. clif_skill_nodamage (src, bl, skillid, skilllv,
  3289. sc_start(bl, type,
  3290. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3291. skilllv, skill_get_time(skillid,skilllv)));
  3292. break;
  3293. case AL_CRUCIS:
  3294. if (flag&1)
  3295. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,60000);
  3296. else {
  3297. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  3298. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  3299. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3300. }
  3301. break;
  3302. case PR_LEXDIVINA:
  3303. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3304. status_change_end(bl,type, -1);
  3305. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3306. } else
  3307. clif_skill_nodamage (src, bl, skillid, skilllv,
  3308. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3309. break;
  3310. case SA_ABRACADABRA:
  3311. {
  3312. int abra_skillid = 0, abra_skilllv;
  3313. do {
  3314. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3315. if (
  3316. //Unneeded check, use the "per" field to know if the skill is valid.
  3317. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3318. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3319. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3320. rand()%10000 >= skill_abra_db[abra_skillid].per
  3321. )
  3322. abra_skillid = 0; // reset to get a new id
  3323. } while (abra_skillid == 0);
  3324. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  3325. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3326. if (sd)
  3327. { //Crash-protection against Abracadabra casting pets
  3328. sd->skillitem = abra_skillid;
  3329. sd->skillitemlv = abra_skilllv;
  3330. sd->state.abra_flag = 1;
  3331. clif_item_skill (sd, abra_skillid, abra_skilllv);
  3332. } else
  3333. { // [Skotlex]
  3334. struct unit_data *ud = unit_bl2ud(src);
  3335. int inf = skill_get_inf(abra_skillid);
  3336. int target_id = 0;
  3337. if (!ud) break;
  3338. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3339. if (src->type == BL_PET)
  3340. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3341. if (!bl) bl = src;
  3342. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3343. } else { //Assume offensive skills
  3344. if (ud->target)
  3345. target_id = ud->target;
  3346. else switch (src->type) {
  3347. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3348. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3349. }
  3350. if (!target_id)
  3351. break;
  3352. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3353. bl = map_id2bl(target_id);
  3354. if (!bl) bl = src;
  3355. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3356. } else
  3357. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3358. }
  3359. }
  3360. }
  3361. break;
  3362. case SA_COMA:
  3363. clif_skill_nodamage(src,bl,skillid,skilllv,
  3364. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3365. break;
  3366. case SA_FULLRECOVERY:
  3367. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3368. if (status_isimmune(bl))
  3369. break;
  3370. status_percent_heal(bl, 100, 100);
  3371. break;
  3372. case SA_SUMMONMONSTER:
  3373. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3374. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3375. break;
  3376. case SA_LEVELUP:
  3377. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3378. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3379. break;
  3380. case SA_INSTANTDEATH:
  3381. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3382. status_set_hp(bl,1,0);
  3383. break;
  3384. case SA_QUESTION:
  3385. case SA_GRAVITY:
  3386. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3387. break;
  3388. case SA_CLASSCHANGE:
  3389. {
  3390. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3391. ,1157,1159,1190,1272,1312,1373,1492};
  3392. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3393. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3394. if(dstmd) mob_class_change(dstmd,class_);
  3395. }
  3396. break;
  3397. case SA_MONOCELL:
  3398. {
  3399. static int poringclass[]={1002};
  3400. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3401. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3402. if(dstmd) mob_class_change(dstmd,class_);
  3403. }
  3404. break;
  3405. case SA_DEATH:
  3406. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3407. status_kill(bl);
  3408. break;
  3409. case SA_REVERSEORCISH:
  3410. clif_skill_nodamage(src,bl,skillid,skilllv,
  3411. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3412. break;
  3413. case SA_FORTUNE:
  3414. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3415. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3416. break;
  3417. case SA_TAMINGMONSTER:
  3418. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3419. if (sd && dstmd) {
  3420. for (i = 0; i < MAX_PET_DB; i++) {
  3421. if (dstmd->class_ == pet_db[i].class_) {
  3422. pet_catch_process1 (sd, dstmd->class_);
  3423. break;
  3424. }
  3425. }
  3426. }
  3427. break;
  3428. case CR_PROVIDENCE:
  3429. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3430. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3431. clif_skill_fail(sd,skillid,0,0);
  3432. map_freeblock_unlock();
  3433. return 1;
  3434. }
  3435. }
  3436. clif_skill_nodamage(src,bl,skillid,skilllv,
  3437. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3438. break;
  3439. case CG_MARIONETTE:
  3440. {
  3441. struct status_change *sc= status_get_sc(src);
  3442. int type2 = SC_MARIONETTE2;
  3443. if(sc && tsc){
  3444. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3445. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3446. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3447. clif_marionette(src, bl);
  3448. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3449. }
  3450. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3451. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3452. status_change_end(src, type, -1);
  3453. status_change_end(bl, type2, -1);
  3454. }
  3455. else {
  3456. if (sd) clif_skill_fail(sd,skillid,0,0);
  3457. map_freeblock_unlock();
  3458. return 1;
  3459. }
  3460. }
  3461. }
  3462. break;
  3463. case RG_CLOSECONFINE:
  3464. clif_skill_nodamage(src,bl,skillid,skilllv,
  3465. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3466. break;
  3467. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3468. case SA_FROSTWEAPON:
  3469. case SA_LIGHTNINGLOADER:
  3470. case SA_SEISMICWEAPON:
  3471. if (dstsd) {
  3472. if(dstsd->status.weapon == W_FIST ||
  3473. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3474. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3475. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3476. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3477. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3478. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3479. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3480. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3481. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3482. ))
  3483. ) {
  3484. if (sd) clif_skill_fail(sd,skillid,0,0);
  3485. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3486. break;
  3487. }
  3488. }
  3489. if (sd) {
  3490. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3491. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3492. clif_skill_fail(sd,skillid,0,0);
  3493. break;
  3494. }
  3495. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3496. }
  3497. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3498. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3499. if (sd)
  3500. clif_skill_fail(sd,skillid,0,0);
  3501. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3502. clif_displaymessage(sd->fd,"You broke target's weapon");
  3503. }
  3504. break;
  3505. case PR_ASPERSIO:
  3506. if (sd && dstmd) {
  3507. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3508. break;
  3509. }
  3510. clif_skill_nodamage(src,bl,skillid,skilllv,
  3511. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3512. break;
  3513. case ITEM_ENCHANTARMS:
  3514. clif_skill_nodamage(src,bl,skillid,skilllv,
  3515. sc_start2(bl,type,100,skilllv,
  3516. skill_get_pl(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3517. break;
  3518. case TK_SEVENWIND:
  3519. switch(skill_get_pl(skillid,skilllv)) {
  3520. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3521. case ELE_WIND : type = SC_WINDWEAPON; break;
  3522. case ELE_WATER : type = SC_WATERWEAPON; break;
  3523. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3524. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3525. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3526. case ELE_HOLY : type = SC_ASPERSIO; break;
  3527. }
  3528. clif_skill_nodamage(src,bl,skillid,skilllv,
  3529. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3530. break;
  3531. case PR_KYRIE:
  3532. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3533. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3534. break;
  3535. //Passive Magnum, should had been casted on yourself.
  3536. case SM_MAGNUM:
  3537. skill_area_temp[1] = 0;
  3538. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), splash_target(src),
  3539. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3540. //Initiate 10% of your damage becomes fire element.
  3541. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3542. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3543. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3544. break;
  3545. case AL_INCAGI:
  3546. case AL_BLESSING:
  3547. case PR_SLOWPOISON:
  3548. case PR_IMPOSITIO:
  3549. case PR_LEXAETERNA:
  3550. case PR_SUFFRAGIUM:
  3551. case PR_BENEDICTIO:
  3552. case LK_BERSERK:
  3553. case KN_AUTOCOUNTER:
  3554. case KN_TWOHANDQUICKEN:
  3555. case KN_ONEHAND:
  3556. case CR_SPEARQUICKEN:
  3557. case CR_REFLECTSHIELD:
  3558. case AS_POISONREACT:
  3559. case MC_LOUD:
  3560. case MG_ENERGYCOAT:
  3561. case MO_EXPLOSIONSPIRITS:
  3562. case MO_STEELBODY:
  3563. case MO_BLADESTOP:
  3564. case LK_AURABLADE:
  3565. case LK_PARRYING:
  3566. case LK_CONCENTRATION:
  3567. case WS_CARTBOOST:
  3568. case SN_SIGHT:
  3569. case WS_MELTDOWN:
  3570. case WS_OVERTHRUSTMAX:
  3571. case ST_REJECTSWORD:
  3572. case HW_MAGICPOWER:
  3573. case PF_MEMORIZE:
  3574. case PA_SACRIFICE:
  3575. case ASC_EDP:
  3576. case NPC_STOP:
  3577. case PF_DOUBLECASTING:
  3578. case SG_SUN_COMFORT:
  3579. case SG_MOON_COMFORT:
  3580. case SG_STAR_COMFORT:
  3581. case NPC_HALLUCINATION:
  3582. case HP_ASSUMPTIO:
  3583. case GS_MADNESSCANCEL:
  3584. case GS_ADJUSTMENT:
  3585. case GS_INCREASING:
  3586. case NJ_KASUMIKIRI:
  3587. case NJ_UTSUSEMI:
  3588. case NJ_NEN:
  3589. case NPC_DEFENDER:
  3590. case NPC_MAGICMIRROR:
  3591. clif_skill_nodamage(src,bl,skillid,skilllv,
  3592. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3593. break;
  3594. case MG_SIGHT:
  3595. case AL_RUWACH:
  3596. case WZ_SIGHTBLASTER:
  3597. case NPC_WIDESIGHT:
  3598. case NPC_STONESKIN:
  3599. case NPC_ANTIMAGIC:
  3600. clif_skill_nodamage(src,bl,skillid,skilllv,
  3601. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3602. break;
  3603. case HLIF_AVOID:
  3604. if (hd)
  3605. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  3606. case HAMI_DEFENCE:
  3607. i = skill_get_time(skillid,skilllv);
  3608. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3609. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3610. break;
  3611. case NJ_BUNSINJYUTSU:
  3612. clif_skill_nodamage(src,bl,skillid,skilllv,
  3613. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3614. if (tsc && tsc->data[SC_NEN].timer != -1)
  3615. status_change_end(bl,SC_NEN,-1);
  3616. break;
  3617. /* Was modified to only affect targetted char. [Skotlex]
  3618. case HP_ASSUMPTIO:
  3619. if (flag&1)
  3620. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3621. else
  3622. {
  3623. map_foreachinrange(skill_area_sub, bl,
  3624. skill_get_splash(skillid, skilllv), BL_PC,
  3625. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3626. skill_castend_nodamage_id);
  3627. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3628. }
  3629. break;
  3630. */
  3631. case SM_ENDURE:
  3632. clif_skill_nodamage(src,bl,skillid,skilllv,
  3633. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3634. if (sd)
  3635. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3636. break;
  3637. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3638. if (sd && dstsd && dstsd->sc.count) {
  3639. if (dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3640. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3641. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3642. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3643. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3644. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3645. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3646. ) {
  3647. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3648. clif_skill_fail(sd,skillid,0,0);
  3649. break;
  3650. }
  3651. }
  3652. clif_skill_nodamage(src,bl,skillid,skilllv,
  3653. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3654. break;
  3655. case LK_TENSIONRELAX:
  3656. clif_skill_nodamage(src,bl,skillid,skilllv,
  3657. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3658. skill_get_time(skillid,skilllv)));
  3659. break;
  3660. case MC_CHANGECART:
  3661. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3662. break;
  3663. case TK_MISSION:
  3664. if (sd) {
  3665. int id;
  3666. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3667. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3668. clif_skill_fail(sd,skillid,0,0);
  3669. break;
  3670. }
  3671. id = mob_get_random_id(0,0xC, sd->status.base_level);
  3672. if (!id) {
  3673. clif_skill_fail(sd,skillid,0,0);
  3674. break;
  3675. }
  3676. sd->mission_mobid = id;
  3677. sd->mission_count = 0;
  3678. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3679. clif_mission_info(sd, id, 0);
  3680. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3681. }
  3682. break;
  3683. case AC_CONCENTRATION:
  3684. {
  3685. clif_skill_nodamage(src,bl,skillid,skilllv,
  3686. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3687. map_foreachinrange( status_change_timer_sub, src,
  3688. skill_get_splash(skillid, skilllv), BL_CHAR,
  3689. src,status_get_sc(src),type,tick);
  3690. }
  3691. break;
  3692. case SM_PROVOKE:
  3693. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3694. map_freeblock_unlock();
  3695. return 1;
  3696. }
  3697. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3698. clif_skill_nodamage(src,bl,skillid,skilllv,
  3699. (i=sc_start(bl,type,
  3700. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3701. skilllv,skill_get_time(skillid,skilllv))));
  3702. if (!i)
  3703. {
  3704. if (sd)
  3705. clif_skill_fail(sd,skillid,0,0);
  3706. map_freeblock_unlock();
  3707. return 0;
  3708. }
  3709. unit_skillcastcancel(bl, 2);
  3710. if(tsc && tsc->count){
  3711. if(tsc->data[SC_FREEZE].timer!=-1)
  3712. status_change_end(bl,SC_FREEZE,-1);
  3713. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3714. status_change_end(bl,SC_STONE,-1);
  3715. if(tsc->data[SC_SLEEP].timer!=-1)
  3716. status_change_end(bl,SC_SLEEP,-1);
  3717. }
  3718. if(dstmd) {
  3719. dstmd->state.provoke_flag = src->id;
  3720. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3721. }
  3722. break;
  3723. case CR_DEVOTION:
  3724. if(sd && dstsd)
  3725. {
  3726. int lv = sd->status.base_level - dstsd->status.base_level;
  3727. if (lv < 0) lv = -lv;
  3728. if (lv > battle_config.devotion_level_difference ||
  3729. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3730. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3731. clif_skill_fail(sd,skillid,0,0);
  3732. map_freeblock_unlock();
  3733. return 1;
  3734. }
  3735. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3736. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3737. if (i == skilllv)
  3738. {
  3739. clif_skill_fail(sd,skillid,0,0);
  3740. map_freeblock_unlock();
  3741. return 1;
  3742. }
  3743. sd->devotion[i] = bl->id;
  3744. clif_skill_nodamage(src,bl,skillid,skilllv,
  3745. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3746. clif_devotion(sd);
  3747. }
  3748. else
  3749. if (sd)
  3750. clif_skill_fail(sd,skillid,0,0);
  3751. break;
  3752. case MO_CALLSPIRITS:
  3753. if(sd) {
  3754. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3755. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3756. }
  3757. break;
  3758. case CH_SOULCOLLECT:
  3759. if(sd) {
  3760. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3761. for (i = 0; i < 5; i++)
  3762. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3763. }
  3764. break;
  3765. case MO_KITRANSLATION:
  3766. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3767. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3768. }
  3769. break;
  3770. case TK_TURNKICK:
  3771. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3772. if (skill_area_temp[1] != bl->id) {
  3773. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3774. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3775. }
  3776. break;
  3777. case MO_ABSORBSPIRITS:
  3778. i = 0;
  3779. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3780. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3781. i = dstsd->spiritball * 10;
  3782. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3783. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3784. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3785. i = 2 * dstmd->level;
  3786. mob_target(dstmd,src,0);
  3787. }
  3788. if (i) status_heal(src, 0, i, 3);
  3789. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3790. break;
  3791. case AC_MAKINGARROW:
  3792. if(sd) {
  3793. clif_arrow_create_list(sd);
  3794. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3795. }
  3796. break;
  3797. case AM_PHARMACY:
  3798. if(sd) {
  3799. clif_skill_produce_mix_list(sd,22);
  3800. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3801. }
  3802. break;
  3803. case SA_CREATECON:
  3804. if(sd) {
  3805. clif_skill_produce_mix_list(sd,23);
  3806. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3807. }
  3808. break;
  3809. case BS_HAMMERFALL:
  3810. clif_skill_nodamage(src,bl,skillid,skilllv,
  3811. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3812. break;
  3813. case RG_RAID:
  3814. skill_area_temp[1] = 0;
  3815. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3816. map_foreachinrange(skill_area_sub, bl,
  3817. skill_get_splash(skillid, skilllv), splash_target(src),
  3818. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3819. skill_castend_damage_id);
  3820. status_change_end(src, SC_HIDING, -1);
  3821. break;
  3822. case NPC_EARTHQUAKE:
  3823. case ASC_METEORASSAULT:
  3824. case GS_SPREADATTACK:
  3825. skill_area_temp[0] = 0;
  3826. if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
  3827. map_foreachinrange(skill_area_sub, bl,
  3828. skill_get_splash(skillid, skilllv), BL_CHAR,
  3829. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3830. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3831. case NPC_HELLJUDGEMENT:
  3832. case NPC_PULSESTRIKE:
  3833. skill_area_temp[1] = bl->id;
  3834. //Mob casted skills should also hit skills.
  3835. map_foreachinrange(skill_area_sub, bl,
  3836. skill_get_splash(skillid, skilllv), splash_target(src),
  3837. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3838. skill_castend_damage_id);
  3839. break;
  3840. case KN_BRANDISHSPEAR:
  3841. {
  3842. int c,n=4;
  3843. int dir = map_calc_dir(src,bl->x,bl->y);
  3844. struct square tc;
  3845. int x=bl->x,y=bl->y;
  3846. skill_brandishspear_first(&tc,dir,x,y);
  3847. skill_brandishspear_dir(&tc,dir,4);
  3848. skill_area_temp[1] = bl->id;
  3849. if(skilllv > 9){
  3850. for(c=1;c<4;c++){
  3851. map_foreachincell(skill_area_sub,
  3852. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3853. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3854. skill_castend_damage_id);
  3855. }
  3856. }
  3857. if(skilllv > 6){
  3858. skill_brandishspear_dir(&tc,dir,-1);
  3859. n--;
  3860. }else{
  3861. skill_brandishspear_dir(&tc,dir,-2);
  3862. n-=2;
  3863. }
  3864. if(skilllv > 3){
  3865. for(c=0;c<5;c++){
  3866. map_foreachincell(skill_area_sub,
  3867. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3868. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3869. skill_castend_damage_id);
  3870. if(skilllv > 6 && n==3 && c==4){
  3871. skill_brandishspear_dir(&tc,dir,-1);
  3872. n--;c=-1;
  3873. }
  3874. }
  3875. }
  3876. for(c=0;c<10;c++){
  3877. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3878. map_foreachincell(skill_area_sub,
  3879. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3880. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3881. skill_castend_damage_id);
  3882. }
  3883. }
  3884. break;
  3885. case WZ_SIGHTRASHER:
  3886. //Passive side of the attack.
  3887. status_change_end(src,SC_SIGHT,-1);
  3888. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3889. map_foreachinrange(skill_area_sub,src,
  3890. skill_get_splash(skillid, skilllv),splash_target(src),
  3891. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3892. skill_castend_damage_id);
  3893. break;
  3894. case NJ_HYOUSYOURAKU:
  3895. case NJ_RAIGEKISAI:
  3896. case WZ_FROSTNOVA:
  3897. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3898. skill_area_temp[1] = 0;
  3899. map_foreachinrange(skill_attack_area, src,
  3900. skill_get_splash(skillid, skilllv), splash_target(src),
  3901. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3902. break;
  3903. case HVAN_EXPLOSION: //[orn]
  3904. case NPC_SELFDESTRUCTION:
  3905. //Self Destruction hits everyone in range (allies+enemies)
  3906. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3907. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3908. BCT_ENEMY:BCT_ALL;
  3909. clif_skill_nodamage(src, src, skillid, -1, 1);
  3910. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3911. map_foreachinrange(skill_area_sub, bl,
  3912. skill_get_splash(skillid, skilllv), splash_target(src),
  3913. src, skillid, skilllv, tick, flag|i,
  3914. skill_castend_damage_id);
  3915. map_addblock(src);
  3916. status_damage(src, src, sstatus->max_hp,0,0,1);
  3917. break;
  3918. case AL_ANGELUS:
  3919. case PR_MAGNIFICAT:
  3920. case PR_GLORIA:
  3921. case SN_WINDWALK:
  3922. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3923. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3924. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3925. } else if (sd) {
  3926. party_foreachsamemap (skill_area_sub,
  3927. sd,skill_get_splash(skillid, skilllv),
  3928. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3929. skill_castend_nodamage_id);
  3930. }
  3931. break;
  3932. case BS_ADRENALINE:
  3933. case BS_ADRENALINE2:
  3934. case BS_WEAPONPERFECT:
  3935. case BS_OVERTHRUST:
  3936. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3937. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3938. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3939. } else if (sd) {
  3940. party_foreachsamemap(skill_area_sub,
  3941. sd,skill_get_splash(skillid, skilllv),
  3942. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3943. skill_castend_nodamage_id);
  3944. }
  3945. break;
  3946. case BS_MAXIMIZE:
  3947. case NV_TRICKDEAD:
  3948. case CR_DEFENDER:
  3949. case CR_AUTOGUARD:
  3950. case TK_READYSTORM:
  3951. case TK_READYDOWN:
  3952. case TK_READYTURN:
  3953. case TK_READYCOUNTER:
  3954. case TK_DODGE:
  3955. case CR_SHRINK:
  3956. case ST_PRESERVE:
  3957. case SG_FUSION:
  3958. case GS_GATLINGFEVER:
  3959. if (tsc && tsc->data[type].timer != -1)
  3960. i = status_change_end(bl, type, -1);
  3961. else
  3962. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3963. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3964. break;
  3965. case SL_KAITE:
  3966. case SL_KAAHI:
  3967. case SL_KAIZEL:
  3968. case SL_KAUPE:
  3969. if (sd) {
  3970. if (!dstsd || !(
  3971. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3972. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3973. dstsd->status.char_id == sd->status.char_id ||
  3974. dstsd->status.char_id == sd->status.partner_id ||
  3975. dstsd->status.char_id == sd->status.child
  3976. )) {
  3977. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3978. clif_skill_fail(sd,skillid,0,0);
  3979. break;
  3980. }
  3981. }
  3982. clif_skill_nodamage(src,bl,skillid,skilllv,
  3983. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3984. break;
  3985. case SM_AUTOBERSERK: // Celest
  3986. if (tsc && tsc->data[type].timer != -1)
  3987. i = status_change_end(bl, type, -1);
  3988. else
  3989. i = sc_start(bl,type,100,skilllv,60000);
  3990. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3991. break;
  3992. case TF_HIDING:
  3993. case ST_CHASEWALK:
  3994. if (tsc && tsc->data[type].timer != -1)
  3995. i = status_change_end(bl, type, -1);
  3996. else
  3997. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3998. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3999. break;
  4000. case TK_RUN:
  4001. if (tsc && tsc->data[type].timer != -1)
  4002. clif_skill_nodamage(src,bl,skillid,skilllv,
  4003. status_change_end(bl, type, -1));
  4004. else {
  4005. clif_skill_nodamage(src,bl,skillid,skilllv,
  4006. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  4007. // If the client receives a skill-use packet inmediately before
  4008. // a walkok packet, it will discard the walk packet! [Skotlex]
  4009. // So aegis has to resend the walk ok.
  4010. if (sd) clif_walkok(sd);
  4011. }
  4012. break;
  4013. case AS_CLOAKING:
  4014. if(tsc && tsc->data[type].timer!=-1 )
  4015. i = status_change_end(bl, type, -1);
  4016. else
  4017. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4018. clif_skill_nodamage(src,bl,skillid,-1,i);
  4019. if (!i && sd)
  4020. clif_skill_fail(sd,skillid,0,0);
  4021. break;
  4022. case BD_ADAPTATION:
  4023. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  4024. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4025. skill_stop_dancing(bl);
  4026. }
  4027. break;
  4028. case BA_FROSTJOKE:
  4029. case DC_SCREAM:
  4030. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4031. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  4032. if (md) {
  4033. char temp[128];
  4034. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  4035. break; //Message won't fit on buffer. [Skotlex]
  4036. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  4037. clif_message(&md->bl,temp);
  4038. }
  4039. break;
  4040. case BA_PANGVOICE:
  4041. clif_skill_nodamage(src,bl,skillid,skilllv,
  4042. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  4043. break;
  4044. case DC_WINKCHARM:
  4045. if(dstsd){
  4046. clif_skill_nodamage(src,bl,skillid,skilllv,
  4047. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  4048. }else if(dstmd)
  4049. {
  4050. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  4051. clif_skill_nodamage(src,bl,skillid,skilllv,
  4052. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  4053. } else{
  4054. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4055. if(sd) clif_skill_fail(sd,skillid,0,0);
  4056. }
  4057. }
  4058. break;
  4059. case TF_STEAL:
  4060. if(sd) {
  4061. if(pc_steal_item(sd,bl,skilllv))
  4062. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4063. else
  4064. clif_skill_fail(sd,skillid,0x0a,0);
  4065. }
  4066. break;
  4067. case RG_STEALCOIN:
  4068. if(sd) {
  4069. if(pc_steal_coin(sd,bl))
  4070. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4071. else
  4072. clif_skill_fail(sd,skillid,0,0);
  4073. }
  4074. break;
  4075. case MG_STONECURSE:
  4076. {
  4077. if (tstatus->mode&MD_BOSS) {
  4078. if (sd) clif_skill_fail(sd,skillid,0,0);
  4079. break;
  4080. }
  4081. if(status_isimmune(bl) || !tsc)
  4082. break;
  4083. if (dstmd)
  4084. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4085. if (tsc->data[SC_STONE].timer != -1) {
  4086. status_change_end(bl,SC_STONE,-1);
  4087. if (sd) clif_skill_fail(sd,skillid,0,0);
  4088. break;
  4089. }
  4090. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4091. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4092. skill_get_time2(skillid,skilllv)))
  4093. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4094. else if(sd) {
  4095. clif_skill_fail(sd,skillid,0,0);
  4096. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4097. if (skilllv > 5) break;
  4098. }
  4099. if (sd) {
  4100. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  4101. break; //Do not delete the gemstone.
  4102. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  4103. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  4104. }
  4105. }
  4106. break;
  4107. case NV_FIRSTAID:
  4108. clif_skill_nodamage(src,bl,skillid,5,1);
  4109. status_heal(bl,5,0,0);
  4110. break;
  4111. case AL_CURE:
  4112. if(status_isimmune(bl)) {
  4113. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4114. break;
  4115. }
  4116. status_change_end(bl, SC_SILENCE , -1 );
  4117. status_change_end(bl, SC_BLIND , -1 );
  4118. status_change_end(bl, SC_CONFUSION, -1 );
  4119. //Confusion on undead won't trigger on undead players.
  4120. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  4121. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  4122. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4123. break;
  4124. case TF_DETOXIFY:
  4125. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4126. status_change_end(bl, SC_POISON , -1 );
  4127. status_change_end(bl, SC_DPOISON , -1 );
  4128. break;
  4129. case PR_STRECOVERY:
  4130. if(status_isimmune(bl)) {
  4131. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4132. break;
  4133. }
  4134. if (tsc && tsc->opt1) {
  4135. status_change_end(bl, SC_FREEZE, -1 );
  4136. status_change_end(bl, SC_STONE, -1 );
  4137. status_change_end(bl, SC_SLEEP, -1 );
  4138. status_change_end(bl, SC_STUN, -1 );
  4139. }
  4140. //Is this equation really right? It looks so... special.
  4141. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  4142. {
  4143. status_change_start(bl, SC_BLIND,
  4144. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4145. 1,0,0,0,
  4146. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  4147. }
  4148. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4149. if(dstmd)
  4150. mob_unlocktarget(dstmd,tick);
  4151. break;
  4152. case WZ_ESTIMATION:
  4153. if(sd) {
  4154. if (dstsd) {
  4155. clif_skill_fail(sd,skillid,0,0);
  4156. break;
  4157. }
  4158. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4159. clif_skill_estimation((struct map_session_data *)src,bl);
  4160. }
  4161. break;
  4162. case BS_REPAIRWEAPON:
  4163. if(sd && dstsd)
  4164. clif_item_repair_list(sd,dstsd);
  4165. break;
  4166. case MC_IDENTIFY:
  4167. if(sd)
  4168. clif_item_identify_list(sd);
  4169. break;
  4170. // Weapon Refining [Celest]
  4171. case WS_WEAPONREFINE:
  4172. if(sd)
  4173. clif_item_refine_list(sd);
  4174. break;
  4175. case MC_VENDING:
  4176. if(sd)
  4177. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4178. if ( pc_can_give_items(pc_isGM(sd)) )
  4179. clif_skill_fail(sd,skillid,0,0);
  4180. else
  4181. clif_openvendingreq(sd,2+skilllv);
  4182. }
  4183. break;
  4184. case AL_TELEPORT:
  4185. if(sd)
  4186. {
  4187. if (map[bl->m].flag.noteleport) {
  4188. clif_skill_teleportmessage(sd,0);
  4189. break;
  4190. }
  4191. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4192. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4193. break;
  4194. }
  4195. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4196. if(skilllv == 1) {
  4197. // possibility to skip menu [LuzZza]
  4198. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  4199. clif_skill_warppoint(sd,skillid,skilllv, -1,0,0,0);
  4200. else
  4201. pc_randomwarp(sd,3);
  4202. } else {
  4203. if (sd->skillitem != AL_TELEPORT)
  4204. clif_skill_warppoint(sd,skillid,skilllv, -1,sd->status.save_point.map,0,0);
  4205. else //Autocasted Teleport level 2??
  4206. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  4207. }
  4208. } else
  4209. unit_warp(bl,-1,-1,-1,3);
  4210. break;
  4211. case NPC_EXPULSION:
  4212. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4213. unit_warp(bl,-1,-1,-1,3);
  4214. break;
  4215. case AL_HOLYWATER:
  4216. if(sd) {
  4217. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4218. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4219. else
  4220. clif_skill_fail(sd,skillid,0,0);
  4221. }
  4222. break;
  4223. case TF_PICKSTONE:
  4224. if(sd) {
  4225. int eflag;
  4226. struct item item_tmp;
  4227. struct block_list tbl;
  4228. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4229. memset(&item_tmp,0,sizeof(item_tmp));
  4230. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4231. item_tmp.nameid = 7049;
  4232. item_tmp.identify = 1;
  4233. tbl.id = 0;
  4234. clif_takeitem(&sd->bl,&tbl);
  4235. eflag = pc_additem(sd,&item_tmp,1);
  4236. if(eflag) {
  4237. clif_additem(sd,0,0,eflag);
  4238. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4239. }
  4240. }
  4241. break;
  4242. case ASC_CDP:
  4243. if(sd) {
  4244. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4245. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4246. }
  4247. break;
  4248. case RG_STRIPWEAPON:
  4249. case RG_STRIPSHIELD:
  4250. case RG_STRIPARMOR:
  4251. case RG_STRIPHELM:
  4252. case ST_FULLSTRIP:
  4253. i = 5+2*skilllv;
  4254. if (sstatus->dex > tstatus->dex)
  4255. i += (sstatus->dex - tstatus->dex)/5;
  4256. switch (skillid) {
  4257. case RG_STRIPWEAPON:
  4258. type = EQP_WEAPON;
  4259. break;
  4260. case RG_STRIPSHIELD:
  4261. type = EQP_SHIELD;
  4262. break;
  4263. case RG_STRIPARMOR:
  4264. type = EQP_ARMOR;
  4265. break;
  4266. case RG_STRIPHELM:
  4267. type = EQP_HELM;
  4268. break;
  4269. case ST_FULLSTRIP:
  4270. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4271. break;
  4272. }
  4273. //Note that Full Strip autospell doesn't use a duration
  4274. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4275. skill_strip_equip(bl, type, i, skilllv,
  4276. sd&&skillid==ST_FULLSTRIP&&!pc_checkskill(sd, skillid)?0:skill_get_time(skillid,skilllv)))
  4277. && sd)
  4278. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4279. break;
  4280. case AM_BERSERKPITCHER:
  4281. case AM_POTIONPITCHER:
  4282. {
  4283. int i,x,hp = 0,sp = 0,bonus=100;
  4284. if(sd) {
  4285. x = skilllv%11 - 1;
  4286. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4287. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4288. clif_skill_fail(sd,skillid,0,0);
  4289. map_freeblock_unlock();
  4290. return 1;
  4291. }
  4292. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4293. clif_skill_fail(sd,skillid,0,0);
  4294. map_freeblock_unlock();
  4295. return 1;
  4296. }
  4297. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4298. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4299. clif_skill_fail(sd,skillid,0,0);
  4300. map_freeblock_unlock();
  4301. return 1;
  4302. }
  4303. }
  4304. potion_flag = 1;
  4305. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4306. potion_target = bl->id;
  4307. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4308. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4309. potion_flag = potion_target = 0;
  4310. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4311. bonus += sd->status.base_level;
  4312. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4313. hp = tstatus->max_hp * potion_per_hp / 100;
  4314. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4315. if(dstsd) {
  4316. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4317. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4318. }
  4319. }
  4320. else {
  4321. if(potion_hp > 0) {
  4322. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4323. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4324. if(dstsd)
  4325. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4326. }
  4327. if(potion_sp > 0) {
  4328. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4329. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4330. if(dstsd)
  4331. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4332. }
  4333. }
  4334. if ((i = pc_skillheal_bonus(sd, skillid)))
  4335. {
  4336. hp += hp * i / 100;
  4337. sp += sp * i / 100;
  4338. }
  4339. }
  4340. else {
  4341. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4342. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4343. if(dstsd)
  4344. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4345. }
  4346. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  4347. {
  4348. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4349. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4350. }
  4351. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4352. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  4353. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4354. if(sp > 0)
  4355. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4356. status_heal(bl,hp,sp,0);
  4357. }
  4358. break;
  4359. case AM_CP_WEAPON:
  4360. case AM_CP_SHIELD:
  4361. case AM_CP_ARMOR:
  4362. case AM_CP_HELM:
  4363. {
  4364. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4365. if(tsc && tsc->data[scid].timer != -1)
  4366. status_change_end(bl, scid, -1 );
  4367. clif_skill_nodamage(src,bl,skillid,skilllv,
  4368. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4369. }
  4370. break;
  4371. case AM_TWILIGHT1:
  4372. if (sd) {
  4373. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4374. //Prepare 200 White Potions.
  4375. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4376. clif_skill_fail(sd,skillid,0,0);
  4377. }
  4378. break;
  4379. case AM_TWILIGHT2:
  4380. if (sd) {
  4381. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4382. //Prepare 200 Slim White Potions.
  4383. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4384. clif_skill_fail(sd,skillid,0,0);
  4385. }
  4386. break;
  4387. case AM_TWILIGHT3:
  4388. if (sd) {
  4389. //check if you can produce all three, if not, then fail:
  4390. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4391. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4392. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4393. ) {
  4394. clif_skill_fail(sd,skillid,0,0);
  4395. break;
  4396. }
  4397. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4398. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4399. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4400. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4401. }
  4402. break;
  4403. case SA_DISPELL:
  4404. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4405. {
  4406. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4407. i = tstatus->mdef;
  4408. if (i >= 100 ||
  4409. (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) ||
  4410. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4411. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4412. rand()%100 >= (100-i)*(50+10*skilllv)/100)
  4413. {
  4414. if (sd)
  4415. clif_skill_fail(sd,skillid,0,0);
  4416. break;
  4417. }
  4418. if(status_isimmune(bl) || !tsc->count)
  4419. break;
  4420. for(i=0;i<SC_MAX;i++){
  4421. if (tsc->data[i].timer == -1)
  4422. continue;
  4423. switch (i) {
  4424. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4425. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4426. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4427. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4428. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4429. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4430. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4431. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4432. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4433. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4434. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4435. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4436. continue;
  4437. }
  4438. 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.
  4439. status_change_end(bl,i,-1);
  4440. }
  4441. break;
  4442. }
  4443. //Affect all targets on splash area.
  4444. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4445. src, skillid, skilllv, tick, flag|1,
  4446. skill_castend_damage_id);
  4447. break;
  4448. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4449. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4450. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4451. break;
  4452. case TK_HIGHJUMP:
  4453. {
  4454. int x,y, dir = unit_getdir(src);
  4455. //Fails on noteleport maps, except for vs maps [Skotlex]
  4456. if(map[src->m].flag.noteleport &&
  4457. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4458. ) {
  4459. x = src->x;
  4460. y = src->y;
  4461. } else {
  4462. x = src->x + dirx[dir]*skilllv*2;
  4463. y = src->y + diry[dir]*skilllv*2;
  4464. }
  4465. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4466. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4467. clif_slide(src,x,y);
  4468. unit_movepos(src, x, y, 1, 0);
  4469. }
  4470. }
  4471. break;
  4472. case SA_CASTCANCEL:
  4473. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4474. unit_skillcastcancel(src,1);
  4475. if(sd) {
  4476. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4477. sp = sp * (90 - (skilllv-1)*20) / 100;
  4478. if(sp < 0) sp = 0;
  4479. status_zap(src, 0, sp);
  4480. }
  4481. break;
  4482. case SA_SPELLBREAKER:
  4483. {
  4484. int sp;
  4485. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4486. sp = skill_get_sp(skillid,skilllv);
  4487. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4488. if(sp < 1) sp = 1;
  4489. status_heal(bl,0,sp,2);
  4490. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4491. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4492. } else {
  4493. struct unit_data *ud = unit_bl2ud(bl);
  4494. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4495. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4496. bl_skillid = ud->skillid;
  4497. bl_skilllv = ud->skilllv;
  4498. if (tstatus->mode & MD_BOSS)
  4499. { //Only 10% success chance against bosses. [Skotlex]
  4500. if (rand()%100 < 90)
  4501. {
  4502. if (sd) clif_skill_fail(sd,skillid,0,0);
  4503. break;
  4504. }
  4505. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4506. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4507. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4508. unit_skillcastcancel(bl,0);
  4509. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4510. status_zap(bl, hp, sp);
  4511. if (hp && skilllv >= 5)
  4512. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4513. else
  4514. hp = 0;
  4515. if (sp) //Recover some of the SP used
  4516. sp = sp*(25*(skilllv-1))/100;
  4517. if(hp || sp)
  4518. status_heal(src, hp, sp, 2);
  4519. }
  4520. }
  4521. break;
  4522. case SA_MAGICROD:
  4523. //It activates silently, no use animation.
  4524. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4525. break;
  4526. case SA_AUTOSPELL:
  4527. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4528. if(sd)
  4529. clif_autospell(sd,skilllv);
  4530. else {
  4531. int maxlv=1,spellid=0;
  4532. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4533. if(skilllv >= 10) {
  4534. spellid = MG_FROSTDIVER;
  4535. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4536. // maxlv = 10;
  4537. // else
  4538. maxlv = skilllv - 9;
  4539. }
  4540. else if(skilllv >=8) {
  4541. spellid = MG_FIREBALL;
  4542. maxlv = skilllv - 7;
  4543. }
  4544. else if(skilllv >=5) {
  4545. spellid = MG_SOULSTRIKE;
  4546. maxlv = skilllv - 4;
  4547. }
  4548. else if(skilllv >=2) {
  4549. int i = rand()%3;
  4550. spellid = spellarray[i];
  4551. maxlv = skilllv - 1;
  4552. }
  4553. else if(skilllv > 0) {
  4554. spellid = MG_NAPALMBEAT;
  4555. maxlv = 3;
  4556. }
  4557. if(spellid > 0)
  4558. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4559. skill_get_time(SA_AUTOSPELL,skilllv));
  4560. }
  4561. break;
  4562. case BS_GREED:
  4563. if(sd){
  4564. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4565. map_foreachinrange(skill_greed,bl,
  4566. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4567. }
  4568. break;
  4569. case SA_ELEMENTWATER:
  4570. case SA_ELEMENTFIRE:
  4571. case SA_ELEMENTGROUND:
  4572. case SA_ELEMENTWIND:
  4573. if(sd && !dstmd) //Only works on monsters.
  4574. break;
  4575. if(tstatus->mode&MD_BOSS)
  4576. break;
  4577. case NPC_ATTRICHANGE:
  4578. case NPC_CHANGEWATER:
  4579. case NPC_CHANGEGROUND:
  4580. case NPC_CHANGEFIRE:
  4581. case NPC_CHANGEWIND:
  4582. case NPC_CHANGEPOISON:
  4583. case NPC_CHANGEHOLY:
  4584. case NPC_CHANGEDARKNESS:
  4585. case NPC_CHANGETELEKINESIS:
  4586. case NPC_CHANGEUNDEAD:
  4587. clif_skill_nodamage(src,bl,skillid,skilllv,
  4588. sc_start2(bl, type, 100, skilllv, skill_get_pl(skillid,skilllv),
  4589. skill_get_time(skillid, skilllv)));
  4590. break;
  4591. case NPC_PROVOCATION:
  4592. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4593. if (md) mob_unlocktarget(md, tick);
  4594. break;
  4595. case NPC_KEEPING:
  4596. case NPC_BARRIER:
  4597. {
  4598. int skill_time = skill_get_time(skillid,skilllv);
  4599. struct unit_data *ud = unit_bl2ud(bl);
  4600. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4601. sc_start(bl,type,100,skilllv,skill_time))
  4602. && ud) { //Disable attacking/acting/moving for skill's duration.
  4603. ud->attackabletime =
  4604. ud->canact_tick =
  4605. ud->canmove_tick = tick + skill_time;
  4606. }
  4607. }
  4608. break;
  4609. case NPC_REBIRTH:
  4610. //New rebirth System uses Kaizel [Skotlex]
  4611. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  4612. break;
  4613. case NPC_DARKBLESSING:
  4614. clif_skill_nodamage(src,bl,skillid,skilllv,
  4615. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4616. break;
  4617. case NPC_LICK:
  4618. status_zap(bl, 0, 100);
  4619. clif_skill_nodamage(src,bl,skillid,skilllv,
  4620. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4621. break;
  4622. case NPC_SUICIDE:
  4623. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4624. status_kill(src); //When suiciding, neither exp nor drops is given.
  4625. break;
  4626. case NPC_SUMMONSLAVE:
  4627. case NPC_SUMMONMONSTER:
  4628. if(md && md->skillidx >= 0)
  4629. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4630. break;
  4631. case NPC_CALLSLAVE:
  4632. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4633. break;
  4634. case NPC_RANDOMMOVE:
  4635. if (md) {
  4636. md->next_walktime = tick - 1;
  4637. mob_randomwalk(md,tick);
  4638. }
  4639. break;
  4640. case NPC_SPEEDUP:
  4641. {
  4642. // or does it increase casting rate? just a guess xD
  4643. int i = SC_ASPDPOTION0 + skilllv - 1;
  4644. if (i > SC_ASPDPOTION3)
  4645. i = SC_ASPDPOTION3;
  4646. clif_skill_nodamage(src,bl,skillid,skilllv,
  4647. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4648. }
  4649. break;
  4650. case NPC_REVENGE:
  4651. // not really needed... but adding here anyway ^^
  4652. if (md && md->master_id > 0) {
  4653. struct block_list *mbl, *tbl;
  4654. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4655. (tbl = battle_gettargeted(mbl)) == NULL)
  4656. break;
  4657. md->state.provoke_flag = tbl->id;
  4658. mob_target(md, tbl, sstatus->rhw.range);
  4659. }
  4660. break;
  4661. case NPC_RUN:
  4662. {
  4663. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4664. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4665. unit_stop_attack(src);
  4666. //Run skillv tiles overriding the can-move check.
  4667. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4668. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4669. }
  4670. break;
  4671. case NPC_TRANSFORMATION:
  4672. case NPC_METAMORPHOSIS:
  4673. if(md && md->skillidx >= 0) {
  4674. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4675. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4676. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4677. if (class_) mob_class_change(md, class_);
  4678. }
  4679. break;
  4680. case NPC_EMOTION_ON:
  4681. case NPC_EMOTION:
  4682. //va[0] is the emotion to use.
  4683. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4684. //val[1] 'sets' the mode
  4685. //val[2] adds to the current mode
  4686. //val[3] removes from the current mode
  4687. //val[4] if set, asks to delete the previous mode change.
  4688. if(md && md->skillidx >= 0 && tsc)
  4689. {
  4690. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4691. if(md->db->skill[md->skillidx].val[4] && tsc->data[type].timer != -1)
  4692. status_change_end(bl, type, -1);
  4693. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4694. sc_start4(src, type, 100, skilllv,
  4695. md->db->skill[md->skillidx].val[1],
  4696. md->db->skill[md->skillidx].val[2],
  4697. md->db->skill[md->skillidx].val[3],
  4698. skill_get_time(skillid, skilllv));
  4699. }
  4700. break;
  4701. case NPC_POWERUP:
  4702. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4703. clif_skill_nodamage(src,bl,skillid,skilllv,
  4704. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4705. break;
  4706. case NPC_AGIUP:
  4707. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4708. clif_skill_nodamage(src,bl,skillid,skilllv,
  4709. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4710. break;
  4711. case NPC_INVISIBLE:
  4712. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4713. clif_skill_nodamage(src,bl,skillid,skilllv,
  4714. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4715. break;
  4716. case NPC_SIEGEMODE:
  4717. // not sure what it does
  4718. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4719. break;
  4720. case WE_MALE:
  4721. {
  4722. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4723. 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]
  4724. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4725. }
  4726. break;
  4727. case WE_FEMALE:
  4728. {
  4729. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4730. 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]
  4731. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4732. }
  4733. break;
  4734. // parent-baby skills
  4735. case WE_BABY:
  4736. if(sd){
  4737. struct map_session_data *f_sd = pc_get_father(sd);
  4738. struct map_session_data *m_sd = pc_get_mother(sd);
  4739. // if neither was found
  4740. if(!f_sd && !m_sd){
  4741. clif_skill_fail(sd,skillid,0,0);
  4742. map_freeblock_unlock();
  4743. return 0;
  4744. }
  4745. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4746. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4747. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4748. }
  4749. break;
  4750. case PF_HPCONVERSION:
  4751. {
  4752. int hp, sp;
  4753. hp = sstatus->max_hp/10;
  4754. sp = hp * 10 * skilllv / 100;
  4755. if (!status_charge(src,hp,0)) {
  4756. if (sd) clif_skill_fail(sd,skillid,0,0);
  4757. break;
  4758. }
  4759. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4760. status_heal(bl,0,sp,2);
  4761. }
  4762. break;
  4763. case HT_REMOVETRAP:
  4764. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4765. {
  4766. struct skill_unit *su=NULL;
  4767. struct item item_tmp;
  4768. int flag;
  4769. if((bl->type==BL_SKILL) &&
  4770. (su=(struct skill_unit *)bl) &&
  4771. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4772. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4773. {
  4774. if(sd && !su->group->state.into_abyss)
  4775. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4776. if(battle_config.skill_removetrap_type){
  4777. for(i=0;i<10;i++) {
  4778. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4779. memset(&item_tmp,0,sizeof(item_tmp));
  4780. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4781. item_tmp.identify = 1;
  4782. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4783. clif_additem(sd,0,0,flag);
  4784. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4785. }
  4786. }
  4787. }
  4788. }else{
  4789. memset(&item_tmp,0,sizeof(item_tmp));
  4790. item_tmp.nameid = 1065;
  4791. item_tmp.identify = 1;
  4792. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4793. clif_additem(sd,0,0,flag);
  4794. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4795. }
  4796. }
  4797. }
  4798. skill_delunit(su, 1);
  4799. }
  4800. }
  4801. break;
  4802. case HT_SPRINGTRAP:
  4803. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4804. {
  4805. struct skill_unit *su=NULL;
  4806. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4807. switch(su->group->unit_id){
  4808. case UNT_ANKLESNARE: // ankle snare
  4809. if (su->group->val2 != 0)
  4810. // if it is already trapping something don't spring it,
  4811. // remove trap should be used instead
  4812. break;
  4813. // otherwise fallthrough to below
  4814. case UNT_BLASTMINE:
  4815. case UNT_SKIDTRAP:
  4816. case UNT_LANDMINE:
  4817. case UNT_SHOCKWAVE:
  4818. case UNT_SANDMAN:
  4819. case UNT_FLASHER:
  4820. case UNT_FREEZINGTRAP:
  4821. case UNT_CLAYMORETRAP:
  4822. case UNT_TALKIEBOX:
  4823. su->group->unit_id = UNT_USED_TRAPS;
  4824. clif_changetraplook(bl, UNT_USED_TRAPS);
  4825. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4826. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4827. }
  4828. }
  4829. }
  4830. break;
  4831. case BD_ENCORE:
  4832. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4833. if(sd)
  4834. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4835. break;
  4836. case AS_SPLASHER:
  4837. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4838. if (sd) clif_skill_fail(sd,skillid,0,0);
  4839. map_freeblock_unlock();
  4840. return 1;
  4841. }
  4842. clif_skill_nodamage(src,bl,skillid,skilllv,
  4843. sc_start4(bl,type,100,
  4844. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4845. break;
  4846. case PF_MINDBREAKER:
  4847. {
  4848. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4849. {
  4850. map_freeblock_unlock();
  4851. return 1;
  4852. }
  4853. if (tsc && tsc->data[type].timer != -1)
  4854. { //HelloKitty2 (?) explained that this silently fails when target is
  4855. //already inflicted. [Skotlex]
  4856. map_freeblock_unlock();
  4857. return 1;
  4858. }
  4859. //Has a 55% + skilllv*5% success chance.
  4860. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4861. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4862. {
  4863. if (sd) clif_skill_fail(sd,skillid,0,0);
  4864. map_freeblock_unlock();
  4865. return 0;
  4866. }
  4867. unit_skillcastcancel(bl,0);
  4868. if(tsc && tsc->count){
  4869. if(tsc->data[SC_FREEZE].timer!=-1)
  4870. status_change_end(bl,SC_FREEZE,-1);
  4871. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4872. status_change_end(bl,SC_STONE,-1);
  4873. if(tsc->data[SC_SLEEP].timer!=-1)
  4874. status_change_end(bl,SC_SLEEP,-1);
  4875. }
  4876. if(dstmd)
  4877. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4878. }
  4879. break;
  4880. case PF_SOULCHANGE:
  4881. {
  4882. unsigned int sp1 = 0, sp2 = 0;
  4883. if (dstmd) {
  4884. if (dstmd->state.soul_change_flag) {
  4885. if(sd) clif_skill_fail(sd,skillid,0,0);
  4886. break;
  4887. }
  4888. dstmd->state.soul_change_flag = 1;
  4889. sp2 = sstatus->max_sp * 3 /100;
  4890. status_heal(src, 0, sp2, 2);
  4891. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4892. break;
  4893. }
  4894. sp1 = sstatus->sp;
  4895. sp2 = tstatus->sp;
  4896. status_set_sp(src, sp2, 3);
  4897. status_set_sp(bl, sp1, 3);
  4898. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4899. }
  4900. break;
  4901. // Slim Pitcher
  4902. case CR_SLIMPITCHER:
  4903. if (potion_hp || potion_sp) {
  4904. int hp = potion_hp, sp = potion_sp;
  4905. hp = hp * (100 + (tstatus->vit<<1))/100;
  4906. sp = sp * (100 + (tstatus->int_<<1))/100;
  4907. if (dstsd) {
  4908. if (hp)
  4909. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4910. if (sp)
  4911. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4912. }
  4913. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  4914. {
  4915. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4916. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4917. }
  4918. if(hp > 0)
  4919. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4920. if(sp > 0)
  4921. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4922. status_heal(bl,hp,sp,0);
  4923. }
  4924. break;
  4925. // Full Chemical Protection
  4926. case CR_FULLPROTECTION:
  4927. {
  4928. int i, skilltime;
  4929. skilltime = skill_get_time(skillid,skilllv);
  4930. if (!tsc) {
  4931. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4932. break;
  4933. }
  4934. for (i=0; i<4; i++) {
  4935. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4936. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4937. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4938. }
  4939. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4940. }
  4941. break;
  4942. case RG_CLEANER: //AppleGirl
  4943. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4944. break;
  4945. case CG_LONGINGFREEDOM:
  4946. {
  4947. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4948. && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4949. {
  4950. clif_skill_nodamage(src,bl,skillid,skilllv,
  4951. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4952. }
  4953. }
  4954. break;
  4955. case CG_TAROTCARD:
  4956. {
  4957. int eff, count = -1;
  4958. if (rand() % 100 > skilllv * 8) {
  4959. if (sd) clif_skill_fail(sd,skillid,0,0);
  4960. map_freeblock_unlock();
  4961. return 0;
  4962. }
  4963. do {
  4964. eff = rand() % 14;
  4965. clif_specialeffect(bl, 523 + eff, AREA);
  4966. switch (eff)
  4967. {
  4968. case 0: // heals SP to 0
  4969. status_percent_damage(src, bl, 0, 100);
  4970. break;
  4971. case 1: // matk halved
  4972. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4973. break;
  4974. case 2: // all buffs removed
  4975. status_change_clear_buffs(bl,1);
  4976. break;
  4977. case 3: // 1000 damage, random armor destroyed
  4978. {
  4979. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4980. status_fix_damage(src, bl, 1000, 0);
  4981. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4982. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4983. }
  4984. break;
  4985. case 4: // atk halved
  4986. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4987. break;
  4988. case 5: // 2000HP heal, random teleported
  4989. status_heal(src, 2000, 0, 0);
  4990. unit_warp(src, -1,-1,-1, 3);
  4991. break;
  4992. case 6: // random 2 other effects
  4993. if (count == -1)
  4994. count = 3;
  4995. else
  4996. count++; //Should not retrigger this one.
  4997. break;
  4998. case 7: // stop freeze or stoned
  4999. {
  5000. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5001. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  5002. }
  5003. break;
  5004. case 8: // curse coma and poison
  5005. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  5006. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  5007. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  5008. break;
  5009. case 9: // confusion
  5010. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  5011. break;
  5012. case 10: // 6666 damage, atk matk halved, cursed
  5013. status_fix_damage(src, bl, 6666, 0);
  5014. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5015. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5016. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5017. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  5018. break;
  5019. case 11: // 4444 damage
  5020. status_fix_damage(src, bl, 4444, 0);
  5021. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5022. break;
  5023. case 12: // stun
  5024. sc_start(bl,SC_STUN,100,skilllv,5000);
  5025. break;
  5026. case 13: // atk,matk,hit,flee,def reduced
  5027. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5028. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5029. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  5030. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  5031. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  5032. break;
  5033. default:
  5034. break;
  5035. }
  5036. } while ((--count) > 0);
  5037. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5038. }
  5039. break;
  5040. case SL_ALCHEMIST:
  5041. case SL_ASSASIN:
  5042. case SL_BARDDANCER:
  5043. case SL_BLACKSMITH:
  5044. case SL_CRUSADER:
  5045. case SL_HUNTER:
  5046. case SL_KNIGHT:
  5047. case SL_MONK:
  5048. case SL_PRIEST:
  5049. case SL_ROGUE:
  5050. case SL_SAGE:
  5051. case SL_SOULLINKER:
  5052. case SL_STAR:
  5053. case SL_SUPERNOVICE:
  5054. case SL_WIZARD:
  5055. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5056. clif_skill_fail(sd,skillid,0,0);
  5057. break;
  5058. }
  5059. clif_skill_nodamage(src,bl,skillid,skilllv,
  5060. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5061. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5062. break;
  5063. case SL_HIGH:
  5064. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5065. clif_skill_fail(sd,skillid,0,0);
  5066. break;
  5067. }
  5068. clif_skill_nodamage(src,bl,skillid,skilllv,
  5069. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5070. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5071. break;
  5072. case SL_SWOO:
  5073. if (tsc && tsc->data[type].timer != -1) {
  5074. sc_start(src,SC_STUN,100,skilllv,10000);
  5075. break;
  5076. }
  5077. case SL_SKA: // [marquis007]
  5078. case SL_SKE:
  5079. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5080. clif_skill_fail(sd,skillid,0,0);
  5081. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5082. } else
  5083. clif_skill_nodamage(src,bl,skillid,skilllv,
  5084. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5085. if (skillid == SL_SKE)
  5086. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5087. break;
  5088. // New guild skills [Celest]
  5089. case GD_BATTLEORDER:
  5090. if(flag&1) {
  5091. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5092. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5093. } else if (status_get_guild_id(src)) {
  5094. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5095. map_foreachinrange(skill_area_sub, src,
  5096. skill_get_splash(skillid, skilllv), BL_CHAR,
  5097. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5098. skill_castend_nodamage_id);
  5099. if (sd)
  5100. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5101. }
  5102. break;
  5103. case GD_REGENERATION:
  5104. if(flag&1) {
  5105. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5106. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5107. } else if (status_get_guild_id(src)) {
  5108. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5109. map_foreachinrange(skill_area_sub, src,
  5110. skill_get_splash(skillid, skilllv), BL_CHAR,
  5111. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5112. skill_castend_nodamage_id);
  5113. if (sd)
  5114. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5115. }
  5116. break;
  5117. case GD_RESTORE:
  5118. if(flag&1) {
  5119. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5120. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5121. } else if (status_get_guild_id(src)) {
  5122. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5123. map_foreachinrange(skill_area_sub, src,
  5124. skill_get_splash(skillid, skilllv), BL_CHAR,
  5125. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5126. skill_castend_nodamage_id);
  5127. if (sd)
  5128. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5129. }
  5130. break;
  5131. case GD_EMERGENCYCALL:
  5132. {
  5133. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5134. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5135. int j = 0;
  5136. struct guild *g = NULL;
  5137. // i don't know if it actually summons in a circle, but oh well. ;P
  5138. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5139. if (!g)
  5140. break;
  5141. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5142. for(i = 0; i < g->max_member; i++, j++) {
  5143. if (j>8) j=0;
  5144. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5145. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5146. continue;
  5147. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5148. dx[j] = dy[j] = 0;
  5149. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5150. }
  5151. }
  5152. if (sd)
  5153. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5154. }
  5155. break;
  5156. case SG_FEEL:
  5157. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5158. if (sd) {
  5159. if(!sd->feel_map[skilllv-1].index)
  5160. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5161. else
  5162. clif_feel_info(sd, skilllv-1, 1);
  5163. }
  5164. break;
  5165. case SG_HATE:
  5166. if (sd) {
  5167. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5168. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5169. clif_skill_fail(sd,skillid,0,0);
  5170. }
  5171. break;
  5172. case GS_GLITTERING:
  5173. if(sd) {
  5174. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5175. if(rand()%100 < (20+10*skilllv))
  5176. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5177. else if(sd->spiritball > 0)
  5178. pc_delspiritball(sd,1,0);
  5179. }
  5180. break;
  5181. case GS_CRACKER:
  5182. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5183. {
  5184. i =65 -5*distance_bl(src,bl); //Base rate
  5185. if (i < 30) i = 30;
  5186. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5187. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5188. }
  5189. else if (sd)
  5190. clif_skill_fail(sd,skillid,0,0);
  5191. break;
  5192. case AM_CALLHOMUN: //[orn]
  5193. if (sd && !merc_call_homunculus(sd))
  5194. clif_skill_fail(sd,skillid,0,0);
  5195. break;
  5196. case AM_REST:
  5197. if (sd)
  5198. {
  5199. if (merc_hom_vaporize(sd,1))
  5200. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5201. else
  5202. clif_skill_fail(sd,skillid,0,0);
  5203. }
  5204. break;
  5205. case HAMI_CASTLE: //[orn]
  5206. if(rand()%100 < 20*skilllv && src != bl)
  5207. {
  5208. int x,y;
  5209. x = src->x;
  5210. y = src->y;
  5211. if (hd)
  5212. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5213. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5214. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5215. clif_slide(src,bl->x,bl->y) ;
  5216. if (unit_movepos(bl,x,y,0,0))
  5217. {
  5218. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5219. clif_slide(bl,x,y) ;
  5220. }
  5221. //TODO: Shouldn't also players and the like switch targets?
  5222. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5223. AREA_SIZE, BL_MOB, bl, src);
  5224. }
  5225. }
  5226. // Failed
  5227. else if (hd && hd->master)
  5228. clif_skill_fail(hd->master, skillid, 0, 0);
  5229. else if (sd)
  5230. clif_skill_fail(sd, skillid, 0, 0);
  5231. break;
  5232. case HVAN_CHAOTIC: //[orn]
  5233. {
  5234. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5235. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5236. int rnd = rand()%100;
  5237. if(rnd<per[skilllv-1][0]) //Self
  5238. bl = src;
  5239. else if(rnd<per[skilllv-1][1]) //Master
  5240. bl = battle_get_master(src);
  5241. else //Enemy
  5242. bl = map_id2bl(battle_gettarget(src));
  5243. if (!bl) bl = src;
  5244. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  5245. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  5246. i += i * rnd / 100;
  5247. //Eh? why double skill packet?
  5248. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5249. clif_skill_nodamage(src,bl,skillid,i,1);
  5250. status_heal(bl, i, 0, 0);
  5251. if (hd)
  5252. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5253. }
  5254. break;
  5255. //Homun single-target support skills [orn]
  5256. case HAMI_BLOODLUST:
  5257. case HFLI_FLEET:
  5258. case HFLI_SPEED:
  5259. case HLIF_CHANGE:
  5260. clif_skill_nodamage(src,bl,skillid,skilllv,
  5261. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5262. if (hd)
  5263. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5264. break;
  5265. case NPC_DRAGONFEAR:
  5266. if (flag&1) {
  5267. const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  5268. i = rand()%ARRAYLENGTH(sc);
  5269. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  5270. break;
  5271. }
  5272. case NPC_WIDEBLEEDING:
  5273. case NPC_WIDECONFUSE:
  5274. case NPC_WIDECURSE:
  5275. case NPC_WIDEFREEZE:
  5276. case NPC_WIDESLEEP:
  5277. case NPC_WIDESILENCE:
  5278. case NPC_WIDESTONE:
  5279. case NPC_WIDESTUN:
  5280. case NPC_SLOWCAST:
  5281. if (flag&1)
  5282. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5283. else {
  5284. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5285. map_foreachinrange(skill_area_sub, bl,
  5286. skill_get_splash(skillid, skilllv),BL_CHAR,
  5287. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5288. skill_castend_nodamage_id);
  5289. }
  5290. break;
  5291. default:
  5292. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5293. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5294. map_freeblock_unlock();
  5295. return 1;
  5296. }
  5297. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5298. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5299. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5300. }
  5301. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5302. battle_consume_ammo(sd, skillid, skilllv);
  5303. map_freeblock_unlock();
  5304. return 0;
  5305. }
  5306. /*==========================================
  5307. *
  5308. *------------------------------------------*/
  5309. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5310. {
  5311. struct block_list *target, *src = map_id2bl(id);
  5312. struct map_session_data* sd = NULL;
  5313. struct homun_data* hd = NULL; //[orn]
  5314. struct mob_data* md = NULL;
  5315. struct unit_data* ud = unit_bl2ud(src);
  5316. struct status_change *sc = NULL;
  5317. int inf,inf2;
  5318. nullpo_retr(0, ud);
  5319. BL_CAST( BL_PC, src, sd);
  5320. BL_CAST( BL_HOM, src, hd); //[orn]
  5321. BL_CAST( BL_MOB, src, md);
  5322. if( src->prev == NULL ) {
  5323. ud->skilltimer = -1;
  5324. return 0;
  5325. }
  5326. if(ud->skillid != SA_CASTCANCEL ) {
  5327. if( ud->skilltimer != tid ) {
  5328. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5329. ud->skilltimer = -1;
  5330. return 0;
  5331. }
  5332. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5333. status_freecast_switch(sd);
  5334. ud->skilltimer=-1;
  5335. }
  5336. if (ud->skilltarget == id)
  5337. target = src;
  5338. else
  5339. target = map_id2bl(ud->skilltarget);
  5340. // Use a do so that you can break out of it when the skill fails.
  5341. do {
  5342. if(!target || target->prev==NULL) break;
  5343. if(src->m != target->m || status_isdead(src)) break;
  5344. switch (ud->skillid) {
  5345. //These should become skill_castend_pos
  5346. case WE_CALLPARTNER:
  5347. case WE_CALLPARENT:
  5348. case WE_CALLBABY:
  5349. case AM_RESURRECTHOMUN:
  5350. case PF_SPIDERWEB:
  5351. //Find a random spot to place the skill. [Skotlex]
  5352. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5353. ud->skillx = target->x + inf2;
  5354. ud->skilly = target->y + inf2;
  5355. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5356. ud->skillx = target->x;
  5357. ud->skilly = target->y;
  5358. }
  5359. ud->skilltimer=tid;
  5360. return skill_castend_pos(tid,tick,id,data);
  5361. }
  5362. if(ud->skillid == RG_BACKSTAP) {
  5363. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5364. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5365. break;
  5366. }
  5367. }
  5368. if (ud->skillid == PR_LEXDIVINA)
  5369. {
  5370. sc = status_get_sc(target);
  5371. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5372. (!sc || sc->data[SC_SILENCE].timer == -1))
  5373. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5374. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5375. break;
  5376. }
  5377. } else {
  5378. //Check target validity.
  5379. inf = skill_get_inf(ud->skillid);
  5380. inf2 = skill_get_inf2(ud->skillid);
  5381. if(inf&INF_ATTACK_SKILL ||
  5382. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5383. inf = BCT_ENEMY; //Offensive skill.
  5384. else if(inf2&INF2_NO_ENEMY)
  5385. inf = BCT_NOENEMY;
  5386. else
  5387. inf = 0;
  5388. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5389. {
  5390. inf |=
  5391. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5392. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5393. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5394. inf &= ~BCT_NEUTRAL;
  5395. }
  5396. if (inf && battle_check_target(src, target, inf) <= 0)
  5397. break;
  5398. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5399. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5400. rand()%100 < 75)
  5401. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5402. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5403. break;
  5404. }
  5405. }
  5406. //Avoid doing double checks for instant-cast skills.
  5407. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5408. break;
  5409. if(md) {
  5410. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5411. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5412. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5413. }
  5414. if(src != target && battle_config.skill_add_range &&
  5415. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5416. {
  5417. if (sd) {
  5418. clif_skill_fail(sd,ud->skillid,0,0);
  5419. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5420. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5421. }
  5422. break;
  5423. }
  5424. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5425. break;
  5426. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5427. break;
  5428. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5429. unit_stop_walking(src,1);
  5430. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5431. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5432. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5433. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5434. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5435. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5436. map_freeblock_lock();
  5437. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5438. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5439. else
  5440. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5441. sc = status_get_sc(src);
  5442. if(sc && sc->count) {
  5443. if(sc->data[SC_MAGICPOWER].timer != -1 &&
  5444. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5445. status_change_end(src,SC_MAGICPOWER,-1);
  5446. if(sc->data[SC_SPIRIT].timer != -1 &&
  5447. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  5448. sc->data[SC_SPIRIT].val3 == ud->skillid &&
  5449. ud->skillid != WZ_WATERBALL)
  5450. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  5451. }
  5452. if (ud->skilltimer == -1) {
  5453. if(md) md->skillidx = -1;
  5454. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5455. ud->skilllv = ud->skilltarget = 0;
  5456. }
  5457. map_freeblock_unlock();
  5458. return 1;
  5459. } while(0);
  5460. //Skill failed.
  5461. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5462. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5463. { //When Asura fails... (except when it fails from Fog of Wall)
  5464. //Consume SP/spheres
  5465. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5466. status_set_sp(src, 0, 0);
  5467. sc = &sd->sc;
  5468. if (sc->count)
  5469. { //End states
  5470. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5471. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5472. if (sc->data[SC_BLADESTOP].timer != -1)
  5473. status_change_end(src,SC_BLADESTOP,-1);
  5474. }
  5475. if (target && target->m == src->m)
  5476. { //Move character to target anyway.
  5477. int dx,dy;
  5478. dx = target->x - src->x;
  5479. dy = target->y - src->y;
  5480. if(dx > 0) dx++;
  5481. else if(dx < 0) dx--;
  5482. if (dy > 0) dy++;
  5483. else if(dy < 0) dy--;
  5484. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5485. { //Display movement + animation.
  5486. clif_slide(src,src->x,src->y);
  5487. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5488. }
  5489. clif_skill_fail(sd,ud->skillid,0,0);
  5490. }
  5491. }
  5492. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5493. ud->canact_tick = tick;
  5494. //You can't place a skill failed packet here because it would be
  5495. //sent in ALL cases, even cases where skill_check_condition fails
  5496. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5497. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5498. else
  5499. if(md) md->skillidx = -1;
  5500. return 0;
  5501. }
  5502. /*==========================================
  5503. *
  5504. *------------------------------------------*/
  5505. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5506. {
  5507. struct block_list* src = map_id2bl(id);
  5508. int maxcount;
  5509. struct map_session_data *sd = NULL;
  5510. struct homun_data *hd = NULL; //[orn]
  5511. struct unit_data *ud = unit_bl2ud(src);
  5512. struct mob_data *md = NULL;
  5513. nullpo_retr(0, ud);
  5514. BL_CAST( BL_PC , src, sd);
  5515. BL_CAST( BL_HOM, src, hd); //[orn]
  5516. BL_CAST( BL_MOB, src, md);
  5517. if( src->prev == NULL ) {
  5518. ud->skilltimer = -1;
  5519. return 0;
  5520. }
  5521. if( ud->skilltimer != tid )
  5522. {
  5523. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5524. ud->skilltimer = -1;
  5525. return 0;
  5526. }
  5527. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5528. status_freecast_switch(sd);
  5529. ud->skilltimer=-1;
  5530. do {
  5531. if(status_isdead(src))
  5532. break;
  5533. if( !(src->type&battle_config.skill_reiteration) &&
  5534. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5535. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5536. )
  5537. break;
  5538. if( src->type&battle_config.skill_nofootset &&
  5539. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5540. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5541. )
  5542. break;
  5543. if( src->type&battle_config.land_skill_limit &&
  5544. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  5545. ) {
  5546. int i;
  5547. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5548. if(ud->skillunit[i]->skill_id == ud->skillid)
  5549. maxcount--;
  5550. }
  5551. if( maxcount == 0 )
  5552. break;
  5553. }
  5554. if(tid != -1)
  5555. { //Avoid double checks on instant cast skills. [Skotlex]
  5556. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5557. break;
  5558. if(battle_config.skill_add_range &&
  5559. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5560. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5561. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5562. break;
  5563. }
  5564. }
  5565. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5566. break;
  5567. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5568. break;
  5569. if(md) {
  5570. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5571. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5572. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5573. }
  5574. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5575. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5576. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5577. unit_stop_walking(src,1);
  5578. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5579. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5580. map_freeblock_lock();
  5581. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5582. if (ud->skilltimer == -1) {
  5583. if (md) md->skillidx = -1;
  5584. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5585. ud->skilllv = ud->skillx = ud->skilly = 0;
  5586. }
  5587. map_freeblock_unlock();
  5588. return 1;
  5589. } while(0);
  5590. ud->canact_tick = tick;
  5591. ud->skillid = ud->skilllv = 0;
  5592. if(sd) {
  5593. clif_skill_fail(sd,ud->skillid,0,0);
  5594. sd->skillitem = sd->skillitemlv = 0;
  5595. }
  5596. else if (hd && hd->master)
  5597. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5598. else if(md)
  5599. md->skillidx = -1;
  5600. return 0;
  5601. }
  5602. /*==========================================
  5603. *
  5604. *------------------------------------------*/
  5605. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5606. {
  5607. struct map_session_data* sd;
  5608. struct status_change* sc;
  5609. struct skill_unit_group* sg;
  5610. int i,type;
  5611. //if(skilllv <= 0) return 0;
  5612. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5613. nullpo_retr(0, src);
  5614. if(status_isdead(src))
  5615. return 0;
  5616. BL_CAST(BL_PC, src, sd);
  5617. sc = status_get_sc(src);
  5618. type = SkillStatusChangeTable(skillid);
  5619. switch (skillid) { //Skill effect.
  5620. case WZ_METEOR:
  5621. case MO_BODYRELOCATION:
  5622. case CR_CULTIVATION:
  5623. case HW_GANBANTEIN:
  5624. break; //Effect is displayed on respective switch case.
  5625. default:
  5626. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5627. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5628. else
  5629. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5630. }
  5631. switch(skillid)
  5632. {
  5633. case PR_BENEDICTIO:
  5634. skill_area_temp[1] = src->id;
  5635. i = skill_get_splash(skillid, skilllv);
  5636. map_foreachinarea(skill_area_sub,
  5637. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5638. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5639. skill_castend_nodamage_id);
  5640. map_foreachinarea(skill_area_sub,
  5641. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5642. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5643. skill_castend_damage_id);
  5644. break;
  5645. case BS_HAMMERFALL:
  5646. i = skill_get_splash(skillid, skilllv);
  5647. map_foreachinarea (skill_area_sub,
  5648. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5649. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5650. skill_castend_nodamage_id);
  5651. break;
  5652. case HT_DETECTING:
  5653. i = skill_get_splash(skillid, skilllv);
  5654. map_foreachinarea( status_change_timer_sub,
  5655. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5656. src,status_get_sc(src),SC_SIGHT,tick);
  5657. if(battle_config.traps_setting&1)
  5658. map_foreachinarea( skill_reveal_trap,
  5659. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5660. break;
  5661. case MG_SAFETYWALL:
  5662. case MG_FIREWALL:
  5663. case MG_THUNDERSTORM:
  5664. case AL_PNEUMA:
  5665. case WZ_ICEWALL:
  5666. case WZ_FIREPILLAR:
  5667. case WZ_QUAGMIRE:
  5668. case WZ_VERMILION:
  5669. case WZ_STORMGUST:
  5670. case WZ_HEAVENDRIVE:
  5671. case PR_SANCTUARY:
  5672. case PR_MAGNUS:
  5673. case CR_GRANDCROSS:
  5674. case NPC_GRANDDARKNESS:
  5675. case HT_SKIDTRAP:
  5676. case HT_LANDMINE:
  5677. case HT_ANKLESNARE:
  5678. case HT_SHOCKWAVE:
  5679. case HT_SANDMAN:
  5680. case HT_FLASHER:
  5681. case HT_FREEZINGTRAP:
  5682. case HT_BLASTMINE:
  5683. case HT_CLAYMORETRAP:
  5684. case AS_VENOMDUST:
  5685. case AM_DEMONSTRATION:
  5686. case PF_FOGWALL:
  5687. case PF_SPIDERWEB:
  5688. case HT_TALKIEBOX:
  5689. case WE_CALLPARTNER:
  5690. case WE_CALLPARENT:
  5691. case WE_CALLBABY:
  5692. case AC_SHOWER: //Ground-placed skill implementation.
  5693. case SA_VOLCANO:
  5694. case SA_DELUGE:
  5695. case SA_VIOLENTGALE:
  5696. case SA_LANDPROTECTOR:
  5697. case BD_LULLABY:
  5698. case BD_RICHMANKIM:
  5699. case BD_ETERNALCHAOS:
  5700. case BD_DRUMBATTLEFIELD:
  5701. case BD_RINGNIBELUNGEN:
  5702. case BD_ROKISWEIL:
  5703. case BD_INTOABYSS:
  5704. case BD_SIEGFRIED:
  5705. case BA_DISSONANCE:
  5706. case BA_POEMBRAGI:
  5707. case BA_WHISTLE:
  5708. case BA_ASSASSINCROSS:
  5709. case BA_APPLEIDUN:
  5710. case DC_UGLYDANCE:
  5711. case DC_HUMMING:
  5712. case DC_DONTFORGETME:
  5713. case DC_FORTUNEKISS:
  5714. case DC_SERVICEFORYOU:
  5715. case CG_MOONLIT:
  5716. case GS_DESPERADO:
  5717. case NJ_KAENSIN:
  5718. case NJ_BAKUENRYU:
  5719. case NJ_SUITON:
  5720. case NJ_HYOUSYOURAKU:
  5721. case NJ_RAIGEKISAI:
  5722. case NJ_KAMAITACHI:
  5723. case NPC_EVILLAND:
  5724. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5725. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5726. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5727. break;
  5728. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5729. skill_clear_unitgroup(src);
  5730. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5731. flag|=1;
  5732. break;
  5733. case HP_BASILICA:
  5734. skill_clear_unitgroup(src);
  5735. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5736. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5737. flag|=1;
  5738. break;
  5739. case CG_HERMODE:
  5740. skill_clear_unitgroup(src);
  5741. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5742. sc_start4(src,SC_DANCING,100,
  5743. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5744. flag|=1;
  5745. break;
  5746. case RG_CLEANER: // [Valaris]
  5747. i = skill_get_splash(skillid, skilllv);
  5748. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5749. break;
  5750. case WZ_METEOR:
  5751. {
  5752. int flag=0, area = skill_get_splash(skillid, skilllv);
  5753. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5754. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5755. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5756. for(i=0;i<2+(skilllv>>1);i++) {
  5757. tmpx = x;
  5758. tmpy = y;
  5759. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5760. continue;
  5761. if(!(flag&1)){
  5762. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5763. flag=flag|1;
  5764. }
  5765. if(i > 0)
  5766. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5767. x1 = tmpx;
  5768. y1 = tmpy;
  5769. }
  5770. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5771. }
  5772. break;
  5773. case AL_WARP:
  5774. if(sd)
  5775. {
  5776. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5777. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5778. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5779. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5780. );
  5781. }
  5782. break;
  5783. case MO_BODYRELOCATION:
  5784. if (unit_movepos(src, x, y, 1, 1)) {
  5785. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5786. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5787. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5788. }
  5789. break;
  5790. case NJ_SHADOWJUMP:
  5791. {
  5792. if (!map_flag_gvg(src->m))
  5793. { //You don't move on GVG grounds.
  5794. unit_movepos(src, x, y, 1, 0);
  5795. clif_slide(src,x,y);
  5796. }
  5797. if (sc && sc->data[SC_HIDING].timer != -1)
  5798. status_change_end(src, SC_HIDING, -1);
  5799. }
  5800. break;
  5801. case AM_SPHEREMINE:
  5802. case AM_CANNIBALIZE:
  5803. {
  5804. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5805. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5806. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5807. struct mob_data *md;
  5808. // Correct info, don't change any of this! [celest]
  5809. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5810. if (md) {
  5811. md->master_id = src->id;
  5812. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5813. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5814. mob_spawn (md); //Now it is ready for spawning.
  5815. }
  5816. }
  5817. break;
  5818. // Slim Pitcher [Celest]
  5819. case CR_SLIMPITCHER:
  5820. if (sd) {
  5821. int i = skilllv%11 - 1;
  5822. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5823. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5824. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5825. clif_skill_fail(sd,skillid,0,0);
  5826. return 1;
  5827. }
  5828. potion_flag = 1;
  5829. potion_hp = 0;
  5830. potion_sp = 0;
  5831. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5832. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5833. potion_flag = 0;
  5834. //Apply skill bonuses
  5835. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5836. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5837. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5838. + pc_skillheal_bonus(sd, skillid);
  5839. potion_hp = potion_hp * (100+i)/100;
  5840. potion_sp = potion_sp * (100+i)/100;
  5841. if(potion_hp > 0 || potion_sp > 0) {
  5842. i = skill_get_splash(skillid, skilllv);
  5843. map_foreachinarea(skill_area_sub,
  5844. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5845. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5846. skill_castend_nodamage_id);
  5847. }
  5848. } else {
  5849. int i = skilllv%11 - 1;
  5850. struct item_data *item = itemdb_search(i);
  5851. i = skill_db[skillid].itemid[i];
  5852. item = itemdb_search(i);
  5853. potion_flag = 1;
  5854. potion_hp = 0;
  5855. potion_sp = 0;
  5856. run_script(item->script,0,src->id,0);
  5857. potion_flag = 0;
  5858. i = skill_get_max(CR_SLIMPITCHER)*10;
  5859. potion_hp = potion_hp * (100+i)/100;
  5860. potion_sp = potion_sp * (100+i)/100;
  5861. if(potion_hp > 0 || potion_sp > 0) {
  5862. i = skill_get_splash(skillid, skilllv);
  5863. map_foreachinarea(skill_area_sub,
  5864. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5865. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5866. skill_castend_nodamage_id);
  5867. }
  5868. }
  5869. break;
  5870. case HW_GANBANTEIN:
  5871. if (rand()%100 < 80) {
  5872. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5873. i = skill_get_splash(skillid, skilllv);
  5874. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5875. } else {
  5876. if (sd) clif_skill_fail(sd,skillid,0,0);
  5877. return 1;
  5878. }
  5879. break;
  5880. case HW_GRAVITATION:
  5881. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5882. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5883. flag|=1;
  5884. break;
  5885. // Plant Cultivation [Celest]
  5886. case CR_CULTIVATION:
  5887. if (sd) {
  5888. int i = skilllv - 1;
  5889. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5890. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5891. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5892. clif_skill_fail(sd,skillid,0,0);
  5893. return 1;
  5894. }
  5895. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5896. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5897. if (rand()%100 < 50)
  5898. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5899. else
  5900. clif_skill_fail(sd,skillid,0,0);
  5901. }
  5902. break;
  5903. case SG_SUN_WARM:
  5904. case SG_MOON_WARM:
  5905. case SG_STAR_WARM:
  5906. skill_clear_unitgroup(src);
  5907. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5908. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5909. flag|=1;
  5910. break;
  5911. case PA_GOSPEL:
  5912. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5913. status_change_end(src,SC_GOSPEL,-1);
  5914. else
  5915. {
  5916. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5917. if (!sg) break;
  5918. if (sc && sc->data[type].timer != -1)
  5919. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5920. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5921. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5922. }
  5923. break;
  5924. case NJ_TATAMIGAESHI:
  5925. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5926. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5927. break;
  5928. case AM_RESURRECTHOMUN: //[orn]
  5929. if (sd)
  5930. {
  5931. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5932. {
  5933. clif_skill_fail(sd,skillid,0,0);
  5934. break;
  5935. }
  5936. }
  5937. break;
  5938. default:
  5939. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5940. return 1;
  5941. }
  5942. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5943. status_change_end(src,SC_MAGICPOWER,-1);
  5944. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5945. battle_consume_ammo(sd, skillid, skilllv);
  5946. return 0;
  5947. }
  5948. /*==========================================
  5949. *
  5950. *------------------------------------------*/
  5951. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5952. {
  5953. int x=0,y=0;
  5954. nullpo_retr(0, sd);
  5955. //Simplify skill_failed code.
  5956. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5957. if(skill_num != sd->menuskill_id)
  5958. return 0;
  5959. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5960. skill_failed(sd);
  5961. return 0;
  5962. }
  5963. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5964. skill_failed(sd);
  5965. return 0;
  5966. }
  5967. if(sd->sc.count && (
  5968. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5969. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5970. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5971. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5972. sd->sc.data[SC_DANCING].timer!=-1 ||
  5973. sd->sc.data[SC_BERSERK].timer != -1 ||
  5974. sd->sc.data[SC_MARIONETTE].timer != -1
  5975. )) {
  5976. skill_failed(sd);
  5977. return 0;
  5978. }
  5979. pc_stop_attack(sd);
  5980. pc_stop_walking(sd,0);
  5981. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5982. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5983. if(strcmp(map,"cancel")==0) {
  5984. skill_failed(sd);
  5985. return 0;
  5986. }
  5987. switch(skill_num){
  5988. case AL_TELEPORT:
  5989. if(strcmp(map,"Random")==0)
  5990. pc_randomwarp(sd,3);
  5991. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5992. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5993. break;
  5994. case AL_WARP:
  5995. {
  5996. const struct point *p[4];
  5997. struct skill_unit_group *group;
  5998. int i, lv, wx, wy;
  5999. int maxcount=0;
  6000. unsigned short mapindex;
  6001. mapindex = mapindex_name2id((char*)map);
  6002. if(!mapindex) { //Given map not found?
  6003. clif_skill_fail(sd,skill_num,0,0);
  6004. skill_failed(sd);
  6005. return 0;
  6006. }
  6007. p[0] = &sd->status.save_point;
  6008. p[1] = &sd->status.memo_point[0];
  6009. p[2] = &sd->status.memo_point[1];
  6010. p[3] = &sd->status.memo_point[2];
  6011. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  6012. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  6013. if(sd->ud.skillunit[i]->skill_id == skill_num)
  6014. maxcount--;
  6015. }
  6016. if(!maxcount) {
  6017. clif_skill_fail(sd,skill_num,0,0);
  6018. skill_failed(sd);
  6019. return 0;
  6020. }
  6021. }
  6022. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  6023. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  6024. wx = sd->menuskill_val>>16;
  6025. wy = sd->menuskill_val&0xffff;
  6026. if(lv <= 0) return 0;
  6027. for(i=0;i<lv;i++){
  6028. if(mapindex == p[i]->map){
  6029. x=p[i]->x;
  6030. y=p[i]->y;
  6031. break;
  6032. }
  6033. }
  6034. if(x==0 || y==0) {
  6035. skill_failed(sd);
  6036. return 0;
  6037. }
  6038. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  6039. {
  6040. skill_failed(sd);
  6041. return 0;
  6042. }
  6043. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  6044. clif_skill_fail(sd,0,0,0);
  6045. skill_failed(sd);
  6046. return 0;
  6047. }
  6048. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  6049. skill_failed(sd);
  6050. return 0;
  6051. }
  6052. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  6053. group->val2 = (x<<16)|y;
  6054. group->val3 = mapindex;
  6055. }
  6056. break;
  6057. }
  6058. sd->menuskill_id = sd->menuskill_val = 0;
  6059. return 0;
  6060. #undef skill_failed
  6061. }
  6062. /// transforms 'target' skill unit into dissonance (if conditions are met)
  6063. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  6064. {
  6065. struct skill_unit* target = (struct skill_unit*)bl;
  6066. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  6067. int flag = va_arg(ap, int);
  6068. if (src == target)
  6069. return 0;
  6070. if (!target->group || !(target->group->state.song_dance&0x1))
  6071. return 0;
  6072. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  6073. return 0;
  6074. if (flag) //Set dissonance
  6075. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  6076. else //Remove dissonance
  6077. target->val2 &= ~UF_ENSEMBLE;
  6078. clif_skill_setunit(target); //Update look of affected cell.
  6079. return 1;
  6080. }
  6081. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  6082. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6083. //When 1, this unit has been positioned, so start the cancel effect.
  6084. int skill_dance_overlap(struct skill_unit* unit, int flag)
  6085. {
  6086. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6087. return 0;
  6088. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6089. return 0; //Nothing to remove, this unit is not overlapped.
  6090. if (unit->val1 != unit->group->skill_id)
  6091. { //Reset state
  6092. unit->val1 = unit->group->skill_id;
  6093. unit->val2 &= ~UF_ENSEMBLE;
  6094. }
  6095. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  6096. }
  6097. /*==========================================
  6098. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  6099. * Flag: 0 - Convert, 1 - Revert.
  6100. *------------------------------------------*/
  6101. static int skill_dance_switch(struct skill_unit* unit, struct skill_unit_group* group, int flag)
  6102. {
  6103. static struct skill_unit_group backup;
  6104. //TODO: add protection against attempts to read an empty backup / write to a full backup
  6105. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  6106. return 0;
  6107. if( !flag )
  6108. { //Transform
  6109. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  6110. // backup
  6111. backup.skill_id = group->skill_id;
  6112. backup.skill_lv = group->skill_lv;
  6113. backup.unit_id = group->unit_id;
  6114. backup.target_flag = group->target_flag;
  6115. backup.bl_flag = group->bl_flag;
  6116. backup.interval = group->interval;
  6117. // replace
  6118. group->skill_id = skillid;
  6119. group->skill_lv = 1;
  6120. group->unit_id = skill_get_unit_id(skillid,0);
  6121. group->target_flag = skill_get_unit_target(skillid);
  6122. group->bl_flag = skill_get_unit_bl_target(skillid);
  6123. group->interval = skill_get_unit_interval(skillid);
  6124. }
  6125. else
  6126. { //Restore
  6127. group->skill_id = backup.skill_id;
  6128. group->skill_lv = backup.skill_lv;
  6129. group->unit_id = backup.unit_id;
  6130. group->target_flag = backup.target_flag;
  6131. group->bl_flag = backup.bl_flag;
  6132. group->interval = backup.interval;
  6133. }
  6134. return 1;
  6135. }
  6136. /*==========================================
  6137. * Initializes and sets a ground skill.
  6138. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6139. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6140. *------------------------------------------*/
  6141. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  6142. {
  6143. struct skill_unit_group *group;
  6144. int i,limit,val1=0,val2=0,val3=0;
  6145. int target,interval,range,unit_flag;
  6146. struct s_skill_unit_layout *layout;
  6147. struct map_session_data *sd;
  6148. struct status_data *status;
  6149. struct status_change *sc;
  6150. int active_flag=1;
  6151. int subunt=0;
  6152. nullpo_retr(0, src);
  6153. limit = skill_get_time(skillid,skilllv);
  6154. range = skill_get_unit_range(skillid,skilllv);
  6155. interval = skill_get_unit_interval(skillid);
  6156. target = skill_get_unit_target(skillid);
  6157. unit_flag = skill_get_unit_flag(skillid);
  6158. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6159. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  6160. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6161. group= ((TBL_SKILL*)src)->group;
  6162. src = map_id2bl(group->src_id);
  6163. if (!src) return NULL;
  6164. val2=group->val2; //Copy the (x,y) position you warp to
  6165. val3=group->val3; //as well as the mapindex to warp to.
  6166. }
  6167. BL_CAST(BL_PC, src, sd);
  6168. status = status_get_status_data(src);
  6169. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  6170. if (sc && !sc->count)
  6171. sc = NULL;
  6172. switch(skillid){
  6173. case MG_SAFETYWALL:
  6174. val2=skilllv+1;
  6175. break;
  6176. case MG_FIREWALL:
  6177. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  6178. limit = limit*3/2;
  6179. val2=4+skilllv;
  6180. break;
  6181. case AL_WARP:
  6182. val1=skilllv+6;
  6183. if(!(flag&1))
  6184. limit=2000;
  6185. break;
  6186. case PR_SANCTUARY:
  6187. case NPC_EVILLAND:
  6188. val1=(skilllv+3)*2;
  6189. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  6190. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  6191. val2 += val2 * i / 100;
  6192. break;
  6193. case WZ_FIREPILLAR:
  6194. if((flag&1)!=0)
  6195. limit=1000;
  6196. val1=skilllv+2;
  6197. break;
  6198. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6199. case AM_DEMONSTRATION:
  6200. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6201. && (src->type&battle_config.vs_traps_bctall))
  6202. target = BCT_ALL;
  6203. break;
  6204. case NJ_SUITON:
  6205. skill_clear_group(src,1);
  6206. break;
  6207. case HT_SHOCKWAVE:
  6208. val1=skilllv*15+10;
  6209. case HT_SANDMAN:
  6210. case HT_CLAYMORETRAP:
  6211. case HT_SKIDTRAP:
  6212. case HT_LANDMINE:
  6213. case HT_ANKLESNARE:
  6214. case HT_FLASHER:
  6215. case HT_FREEZINGTRAP:
  6216. case HT_BLASTMINE:
  6217. if (map_flag_gvg(src->m))
  6218. limit *= 4; // longer trap times in WOE [celest]
  6219. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6220. && (src->type&battle_config.vs_traps_bctall))
  6221. target = BCT_ALL;
  6222. break;
  6223. case SA_LANDPROTECTOR:
  6224. case SA_VOLCANO:
  6225. case SA_DELUGE:
  6226. case SA_VIOLENTGALE:
  6227. {
  6228. struct skill_unit_group *old_sg;
  6229. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6230. { //HelloKitty confirmed that these are interchangeable,
  6231. //so you can change element and not consume gemstones.
  6232. if ((
  6233. old_sg->skill_id == SA_VOLCANO ||
  6234. old_sg->skill_id == SA_DELUGE ||
  6235. old_sg->skill_id == SA_VIOLENTGALE
  6236. ) && old_sg->limit > 0)
  6237. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6238. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6239. if (limit < 0) //This can happen...
  6240. limit = skill_get_time(skillid,skilllv);
  6241. }
  6242. skill_clear_group(src,1);
  6243. }
  6244. break;
  6245. }
  6246. case BA_DISSONANCE:
  6247. case DC_UGLYDANCE:
  6248. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6249. break;
  6250. case BA_WHISTLE:
  6251. val1 = skilllv +status->agi/10; // Flee increase
  6252. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6253. if(sd){
  6254. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6255. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6256. }
  6257. break;
  6258. case DC_HUMMING:
  6259. val1 = 2*skilllv+status->dex/10; // Hit increase
  6260. if(sd)
  6261. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6262. break;
  6263. case BA_POEMBRAGI:
  6264. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6265. //For some reason at level 10 the base delay reduction is 50%.
  6266. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6267. if(sd){
  6268. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6269. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6270. }
  6271. break;
  6272. case DC_DONTFORGETME:
  6273. val1 = 30*skilllv+status->dex; // ASPD decrease
  6274. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6275. if(sd){
  6276. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6277. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6278. }
  6279. if (val2 < 1) val2 = 1;
  6280. break;
  6281. case BA_APPLEIDUN:
  6282. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6283. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6284. if(sd){
  6285. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6286. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6287. if ((i = pc_skillheal_bonus(sd, skillid)))
  6288. val2 += val2 * i / 100;
  6289. }
  6290. break;
  6291. case DC_SERVICEFORYOU:
  6292. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6293. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6294. if(sd){
  6295. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6296. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6297. }
  6298. break;
  6299. case BA_ASSASSINCROSS:
  6300. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6301. if(sd)
  6302. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6303. break;
  6304. case DC_FORTUNEKISS:
  6305. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6306. if(sd)
  6307. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6308. val1*=10; //Because every 10 crit is an actual cri point.
  6309. break;
  6310. case BD_DRUMBATTLEFIELD:
  6311. val1 = (skilllv+1)*25; //Watk increase
  6312. val2 = (skilllv+1)*2; //Def increase
  6313. break;
  6314. case BD_RINGNIBELUNGEN:
  6315. val1 = (skilllv+2)*25; //Watk increase
  6316. break;
  6317. case BD_RICHMANKIM:
  6318. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6319. break;
  6320. case BD_SIEGFRIED:
  6321. val1 = 55 + skilllv*5; //Elemental Resistance
  6322. val2 = skilllv*10; //Status ailment resistance
  6323. break;
  6324. case WE_CALLPARTNER:
  6325. if (sd) val1 = sd->status.partner_id;
  6326. break;
  6327. case WE_CALLPARENT:
  6328. if (sd) {
  6329. val1 = sd->status.father;
  6330. val2 = sd->status.mother;
  6331. }
  6332. break;
  6333. case WE_CALLBABY:
  6334. if (sd) val1 = sd->status.child;
  6335. break;
  6336. case NJ_KAENSIN:
  6337. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6338. val2 = (skilllv+1)/2 + 4;
  6339. break;
  6340. case GS_GROUNDDRIFT:
  6341. {
  6342. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6343. val1 = status->rhw.ele;
  6344. if (!val1)
  6345. val1=element[rand()%5];
  6346. switch (val1)
  6347. {
  6348. case ELE_FIRE:
  6349. subunt++;
  6350. case ELE_WATER:
  6351. subunt++;
  6352. case ELE_POISON:
  6353. subunt++;
  6354. case ELE_DARK:
  6355. subunt++;
  6356. case ELE_WIND:
  6357. break;
  6358. default:
  6359. subunt=rand()%5;
  6360. break;
  6361. }
  6362. break;
  6363. }
  6364. }
  6365. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6366. group->val1=val1;
  6367. group->val2=val2;
  6368. group->val3=val3;
  6369. group->target_flag=target;
  6370. group->bl_flag= skill_get_unit_bl_target(skillid);
  6371. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6372. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6373. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  6374. 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
  6375. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6376. if (DIFF_TICK(group->tick, gettick()) > 100)
  6377. active_flag = 0;
  6378. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  6379. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6380. if (sd)
  6381. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  6382. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6383. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  6384. }
  6385. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6386. val1=skilllv;
  6387. val2=0;
  6388. limit=group->limit;
  6389. for(i=0;i<layout->count;i++)
  6390. {
  6391. struct skill_unit *unit;
  6392. int ux,uy,alive=1;
  6393. ux = x + layout->dx[i];
  6394. uy = y + layout->dy[i];
  6395. switch (skillid) {
  6396. case MG_FIREWALL:
  6397. case NJ_KAENSIN:
  6398. val2=group->val2;
  6399. break;
  6400. case WZ_ICEWALL:
  6401. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  6402. break;
  6403. case GS_DESPERADO:
  6404. val1 = abs(layout->dx[i]);
  6405. val2 = abs(layout->dy[i]);
  6406. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6407. if (val2 > val1) val1 = val2;
  6408. if (val1) val1--;
  6409. val1 = 36 -12*val1;
  6410. } else //Diagonal edges
  6411. val1 = 28 -4*val1 -4*val2;
  6412. if (val1 < 1) val1 = 1;
  6413. val2 = 0;
  6414. break;
  6415. default:
  6416. if (group->state.song_dance&0x1)
  6417. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6418. break;
  6419. }
  6420. if(range<=0)
  6421. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6422. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6423. alive = 0;
  6424. if(alive && battle_config.skill_wall_check && !path_search_long(NULL,src->m,ux,uy,x,y))
  6425. alive = 0; //no path between cell and center of casting.
  6426. if(alive && skillid == WZ_ICEWALL) {
  6427. int celltype = map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6428. if(celltype==5 || celltype==1)
  6429. alive=0;
  6430. else
  6431. clif_changemapcell(0,src->m,ux,uy,5);
  6432. }
  6433. if(alive){
  6434. //FIXME: why not calculate val1/val2 in here? [ultramage]
  6435. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6436. unit->limit=limit;
  6437. unit->range=range;
  6438. if (skillid == PF_FOGWALL && alive == 2)
  6439. { //Double duration of cells on top of Deluge/Suiton
  6440. unit->limit *= 2;
  6441. group->limit = unit->limit;
  6442. }
  6443. if (range==0 && active_flag)
  6444. map_foreachincell(skill_unit_effect,unit->bl.m,
  6445. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6446. }
  6447. }
  6448. if (!group->alive_count)
  6449. { //No cells? Something that was blocked completely by Land Protector?
  6450. skill_delunitgroup(src, group, 0);
  6451. return NULL;
  6452. }
  6453. if (group->state.song_dance) {
  6454. if(sd){
  6455. sd->skillid_dance = skillid;
  6456. sd->skilllv_dance = skilllv;
  6457. }
  6458. if (
  6459. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  6460. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6461. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6462. )
  6463. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6464. }
  6465. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6466. group->val1 = group->alive_count;
  6467. return group;
  6468. }
  6469. /*==========================================
  6470. *
  6471. *------------------------------------------*/
  6472. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6473. {
  6474. struct skill_unit_group *sg;
  6475. struct block_list *ss;
  6476. struct status_change *sc;
  6477. int type,skillid;
  6478. nullpo_retr(0, src);
  6479. nullpo_retr(0, bl);
  6480. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6481. return 0;
  6482. nullpo_retr(0, sg=src->group);
  6483. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6484. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6485. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6486. return 0; //AoE skills are ineffective. [Skotlex]
  6487. sc = status_get_sc(bl);
  6488. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6489. return 0; //Hidden characters are immune to AoE skills except Heaven's Drive. [Skotlex]
  6490. type = SkillStatusChangeTable(sg->skill_id);
  6491. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6492. switch (sg->unit_id) {
  6493. case UNT_SAFETYWALL:
  6494. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6495. if (sc && sc->data[type].timer == -1)
  6496. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6497. break;
  6498. case UNT_WARP_WAITING:
  6499. if(bl->type==BL_PC){
  6500. struct map_session_data *sd = (struct map_session_data *)bl;
  6501. if((!sd->chatID || battle_config.chat_warpportal)
  6502. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6503. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6504. if (--sg->val1<=0)
  6505. skill_delunitgroup(NULL, sg, 0);
  6506. }
  6507. }
  6508. } else
  6509. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6510. {
  6511. int m = map_mapindex2mapid(sg->val3);
  6512. if (m < 0) break; //Map not available on this map-server.
  6513. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6514. }
  6515. break;
  6516. case UNT_QUAGMIRE:
  6517. if(sc && sc->data[type].timer==-1)
  6518. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6519. break;
  6520. case UNT_VOLCANO:
  6521. case UNT_DELUGE:
  6522. case UNT_VIOLENTGALE:
  6523. if(sc && sc->data[type].timer==-1)
  6524. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6525. break;
  6526. case UNT_SUITON:
  6527. if(sc && sc->data[type].timer==-1)
  6528. sc_start4(bl,type,100,sg->skill_lv,
  6529. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6530. 0,0,sg->limit);
  6531. break;
  6532. case UNT_RICHMANKIM:
  6533. case UNT_ETERNALCHAOS:
  6534. case UNT_DRUMBATTLEFIELD:
  6535. case UNT_RINGNIBELUNGEN:
  6536. case UNT_ROKISWEIL:
  6537. case UNT_INTOABYSS:
  6538. case UNT_SIEGFRIED:
  6539. case UNT_HERMODE:
  6540. //Needed to check when a dancer/bard leaves their ensemble area.
  6541. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6542. return skillid;
  6543. if (sc && sc->data[type].timer==-1)
  6544. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6545. break;
  6546. case UNT_WHISTLE:
  6547. case UNT_ASSASSINCROSS:
  6548. case UNT_POEMBRAGI:
  6549. case UNT_APPLEIDUN:
  6550. case UNT_HUMMING:
  6551. case UNT_DONTFORGETME:
  6552. case UNT_FORTUNEKISS:
  6553. case UNT_SERVICEFORYOU:
  6554. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6555. return 0;
  6556. if (!sc) return 0;
  6557. if (sc->data[type].timer==-1)
  6558. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6559. else if (sc->data[type].val4 == 1) {
  6560. //Readjust timers since the effect will not last long.
  6561. sc->data[type].val4 = 0;
  6562. delete_timer(sc->data[type].timer, status_change_timer);
  6563. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6564. }
  6565. break;
  6566. case UNT_FOGWALL:
  6567. if (sc && sc->data[type].timer==-1)
  6568. {
  6569. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6570. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6571. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6572. }
  6573. break;
  6574. case UNT_GRAVITATION:
  6575. if (sc && sc->data[type].timer==-1)
  6576. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6577. break;
  6578. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6579. src->val1 = 0;
  6580. if(src->limit + sg->tick > tick + 700)
  6581. src->limit = DIFF_TICK(tick+700,sg->tick);
  6582. break;
  6583. case UNT_MOONLIT:
  6584. //Knockback out of area if affected char isn't in Moonlit effect
  6585. if (sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT)
  6586. break;
  6587. if (ss == bl) //Also needed to prevent infinite loop crash.
  6588. break;
  6589. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6590. break;
  6591. }
  6592. return skillid;
  6593. }
  6594. /*==========================================
  6595. *
  6596. *------------------------------------------*/
  6597. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6598. {
  6599. struct skill_unit_group *sg;
  6600. struct block_list *ss;
  6601. TBL_PC* sd;
  6602. TBL_PC* tsd;
  6603. struct status_data *tstatus, *sstatus;
  6604. struct status_change *tsc, *sc;
  6605. struct skill_unit_group_tickset *ts;
  6606. int matk_min = 0, matk_max = 0; //For Magic power...
  6607. int type, skillid;
  6608. int diff=0;
  6609. nullpo_retr(0, src);
  6610. nullpo_retr(0, bl);
  6611. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6612. return 0;
  6613. nullpo_retr(0, sg=src->group);
  6614. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6615. BL_CAST(BL_PC, ss, sd);
  6616. BL_CAST(BL_PC, bl, tsd);
  6617. tsc = status_get_sc(bl);
  6618. tstatus = status_get_status_data(bl);
  6619. if (sg->state.magic_power) //For magic power.
  6620. {
  6621. sc = status_get_sc(ss);
  6622. sstatus = status_get_status_data(ss);
  6623. } else {
  6624. sc = NULL;
  6625. sstatus = NULL;
  6626. }
  6627. type = SkillStatusChangeTable(sg->skill_id);
  6628. skillid = sg->skill_id;
  6629. if (sg->interval == -1) {
  6630. switch (sg->unit_id) {
  6631. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6632. case UNT_SPIDERWEB:
  6633. case UNT_FIREPILLAR_ACTIVE:
  6634. return 0;
  6635. default:
  6636. if (battle_config.error_log)
  6637. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6638. return 0;
  6639. }
  6640. }
  6641. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6642. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6643. diff = DIFF_TICK(tick,ts->tick);
  6644. if (diff < 0)
  6645. return 0;
  6646. ts->tick = tick+sg->interval;
  6647. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6648. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6649. }
  6650. //Temporarily set magic power to have it take effect. [Skotlex]
  6651. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6652. { //Store previous values.
  6653. matk_min = sstatus->matk_min;
  6654. matk_max = sstatus->matk_max;
  6655. //Note to NOT return from the function until this is unset!
  6656. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6657. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6658. }
  6659. switch (sg->unit_id)
  6660. {
  6661. case UNT_FIREWALL:
  6662. {
  6663. int count=0;
  6664. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6665. //This is the best Aegis approximation we can do without
  6666. //changing the minimum skill unit interval. [Skotlex]
  6667. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6668. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6669. } else {
  6670. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6671. src->val2--;
  6672. }
  6673. if (src->val2<=0)
  6674. skill_delunit(src, 0);
  6675. break;
  6676. }
  6677. case UNT_SANCTUARY:
  6678. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6679. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6680. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6681. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6682. // reduce healing count if this was meant for damaging [hekate]
  6683. sg->val1 -= 2;
  6684. } else {
  6685. int heal = sg->val2;
  6686. if (tstatus->hp >= tstatus->max_hp)
  6687. break;
  6688. if (tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6689. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6690. if (status_isimmune(bl))
  6691. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6692. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6693. status_heal(bl, heal, 0, 0);
  6694. if (diff >= 500)
  6695. sg->val1--;
  6696. }
  6697. if (sg->val1 <= 0)
  6698. skill_delunitgroup(NULL,sg, 0);
  6699. break;
  6700. case UNT_EVILLAND:
  6701. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6702. { //Damage enemies
  6703. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6704. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6705. } else {
  6706. int heal = sg->val2;
  6707. if (tstatus->hp >= tstatus->max_hp)
  6708. break;
  6709. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6710. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6711. if (status_isimmune(bl))
  6712. heal = 0;
  6713. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6714. status_heal(bl, heal, 0, 0);
  6715. }
  6716. break;
  6717. case UNT_MAGNUS:
  6718. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6719. break;
  6720. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6721. break;
  6722. case UNT_ATTACK_SKILLS:
  6723. switch (sg->skill_id)
  6724. {
  6725. case SG_SUN_WARM: //SG skills [Komurka]
  6726. case SG_MOON_WARM:
  6727. case SG_STAR_WARM:
  6728. if(bl->type==BL_PC)
  6729. //Only damage SP [Skotlex]
  6730. status_zap(bl, 0, 60);
  6731. else if(status_charge(ss, 0, 2))
  6732. //Otherwise, Knockback attack.
  6733. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6734. break;
  6735. case WZ_STORMGUST:
  6736. if (tsc && tsc->data[SC_FREEZE].val4 != sg->group_id)
  6737. { //Reset hit counter when under new storm gust.
  6738. tsc->data[SC_FREEZE].val4 = sg->group_id;
  6739. tsc->data[SC_FREEZE].val3 = 0;
  6740. }
  6741. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
  6742. && tsc) //Increase freeze counter if attack connects.
  6743. tsc->data[SC_FREEZE].val3++; //SG hit counter.
  6744. break;
  6745. default:
  6746. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6747. }
  6748. break;
  6749. case UNT_FIREPILLAR_WAITING:
  6750. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6751. skill_delunit(src, 0);
  6752. break;
  6753. case UNT_FIREPILLAR_ACTIVE:
  6754. skill_area_temp[1] = 0;
  6755. map_foreachinrange(skill_attack_area,bl,
  6756. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6757. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6758. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6759. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6760. break;
  6761. case UNT_SKIDTRAP:
  6762. {
  6763. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6764. sg->unit_id = UNT_USED_TRAPS;
  6765. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6766. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6767. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6768. }
  6769. break;
  6770. case UNT_SPIDERWEB:
  6771. case UNT_ANKLESNARE:
  6772. if(sg->val2==0 && tsc){
  6773. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6774. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6775. {
  6776. struct TimerData* td = get_timer(tsc->data[type].timer);
  6777. if (td) sec = DIFF_TICK(td->tick, tick);
  6778. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6779. clif_fixpos(bl);
  6780. sg->val2=bl->id;
  6781. } else
  6782. sec = 3000; //Couldn't trap it?
  6783. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6784. // 01AC: long ID
  6785. // Indicates that an object is trapped, but ID is not a
  6786. // valid monster or player ID.
  6787. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6788. sg->interval = -1;
  6789. src->range = 0;
  6790. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6791. }
  6792. break;
  6793. case UNT_VENOMDUST:
  6794. if(tsc && tsc->data[type].timer==-1 )
  6795. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6796. break;
  6797. case UNT_LANDMINE:
  6798. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6799. sg->unit_id = UNT_USED_TRAPS;
  6800. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6801. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6802. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6803. break;
  6804. case UNT_CLAYMORETRAP:
  6805. case UNT_BLASTMINE:
  6806. //Hold number of targets (required for damage calculation)
  6807. type = map_foreachinrange(skill_count_target,&src->bl,
  6808. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6809. case UNT_SHOCKWAVE:
  6810. case UNT_SANDMAN:
  6811. case UNT_FLASHER:
  6812. case UNT_FREEZINGTRAP:
  6813. map_foreachinrange(skill_trap_splash,&src->bl,
  6814. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6815. &src->bl,tick,type);
  6816. sg->unit_id = UNT_USED_TRAPS;
  6817. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6818. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6819. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6820. break;
  6821. case UNT_TALKIEBOX:
  6822. if (sg->src_id == bl->id)
  6823. break;
  6824. if (sg->val2 == 0){
  6825. clif_talkiebox(&src->bl, sg->valstr);
  6826. sg->unit_id = UNT_USED_TRAPS;
  6827. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6828. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6829. sg->val2 = -1;
  6830. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6831. }
  6832. break;
  6833. case UNT_LULLABY:
  6834. if (ss->id == bl->id)
  6835. break;
  6836. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6837. break;
  6838. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6839. if (ss->id != bl->id)
  6840. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6841. break;
  6842. case UNT_DISSONANCE:
  6843. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6844. break;
  6845. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6846. {
  6847. int heal;
  6848. if (sg->src_id == bl->id)
  6849. break;
  6850. heal = sg->val2;
  6851. if(tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6852. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6853. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6854. status_heal(bl, heal, 0, 0);
  6855. break;
  6856. }
  6857. case UNT_TATAMIGAESHI:
  6858. case UNT_DEMONSTRATION:
  6859. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6860. break;
  6861. case UNT_GOSPEL:
  6862. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6863. break;
  6864. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6865. { // Support Effect only on party, not guild
  6866. int i = rand()%13; // Positive buff count
  6867. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6868. switch (i)
  6869. {
  6870. case 0: // Heal 1~9999 HP
  6871. type = rand() %9999+1;
  6872. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6873. status_heal(bl,type,0,0);
  6874. break;
  6875. case 1: // End all negative status
  6876. status_change_clear_buffs(bl,2);
  6877. if (tsd) clif_gospel_info(tsd, 0x15);
  6878. break;
  6879. case 2: // Immunity to all status
  6880. sc_start(bl,SC_SCRESIST,100,100,type);
  6881. if (tsd) clif_gospel_info(tsd, 0x16);
  6882. break;
  6883. case 3: // MaxHP +100%
  6884. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6885. if (tsd) clif_gospel_info(tsd, 0x17);
  6886. break;
  6887. case 4: // MaxSP +100%
  6888. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6889. if (tsd) clif_gospel_info(tsd, 0x18);
  6890. break;
  6891. case 5: // All stats +20
  6892. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6893. if (tsd) clif_gospel_info(tsd, 0x19);
  6894. break;
  6895. case 6: // Level 10 Blessing
  6896. sc_start(bl,SC_BLESSING,100,10,type);
  6897. break;
  6898. case 7: // Level 10 Increase AGI
  6899. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6900. break;
  6901. case 8: // Enchant weapon with Holy element
  6902. sc_start(bl,SC_ASPERSIO,100,1,type);
  6903. if (tsd) clif_gospel_info(tsd, 0x1c);
  6904. break;
  6905. case 9: // Enchant armor with Holy element
  6906. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6907. if (tsd) clif_gospel_info(tsd, 0x1d);
  6908. break;
  6909. case 10: // DEF +25%
  6910. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6911. if (tsd) clif_gospel_info(tsd, 0x1e);
  6912. break;
  6913. case 11: // ATK +100%
  6914. sc_start(bl,SC_INCATKRATE,100,100,type);
  6915. if (tsd) clif_gospel_info(tsd, 0x1f);
  6916. break;
  6917. case 12: // HIT/Flee +50
  6918. sc_start(bl,SC_INCHIT,100,50,type);
  6919. sc_start(bl,SC_INCFLEE,100,50,type);
  6920. if (tsd) clif_gospel_info(tsd, 0x20);
  6921. break;
  6922. }
  6923. }
  6924. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6925. { // Offensive Effect
  6926. int i = rand()%9; // Negative buff count
  6927. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6928. switch (i)
  6929. {
  6930. case 0: // Deal 1~9999 damage
  6931. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6932. break;
  6933. case 1: // Curse
  6934. sc_start(bl,SC_CURSE,100,1,type);
  6935. break;
  6936. case 2: // Blind
  6937. sc_start(bl,SC_BLIND,100,1,type);
  6938. break;
  6939. case 3: // Poison
  6940. sc_start(bl,SC_POISON,100,1,type);
  6941. break;
  6942. case 4: // Level 10 Provoke
  6943. sc_start(bl,SC_PROVOKE,100,10,type);
  6944. break;
  6945. case 5: // DEF -100%
  6946. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6947. break;
  6948. case 6: // ATK -100%
  6949. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6950. break;
  6951. case 7: // Flee -100%
  6952. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6953. break;
  6954. case 8: // Speed/ASPD -25%
  6955. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6956. break;
  6957. }
  6958. }
  6959. break;
  6960. case UNT_GRAVITATION:
  6961. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6962. break;
  6963. case UNT_DESPERADO:
  6964. if (rand()%100 < src->val1)
  6965. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6966. break;
  6967. case UNT_GROUNDDRIFT_WIND:
  6968. case UNT_GROUNDDRIFT_DARK:
  6969. case UNT_GROUNDDRIFT_POISON:
  6970. case UNT_GROUNDDRIFT_WATER:
  6971. case UNT_GROUNDDRIFT_FIRE:
  6972. map_foreachinrange(skill_trap_splash,&src->bl,
  6973. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6974. &src->bl,tick,0);
  6975. sg->unit_id = UNT_USED_TRAPS;
  6976. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6977. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6978. sg->state.into_abyss = 1;
  6979. break;
  6980. case UNT_KAENSIN:
  6981. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6982. if (--src->val2 <= 0)
  6983. skill_delunit(src, 0);
  6984. break;
  6985. }
  6986. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6987. { //Unset magic power.
  6988. sstatus->matk_min = matk_min;
  6989. sstatus->matk_max = matk_max;
  6990. }
  6991. if (bl->type == BL_MOB && ss != bl)
  6992. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6993. return skillid;
  6994. }
  6995. /*==========================================
  6996. *
  6997. *------------------------------------------*/
  6998. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6999. {
  7000. struct skill_unit_group *sg;
  7001. struct status_change *sc;
  7002. int type;
  7003. nullpo_retr(0, src);
  7004. nullpo_retr(0, bl);
  7005. nullpo_retr(0, sg=src->group);
  7006. sc = status_get_sc(bl);
  7007. type = SkillStatusChangeTable(sg->skill_id);
  7008. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  7009. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  7010. return 0;
  7011. switch(sg->unit_id){
  7012. case UNT_SAFETYWALL:
  7013. if (sc && sc->data[type].timer!=-1)
  7014. status_change_end(bl,type,-1);
  7015. break;
  7016. case UNT_HERMODE: //Clear Hermode if the owner moved.
  7017. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  7018. status_change_end(bl,type,-1);
  7019. break;
  7020. case UNT_SPIDERWEB:
  7021. {
  7022. struct block_list *target = map_id2bl(sg->val2);
  7023. if (target && target==bl)
  7024. {
  7025. if (sc && sc->data[type].timer!=-1 && sc->data[type].val2 == sg->group_id)
  7026. status_change_end(bl,type,-1);
  7027. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  7028. }
  7029. break;
  7030. }
  7031. }
  7032. return sg->skill_id;
  7033. }
  7034. /*==========================================
  7035. * Triggered when a char steps out of a skill group [Skotlex]
  7036. *------------------------------------------*/
  7037. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  7038. {
  7039. struct status_change *sc;
  7040. int type;
  7041. sc = status_get_sc(bl);
  7042. if (sc && !sc->count)
  7043. sc = NULL;
  7044. type = SkillStatusChangeTable(skill_id);
  7045. switch (skill_id)
  7046. {
  7047. case WZ_QUAGMIRE:
  7048. if (bl->type==BL_MOB)
  7049. break;
  7050. if (sc && sc->data[type].timer != -1)
  7051. status_change_end(bl, type, -1);
  7052. break;
  7053. case BD_LULLABY:
  7054. case BD_RICHMANKIM:
  7055. case BD_ETERNALCHAOS:
  7056. case BD_DRUMBATTLEFIELD:
  7057. case BD_RINGNIBELUNGEN:
  7058. case BD_ROKISWEIL:
  7059. case BD_INTOABYSS:
  7060. case BD_SIEGFRIED:
  7061. if(sc && sc->data[SC_DANCING].timer != -1 && (sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
  7062. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7063. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7064. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7065. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7066. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7067. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7068. skill_stop_dancing(bl);
  7069. }
  7070. case MG_SAFETYWALL:
  7071. case AL_PNEUMA:
  7072. case SA_VOLCANO:
  7073. case SA_DELUGE:
  7074. case SA_VIOLENTGALE:
  7075. case CG_HERMODE:
  7076. case HW_GRAVITATION:
  7077. case NJ_SUITON:
  7078. if (sc && sc->data[type].timer != -1)
  7079. status_change_end(bl, type, -1);
  7080. break;
  7081. case BA_POEMBRAGI:
  7082. case BA_WHISTLE:
  7083. case BA_ASSASSINCROSS:
  7084. case BA_APPLEIDUN:
  7085. case DC_HUMMING:
  7086. case DC_DONTFORGETME:
  7087. case DC_FORTUNEKISS:
  7088. case DC_SERVICEFORYOU:
  7089. if (sc && sc->data[type].timer != -1)
  7090. {
  7091. delete_timer(sc->data[type].timer, status_change_timer);
  7092. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7093. //not possible on our current implementation.
  7094. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7095. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7096. }
  7097. break;
  7098. case PF_FOGWALL:
  7099. if (sc && sc->data[type].timer != -1)
  7100. {
  7101. status_change_end(bl,type,-1);
  7102. if (sc->data[SC_BLIND].timer!=-1)
  7103. {
  7104. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7105. status_change_end(bl, SC_BLIND, -1);
  7106. else {
  7107. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  7108. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7109. }
  7110. }
  7111. }
  7112. break;
  7113. case UNT_GOSPEL:
  7114. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  7115. status_change_end(bl, type, -1);
  7116. break;
  7117. }
  7118. return skill_id;
  7119. }
  7120. /*==========================================
  7121. * Invoked when a unit cell has been placed/removed/deleted.
  7122. * flag values:
  7123. * flag&1: Invoke onplace function (otherwise invoke onout)
  7124. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7125. *------------------------------------------*/
  7126. int skill_unit_effect (struct block_list* bl, va_list ap)
  7127. {
  7128. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  7129. struct skill_unit_group* group = unit->group;
  7130. unsigned int flag = va_arg(ap,unsigned int);
  7131. unsigned int tick = va_arg(ap,unsigned int);
  7132. int skill_id;
  7133. if( !unit->alive || bl->prev == NULL )
  7134. return 0;
  7135. nullpo_retr(0, group);
  7136. if( skill_dance_switch(unit, group, 0) )
  7137. flag|=64; //Converted cell, remember to restore it.
  7138. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7139. skill_id = group->skill_id;
  7140. //Target-type check.
  7141. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  7142. {
  7143. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  7144. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7145. }
  7146. else
  7147. {
  7148. if( flag&1 )
  7149. skill_unit_onplace(unit,bl,tick);
  7150. else
  7151. skill_unit_onout(unit,bl,tick);
  7152. if( flag&4 )
  7153. skill_unit_onleft(skill_id, bl, tick);
  7154. }
  7155. if( flag&64 )
  7156. skill_dance_switch(unit, group, 1);
  7157. return 0;
  7158. }
  7159. /*==========================================
  7160. * If flag, this is a forced delete, otherwise, it's natural expiration.
  7161. *------------------------------------------*/
  7162. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick, int flag)
  7163. {
  7164. struct skill_unit_group *sg;
  7165. nullpo_retr(0, src);
  7166. nullpo_retr(0, sg=src->group);
  7167. switch(sg->unit_id){
  7168. case UNT_WARP_ACTIVE:
  7169. if (!flag)
  7170. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  7171. break;
  7172. case UNT_ICEWALL:
  7173. clif_changemapcell(0,src->bl.m,src->bl.x,src->bl.y,src->val2);
  7174. break;
  7175. case UNT_CALLFAMILY:
  7176. if (!flag)
  7177. {
  7178. struct map_session_data *sd = NULL;
  7179. if(sg->val1) {
  7180. sd = map_charid2sd(sg->val1);
  7181. sg->val1 = 0;
  7182. if (sd && !map[sd->bl.m].flag.nowarp)
  7183. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  7184. }
  7185. if(sg->val2) {
  7186. sd = map_charid2sd(sg->val2);
  7187. sg->val2 = 0;
  7188. if (sd && !map[sd->bl.m].flag.nowarp)
  7189. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  7190. }
  7191. }
  7192. break;
  7193. case UNT_ANKLESNARE:
  7194. {
  7195. struct block_list *target = map_id2bl(sg->val2);
  7196. if(target)
  7197. status_change_end(target,SC_ANKLE,-1);
  7198. }
  7199. break;
  7200. }
  7201. return 0;
  7202. }
  7203. /*==========================================
  7204. *
  7205. *------------------------------------------*/
  7206. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7207. {
  7208. struct skill_unit_group *sg;
  7209. nullpo_retr(0, src);
  7210. nullpo_retr(0, sg=src->group);
  7211. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  7212. skill_delunitgroup(NULL,sg, 1);
  7213. else
  7214. switch(sg->unit_id){
  7215. case UNT_ICEWALL:
  7216. src->val1-=damage;
  7217. break;
  7218. default:
  7219. damage = 0;
  7220. break;
  7221. }
  7222. return damage;
  7223. }
  7224. /*==========================================
  7225. *
  7226. *------------------------------------------*/
  7227. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7228. {
  7229. int *c, skillid;
  7230. struct block_list *src;
  7231. struct map_session_data *sd;
  7232. struct map_session_data *tsd;
  7233. int *p_sd; //Contains the list of characters found.
  7234. nullpo_retr(0, bl);
  7235. nullpo_retr(0, ap);
  7236. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7237. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7238. nullpo_retr(0, sd=(struct map_session_data*)src);
  7239. c=va_arg(ap,int *);
  7240. p_sd = va_arg(ap, int *);
  7241. skillid = va_arg(ap,int);
  7242. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7243. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7244. if (bl == src)
  7245. return 0;
  7246. if(pc_isdead(tsd))
  7247. return 0;
  7248. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7249. return 0;
  7250. switch(skillid)
  7251. {
  7252. case PR_BENEDICTIO:
  7253. {
  7254. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7255. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7256. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7257. && sd->status.sp >= 10)
  7258. p_sd[(*c)++]=tsd->bl.id;
  7259. return 1;
  7260. }
  7261. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7262. {
  7263. int skilllv;
  7264. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7265. return 0;
  7266. if (sd->status.sex != tsd->status.sex &&
  7267. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7268. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7269. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7270. sd->status.party_id && tsd->status.party_id &&
  7271. sd->status.party_id == tsd->status.party_id &&
  7272. tsd->sc.data[SC_DANCING].timer == -1)
  7273. {
  7274. p_sd[(*c)++]=tsd->bl.id;
  7275. return skilllv;
  7276. } else {
  7277. return 0;
  7278. }
  7279. }
  7280. break;
  7281. }
  7282. return 0;
  7283. }
  7284. /*==========================================
  7285. * Checks and stores partners for ensemble skills [Skotlex]
  7286. *------------------------------------------*/
  7287. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7288. {
  7289. static int c=0;
  7290. static int p_sd[2] = { 0, 0 };
  7291. int i;
  7292. if (!battle_config.player_skill_partner_check ||
  7293. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7294. return 99; //As if there were infinite partners.
  7295. if (cast_flag)
  7296. { //Execute the skill on the partners.
  7297. struct map_session_data* tsd;
  7298. switch (skill_id)
  7299. {
  7300. case PR_BENEDICTIO:
  7301. for (i = 0; i < c; i++)
  7302. {
  7303. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7304. status_charge(&tsd->bl, 0, 10);
  7305. }
  7306. return c;
  7307. default: //Warning: Assuming Ensemble skills here (for speed)
  7308. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7309. {
  7310. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7311. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING].val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  7312. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7313. tsd->skillid_dance = skill_id;
  7314. tsd->skilllv_dance = *skill_lv;
  7315. }
  7316. return c;
  7317. }
  7318. }
  7319. //Else: new search for partners.
  7320. c = 0;
  7321. memset (p_sd, 0, sizeof(p_sd));
  7322. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7323. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7324. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7325. *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.
  7326. return c;
  7327. }
  7328. /*==========================================
  7329. *
  7330. *------------------------------------------*/
  7331. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7332. {
  7333. int *c,src_id,mob_class,skill;
  7334. struct mob_data *md;
  7335. md=(struct mob_data*)bl;
  7336. src_id=va_arg(ap,int);
  7337. mob_class=va_arg(ap,int);
  7338. skill=va_arg(ap,int);
  7339. c=va_arg(ap,int *);
  7340. if(md->master_id != src_id ||
  7341. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7342. return 0; //Non alchemist summoned mobs have nothing to do here.
  7343. if(md->class_==mob_class)
  7344. (*c)++;
  7345. return 1;
  7346. }
  7347. /*==========================================
  7348. * Determines if a given skill should be made to consume ammo
  7349. * when used by the player. [Skotlex]
  7350. *------------------------------------------*/
  7351. int skill_isammotype (struct map_session_data *sd, int skill)
  7352. {
  7353. return (
  7354. battle_config.arrow_decrement==2 &&
  7355. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7356. skill != HT_PHANTASMIC &&
  7357. skill_get_type(skill) == BF_WEAPON &&
  7358. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7359. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7360. );
  7361. }
  7362. /*==========================================
  7363. * Checks that you have the requirements for casting a skill.
  7364. * Flag:
  7365. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7366. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7367. *------------------------------------------*/
  7368. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7369. {
  7370. struct status_data *status;
  7371. struct status_change *sc;
  7372. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7373. int index[10],itemid[10],amount[10];
  7374. int delitem_flag = 1, checkitem_flag = 1;
  7375. nullpo_retr(0, sd);
  7376. if (lv <= 0 || sd->chatID) return 0;
  7377. if( battle_config.gm_skilluncond &&
  7378. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7379. sd->skillitem != skill)
  7380. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7381. sd->skillitem = sd->skillitemlv = 0;
  7382. //Need to do arrow state check.
  7383. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7384. //Need to do Spiritball check.
  7385. sd->spiritball_old = sd->spiritball;
  7386. return 1;
  7387. }
  7388. status = &sd->battle_status;
  7389. sc = &sd->sc;
  7390. if (!sc->count)
  7391. sc = NULL;
  7392. if(pc_is90overweight(sd)) {
  7393. clif_skill_fail(sd,skill,9,0);
  7394. sd->skillitem = sd->skillitemlv = 0;
  7395. return 0;
  7396. }
  7397. if (sd->state.abra_flag)
  7398. {
  7399. if (sd->skillitem != skill)
  7400. { //Cancelled, using a different skill.
  7401. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7402. } else {
  7403. //Abracadabra skill, skip requisites!
  7404. if(type&1)
  7405. { //Clear out the data.
  7406. sd->skillitem = sd->skillitemlv = 0;
  7407. sd->state.abra_flag = 0;
  7408. }
  7409. return 1;
  7410. }
  7411. }
  7412. if (sd->menuskill_id == AM_PHARMACY &&
  7413. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7414. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7415. )) {
  7416. sd->skillitem = sd->skillitemlv = 0;
  7417. return 0;
  7418. }
  7419. if(sd->skillitem == skill) {
  7420. if(!type) //When a target was selected
  7421. { //Consume items that were skipped in pc_use_item [Skotlex]
  7422. if((i = sd->itemindex) == -1 ||
  7423. sd->status.inventory[i].nameid != sd->itemid ||
  7424. sd->inventory_data[i] == NULL ||
  7425. !sd->inventory_data[i]->flag.delay_consume ||
  7426. sd->status.inventory[i].amount < 1
  7427. )
  7428. { //Something went wrong, item exploit?
  7429. sd->itemid = sd->itemindex = -1;
  7430. return 0;
  7431. }
  7432. //Consume
  7433. sd->itemid = sd->itemindex = -1;
  7434. if(skill == WZ_EARTHSPIKE && sc &&
  7435. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7436. ; //Do not consume item.
  7437. else
  7438. pc_delitem(sd,i,1,0);
  7439. }
  7440. if (type&1) //Casting finished
  7441. sd->skillitem = sd->skillitemlv = 0;
  7442. return 1;
  7443. }
  7444. // for the guild skills [celest]
  7445. if (skill >= GD_SKILLBASE)
  7446. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7447. else if (skill >= HM_SKILLBASE) //[orn]
  7448. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7449. else
  7450. j = skill;
  7451. if (j < 0 || j >= MAX_SKILL_DB)
  7452. return 0;
  7453. //Code speedup, rather than using skill_get_* over and over again.
  7454. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7455. return 0;
  7456. hp = skill_db[j].hp[lv-1];
  7457. sp = skill_db[j].sp[lv-1];
  7458. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7459. sp=sp/2;
  7460. hp_rate = skill_db[j].hp_rate[lv-1];
  7461. sp_rate = skill_db[j].sp_rate[lv-1];
  7462. zeny = skill_db[j].zeny[lv-1];
  7463. if (!type) { //These should only be checked on begin casting.
  7464. weapon = skill_db[j].weapon;
  7465. ammo = skill_db[j].ammo;
  7466. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7467. state = skill_db[j].state;
  7468. } else
  7469. weapon = ammo = ammo_qty = state = 0;
  7470. spiritball = skill_db[j].spiritball[lv-1];
  7471. mhp = skill_db[j].mhp[lv-1];
  7472. for(i = 0; i < 10; i++) {
  7473. itemid[i] = skill_db[j].itemid[i];
  7474. amount[i] = skill_db[j].amount[i];
  7475. }
  7476. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  7477. //mhp is the max-hp-requirement, that is,
  7478. //you must have this % or less of HP to cast it.
  7479. clif_skill_fail(sd,skill,2,0);
  7480. return 0;
  7481. }
  7482. if(hp_rate > 0)
  7483. hp += (status->hp * hp_rate)/100;
  7484. else
  7485. hp += (status->max_hp * (-hp_rate))/100;
  7486. if(sp_rate > 0)
  7487. sp += (status->sp * sp_rate)/100;
  7488. else
  7489. sp += (status->max_sp * (-sp_rate))/100;
  7490. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  7491. { //Assume this skill is using the weapon, therefore it requires arrows.
  7492. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7493. ammo_qty = 1;
  7494. }
  7495. //Can only update state when weapon/arrow info is checked.
  7496. if (weapon) sd->state.arrow_atk = ammo?1:0;
  7497. switch(skill) { // Check for cost reductions due to skills & SCs
  7498. case MC_MAMMONITE:
  7499. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7500. zeny -= zeny*10/100;
  7501. break;
  7502. case AL_HOLYLIGHT:
  7503. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7504. sp *= 5;
  7505. break;
  7506. case SL_SMA:
  7507. case SL_STUN:
  7508. case SL_STIN:
  7509. {
  7510. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7511. if(kaina_lv==0 || sd->status.base_level<70)
  7512. break;
  7513. if(sd->status.base_level>=90)
  7514. sp -= sp*7*kaina_lv/100;
  7515. else if(sd->status.base_level>=80)
  7516. sp -= sp*5*kaina_lv/100;
  7517. else if(sd->status.base_level>=70)
  7518. sp -= sp*3*kaina_lv/100;
  7519. }
  7520. break;
  7521. case MO_TRIPLEATTACK:
  7522. case MO_CHAINCOMBO:
  7523. case MO_COMBOFINISH:
  7524. case CH_TIGERFIST:
  7525. case CH_CHAINCRUSH:
  7526. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7527. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7528. break;
  7529. }
  7530. if(sd->dsprate!=100)
  7531. sp=sp*sd->dsprate/100;
  7532. switch(skill) {
  7533. case SA_CASTCANCEL:
  7534. if(sd->ud.skilltimer == -1) {
  7535. clif_skill_fail(sd,skill,0,0);
  7536. return 0;
  7537. }
  7538. break;
  7539. case BS_MAXIMIZE:
  7540. case NV_TRICKDEAD:
  7541. case TF_HIDING:
  7542. case AS_CLOAKING:
  7543. case CR_AUTOGUARD:
  7544. case CR_DEFENDER:
  7545. case ST_CHASEWALK:
  7546. case PA_GOSPEL:
  7547. case CR_SHRINK:
  7548. case TK_RUN:
  7549. case GS_GATLINGFEVER:
  7550. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7551. return 1; //Allow turning off.
  7552. break;
  7553. case AL_WARP:
  7554. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7555. delitem_flag = 0;
  7556. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7557. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7558. return 0;
  7559. }
  7560. break;
  7561. case MO_CALLSPIRITS:
  7562. if(sd->spiritball >= lv) {
  7563. clif_skill_fail(sd,skill,0,0);
  7564. return 0;
  7565. }
  7566. break;
  7567. case MO_FINGEROFFENSIVE: //謖�シセ
  7568. case GS_FLING:
  7569. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7570. spiritball = sd->spiritball;
  7571. sd->spiritball_old = sd->spiritball;
  7572. }
  7573. else sd->spiritball_old = spiritball;
  7574. break;
  7575. case MO_BODYRELOCATION:
  7576. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7577. spiritball = 0;
  7578. break;
  7579. case MO_CHAINCOMBO:
  7580. if(!sc)
  7581. return 0;
  7582. if(sc->data[SC_BLADESTOP].timer!=-1)
  7583. break;
  7584. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7585. break;
  7586. return 0;
  7587. case MO_COMBOFINISH: //迪幃セ肴教
  7588. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7589. return 0;
  7590. break;
  7591. case CH_TIGERFIST: //莨剰剋諡ウ
  7592. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7593. return 0;
  7594. break;
  7595. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7596. if(!sc || sc->data[SC_COMBO].timer == -1)
  7597. return 0;
  7598. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7599. return 0;
  7600. break;
  7601. case MO_EXTREMITYFIST:
  7602. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7603. // return 0;
  7604. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7605. spiritball--;
  7606. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7607. switch(sc->data[SC_COMBO].val1) {
  7608. case MO_COMBOFINISH:
  7609. spiritball = 4;
  7610. break;
  7611. case CH_TIGERFIST:
  7612. spiritball = 3;
  7613. break;
  7614. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7615. spiritball = sd->spiritball?sd->spiritball:1;
  7616. break;
  7617. default:
  7618. return 0;
  7619. }
  7620. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7621. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7622. clif_skill_fail(sd,skill,0,0);
  7623. return 0;
  7624. }
  7625. break;
  7626. case TK_MISSION: //Does not works on Non-Taekwon
  7627. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7628. clif_skill_fail(sd,skill,0,0);
  7629. return 0;
  7630. }
  7631. break;
  7632. case TK_READYCOUNTER:
  7633. case TK_READYDOWN:
  7634. case TK_READYSTORM:
  7635. case TK_READYTURN:
  7636. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7637. return 1; //Enable disabling them regardless of who you are.
  7638. case TK_JUMPKICK:
  7639. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7640. //They do not work on Soul Linkers.
  7641. clif_skill_fail(sd,skill,0,0);
  7642. return 0;
  7643. }
  7644. break;
  7645. case TK_TURNKICK:
  7646. case TK_STORMKICK:
  7647. case TK_DOWNKICK:
  7648. case TK_COUNTER:
  7649. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7650. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7651. if(!sc || sc->data[SC_COMBO].timer == -1)
  7652. return 0; //Combo needs to be ready
  7653. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7654. { //Unlimited Combo
  7655. if (skill == sd->skillid_old) {
  7656. status_change_end(&sd->bl, SC_COMBO, -1);
  7657. sd->skillid_old = sd->skilllv_old = 0;
  7658. return 0; //Can't repeat previous combo skill.
  7659. }
  7660. break;
  7661. } else
  7662. if(sc->data[SC_COMBO].val1 == skill)
  7663. break; //Combo ready.
  7664. //Cancel combo wait.
  7665. unit_cancel_combo(&sd->bl);
  7666. return 0;
  7667. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7668. {
  7669. int time;
  7670. if(!sc || sc->data[SC_DANCING].timer==-1)
  7671. {
  7672. clif_skill_fail(sd,skill,0,0);
  7673. return 0;
  7674. }
  7675. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7676. if (skill_get_time(
  7677. (sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
  7678. (sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
  7679. - time <= skill_get_time2(skill,lv))
  7680. {
  7681. clif_skill_fail(sd,skill,0,0);
  7682. return 0;
  7683. }
  7684. }
  7685. break;
  7686. case PR_BENEDICTIO:
  7687. {
  7688. if (!(type&1))
  7689. { //Started casting.
  7690. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7691. {
  7692. clif_skill_fail(sd,skill,0,0);
  7693. return 0;
  7694. }
  7695. }
  7696. else
  7697. //Should I repeat the check? If so, it would be best to only do
  7698. //this on cast-ending. [Skotlex]
  7699. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7700. }
  7701. break;
  7702. case AM_CANNIBALIZE:
  7703. case AM_SPHEREMINE:
  7704. if(type&1){
  7705. int c=0;
  7706. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7707. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7708. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  7709. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7710. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7711. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7712. if(c >= maxcount ||
  7713. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7714. { //Fails when: exceed max limit. There are other plant types already out.
  7715. clif_skill_fail(sd,skill,0,0);
  7716. return 0;
  7717. }
  7718. }
  7719. }
  7720. break;
  7721. case WZ_FIREPILLAR: // celest
  7722. if (lv <= 5) // no gems required at level 1-5
  7723. itemid[0] = 0;
  7724. break;
  7725. case SL_SMA:
  7726. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7727. if(!sc || sc->data[SC_SMA].timer == -1)
  7728. return 0;
  7729. break;
  7730. case HT_POWER:
  7731. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7732. return 0;
  7733. break;
  7734. case AM_BERSERKPITCHER:
  7735. case AM_POTIONPITCHER:
  7736. case CR_SLIMPITCHER:
  7737. case MG_STONECURSE:
  7738. case CR_CULTIVATION:
  7739. case SA_FLAMELAUNCHER:
  7740. case SA_FROSTWEAPON:
  7741. case SA_LIGHTNINGLOADER:
  7742. case SA_SEISMICWEAPON:
  7743. delitem_flag = 0;
  7744. break;
  7745. case SA_DELUGE:
  7746. case SA_VOLCANO:
  7747. case SA_VIOLENTGALE:
  7748. { //Does not consumes if the skill is already active. [Skotlex]
  7749. struct skill_unit_group *sg;
  7750. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7751. (
  7752. sg->skill_id == SA_VOLCANO ||
  7753. sg->skill_id == SA_DELUGE ||
  7754. sg->skill_id == SA_VIOLENTGALE
  7755. )) {
  7756. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7757. checkitem_flag = delitem_flag = 0;
  7758. else
  7759. sg->limit = 0; //Disable it.
  7760. }
  7761. break;
  7762. }
  7763. case CG_HERMODE:
  7764. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7765. {
  7766. clif_skill_fail(sd,skill,0,0);
  7767. return 0;
  7768. }
  7769. break;
  7770. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7771. {
  7772. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7773. int size = range*2+1;
  7774. for (i=0;i<size*size;i++) {
  7775. x = sd->bl.x+(i%size-range);
  7776. y = sd->bl.y+(i/size-range);
  7777. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7778. clif_skill_fail(sd,skill,0,0);
  7779. return 0;
  7780. }
  7781. }
  7782. }
  7783. break;
  7784. case PR_REDEMPTIO:
  7785. {
  7786. int exp;
  7787. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7788. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7789. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7790. return 0;
  7791. }
  7792. break;
  7793. }
  7794. case AM_TWILIGHT2:
  7795. case AM_TWILIGHT3:
  7796. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7797. {
  7798. clif_skill_fail(sd,skill,0,0);
  7799. return 0;
  7800. }
  7801. break;
  7802. //SHOULD BE OPTIMALIZED [Komurka]
  7803. //Optimized #1. optimize comfort later. [Vicious]
  7804. case SG_SUN_WARM:
  7805. case SG_MOON_WARM:
  7806. case SG_STAR_WARM:
  7807. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7808. break;
  7809. clif_skill_fail(sd,skill,0,0);
  7810. return 0;
  7811. break;
  7812. case SG_SUN_COMFORT:
  7813. 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))
  7814. break;
  7815. clif_skill_fail(sd,skill,0,0);
  7816. return 0;
  7817. case SG_MOON_COMFORT:
  7818. 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))
  7819. break;
  7820. clif_skill_fail(sd,skill,0,0);
  7821. return 0;
  7822. case SG_STAR_COMFORT:
  7823. 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))
  7824. break;
  7825. clif_skill_fail(sd,skill,0,0);
  7826. return 0;
  7827. case SG_FUSION:
  7828. if (sc && sc->data[SC_FUSION].timer!=-1)
  7829. return 1;
  7830. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7831. break;
  7832. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7833. if(sp>0 && type&1)
  7834. {
  7835. if (status->sp < (unsigned int)sp)
  7836. clif_skill_fail(sd,skill,1,0);
  7837. else
  7838. status_zap(&sd->bl, 0, sp);
  7839. }
  7840. return 0;
  7841. case GD_BATTLEORDER:
  7842. case GD_REGENERATION:
  7843. case GD_RESTORE:
  7844. if (!map_flag_gvg(sd->bl.m)) {
  7845. clif_skill_fail(sd,skill,0,0);
  7846. return 0;
  7847. }
  7848. case GD_EMERGENCYCALL:
  7849. // other checks were already done in skillnotok()
  7850. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7851. return 0;
  7852. break;
  7853. case GS_GLITTERING:
  7854. if(sd->spiritball >= 10) {
  7855. clif_skill_fail(sd,skill,0,0);
  7856. return 0;
  7857. }
  7858. break;
  7859. case NJ_ISSEN:
  7860. if (status->hp < 2) {
  7861. clif_skill_fail(sd,skill,0,0);
  7862. return 0;
  7863. }
  7864. case NJ_BUNSINJYUTSU:
  7865. if (!sc || sc->data[SC_NEN].timer==-1) {
  7866. clif_skill_fail(sd,skill,0,0);
  7867. return 0;
  7868. }
  7869. break;
  7870. case NJ_ZENYNAGE:
  7871. if(sd->status.zeny < zeny) {
  7872. clif_skill_fail(sd,skill,5,0);
  7873. return 0;
  7874. }
  7875. zeny = 0; //Zeny is reduced on skill_attack.
  7876. break;
  7877. case PF_HPCONVERSION:
  7878. if (status->sp == status->max_sp)
  7879. return 0; //Unusable when at full SP.
  7880. break;
  7881. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7882. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7883. clif_skill_fail(sd,skill,0,0);
  7884. return 0;
  7885. }
  7886. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7887. checkitem_flag = delitem_flag = 0;
  7888. break;
  7889. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7890. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7891. {
  7892. clif_skill_fail(sd,skill,0,0);
  7893. return 0;
  7894. }
  7895. break;
  7896. }
  7897. if(!(type&2)){
  7898. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7899. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7900. return 0;
  7901. }
  7902. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7903. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7904. return 0;
  7905. }
  7906. if(zeny>0 && sd->status.zeny < zeny) {
  7907. clif_skill_fail(sd,skill,5,0);
  7908. return 0;
  7909. }
  7910. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7911. clif_skill_fail(sd,skill,6,0);
  7912. return 0;
  7913. }
  7914. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7915. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7916. !sd->inventory_data[i] ||
  7917. sd->status.inventory[i].amount < ammo_qty
  7918. ) {
  7919. clif_arrow_fail(sd,0);
  7920. return 0;
  7921. }
  7922. if (!(ammo&1<<sd->inventory_data[i]->look))
  7923. { //Ammo type check. Send the "wrong weapon type" message
  7924. //which is the closest we have to wrong ammo type. [Skotlex]
  7925. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7926. //clif_skill_fail(sd,skill,6,0);
  7927. return 0;
  7928. }
  7929. }
  7930. if( spiritball > 0 && sd->spiritball < spiritball) {
  7931. clif_skill_fail(sd,skill,0,0);
  7932. return 0;
  7933. }
  7934. }
  7935. switch(state) {
  7936. case ST_HIDING:
  7937. if(!(sc && sc->option&OPTION_HIDE)) {
  7938. clif_skill_fail(sd,skill,0,0);
  7939. return 0;
  7940. }
  7941. break;
  7942. case ST_CLOAKING:
  7943. if(!pc_iscloaking(sd)) {
  7944. clif_skill_fail(sd,skill,0,0);
  7945. return 0;
  7946. }
  7947. break;
  7948. case ST_HIDDEN:
  7949. if(!pc_ishiding(sd)) {
  7950. clif_skill_fail(sd,skill,0,0);
  7951. return 0;
  7952. }
  7953. break;
  7954. case ST_RIDING:
  7955. if(!pc_isriding(sd)) {
  7956. clif_skill_fail(sd,skill,0,0);
  7957. return 0;
  7958. }
  7959. break;
  7960. case ST_FALCON:
  7961. if(!pc_isfalcon(sd)) {
  7962. clif_skill_fail(sd,skill,0,0);
  7963. return 0;
  7964. }
  7965. break;
  7966. case ST_CART:
  7967. if(!pc_iscarton(sd)) {
  7968. clif_skill_fail(sd,skill,0,0);
  7969. return 0;
  7970. }
  7971. break;
  7972. case ST_SHIELD:
  7973. if(sd->status.shield <= 0) {
  7974. clif_skill_fail(sd,skill,0,0);
  7975. return 0;
  7976. }
  7977. break;
  7978. case ST_SIGHT:
  7979. if(!sc || sc->data[SC_SIGHT].timer == -1) {
  7980. clif_skill_fail(sd,skill,0,0);
  7981. return 0;
  7982. }
  7983. break;
  7984. case ST_EXPLOSIONSPIRITS:
  7985. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7986. clif_skill_fail(sd,skill,0,0);
  7987. return 0;
  7988. }
  7989. break;
  7990. case ST_CARTBOOST:
  7991. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7992. clif_skill_fail(sd,skill,0,0);
  7993. return 0;
  7994. }
  7995. break;
  7996. case ST_RECOV_WEIGHT_RATE:
  7997. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7998. clif_skill_fail(sd,skill,0,0);
  7999. return 0;
  8000. }
  8001. break;
  8002. case ST_MOVE_ENABLE:
  8003. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  8004. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  8005. if (!unit_can_move(&sd->bl)) {
  8006. clif_skill_fail(sd,skill,0,0);
  8007. return 0;
  8008. }
  8009. break;
  8010. case ST_WATER:
  8011. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  8012. break;
  8013. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  8014. break;
  8015. clif_skill_fail(sd,skill,0,0);
  8016. return 0;
  8017. }
  8018. if (checkitem_flag) {
  8019. for(i=0;i<10;i++) {
  8020. int x = lv%11 - 1;
  8021. index[i] = -1;
  8022. if(itemid[i] <= 0)
  8023. continue;
  8024. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  8025. {
  8026. if (sd->special_state.no_gemstone)
  8027. { //Make it substract 1 gem rather than skipping the cost.
  8028. if (--amount[i] < 1)
  8029. continue;
  8030. }
  8031. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  8032. continue;
  8033. } else
  8034. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  8035. continue;
  8036. if((skill == AM_POTIONPITCHER ||
  8037. skill == CR_SLIMPITCHER ||
  8038. skill == CR_CULTIVATION) && i != x)
  8039. continue;
  8040. index[i] = pc_search_inventory(sd,itemid[i]);
  8041. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  8042. if(itemid[i] == 716 || itemid[i] == 717)
  8043. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  8044. else
  8045. clif_skill_fail(sd,skill,0,0);
  8046. return 0;
  8047. }
  8048. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN &&
  8049. sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  8050. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  8051. }
  8052. }
  8053. if(!(type&1))
  8054. return 1;
  8055. if(delitem_flag) {
  8056. for(i=0;i<10;i++) {
  8057. if(index[i] >= 0)
  8058. pc_delitem(sd,index[i],amount[i],0);
  8059. }
  8060. }
  8061. if(type&2)
  8062. return 1;
  8063. if(sp || hp)
  8064. status_zap(&sd->bl, hp, sp);
  8065. if(zeny > 0) // Zeny豸郁イサ
  8066. pc_payzeny(sd,zeny);
  8067. if(spiritball > 0)
  8068. pc_delspiritball(sd,spiritball,0);
  8069. return 1;
  8070. }
  8071. /*==========================================
  8072. * Does cast-time reductions based on dex, item bonuses and config setting
  8073. *------------------------------------------*/
  8074. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8075. {
  8076. int time = skill_get_cast(skill_id, skill_lv);
  8077. struct map_session_data *sd;
  8078. nullpo_retr(0, bl);
  8079. BL_CAST(BL_PC, bl, sd);
  8080. // calculate base cast time (reduced by dex)
  8081. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  8082. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8083. if (scale > 0) // not instant cast
  8084. time = time * scale / battle_config.castrate_dex_scale;
  8085. else return 0; // instant cast
  8086. }
  8087. // calculate cast time reduced by item/card bonuses
  8088. if (!(skill_get_castnodex(skill_id, skill_lv)&4) && sd)
  8089. {
  8090. int i;
  8091. if (sd->castrate != 100)
  8092. time = time * sd->castrate / 100;
  8093. for(i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++)
  8094. {
  8095. if (sd->skillcast[i].id == skill_id)
  8096. {
  8097. time+= time * sd->skillcast[i].val / 100;
  8098. break;
  8099. }
  8100. }
  8101. }
  8102. // config cast time multiplier
  8103. if (battle_config.cast_rate != 100)
  8104. time = time * battle_config.cast_rate / 100;
  8105. // return final cast time
  8106. return (time > 0) ? time : 0;
  8107. }
  8108. /*==========================================
  8109. * Does cast-time reductions based on sc data.
  8110. *------------------------------------------*/
  8111. int skill_castfix_sc (struct block_list *bl, int time)
  8112. {
  8113. struct status_change *sc = status_get_sc(bl);
  8114. if (sc && sc->count) {
  8115. if (sc->data[SC_SLOWCAST].timer != -1)
  8116. time+= time * sc->data[SC_SLOWCAST].val2 / 100;
  8117. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  8118. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  8119. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8120. }
  8121. if (sc->data[SC_MEMORIZE].timer != -1) {
  8122. time>>=1;
  8123. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  8124. status_change_end(bl, SC_MEMORIZE, -1);
  8125. }
  8126. if (sc->data[SC_POEMBRAGI].timer != -1)
  8127. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  8128. }
  8129. return (time > 0) ? time : 0;
  8130. }
  8131. /*==========================================
  8132. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8133. *------------------------------------------*/
  8134. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8135. {
  8136. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8137. int time = skill_get_delay(skill_id, skill_lv);
  8138. nullpo_retr(0, bl);
  8139. if (bl->type&battle_config.no_skill_delay)
  8140. return battle_config.min_skill_delay_limit;
  8141. // instant cast attack skills depend on aspd as delay [celest]
  8142. if (time == 0) {
  8143. if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  8144. time = status_get_adelay(bl); //Use attack delay as default delay.
  8145. else
  8146. time = battle_config.default_skill_delay;
  8147. } else if (time < 0)
  8148. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  8149. else //Agi reduction should apply only to non-zero delay skills.
  8150. switch (skill_id)
  8151. { //Monk combo skills have their delay reduced by agi/dex.
  8152. case MO_TRIPLEATTACK:
  8153. case MO_CHAINCOMBO:
  8154. case MO_COMBOFINISH:
  8155. case CH_TIGERFIST:
  8156. case CH_CHAINCRUSH:
  8157. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8158. break;
  8159. default:
  8160. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8161. { // if skill delay is allowed to be reduced by dex
  8162. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8163. if (scale > 0)
  8164. time = time * scale / battle_config.castrate_dex_scale;
  8165. else //To be capped later to minimum.
  8166. time = 0;
  8167. }
  8168. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8169. { // if skill delay is allowed to be reduced by agi
  8170. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8171. if (scale > 0)
  8172. time = time * scale / battle_config.castrate_dex_scale;
  8173. else //To be capped later to minimum.
  8174. time = 0;
  8175. }
  8176. }
  8177. if (!(delaynodex&2))
  8178. {
  8179. struct status_change *sc;
  8180. sc= status_get_sc(bl);
  8181. if (sc && sc->count) {
  8182. if (sc->data[SC_POEMBRAGI].timer != -1)
  8183. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  8184. if (sc->data[SC_SPIRIT].timer != -1)
  8185. switch (skill_id) {
  8186. case CR_SHIELDBOOMERANG:
  8187. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  8188. time /=2;
  8189. break;
  8190. case AS_SONICBLOW:
  8191. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  8192. time /= 2;
  8193. break;
  8194. }
  8195. }
  8196. }
  8197. if (!(delaynodex&4))
  8198. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  8199. time = time * ((TBL_PC*)bl)->delayrate / 100;
  8200. if (battle_config.delay_rate != 100)
  8201. time = time * battle_config.delay_rate / 100;
  8202. return max(time, battle_config.min_skill_delay_limit);
  8203. }
  8204. /*=========================================
  8205. *
  8206. *-----------------------------------------*/
  8207. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8208. {
  8209. nullpo_retv(tc);
  8210. if(dir == 0){
  8211. tc->val1[0]=x-2;
  8212. tc->val1[1]=x-1;
  8213. tc->val1[2]=x;
  8214. tc->val1[3]=x+1;
  8215. tc->val1[4]=x+2;
  8216. tc->val2[0]=
  8217. tc->val2[1]=
  8218. tc->val2[2]=
  8219. tc->val2[3]=
  8220. tc->val2[4]=y-1;
  8221. }
  8222. else if(dir==2){
  8223. tc->val1[0]=
  8224. tc->val1[1]=
  8225. tc->val1[2]=
  8226. tc->val1[3]=
  8227. tc->val1[4]=x+1;
  8228. tc->val2[0]=y+2;
  8229. tc->val2[1]=y+1;
  8230. tc->val2[2]=y;
  8231. tc->val2[3]=y-1;
  8232. tc->val2[4]=y-2;
  8233. }
  8234. else if(dir==4){
  8235. tc->val1[0]=x-2;
  8236. tc->val1[1]=x-1;
  8237. tc->val1[2]=x;
  8238. tc->val1[3]=x+1;
  8239. tc->val1[4]=x+2;
  8240. tc->val2[0]=
  8241. tc->val2[1]=
  8242. tc->val2[2]=
  8243. tc->val2[3]=
  8244. tc->val2[4]=y+1;
  8245. }
  8246. else if(dir==6){
  8247. tc->val1[0]=
  8248. tc->val1[1]=
  8249. tc->val1[2]=
  8250. tc->val1[3]=
  8251. tc->val1[4]=x-1;
  8252. tc->val2[0]=y+2;
  8253. tc->val2[1]=y+1;
  8254. tc->val2[2]=y;
  8255. tc->val2[3]=y-1;
  8256. tc->val2[4]=y-2;
  8257. }
  8258. else if(dir==1){
  8259. tc->val1[0]=x-1;
  8260. tc->val1[1]=x;
  8261. tc->val1[2]=x+1;
  8262. tc->val1[3]=x+2;
  8263. tc->val1[4]=x+3;
  8264. tc->val2[0]=y-4;
  8265. tc->val2[1]=y-3;
  8266. tc->val2[2]=y-1;
  8267. tc->val2[3]=y;
  8268. tc->val2[4]=y+1;
  8269. }
  8270. else if(dir==3){
  8271. tc->val1[0]=x+3;
  8272. tc->val1[1]=x+2;
  8273. tc->val1[2]=x+1;
  8274. tc->val1[3]=x;
  8275. tc->val1[4]=x-1;
  8276. tc->val2[0]=y-1;
  8277. tc->val2[1]=y;
  8278. tc->val2[2]=y+1;
  8279. tc->val2[3]=y+2;
  8280. tc->val2[4]=y+3;
  8281. }
  8282. else if(dir==5){
  8283. tc->val1[0]=x+1;
  8284. tc->val1[1]=x;
  8285. tc->val1[2]=x-1;
  8286. tc->val1[3]=x-2;
  8287. tc->val1[4]=x-3;
  8288. tc->val2[0]=y+3;
  8289. tc->val2[1]=y+2;
  8290. tc->val2[2]=y+1;
  8291. tc->val2[3]=y;
  8292. tc->val2[4]=y-1;
  8293. }
  8294. else if(dir==7){
  8295. tc->val1[0]=x-3;
  8296. tc->val1[1]=x-2;
  8297. tc->val1[2]=x-1;
  8298. tc->val1[3]=x;
  8299. tc->val1[4]=x+1;
  8300. tc->val2[1]=y;
  8301. tc->val2[0]=y+1;
  8302. tc->val2[2]=y-1;
  8303. tc->val2[3]=y-2;
  8304. tc->val2[4]=y-3;
  8305. }
  8306. }
  8307. /*=========================================
  8308. *
  8309. *-----------------------------------------*/
  8310. void skill_brandishspear_dir (struct square* tc, int dir, int are)
  8311. {
  8312. int c;
  8313. nullpo_retv(tc);
  8314. for( c = 0; c < 5; c++ )
  8315. {
  8316. switch( dir )
  8317. {
  8318. case 0: tc->val2[c]+=are; break;
  8319. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  8320. case 2: tc->val1[c]-=are; break;
  8321. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  8322. case 4: tc->val2[c]-=are; break;
  8323. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  8324. case 6: tc->val1[c]+=are; break;
  8325. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  8326. }
  8327. }
  8328. }
  8329. /*==========================================
  8330. * Weapon Repair [Celest/DracoRPG]
  8331. *------------------------------------------*/
  8332. void skill_repairweapon (struct map_session_data *sd, int idx)
  8333. {
  8334. int material;
  8335. int materials[4] = { 1002, 998, 999, 756 };
  8336. struct item *item;
  8337. struct map_session_data *target_sd;
  8338. nullpo_retv(sd);
  8339. target_sd = map_id2sd(sd->menuskill_val);
  8340. if (!target_sd) //Failed....
  8341. return;
  8342. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8343. return;
  8344. if(idx < 0 || idx >= MAX_INVENTORY)
  8345. return; //Invalid index??
  8346. item = &target_sd->status.inventory[idx];
  8347. if(item->nameid <= 0 || item->attribute == 0)
  8348. return; //Again invalid item....
  8349. 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)))){
  8350. clif_item_repaireffect(sd,item->nameid,1);
  8351. return;
  8352. }
  8353. if (itemdb_type(item->nameid)==4)
  8354. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8355. else
  8356. material = materials [2]; // Armors consume 1 Steel
  8357. if (pc_search_inventory(sd,material) < 0 ) {
  8358. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8359. return;
  8360. }
  8361. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8362. item->attribute=0;
  8363. clif_equiplist(target_sd);
  8364. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8365. clif_item_repaireffect(sd,item->nameid,0);
  8366. if(sd!=target_sd)
  8367. clif_item_repaireffect(target_sd,item->nameid,0);
  8368. }
  8369. /*==========================================
  8370. * Item Appraisal
  8371. *------------------------------------------*/
  8372. void skill_identify (struct map_session_data *sd, int idx)
  8373. {
  8374. int flag=1;
  8375. nullpo_retv(sd);
  8376. if(idx >= 0 && idx < MAX_INVENTORY) {
  8377. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8378. flag=0;
  8379. sd->status.inventory[idx].identify=1;
  8380. }
  8381. }
  8382. clif_item_identified(sd,idx,flag);
  8383. }
  8384. /*==========================================
  8385. * Weapon Refine [Celest]
  8386. *------------------------------------------*/
  8387. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8388. {
  8389. int i = 0, ep = 0, per;
  8390. int material[5] = { 0, 1010, 1011, 984, 984 };
  8391. struct item *item;
  8392. nullpo_retv(sd);
  8393. if (idx >= 0 && idx < MAX_INVENTORY)
  8394. {
  8395. struct item_data *ditem = sd->inventory_data[idx];
  8396. item = &sd->status.inventory[idx];
  8397. if(item->nameid > 0 && ditem->type == 4)
  8398. {
  8399. if( item->refine >= sd->menuskill_val
  8400. || item->refine >= MAX_REFINE // if it's no longer refineable
  8401. || ditem->flag.no_refine // if the item isn't refinable
  8402. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8403. {
  8404. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8405. return;
  8406. }
  8407. per = percentrefinery [ditem->wlv][(int)item->refine];
  8408. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8409. pc_delitem(sd, i, 1, 0);
  8410. if (per > rand() % 100) {
  8411. item->refine++;
  8412. if(item->equip) {
  8413. ep = item->equip;
  8414. pc_unequipitem(sd,idx,3);
  8415. }
  8416. clif_refine(sd->fd,0,idx,item->refine);
  8417. clif_delitem(sd,idx,1);
  8418. clif_additem(sd,idx,1,0);
  8419. if (ep)
  8420. pc_equipitem(sd,idx,ep);
  8421. clif_misceffect(&sd->bl,3);
  8422. if(item->refine == MAX_REFINE &&
  8423. item->card[0] == CARD0_FORGE &&
  8424. MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8425. { // Fame point system [DracoRPG]
  8426. switch(ditem->wlv){
  8427. case 1:
  8428. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8429. break;
  8430. case 2:
  8431. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8432. break;
  8433. case 3:
  8434. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8435. break;
  8436. }
  8437. }
  8438. } else {
  8439. item->refine = 0;
  8440. if(item->equip)
  8441. pc_unequipitem(sd,idx,3);
  8442. clif_refine(sd->fd,1,idx,item->refine);
  8443. pc_delitem(sd,idx,1,0);
  8444. clif_misceffect(&sd->bl,2);
  8445. clif_emotion(&sd->bl, 23);
  8446. }
  8447. }
  8448. }
  8449. }
  8450. /*==========================================
  8451. *
  8452. *------------------------------------------*/
  8453. int skill_autospell (struct map_session_data *sd, int skillid)
  8454. {
  8455. int skilllv;
  8456. int maxlv=1,lv;
  8457. nullpo_retr(0, sd);
  8458. skilllv = sd->menuskill_val;
  8459. lv=pc_checkskill(sd,skillid);
  8460. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8461. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8462. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8463. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8464. maxlv =10; //Soul Linker bonus. [Skotlex]
  8465. else if(skilllv==2) maxlv=1;
  8466. else if(skilllv==3) maxlv=2;
  8467. else if(skilllv>=4) maxlv=3;
  8468. }
  8469. else if(skillid==MG_SOULSTRIKE){
  8470. if(skilllv==5) maxlv=1;
  8471. else if(skilllv==6) maxlv=2;
  8472. else if(skilllv>=7) maxlv=3;
  8473. }
  8474. else if(skillid==MG_FIREBALL){
  8475. if(skilllv==8) maxlv=1;
  8476. else if(skilllv>=9) maxlv=2;
  8477. }
  8478. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8479. else return 0;
  8480. if(maxlv > lv)
  8481. maxlv = lv;
  8482. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8483. skill_get_time(SA_AUTOSPELL,skilllv));
  8484. return 0;
  8485. }
  8486. /*==========================================
  8487. * Sitting skills functions.
  8488. *------------------------------------------*/
  8489. static int skill_sit_count (struct block_list *bl, va_list ap)
  8490. {
  8491. struct map_session_data *sd;
  8492. int type =va_arg(ap,int);
  8493. sd=(struct map_session_data*)bl;
  8494. if(!pc_issit(sd))
  8495. return 0;
  8496. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8497. return 1;
  8498. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8499. return 1;
  8500. return 0;
  8501. }
  8502. static int skill_sit_in (struct block_list *bl, va_list ap)
  8503. {
  8504. struct map_session_data *sd;
  8505. int type =va_arg(ap,int);
  8506. sd=(struct map_session_data*)bl;
  8507. if(!pc_issit(sd))
  8508. return 0;
  8509. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8510. sd->state.gangsterparadise=1;
  8511. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8512. {
  8513. sd->state.rest=1;
  8514. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8515. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8516. }
  8517. return 0;
  8518. }
  8519. static int skill_sit_out (struct block_list *bl, va_list ap)
  8520. {
  8521. struct map_session_data *sd;
  8522. int type =va_arg(ap,int);
  8523. sd=(struct map_session_data*)bl;
  8524. if(sd->state.gangsterparadise && type&1)
  8525. sd->state.gangsterparadise=0;
  8526. if(sd->state.rest && type&2) {
  8527. sd->state.rest=0;
  8528. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8529. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8530. }
  8531. return 0;
  8532. }
  8533. int skill_sit (struct map_session_data *sd, int type)
  8534. {
  8535. int flag = 0;
  8536. int range = 0, lv;
  8537. nullpo_retr(0, sd);
  8538. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8539. flag|=1;
  8540. range = skill_get_splash(RG_GANGSTER, lv);
  8541. }
  8542. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8543. flag|=2;
  8544. range = skill_get_splash(TK_HPTIME, lv);
  8545. }
  8546. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8547. flag|=2;
  8548. range = skill_get_splash(TK_SPTIME, lv);
  8549. }
  8550. if (!flag) return 0;
  8551. if(type) {
  8552. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8553. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8554. return 0;
  8555. } else {
  8556. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8557. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8558. return 0;
  8559. }
  8560. return 0;
  8561. }
  8562. /*==========================================
  8563. *
  8564. *------------------------------------------*/
  8565. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8566. {
  8567. struct block_list *src;
  8568. int skillnum,skilllv;
  8569. unsigned int tick;
  8570. nullpo_retr(0, bl);
  8571. nullpo_retr(0, ap);
  8572. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8573. skillnum=va_arg(ap,int);
  8574. skilllv=va_arg(ap,int);
  8575. if(skilllv <= 0) return 0;
  8576. tick=va_arg(ap,unsigned int);
  8577. if (src == bl || status_isdead(bl))
  8578. return 0;
  8579. if (bl->type == BL_PC) {
  8580. struct map_session_data *sd = (struct map_session_data *)bl;
  8581. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8582. return 0;
  8583. }
  8584. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8585. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8586. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8587. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8588. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8589. return 0;
  8590. }
  8591. /*==========================================
  8592. *
  8593. *------------------------------------------*/
  8594. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8595. {
  8596. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8597. int size = range*2+1;
  8598. for (i=0;i<size*size;i++) {
  8599. x = src->bl.x+(i%size-range);
  8600. y = src->bl.y+(i/size-range);
  8601. map_setcell(src->bl.m,x,y,flag);
  8602. }
  8603. }
  8604. /*==========================================
  8605. * Sets a map cell around the caster, according to the skill's splash range.
  8606. *------------------------------------------*/
  8607. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8608. {
  8609. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8610. int size = range*2+1;
  8611. for (i=0;i<size*size;i++) {
  8612. x = src->x+(i%size-range);
  8613. y = src->y+(i/size-range);
  8614. map_setcell(src->m,x,y,flag);
  8615. }
  8616. }
  8617. /*==========================================
  8618. *
  8619. *------------------------------------------*/
  8620. int skill_attack_area (struct block_list *bl, va_list ap)
  8621. {
  8622. struct block_list *src,*dsrc;
  8623. int atk_type,skillid,skilllv,flag,type;
  8624. unsigned int tick;
  8625. if(status_isdead(bl))
  8626. return 0;
  8627. atk_type = va_arg(ap,int);
  8628. src=va_arg(ap,struct block_list*);
  8629. dsrc=va_arg(ap,struct block_list*);
  8630. skillid=va_arg(ap,int);
  8631. skilllv=va_arg(ap,int);
  8632. tick=va_arg(ap,unsigned int);
  8633. flag=va_arg(ap,int);
  8634. type=va_arg(ap,int);
  8635. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8636. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8637. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8638. !status_check_skilluse(NULL, bl, skillid, 2))
  8639. return 0;
  8640. switch (skillid) {
  8641. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8642. case NPC_ACIDBREATH:
  8643. case NPC_DARKNESSBREATH:
  8644. case NPC_FIREBREATH:
  8645. case NPC_ICEBREATH:
  8646. case NPC_THUNDERBREATH:
  8647. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8648. default:
  8649. //Area-splash, disable skill animation.
  8650. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8651. }
  8652. }
  8653. /*==========================================
  8654. *
  8655. *------------------------------------------*/
  8656. int skill_clear_group (struct block_list *bl, int flag)
  8657. {
  8658. struct unit_data *ud = unit_bl2ud(bl);
  8659. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8660. int i, count=0;
  8661. nullpo_retr(0, bl);
  8662. if (!ud) return 0;
  8663. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8664. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8665. {
  8666. switch (ud->skillunit[i]->skill_id) {
  8667. case SA_DELUGE:
  8668. case SA_VOLCANO:
  8669. case SA_VIOLENTGALE:
  8670. case SA_LANDPROTECTOR:
  8671. case NJ_SUITON:
  8672. case NJ_KAENSIN:
  8673. if (flag&1)
  8674. group[count++]= ud->skillunit[i];
  8675. break;
  8676. default:
  8677. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8678. group[count++]= ud->skillunit[i];
  8679. break;
  8680. }
  8681. }
  8682. for (i=0;i<count;i++)
  8683. skill_delunitgroup(bl, group[i], 1);
  8684. return count;
  8685. }
  8686. /*==========================================
  8687. * Returns the first element field found [Skotlex]
  8688. *------------------------------------------*/
  8689. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8690. {
  8691. struct unit_data *ud = unit_bl2ud(bl);
  8692. int i;
  8693. nullpo_retr(0, bl);
  8694. if (!ud) return NULL;
  8695. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8696. switch (ud->skillunit[i]->skill_id) {
  8697. case SA_DELUGE:
  8698. case SA_VOLCANO:
  8699. case SA_VIOLENTGALE:
  8700. case SA_LANDPROTECTOR:
  8701. case NJ_SUITON:
  8702. return ud->skillunit[i];
  8703. }
  8704. }
  8705. return NULL;
  8706. }
  8707. // for graffiti cleaner [Valaris]
  8708. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8709. {
  8710. struct skill_unit *unit=NULL;
  8711. nullpo_retr(0, bl);
  8712. nullpo_retr(0, ap);
  8713. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8714. return 0;
  8715. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8716. skill_delunit(unit, 1);
  8717. return 0;
  8718. }
  8719. int skill_greed (struct block_list *bl, va_list ap)
  8720. {
  8721. struct block_list *src;
  8722. struct map_session_data *sd=NULL;
  8723. struct flooritem_data *fitem=NULL;
  8724. nullpo_retr(0, bl);
  8725. nullpo_retr(0, ap);
  8726. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8727. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8728. pc_takeitem(sd, fitem);
  8729. return 0;
  8730. }
  8731. /*==========================================
  8732. *
  8733. *------------------------------------------*/
  8734. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8735. {
  8736. int skillid;
  8737. int *alive;
  8738. struct skill_unit *unit;
  8739. struct block_list *src;
  8740. skillid = va_arg(ap,int);
  8741. alive = va_arg(ap,int *);
  8742. src = va_arg(ap,struct block_list *);
  8743. unit = (struct skill_unit *)bl;
  8744. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8745. return 0;
  8746. switch (skillid)
  8747. {
  8748. case SA_LANDPROTECTOR:
  8749. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8750. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8751. { //Check for offensive Land Protector to delete both. [Skotlex]
  8752. (*alive) = 0;
  8753. skill_delunit(unit, 1);
  8754. return 1;
  8755. }
  8756. //Delete the rest of types.
  8757. case HW_GANBANTEIN:
  8758. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8759. { //It deletes everything except songs/dances
  8760. skill_delunit(unit, 1);
  8761. return 1;
  8762. }
  8763. break;
  8764. case SA_VOLCANO:
  8765. case SA_DELUGE:
  8766. case SA_VIOLENTGALE:
  8767. // Suiton/Kaensin CAN super-impose on each another.
  8768. // case NJ_SUITON:
  8769. // case NJ_KAENSIN:
  8770. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8771. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8772. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8773. if (unit->range <= 0)
  8774. {
  8775. (*alive) = 0;
  8776. return 1;
  8777. }
  8778. /*
  8779. switch (unit->group->skill_id)
  8780. { //These cannot override each other.
  8781. case SA_VOLCANO:
  8782. case SA_DELUGE:
  8783. case SA_VIOLENTGALE:
  8784. // case NJ_SUITON:
  8785. // case NJ_KAENSIN:
  8786. (*alive) = 0;
  8787. return 1;
  8788. }
  8789. */
  8790. break;
  8791. case PF_FOGWALL:
  8792. switch(unit->group->skill_id)
  8793. {
  8794. case SA_VOLCANO: //Can't be placed on top of these
  8795. case SA_VIOLENTGALE:
  8796. (*alive) = 0;
  8797. return 1;
  8798. case SA_DELUGE:
  8799. case NJ_SUITON:
  8800. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8801. (*alive) = 2;
  8802. break;
  8803. }
  8804. break;
  8805. case HP_BASILICA:
  8806. if (unit->group->skill_id == HP_BASILICA)
  8807. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8808. (*alive) = 0;
  8809. return 1;
  8810. }
  8811. break;
  8812. }
  8813. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8814. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8815. { //It deletes everything except songs/dances/traps
  8816. (*alive) = 0;
  8817. return 1;
  8818. }
  8819. return 0;
  8820. }
  8821. /*==========================================
  8822. * variation of skill_cell_overlap
  8823. *------------------------------------------*/
  8824. int skill_ganbatein (struct block_list *bl, va_list ap)
  8825. {
  8826. struct skill_unit *unit;
  8827. nullpo_retr(0, bl);
  8828. nullpo_retr(0, ap);
  8829. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8830. return 0;
  8831. if (unit->group->state.song_dance&0x1)
  8832. return 0; //Don't touch song/dance.
  8833. skill_delunit(unit, 1);
  8834. return 1;
  8835. }
  8836. /*==========================================
  8837. *
  8838. *------------------------------------------*/
  8839. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8840. {
  8841. struct mob_data* md;
  8842. struct unit_data*ud = unit_bl2ud(bl);
  8843. struct block_list *from_bl;
  8844. struct block_list *to_bl;
  8845. md = (struct mob_data*)bl;
  8846. from_bl = va_arg(ap,struct block_list *);
  8847. to_bl = va_arg(ap,struct block_list *);
  8848. if(ud && ud->target == from_bl->id)
  8849. ud->target = to_bl->id;
  8850. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8851. md->target_id = to_bl->id;
  8852. return 0;
  8853. }
  8854. /*==========================================
  8855. * 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)
  8856. *------------------------------------------*/
  8857. int skill_count_target (struct block_list *bl, va_list ap)
  8858. {
  8859. struct block_list *src = va_arg(ap,struct block_list *);
  8860. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8861. return 1;
  8862. return 0;
  8863. }
  8864. /*==========================================
  8865. *
  8866. *------------------------------------------*/
  8867. int skill_trap_splash (struct block_list *bl, va_list ap)
  8868. {
  8869. struct block_list *src;
  8870. int tick;
  8871. struct skill_unit *unit;
  8872. struct skill_unit_group *sg;
  8873. struct block_list *ss;
  8874. int i,count;
  8875. src = va_arg(ap,struct block_list *);
  8876. unit = (struct skill_unit *)src;
  8877. tick = va_arg(ap,int);
  8878. count = va_arg(ap,int);
  8879. nullpo_retr(0, sg = unit->group);
  8880. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8881. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8882. return 0;
  8883. switch(sg->unit_id){
  8884. case UNT_SHOCKWAVE:
  8885. case UNT_SANDMAN:
  8886. case UNT_FLASHER:
  8887. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8888. break;
  8889. case UNT_BLASTMINE:
  8890. case UNT_CLAYMORETRAP:
  8891. //Special property: Each target is hit N times (N = number of targets on splash area)
  8892. if (!count) count = 1;
  8893. for(i=0;i<count;i++)
  8894. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8895. break;
  8896. case UNT_FREEZINGTRAP:
  8897. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8898. break;
  8899. case UNT_GROUNDDRIFT_WIND:
  8900. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8901. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8902. break;
  8903. case UNT_GROUNDDRIFT_DARK:
  8904. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8905. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8906. break;
  8907. case UNT_GROUNDDRIFT_POISON:
  8908. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8909. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8910. break;
  8911. case UNT_GROUNDDRIFT_WATER:
  8912. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8913. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8914. break;
  8915. case UNT_GROUNDDRIFT_FIRE:
  8916. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8917. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8918. break;
  8919. default:
  8920. return 0;
  8921. }
  8922. return 1;
  8923. }
  8924. /*==========================================
  8925. *
  8926. *------------------------------------------*/
  8927. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8928. {
  8929. struct status_change *sc;
  8930. nullpo_retr(0, bl);
  8931. nullpo_retr(0, sc= status_get_sc(bl));
  8932. if (!sc->count) return 0;
  8933. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8934. status_change_end(bl, SC_ENCPOISON, -1);
  8935. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8936. status_change_end(bl, SC_ASPERSIO, -1);
  8937. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8938. status_change_end(bl, SC_FIREWEAPON, -1);
  8939. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8940. status_change_end(bl, SC_WATERWEAPON, -1);
  8941. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8942. status_change_end(bl, SC_WINDWEAPON, -1);
  8943. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8944. status_change_end(bl, SC_EARTHWEAPON, -1);
  8945. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8946. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8947. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8948. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8949. if (type != SC_ENCHANTARMS && sc->data[SC_ENCHANTARMS].timer != -1)
  8950. status_change_end(bl, SC_ENCHANTARMS, -1);
  8951. return 0;
  8952. }
  8953. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8954. {
  8955. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8956. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8957. int end = 1,i;
  8958. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8959. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8960. { //Check for walls.
  8961. for (i = 0; i < 8; i++)
  8962. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8963. {
  8964. end = 0;
  8965. break;
  8966. }
  8967. } else
  8968. end = 0; //No wall check.
  8969. if(end){
  8970. if (sc->data[SC_CLOAKING].timer != -1) {
  8971. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8972. status_change_end(bl, SC_CLOAKING, -1);
  8973. else if(sc->data[SC_CLOAKING].val4&1)
  8974. { //Remove wall bonus
  8975. sc->data[SC_CLOAKING].val4&=~1;
  8976. status_calc_bl(bl,SCB_SPEED);
  8977. }
  8978. }
  8979. }
  8980. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8981. { //Add wall speed bonus
  8982. sc->data[SC_CLOAKING].val4|=1;
  8983. status_calc_bl(bl,SCB_SPEED);
  8984. }
  8985. return end;
  8986. }
  8987. /*==========================================
  8988. *
  8989. *
  8990. *------------------------------------------*/
  8991. void skill_stop_dancing (struct block_list *src)
  8992. {
  8993. struct status_change* sc;
  8994. struct skill_unit_group* group;
  8995. struct map_session_data* dsd = NULL;
  8996. nullpo_retv(src);
  8997. nullpo_retv(sc = status_get_sc(src));
  8998. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8999. return;
  9000. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  9001. sc->data[SC_DANCING].val2 = 0;
  9002. if (sc->data[SC_DANCING].val4)
  9003. {
  9004. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  9005. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  9006. sc->data[SC_DANCING].val4 = 0;
  9007. }
  9008. status_change_end(src, SC_DANCING, -1);
  9009. if (dsd)
  9010. {
  9011. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  9012. status_change_end(&dsd->bl, SC_DANCING, -1);
  9013. }
  9014. if (group)
  9015. skill_delunitgroup(NULL, group, 0);
  9016. }
  9017. /*==========================================
  9018. *
  9019. *------------------------------------------*/
  9020. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  9021. {
  9022. struct skill_unit *unit;
  9023. nullpo_retr(NULL, group);
  9024. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  9025. nullpo_retr(NULL, unit=&group->unit[idx]);
  9026. if(!unit->alive)
  9027. group->alive_count++;
  9028. unit->bl.id=map_addobject(&unit->bl);
  9029. unit->bl.type=BL_SKILL;
  9030. unit->bl.m=group->map;
  9031. unit->bl.x=x;
  9032. unit->bl.y=y;
  9033. unit->group=group;
  9034. unit->alive=1;
  9035. unit->val1=val1;
  9036. unit->val2=val2;
  9037. map_addblock(&unit->bl);
  9038. switch (group->skill_id) {
  9039. case AL_PNEUMA:
  9040. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  9041. break;
  9042. case MG_SAFETYWALL:
  9043. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  9044. break;
  9045. case SA_LANDPROTECTOR:
  9046. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  9047. break;
  9048. case HP_BASILICA:
  9049. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  9050. break;
  9051. case WZ_ICEWALL:
  9052. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  9053. break;
  9054. default:
  9055. if (group->state.song_dance&0x1) //Check for dissonance.
  9056. skill_dance_overlap(unit, 1);
  9057. break;
  9058. }
  9059. clif_skill_setunit(unit);
  9060. return unit;
  9061. }
  9062. /*==========================================
  9063. * if flag =1 -> forced removal, 0 is for natural expiration.
  9064. *------------------------------------------*/
  9065. int skill_delunit (struct skill_unit *unit, int flag)
  9066. {
  9067. struct skill_unit_group *group;
  9068. nullpo_retr(0, unit);
  9069. if(!unit->alive)
  9070. return 0;
  9071. nullpo_retr(0, group=unit->group);
  9072. // invoke onlimit event
  9073. skill_unit_onlimit( unit,gettick(), flag);
  9074. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9075. skill_dance_overlap(unit, 0);
  9076. // invoke onout event
  9077. if (!unit->range) {
  9078. map_foreachincell(skill_unit_effect,unit->bl.m,
  9079. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9080. }
  9081. switch (group->skill_id) {
  9082. case AL_PNEUMA:
  9083. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  9084. break;
  9085. case MG_SAFETYWALL:
  9086. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  9087. break;
  9088. case SA_LANDPROTECTOR:
  9089. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  9090. break;
  9091. case HP_BASILICA:
  9092. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  9093. break;
  9094. case WZ_ICEWALL:
  9095. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  9096. break;
  9097. }
  9098. clif_skill_delunit(unit);
  9099. unit->group=NULL;
  9100. unit->alive=0;
  9101. map_delobjectnofree(unit->bl.id);
  9102. if(--group->alive_count==0)
  9103. skill_delunitgroup(NULL, group, 0);
  9104. return 0;
  9105. }
  9106. /*==========================================
  9107. *
  9108. *------------------------------------------*/
  9109. static int skill_unit_group_newid = MAX_SKILL_DB;
  9110. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  9111. {
  9112. struct unit_data* ud = unit_bl2ud( src );
  9113. struct skill_unit_group* group;
  9114. int i;
  9115. if(skilllv <= 0) return 0;
  9116. nullpo_retr(NULL, src);
  9117. nullpo_retr(NULL, ud);
  9118. // find a free spot to store the new unit group
  9119. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  9120. if(i == MAX_SKILLUNITGROUP)
  9121. {
  9122. // array is full, make room by discarding oldest group
  9123. int j=0;
  9124. unsigned maxdiff=0,x,tick=gettick();
  9125. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9126. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9127. maxdiff=x;
  9128. j=i;
  9129. }
  9130. skill_delunitgroup(src, ud->skillunit[j], 1);
  9131. //Since elements must have shifted, we use the last slot.
  9132. i = MAX_SKILLUNITGROUP-1;
  9133. }
  9134. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9135. group->src_id = src->id;
  9136. group->party_id = status_get_party_id(src);
  9137. group->guild_id = status_get_guild_id(src);
  9138. group->group_id = skill_unit_group_newid++;
  9139. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9140. group->unit_count = count;
  9141. group->alive_count = 0;
  9142. group->val1 = 0;
  9143. group->val2 = 0;
  9144. group->val3 = 0;
  9145. group->skill_id = skillid;
  9146. group->skill_lv = skilllv;
  9147. group->unit_id = unit_id;
  9148. group->map = src->m;
  9149. group->limit = limit;
  9150. group->interval = interval;
  9151. group->tick = gettick();
  9152. group->valstr = NULL;
  9153. ud->skillunit[i] = group;
  9154. if(skill_unit_group_newid<=0)
  9155. skill_unit_group_newid = MAX_SKILL_DB;
  9156. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9157. group->tick += 1500;
  9158. return group;
  9159. }
  9160. /*==========================================
  9161. * If flag, this is a forced deletion, otherwise it's natural expiration.
  9162. *------------------------------------------*/
  9163. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group, int flag)
  9164. {
  9165. struct unit_data *ud;
  9166. int i,j;
  9167. nullpo_retr(0, group);
  9168. if (!src) src=map_id2bl(group->src_id);
  9169. ud = unit_bl2ud(src);
  9170. if(!src || !ud) {
  9171. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9172. return 0;
  9173. }
  9174. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9175. {
  9176. struct status_change* sc = status_get_sc(src);
  9177. if (sc && sc->data[SC_DANCING].timer != -1)
  9178. {
  9179. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9180. status_change_end(src,SC_DANCING,-1);
  9181. }
  9182. }
  9183. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  9184. struct status_change *sc = status_get_sc(src);
  9185. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9186. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9187. status_change_end(src,SC_GOSPEL,-1);
  9188. }
  9189. }
  9190. if (group->skill_id == SG_SUN_WARM ||
  9191. group->skill_id == SG_MOON_WARM ||
  9192. group->skill_id == SG_STAR_WARM) {
  9193. struct status_change *sc = status_get_sc(src);
  9194. if(sc && sc->data[SC_WARM].timer != -1) {
  9195. sc->data[SC_WARM].val4 = 0;
  9196. status_change_end(src,SC_WARM,-1);
  9197. }
  9198. }
  9199. if (src->type==BL_PC && group->state.ammo_consume)
  9200. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9201. group->alive_count=0;
  9202. if(group->unit!=NULL){
  9203. for(i=0;i<group->unit_count;i++)
  9204. if(group->unit[i].alive)
  9205. skill_delunit(&group->unit[i], flag);
  9206. }
  9207. if(group->valstr!=NULL){
  9208. aFree(group->valstr);
  9209. group->valstr=NULL;
  9210. }
  9211. map_freeblock(&group->unit->bl);
  9212. group->unit=NULL;
  9213. group->group_id=0;
  9214. group->unit_count=0;
  9215. // locate this group, swap with the last entry and delete it
  9216. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  9217. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  9218. if( i < MAX_SKILLUNITGROUP )
  9219. {
  9220. ud->skillunit[i] = ud->skillunit[j];
  9221. ud->skillunit[j] = NULL;
  9222. ers_free(skill_unit_ers, group);
  9223. }
  9224. else
  9225. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9226. return 1;
  9227. }
  9228. /*==========================================
  9229. *
  9230. *------------------------------------------*/
  9231. int skill_clear_unitgroup (struct block_list *src)
  9232. {
  9233. struct unit_data *ud = unit_bl2ud(src);
  9234. nullpo_retr(0, ud);
  9235. while (ud->skillunit[0])
  9236. skill_delunitgroup(src, ud->skillunit[0], 1);
  9237. return 1;
  9238. }
  9239. /*==========================================
  9240. *
  9241. *------------------------------------------*/
  9242. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9243. {
  9244. int i,j=-1,k,s,id;
  9245. struct unit_data *ud;
  9246. struct skill_unit_group_tickset *set;
  9247. nullpo_retr(0, bl);
  9248. if (group->interval==-1)
  9249. return NULL;
  9250. ud = unit_bl2ud(bl);
  9251. if (!ud) return NULL;
  9252. set = ud->skillunittick;
  9253. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9254. id = s = group->skill_id;
  9255. else
  9256. id = s = group->group_id;
  9257. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9258. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9259. if (set[k].id == id)
  9260. return &set[k];
  9261. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9262. j=k;
  9263. }
  9264. if (j == -1) {
  9265. if(battle_config.error_log) {
  9266. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9267. }
  9268. j = id % MAX_SKILLUNITGROUPTICKSET;
  9269. }
  9270. set[j].id = id;
  9271. set[j].tick = tick;
  9272. return &set[j];
  9273. }
  9274. /*==========================================
  9275. *
  9276. *------------------------------------------*/
  9277. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  9278. {
  9279. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  9280. struct skill_unit_group* group = unit->group;
  9281. unsigned int tick = va_arg(ap,unsigned int);
  9282. if( !unit->alive || bl->prev == NULL )
  9283. return 0;
  9284. nullpo_retr(0, group);
  9285. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  9286. return 0; //AoE skills are ineffective. [Skotlex]
  9287. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  9288. return 0;
  9289. skill_unit_onplace_timer(unit,bl,tick);
  9290. return 1;
  9291. }
  9292. /*==========================================
  9293. *
  9294. *------------------------------------------*/
  9295. int skill_unit_timer_sub (struct block_list* bl, va_list ap)
  9296. {
  9297. struct skill_unit* unit = (struct skill_unit *)bl;
  9298. struct skill_unit_group* group = unit->group;
  9299. unsigned int tick = va_arg(ap,unsigned int);
  9300. int flag;
  9301. if( !unit->alive )
  9302. return 0;
  9303. nullpo_retr(0, group);
  9304. flag = skill_dance_switch(unit, group, 0);
  9305. if( unit->range >= 0 && group->interval != -1 )
  9306. {
  9307. if( battle_config.skill_wall_check )
  9308. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9309. else
  9310. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9311. if( !unit->alive )
  9312. {
  9313. if( flag )
  9314. skill_dance_switch(unit, group, 1);
  9315. return 0;
  9316. }
  9317. }
  9318. if (flag)
  9319. skill_dance_switch(unit, group, 1);
  9320. // check for expiration
  9321. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  9322. {
  9323. switch( group->unit_id )
  9324. {
  9325. case UNT_BLASTMINE:
  9326. case UNT_GROUNDDRIFT_WIND:
  9327. case UNT_GROUNDDRIFT_DARK:
  9328. case UNT_GROUNDDRIFT_POISON:
  9329. case UNT_GROUNDDRIFT_WATER:
  9330. case UNT_GROUNDDRIFT_FIRE:
  9331. group->unit_id = UNT_USED_TRAPS;
  9332. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9333. group->limit=DIFF_TICK(tick+1500,group->tick);
  9334. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9335. break;
  9336. case UNT_SKIDTRAP:
  9337. case UNT_ANKLESNARE:
  9338. case UNT_LANDMINE:
  9339. case UNT_SHOCKWAVE:
  9340. case UNT_SANDMAN:
  9341. case UNT_FLASHER:
  9342. case UNT_FREEZINGTRAP:
  9343. case UNT_CLAYMORETRAP:
  9344. case UNT_TALKIEBOX:
  9345. {
  9346. struct block_list* src = map_id2bl(group->src_id);
  9347. // revert unit back into a trap
  9348. if( src && src->type == BL_PC && !group->state.into_abyss ) // but only when it cost a trap to deploy it
  9349. {
  9350. struct item item_tmp;
  9351. memset(&item_tmp,0,sizeof(item_tmp));
  9352. item_tmp.nameid=1065;
  9353. item_tmp.identify=1;
  9354. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  9355. }
  9356. skill_delunit(unit, 0);
  9357. break;
  9358. }
  9359. default:
  9360. skill_delunit(unit, 0);
  9361. }
  9362. }
  9363. else
  9364. {
  9365. switch( group->unit_id )
  9366. {
  9367. case UNT_ICEWALL:
  9368. // icewall loses 50 hp every second (and this executes every 100ms, so...)
  9369. unit->val1 -= 5; // trap's hp
  9370. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  9371. unit->limit = DIFF_TICK(tick+700,group->tick);
  9372. break;
  9373. case UNT_TATAMIGAESHI:
  9374. if( unit->range >= 0 )
  9375. { //Disable processed cell.
  9376. unit->range = -1;
  9377. if (--group->val1 <= 0) // number of live cells
  9378. { //All tiles were processed, disable skill.
  9379. group->target_flag=BCT_NOONE;
  9380. group->bl_flag= BL_NUL;
  9381. }
  9382. }
  9383. break;
  9384. }
  9385. }
  9386. return 0;
  9387. }
  9388. /*==========================================
  9389. *
  9390. *------------------------------------------*/
  9391. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9392. {
  9393. map_freeblock_lock();
  9394. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9395. map_freeblock_unlock();
  9396. return 0;
  9397. }
  9398. /*==========================================
  9399. *
  9400. *------------------------------------------*/
  9401. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  9402. {
  9403. struct skill_unit* unit = (struct skill_unit *)bl;
  9404. struct skill_unit_group* group = unit->group;
  9405. struct block_list* target = va_arg(ap,struct block_list*);
  9406. unsigned int tick = va_arg(ap,unsigned int);
  9407. int flag = va_arg(ap,int);
  9408. int skill_id;
  9409. nullpo_retr(0, group);
  9410. if( !unit->alive || target->prev == NULL )
  9411. return 0;
  9412. if( skill_dance_switch(unit, group, 0) )
  9413. flag|=64; //Signal to remember to restore it.
  9414. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9415. skill_id = unit->group->skill_id;
  9416. if( unit->group->interval!=-1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) )
  9417. { //Skills in dual mode have to trigger both. [Skotlex]
  9418. if( flag&64 )
  9419. skill_dance_switch(unit, group, 1);
  9420. return 0;
  9421. }
  9422. //Target-type check.
  9423. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  9424. {
  9425. if( group->src_id == target->id && group->state.song_dance&0x2 )
  9426. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9427. if( flag&1 )
  9428. {
  9429. if( flag&2 )
  9430. { //Clear skill ids we have stored in onout.
  9431. int i;
  9432. ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  9433. if( i < ARRAYLENGTH(skill_unit_temp) )
  9434. skill_unit_temp[i] = 0;
  9435. }
  9436. }
  9437. else
  9438. {
  9439. if( flag&2 )
  9440. { //Store this unit id.
  9441. if( skill_unit_index < ARRAYLENGTH(skill_unit_temp) )
  9442. skill_unit_temp[skill_unit_index++] = skill_id;
  9443. else if( battle_config.error_log )
  9444. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9445. }
  9446. }
  9447. if( flag&4 )
  9448. skill_unit_onleft(skill_id,target,tick);
  9449. }
  9450. if( flag&64 )
  9451. skill_dance_switch(unit, group, 1);
  9452. return 0;
  9453. }
  9454. if( flag&1 )
  9455. {
  9456. unsigned int result = skill_unit_onplace(unit,target,tick);
  9457. if( flag&2 && result )
  9458. { //Clear skill ids we have stored in onout.
  9459. int i;
  9460. ARR_FIND(0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  9461. if( i < ARRAYLENGTH(skill_unit_temp) )
  9462. skill_unit_temp[i] = 0;
  9463. }
  9464. }
  9465. else
  9466. {
  9467. unsigned int result = skill_unit_onout(unit,target,tick);
  9468. if( flag&2 && result )
  9469. { //Store this unit id.
  9470. if( skill_unit_index < ARRAYLENGTH(skill_unit_temp) )
  9471. skill_unit_temp[skill_unit_index++] = result;
  9472. else if( battle_config.error_log )
  9473. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9474. }
  9475. }
  9476. //TODO: Normally, this is dangerous since the unit and group could be freed
  9477. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9478. //cells do not get deleted within them. [Skotlex]
  9479. if( flag&64 )
  9480. skill_dance_switch(unit, group, 1);
  9481. if( flag&4 )
  9482. skill_unit_onleft(skill_id,target,tick);
  9483. return 1;
  9484. }
  9485. /*==========================================
  9486. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9487. * Flag values:
  9488. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9489. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9490. * units to figure out when they have left a group.
  9491. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9492. *------------------------------------------*/
  9493. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9494. {
  9495. nullpo_retr(0, bl);
  9496. if(bl->prev==NULL )
  9497. return 0;
  9498. if (flag&2 && !(flag&1))
  9499. { //Onout, clear data
  9500. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9501. skill_unit_index=0;
  9502. }
  9503. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9504. if (flag&2 && flag&1)
  9505. { //Onplace, check any skill units you have left.
  9506. int i;
  9507. for (i=0; i < ARRAYLENGTH(skill_unit_temp) && skill_unit_temp[i]; i++)
  9508. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9509. }
  9510. return 0;
  9511. }
  9512. /*==========================================
  9513. *
  9514. *------------------------------------------*/
  9515. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9516. {
  9517. int i,j;
  9518. unsigned int tick = gettick();
  9519. int *m_flag;
  9520. struct skill_unit *unit1;
  9521. struct skill_unit *unit2;
  9522. nullpo_retr(0, group);
  9523. if (group->unit_count<=0)
  9524. return 0;
  9525. if (group->unit==NULL)
  9526. return 0;
  9527. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9528. return 0;
  9529. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9530. // m_flag
  9531. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9532. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9533. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9534. // 3: Both 1+2.
  9535. for(i=0;i<group->unit_count;i++){
  9536. unit1=&group->unit[i];
  9537. if (!unit1->alive || unit1->bl.m!=m)
  9538. continue;
  9539. for(j=0;j<group->unit_count;j++){
  9540. unit2=&group->unit[j];
  9541. if (!unit2->alive)
  9542. continue;
  9543. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9544. m_flag[i] |= 0x1;
  9545. }
  9546. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9547. m_flag[i] |= 0x2;
  9548. }
  9549. }
  9550. }
  9551. j = 0;
  9552. for (i=0;i<group->unit_count;i++) {
  9553. unit1=&group->unit[i];
  9554. if (!unit1->alive)
  9555. continue;
  9556. if (!(m_flag[i]&0x2)) {
  9557. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9558. skill_dance_overlap(unit1, 0);
  9559. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9560. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9561. }
  9562. //Move Cell using "smart" criteria (avoid useless moving around)
  9563. switch(m_flag[i])
  9564. {
  9565. case 0:
  9566. //Cell moves independently, safely move it.
  9567. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9568. break;
  9569. case 1:
  9570. //Cell moves unto another cell, look for a replacement cell that won't collide
  9571. //and has no cell moving into it (flag == 2)
  9572. for(;j<group->unit_count;j++)
  9573. {
  9574. if(m_flag[j]!=2 || !group->unit[j].alive)
  9575. continue;
  9576. //Move to where this cell would had moved.
  9577. unit2 = &group->unit[j];
  9578. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9579. j++; //Skip this cell as we have used it.
  9580. break;
  9581. }
  9582. break;
  9583. case 2:
  9584. case 3:
  9585. break; //Don't move the cell as a cell will end on this tile anyway.
  9586. }
  9587. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9588. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9589. skill_dance_overlap(unit1, 1);
  9590. clif_skill_setunit(unit1);
  9591. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9592. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9593. }
  9594. }
  9595. aFree(m_flag);
  9596. return 0;
  9597. }
  9598. /*==========================================
  9599. *
  9600. *------------------------------------------*/
  9601. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9602. {
  9603. int i,j;
  9604. nullpo_retr(0, sd);
  9605. if(nameid<=0)
  9606. return 0;
  9607. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9608. if(skill_produce_db[i].nameid == nameid )
  9609. break;
  9610. }
  9611. if( i >= MAX_SKILL_PRODUCE_DB )
  9612. return 0;
  9613. if(trigger>=0){
  9614. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9615. if(skill_produce_db[i].itemlv!=trigger)
  9616. return 0;
  9617. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9618. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9619. return 0;
  9620. } else { // Weapon (itemlv must be higher or equal)
  9621. if(skill_produce_db[i].itemlv>trigger)
  9622. return 0;
  9623. }
  9624. }
  9625. if((j=skill_produce_db[i].req_skill)>0 &&
  9626. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9627. return 0;
  9628. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9629. int id,x,y;
  9630. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9631. continue;
  9632. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9633. if(pc_search_inventory(sd,id) < 0)
  9634. return 0;
  9635. }
  9636. else {
  9637. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9638. if( sd->status.inventory[y].nameid == id )
  9639. x+=sd->status.inventory[y].amount;
  9640. if(x<qty*skill_produce_db[i].mat_amount[j])
  9641. return 0;
  9642. }
  9643. }
  9644. return i+1;
  9645. }
  9646. /*==========================================
  9647. *
  9648. *------------------------------------------*/
  9649. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9650. {
  9651. int slot[3];
  9652. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9653. struct status_data *status;
  9654. nullpo_retr(0, sd);
  9655. status = status_get_status_data(&sd->bl);
  9656. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9657. return 0;
  9658. idx--;
  9659. if (qty < 1)
  9660. qty = 1;
  9661. if (!skill_id) //A skill can be specified for some override cases.
  9662. skill_id = skill_produce_db[idx].req_skill;
  9663. slot[0]=slot1;
  9664. slot[1]=slot2;
  9665. slot[2]=slot3;
  9666. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9667. int j;
  9668. if( slot[i]<=0 )
  9669. continue;
  9670. j = pc_search_inventory(sd,slot[i]);
  9671. if(j < 0)
  9672. continue;
  9673. if(slot[i]==1000){ /* Star Crumb */
  9674. pc_delitem(sd,j,1,1);
  9675. sc++;
  9676. }
  9677. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9678. static const int ele_table[4]={3,1,4,2};
  9679. pc_delitem(sd,j,1,1);
  9680. ele=ele_table[slot[i]-994];
  9681. }
  9682. }
  9683. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9684. int j,id,x;
  9685. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9686. continue;
  9687. x=qty*skill_produce_db[idx].mat_amount[i];
  9688. do{
  9689. int y=0;
  9690. j = pc_search_inventory(sd,id);
  9691. if(j >= 0){
  9692. y = sd->status.inventory[j].amount;
  9693. if(y>x)y=x;
  9694. pc_delitem(sd,j,y,0);
  9695. }else {
  9696. if(battle_config.error_log)
  9697. ShowError("skill_produce_mix: material item error\n");
  9698. }
  9699. x-=y;
  9700. }while( j>=0 && x>0 );
  9701. }
  9702. if((equip=itemdb_isequip(nameid)))
  9703. wlv = itemdb_wlv(nameid);
  9704. if(!equip) {
  9705. switch(skill_id){
  9706. case BS_IRON:
  9707. case BS_STEEL:
  9708. case BS_ENCHANTEDSTONE:
  9709. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9710. i = pc_checkskill(sd,skill_id);
  9711. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9712. switch(nameid){
  9713. case 998: // Iron
  9714. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9715. break;
  9716. case 999: // Steel
  9717. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9718. break;
  9719. case 1000: //Star Crumb
  9720. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9721. break;
  9722. default: // Enchanted Stones
  9723. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9724. break;
  9725. }
  9726. break;
  9727. case ASC_CDP:
  9728. make_per = (2000 + 40*status->dex + 20*status->luk);
  9729. break;
  9730. case AL_HOLYWATER:
  9731. make_per = 100000; //100% success
  9732. break;
  9733. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9734. case AM_TWILIGHT1:
  9735. case AM_TWILIGHT2:
  9736. case AM_TWILIGHT3:
  9737. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9738. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9739. + status->int_*5 + status->dex*10+status->luk*10;
  9740. switch(nameid){
  9741. case 501: // Red Potion
  9742. case 503: // Yellow Potion
  9743. case 504: // White Potion
  9744. case 605: // Anodyne
  9745. case 606: // Aloevera
  9746. make_per += 2000;
  9747. break;
  9748. case 505: // Blue Potion
  9749. make_per -= 500;
  9750. break;
  9751. case 545: // Condensed Red Potion
  9752. case 546: // Condensed Yellow Potion
  9753. case 547: // Condensed White Potion
  9754. make_per -= 1000;
  9755. break;
  9756. case 970: // Alcohol
  9757. make_per += 1000;
  9758. break;
  9759. case 7139: // Glistening Coat
  9760. make_per -= 1000;
  9761. break;
  9762. case 7135: // Bottle Grenade
  9763. case 7136: // Acid Bottle
  9764. case 7137: // Plant Bottle
  9765. case 7138: // Marine Sphere Bottle
  9766. default:
  9767. break;
  9768. }
  9769. if(battle_config.pp_rate != 100)
  9770. make_per = make_per * battle_config.pp_rate / 100;
  9771. break;
  9772. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9773. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9774. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9775. switch(nameid){
  9776. case 12114:
  9777. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9778. if (flag > 0)
  9779. make_per += 1000*flag-500;
  9780. break;
  9781. case 12115:
  9782. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9783. if (flag > 0)
  9784. make_per += 1000*flag-500;
  9785. break;
  9786. case 12116:
  9787. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9788. if (flag > 0)
  9789. make_per += 1000*flag-500;
  9790. break;
  9791. case 12117:
  9792. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9793. if (flag > 0)
  9794. make_per += 1000*flag-500;
  9795. break;
  9796. }
  9797. break;
  9798. default:
  9799. if (sd->menuskill_id == AM_PHARMACY &&
  9800. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9801. { //Assume Cooking Dish
  9802. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9803. make_per = 10000; //100% Success
  9804. else
  9805. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9806. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9807. break;
  9808. }
  9809. make_per = 5000;
  9810. break;
  9811. }
  9812. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9813. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9814. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9815. 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
  9816. 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
  9817. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9818. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9819. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9820. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9821. if(battle_config.wp_rate != 100)
  9822. make_per = make_per * battle_config.wp_rate / 100;
  9823. }
  9824. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9825. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9826. make_per = (make_per * 80) / 100; //Lupus
  9827. if(make_per < 1) make_per = 1;
  9828. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9829. struct item tmp_item;
  9830. memset(&tmp_item,0,sizeof(tmp_item));
  9831. tmp_item.nameid=nameid;
  9832. tmp_item.amount=1;
  9833. tmp_item.identify=1;
  9834. if(equip){
  9835. tmp_item.card[0]=CARD0_FORGE;
  9836. tmp_item.card[1]=((sc*5)<<8)+ele;
  9837. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9838. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9839. } else {
  9840. //Flag is only used on the end, so it can be used here. [Skotlex]
  9841. switch (skill_id) {
  9842. case BS_DAGGER:
  9843. case BS_SWORD:
  9844. case BS_TWOHANDSWORD:
  9845. case BS_AXE:
  9846. case BS_MACE:
  9847. case BS_KNUCKLE:
  9848. case BS_SPEAR:
  9849. flag = battle_config.produce_item_name_input&0x1;
  9850. break;
  9851. case AM_PHARMACY:
  9852. case AM_TWILIGHT1:
  9853. case AM_TWILIGHT2:
  9854. case AM_TWILIGHT3:
  9855. flag = battle_config.produce_item_name_input&0x2;
  9856. break;
  9857. case AL_HOLYWATER:
  9858. flag = battle_config.produce_item_name_input&0x8;
  9859. break;
  9860. case ASC_CDP:
  9861. flag = battle_config.produce_item_name_input&0x10;
  9862. break;
  9863. default:
  9864. flag = battle_config.produce_item_name_input&0x80;
  9865. break;
  9866. }
  9867. if (flag) {
  9868. tmp_item.card[0]=CARD0_CREATE;
  9869. tmp_item.card[1]=0;
  9870. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9871. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9872. }
  9873. }
  9874. // if(log_config.produce > 0)
  9875. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9876. //TODO update PICKLOG
  9877. if(equip){
  9878. clif_produceeffect(sd,0,nameid);
  9879. clif_misceffect(&sd->bl,3);
  9880. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9881. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9882. } else {
  9883. int fame = 0;
  9884. tmp_item.amount = 0;
  9885. for (i=0; i< qty; i++)
  9886. { //Apply quantity modifiers.
  9887. if (rand()%10000 < make_per || qty == 1)
  9888. { //Success
  9889. tmp_item.amount++;
  9890. if(nameid < 545 || nameid > 547)
  9891. continue;
  9892. if(skill_id != AM_PHARMACY &&
  9893. skill_id != AM_TWILIGHT1 &&
  9894. skill_id != AM_TWILIGHT2 &&
  9895. skill_id != AM_TWILIGHT3)
  9896. continue;
  9897. //Add fame as needed.
  9898. switch(++sd->potion_success_counter) {
  9899. case 3:
  9900. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9901. break;
  9902. case 5:
  9903. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9904. break;
  9905. case 7:
  9906. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9907. break;
  9908. case 10:
  9909. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9910. sd->potion_success_counter = 0;
  9911. break;
  9912. }
  9913. } else //Failure
  9914. sd->potion_success_counter = 0;
  9915. }
  9916. if (fame)
  9917. pc_addfame(sd,fame);
  9918. //Visual effects and the like.
  9919. switch (skill_id) {
  9920. case AM_PHARMACY:
  9921. case AM_TWILIGHT1:
  9922. case AM_TWILIGHT2:
  9923. case AM_TWILIGHT3:
  9924. case ASC_CDP:
  9925. clif_produceeffect(sd,2,nameid);
  9926. clif_misceffect(&sd->bl,5);
  9927. break;
  9928. case BS_IRON:
  9929. case BS_STEEL:
  9930. case BS_ENCHANTEDSTONE:
  9931. clif_produceeffect(sd,0,nameid);
  9932. clif_misceffect(&sd->bl,3);
  9933. break;
  9934. default: //Those that don't require a skill?
  9935. if (skill_produce_db[idx].itemlv>10 &&
  9936. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9937. clif_specialeffect(&sd->bl, 608, AREA);
  9938. break;
  9939. }
  9940. }
  9941. if (tmp_item.amount) { //Success
  9942. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9943. clif_additem(sd,0,0,flag);
  9944. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  9945. }
  9946. return 1;
  9947. }
  9948. }
  9949. //Failure
  9950. // if(log_config.produce)
  9951. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9952. //TODO update PICKLOG
  9953. if(equip){
  9954. clif_produceeffect(sd,1,nameid);
  9955. clif_misceffect(&sd->bl,2);
  9956. } else {
  9957. switch (skill_id) {
  9958. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9959. status_percent_damage(NULL, &sd->bl, -25, 0);
  9960. case AM_PHARMACY:
  9961. case AM_TWILIGHT1:
  9962. case AM_TWILIGHT2:
  9963. case AM_TWILIGHT3:
  9964. clif_produceeffect(sd,3,nameid);
  9965. clif_misceffect(&sd->bl,6);
  9966. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9967. break;
  9968. case BS_IRON:
  9969. case BS_STEEL:
  9970. case BS_ENCHANTEDSTONE:
  9971. clif_produceeffect(sd,1,nameid);
  9972. clif_misceffect(&sd->bl,2);
  9973. break;
  9974. default:
  9975. if (skill_produce_db[idx].itemlv>10 &&
  9976. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9977. clif_specialeffect(&sd->bl, 609, AREA);
  9978. }
  9979. }
  9980. return 0;
  9981. }
  9982. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9983. {
  9984. int i,j,flag,index=-1;
  9985. struct item tmp_item;
  9986. nullpo_retr(0, sd);
  9987. if(nameid <= 0)
  9988. return 1;
  9989. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9990. if(nameid == skill_arrow_db[i].nameid) {
  9991. index = i;
  9992. break;
  9993. }
  9994. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9995. return 1;
  9996. pc_delitem(sd,j,1,0);
  9997. for(i=0;i<5;i++) {
  9998. memset(&tmp_item,0,sizeof(tmp_item));
  9999. tmp_item.identify = 1;
  10000. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  10001. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  10002. if(battle_config.produce_item_name_input&0x4) {
  10003. tmp_item.card[0]=CARD0_CREATE;
  10004. tmp_item.card[1]=0;
  10005. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  10006. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  10007. }
  10008. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  10009. continue;
  10010. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  10011. clif_additem(sd,0,0,flag);
  10012. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  10013. }
  10014. }
  10015. return 0;
  10016. }
  10017. /*==========================================
  10018. *
  10019. *------------------------------------------*/
  10020. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  10021. {
  10022. struct map_session_data *sd = map_id2sd(id);
  10023. if (data <= 0 || data >= MAX_SKILL)
  10024. return 0;
  10025. if (sd) sd->blockskill[data] = 0;
  10026. return 1;
  10027. }
  10028. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  10029. {
  10030. nullpo_retr (-1, sd);
  10031. if (skillid >= GD_SKILLBASE)
  10032. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  10033. if (skillid >= HM_SKILLBASE) //[orn]
  10034. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  10035. if (skillid < 1 || skillid > MAX_SKILL)
  10036. return -1;
  10037. if (tick < 1) {
  10038. sd->blockskill[skillid] = 0;
  10039. return -1;
  10040. }
  10041. sd->blockskill[skillid] = 1;
  10042. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  10043. }
  10044. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  10045. {
  10046. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10047. if (data <= 0 || data >= MAX_SKILL)
  10048. return 0;
  10049. if (hd) hd->blockskill[data] = 0;
  10050. return 1;
  10051. }
  10052. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10053. {
  10054. nullpo_retr (-1, hd);
  10055. if (skillid >= GD_SKILLBASE)
  10056. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  10057. if (skillid >= HM_SKILLBASE) //[orn]
  10058. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  10059. if (skillid < 1 || skillid > MAX_SKILL)
  10060. return -1;
  10061. if (tick < 1) {
  10062. hd->blockskill[skillid] = 0;
  10063. return -1;
  10064. }
  10065. hd->blockskill[skillid] = 1;
  10066. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  10067. }
  10068. /*
  10069. *
  10070. */
  10071. int skill_split_str (char *str, char **val, int num)
  10072. {
  10073. int i;
  10074. for (i=0; i<num && str; i++){
  10075. val[i] = str;
  10076. str = strchr(str,',');
  10077. if (str)
  10078. *str++=0;
  10079. }
  10080. return i;
  10081. }
  10082. /*
  10083. *
  10084. */
  10085. int skill_split_atoi (char *str, int *val)
  10086. {
  10087. int i, j, diff, step = 1;
  10088. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10089. if (!str) break;
  10090. val[i] = atoi(str);
  10091. str = strchr(str,':');
  10092. if (str)
  10093. *str++=0;
  10094. }
  10095. if(i==0) //No data found.
  10096. return 0;
  10097. if(i==1)
  10098. { //Single value, have the whole range have the same value.
  10099. for (; i < MAX_SKILL_LEVEL; i++)
  10100. val[i] = val[i-1];
  10101. return i;
  10102. }
  10103. //Check for linear change with increasing steps until we reach half of the data acquired.
  10104. for (step = 1; step <= i/2; step++)
  10105. {
  10106. diff = val[i-1] - val[i-step-1];
  10107. for(j = i-1; j >= step; j--)
  10108. if ((val[j]-val[j-step]) != diff)
  10109. break;
  10110. if (j>=step) //No match, try next step.
  10111. continue;
  10112. for(; i < MAX_SKILL_LEVEL; i++)
  10113. { //Apply linear increase
  10114. val[i] = val[i-step]+diff;
  10115. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10116. { val[i] = 1; diff = 0; step = 1; }
  10117. }
  10118. return i;
  10119. }
  10120. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10121. for (;i<MAX_SKILL_LEVEL; i++)
  10122. val[i] = val[i-1];
  10123. return i;
  10124. }
  10125. /*
  10126. *
  10127. */
  10128. void skill_init_unit_layout (void)
  10129. {
  10130. int i,j,size,pos = 0;
  10131. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10132. // standard square layouts go first
  10133. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10134. size = i*2+1;
  10135. skill_unit_layout[i].count = size*size;
  10136. for (j=0; j<size*size; j++) {
  10137. skill_unit_layout[i].dx[j] = (j%size-i);
  10138. skill_unit_layout[i].dy[j] = (j/size-i);
  10139. }
  10140. }
  10141. // afterwards add special ones
  10142. pos = i;
  10143. for (i=0;i<MAX_SKILL_DB;i++) {
  10144. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10145. continue;
  10146. switch (i) {
  10147. case MG_FIREWALL:
  10148. case WZ_ICEWALL:
  10149. // these will be handled later
  10150. break;
  10151. case PR_SANCTUARY:
  10152. case NPC_EVILLAND:
  10153. {
  10154. static const int dx[] = {
  10155. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10156. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10157. static const int dy[]={
  10158. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10159. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10160. skill_unit_layout[pos].count = 21;
  10161. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10162. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10163. break;
  10164. }
  10165. case PR_MAGNUS:
  10166. {
  10167. static const int dx[] = {
  10168. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10169. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10170. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10171. static const int dy[] = {
  10172. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10173. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10174. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10175. skill_unit_layout[pos].count = 33;
  10176. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10177. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10178. break;
  10179. }
  10180. case AS_VENOMDUST:
  10181. {
  10182. static const int dx[] = {-1, 0, 0, 0, 1};
  10183. static const int dy[] = { 0,-1, 0, 1, 0};
  10184. skill_unit_layout[pos].count = 5;
  10185. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10186. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10187. break;
  10188. }
  10189. case CR_GRANDCROSS:
  10190. case NPC_GRANDDARKNESS:
  10191. {
  10192. static const int dx[] = {
  10193. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10194. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10195. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10196. static const int dy[] = {
  10197. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10198. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10199. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10200. skill_unit_layout[pos].count = 29;
  10201. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10202. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10203. break;
  10204. }
  10205. case PF_FOGWALL:
  10206. {
  10207. static const int dx[] = {
  10208. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10209. static const int dy[] = {
  10210. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10211. skill_unit_layout[pos].count = 15;
  10212. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10213. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10214. break;
  10215. }
  10216. case PA_GOSPEL:
  10217. {
  10218. static const int dx[] = {
  10219. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10220. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10221. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10222. -1, 0, 1};
  10223. static const int dy[] = {
  10224. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10225. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10226. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10227. 3, 3, 3};
  10228. skill_unit_layout[pos].count = 33;
  10229. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10230. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10231. break;
  10232. }
  10233. case NJ_KAENSIN:
  10234. {
  10235. 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};
  10236. 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};
  10237. skill_unit_layout[pos].count = 24;
  10238. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10239. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10240. break;
  10241. }
  10242. case NJ_TATAMIGAESHI:
  10243. {
  10244. //Level 1 (count 4, cross of 3x3)
  10245. static const int dx1[] = {-1, 1, 0, 0};
  10246. static const int dy1[] = { 0, 0,-1, 1};
  10247. //Level 2-3 (count 8, cross of 5x5)
  10248. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10249. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10250. //Level 4-5 (count 12, cross of 7x7
  10251. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10252. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10253. //lv1
  10254. j = 0;
  10255. skill_unit_layout[pos].count = 4;
  10256. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10257. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10258. skill_db[i].unit_layout_type[j] = pos;
  10259. //lv2/3
  10260. j++;
  10261. pos++;
  10262. skill_unit_layout[pos].count = 8;
  10263. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10264. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10265. skill_db[i].unit_layout_type[j] = pos;
  10266. skill_db[i].unit_layout_type[++j] = pos;
  10267. //lv4/5
  10268. j++;
  10269. pos++;
  10270. skill_unit_layout[pos].count = 12;
  10271. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10272. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10273. skill_db[i].unit_layout_type[j] = pos;
  10274. skill_db[i].unit_layout_type[++j] = pos;
  10275. //Fill in the rest using lv 5.
  10276. for (;j<MAX_SKILL_LEVEL;j++)
  10277. skill_db[i].unit_layout_type[j] = pos;
  10278. //Skip, this way the check below will fail and continue to the next skill.
  10279. pos++;
  10280. break;
  10281. }
  10282. default:
  10283. ShowError("unknown unit layout at skill %d\n",i);
  10284. break;
  10285. }
  10286. if (!skill_unit_layout[pos].count)
  10287. continue;
  10288. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10289. skill_db[i].unit_layout_type[j] = pos;
  10290. pos++;
  10291. }
  10292. // firewall and icewall have 8 layouts (direction-dependent)
  10293. firewall_unit_pos = pos;
  10294. for (i=0;i<8;i++) {
  10295. if (i&1) {
  10296. skill_unit_layout[pos].count = 5;
  10297. if (i&0x2) {
  10298. int dx[] = {-1,-1, 0, 0, 1};
  10299. int dy[] = { 1, 0, 0,-1,-1};
  10300. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10301. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10302. } else {
  10303. int dx[] = { 1, 1 ,0, 0,-1};
  10304. int dy[] = { 1, 0, 0,-1,-1};
  10305. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10306. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10307. }
  10308. } else {
  10309. skill_unit_layout[pos].count = 3;
  10310. if (i%4==0) {
  10311. int dx[] = {-1, 0, 1};
  10312. int dy[] = { 0, 0, 0};
  10313. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10314. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10315. } else {
  10316. int dx[] = { 0, 0, 0};
  10317. int dy[] = {-1, 0, 1};
  10318. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10319. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10320. }
  10321. }
  10322. pos++;
  10323. }
  10324. icewall_unit_pos = pos;
  10325. for (i=0;i<8;i++) {
  10326. skill_unit_layout[pos].count = 5;
  10327. if (i&1) {
  10328. if (i&0x2) {
  10329. int dx[] = {-2,-1, 0, 1, 2};
  10330. int dy[] = { 2, 1, 0,-1,-2};
  10331. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10332. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10333. } else {
  10334. int dx[] = { 2, 1 ,0,-1,-2};
  10335. int dy[] = { 2, 1, 0,-1,-2};
  10336. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10337. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10338. }
  10339. } else {
  10340. if (i%4==0) {
  10341. int dx[] = {-2,-1, 0, 1, 2};
  10342. int dy[] = { 0, 0, 0, 0, 0};
  10343. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10344. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10345. } else {
  10346. int dx[] = { 0, 0, 0, 0, 0};
  10347. int dy[] = {-2,-1, 0, 1, 2};
  10348. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10349. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10350. }
  10351. }
  10352. pos++;
  10353. }
  10354. }
  10355. /*==========================================
  10356. * DB reading.
  10357. * skill_db.txt
  10358. * skill_cast_db.txt
  10359. * produce_db.txt
  10360. * create_arrow_db.txt
  10361. * abra_db.txt
  10362. *------------------------------------------*/
  10363. int skill_readdb (void)
  10364. {
  10365. int i,j,k,l,m;
  10366. FILE *fp;
  10367. char line[1024],path[1024],*p;
  10368. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10369. memset(skill_db,0,sizeof(skill_db));
  10370. sprintf(path, "%s/skill_db.txt", db_path);
  10371. fp=fopen(path,"r");
  10372. if(fp==NULL){
  10373. ShowError("can't read %s\n", path);
  10374. return 1;
  10375. }
  10376. while(fgets(line, sizeof(line), fp))
  10377. {
  10378. char *split[50];
  10379. if(line[0]=='/' && line[1]=='/')
  10380. continue;
  10381. j = skill_split_str(line,split,15);
  10382. if(j < 15 || split[14]==NULL)
  10383. continue;
  10384. i=atoi(split[0]);
  10385. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10386. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10387. continue;
  10388. }
  10389. if (i >= GD_SKILLBASE)
  10390. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10391. if (i >= HM_SKILLBASE) //[orn]
  10392. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10393. if(i<=0 || i>MAX_SKILL_DB)
  10394. continue;
  10395. skill_split_atoi(split[1],skill_db[i].range);
  10396. skill_db[i].hit=atoi(split[2]);
  10397. skill_db[i].inf=atoi(split[3]);
  10398. skill_split_atoi(split[4],skill_db[i].pl);
  10399. skill_db[i].nk=(int)strtol(split[5], NULL, 0);
  10400. skill_split_atoi(split[6],skill_db[i].splash);
  10401. skill_db[i].max=atoi(split[7]);
  10402. skill_split_atoi(split[8],skill_db[i].num);
  10403. if(strcmpi(split[9],"yes") == 0)
  10404. skill_db[i].castcancel=1;
  10405. else
  10406. skill_db[i].castcancel=0;
  10407. skill_db[i].cast_def_rate=atoi(split[10]);
  10408. skill_db[i].inf2=(int)strtol(split[11], NULL, 0);
  10409. skill_split_atoi(split[12], skill_db[i].maxcount);
  10410. if(strcmpi(split[13],"weapon") == 0)
  10411. skill_db[i].skill_type=BF_WEAPON;
  10412. else if(strcmpi(split[13],"magic") == 0)
  10413. skill_db[i].skill_type=BF_MAGIC;
  10414. else if(strcmpi(split[13],"misc") == 0)
  10415. skill_db[i].skill_type=BF_MISC;
  10416. else
  10417. skill_db[i].skill_type=0;
  10418. skill_split_atoi(split[14],skill_db[i].blewcount);
  10419. for (j = 0; skill_names[j].id != 0; j++)
  10420. if (skill_names[j].id == i) {
  10421. skill_db[i].name = skill_names[j].name;
  10422. skill_db[i].desc = skill_names[j].desc;
  10423. break;
  10424. }
  10425. }
  10426. fclose(fp);
  10427. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10428. sprintf(path, "%s/skill_require_db.txt", db_path);
  10429. fp=fopen(path,"r");
  10430. if(fp==NULL){
  10431. ShowError("can't read %s\n", path);
  10432. return 1;
  10433. }
  10434. while(fgets(line, sizeof(line), fp))
  10435. {
  10436. char *split[50];
  10437. if(line[0]=='/' && line[1]=='/')
  10438. continue;
  10439. j = skill_split_str(line,split,32);
  10440. if(j < 32 || split[31]==NULL)
  10441. continue;
  10442. i=atoi(split[0]);
  10443. if (i >= GD_SKILLBASE)
  10444. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10445. if (i >= HM_SKILLBASE) //[orn]
  10446. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10447. if(i<=0 || i>MAX_SKILL_DB)
  10448. continue;
  10449. skill_split_atoi(split[1],skill_db[i].hp);
  10450. skill_split_atoi(split[2],skill_db[i].mhp);
  10451. skill_split_atoi(split[3],skill_db[i].sp);
  10452. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10453. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10454. skill_split_atoi(split[6],skill_db[i].zeny);
  10455. p = split[7];
  10456. for(j=0;j<32;j++){
  10457. l = atoi(p);
  10458. if (l==99) {
  10459. skill_db[i].weapon = 0xffffffff;
  10460. break;
  10461. }
  10462. else
  10463. skill_db[i].weapon |= 1<<l;
  10464. p=strchr(p,':');
  10465. if(!p)
  10466. break;
  10467. p++;
  10468. }
  10469. p = split[8];
  10470. for(j=0;j<32;j++){
  10471. l = atoi(p);
  10472. if (l==99) {
  10473. skill_db[i].ammo = 0xffffffff;
  10474. break;
  10475. }
  10476. else if (l)
  10477. skill_db[i].ammo |= 1<<l;
  10478. p=strchr(p,':');
  10479. if(!p)
  10480. break;
  10481. p++;
  10482. }
  10483. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10484. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10485. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10486. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10487. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10488. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10489. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10490. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10491. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10492. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10493. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10494. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10495. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10496. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10497. else skill_db[i].state=ST_NONE;
  10498. skill_split_atoi(split[11],skill_db[i].spiritball);
  10499. for (j = 0; j < 10; j++) {
  10500. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10501. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10502. }
  10503. }
  10504. fclose(fp);
  10505. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10506. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10507. fp=fopen(path,"r");
  10508. if(fp==NULL){
  10509. ShowError("can't read %s\n", path);
  10510. return 1;
  10511. }
  10512. l=0;
  10513. while(fgets(line, sizeof(line), fp))
  10514. {
  10515. char *split[50];
  10516. l++;
  10517. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10518. if(line[0]=='/' && line[1]=='/')
  10519. continue;
  10520. j = skill_split_str(line,split,6);
  10521. if(split[0]==NULL || j<2)
  10522. continue; //Blank line.
  10523. if(split[5]==NULL || j<6) {
  10524. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10525. continue;
  10526. }
  10527. i=atoi(split[0]);
  10528. if (i >= GD_SKILLBASE)
  10529. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10530. if (i >= HM_SKILLBASE) //[orn]
  10531. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10532. if(i<=0 || i>MAX_SKILL_DB)
  10533. continue;
  10534. skill_split_atoi(split[1],skill_db[i].cast);
  10535. skill_split_atoi(split[2],skill_db[i].delay);
  10536. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10537. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10538. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10539. }
  10540. fclose(fp);
  10541. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10542. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10543. fp=fopen(path,"r");
  10544. if (fp==NULL) {
  10545. ShowError("can't read %s\n", path);
  10546. return 1;
  10547. }
  10548. k = 0;
  10549. while (fgets(line, sizeof(line), fp))
  10550. {
  10551. char *split[50];
  10552. if (line[0]=='/' && line[1]=='/')
  10553. continue;
  10554. j = skill_split_str(line,split,8);
  10555. if (split[7]==NULL || j<8)
  10556. continue;
  10557. i=atoi(split[0]);
  10558. if (i >= GD_SKILLBASE)
  10559. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10560. if (i >= HM_SKILLBASE) //[orn]
  10561. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10562. if(i<=0 || i>MAX_SKILL_DB)
  10563. continue;
  10564. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10565. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10566. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10567. skill_split_atoi(split[4],skill_db[i].unit_range);
  10568. skill_db[i].unit_interval = atoi(split[5]);
  10569. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10570. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10571. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10572. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10573. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10574. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10575. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10576. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10577. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10578. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10579. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10580. skill_db[i].unit_target=BCT_NOENEMY;
  10581. //By default, target just characters.
  10582. skill_db[i].unit_target |= BL_CHAR;
  10583. if (skill_db[i].unit_flag&UF_NOPC)
  10584. skill_db[i].unit_target &= ~BL_PC;
  10585. if (skill_db[i].unit_flag&UF_NOMOB)
  10586. skill_db[i].unit_target &= ~BL_MOB;
  10587. if (skill_db[i].unit_flag&UF_SKILL)
  10588. skill_db[i].unit_target |= BL_SKILL;
  10589. k++;
  10590. }
  10591. fclose(fp);
  10592. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10593. skill_init_unit_layout();
  10594. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10595. k=0;
  10596. for(m=0;m<2;m++){
  10597. sprintf(path, "%s/%s", db_path, filename[m]);
  10598. fp=fopen(path,"r");
  10599. if(fp==NULL){
  10600. if(m>0)
  10601. continue;
  10602. ShowError("can't read %s\n",path);
  10603. return 1;
  10604. }
  10605. while(fgets(line, sizeof(line), fp))
  10606. {
  10607. char *split[7 + MAX_PRODUCE_RESOURCE * 2];
  10608. int x,y;
  10609. if(line[0]=='/' && line[1]=='/')
  10610. continue;
  10611. memset(split,0,sizeof(split));
  10612. j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2));
  10613. if(split[0]==0) //fixed by Lupus
  10614. continue;
  10615. i=atoi(split[0]);
  10616. if(i<=0) continue;
  10617. skill_produce_db[k].nameid=i;
  10618. skill_produce_db[k].itemlv=atoi(split[1]);
  10619. skill_produce_db[k].req_skill=atoi(split[2]);
  10620. skill_produce_db[k].req_skill_lv=atoi(split[3]);
  10621. for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10622. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10623. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10624. }
  10625. k++;
  10626. if(k >= MAX_SKILL_PRODUCE_DB)
  10627. {
  10628. ShowError("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  10629. break;
  10630. }
  10631. }
  10632. fclose(fp);
  10633. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10634. }
  10635. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10636. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10637. fp=fopen(path,"r");
  10638. if(fp==NULL){
  10639. ShowError("can't read %s\n", path);
  10640. return 1;
  10641. }
  10642. k=0;
  10643. while(fgets(line, sizeof(line), fp))
  10644. {
  10645. char *split[16];
  10646. int x,y;
  10647. if(line[0]=='/' && line[1]=='/')
  10648. continue;
  10649. memset(split,0,sizeof(split));
  10650. j = skill_split_str(line,split,13);
  10651. if(split[0]==0) //fixed by Lupus
  10652. continue;
  10653. i=atoi(split[0]);
  10654. if(i<=0)
  10655. continue;
  10656. skill_arrow_db[k].nameid=i;
  10657. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10658. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10659. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10660. }
  10661. k++;
  10662. if(k >= MAX_SKILL_ARROW_DB)
  10663. break;
  10664. }
  10665. fclose(fp);
  10666. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10667. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10668. sprintf(path, "%s/abra_db.txt", db_path);
  10669. fp=fopen(path,"r");
  10670. if(fp==NULL){
  10671. ShowError("can't read %s\n", path);
  10672. return 1;
  10673. }
  10674. k=0;
  10675. while(fgets(line, sizeof(line), fp))
  10676. {
  10677. char *split[16];
  10678. if(line[0]=='/' && line[1]=='/')
  10679. continue;
  10680. memset(split,0,sizeof(split));
  10681. j = skill_split_str(line,split,13);
  10682. if(split[0]==0) //fixed by Lupus
  10683. continue;
  10684. i=atoi(split[0]);
  10685. if(i<=0)
  10686. continue;
  10687. skill_abra_db[i].req_lv=atoi(split[2]);
  10688. skill_abra_db[i].per=atoi(split[3]);
  10689. k++;
  10690. if(k >= MAX_SKILL_ABRA_DB)
  10691. break;
  10692. }
  10693. fclose(fp);
  10694. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10695. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10696. fp=fopen(path,"r");
  10697. if(fp==NULL){
  10698. ShowError("can't read %s\n", path);
  10699. return 1;
  10700. }
  10701. while(fgets(line, sizeof(line), fp))
  10702. {
  10703. char *split[50];
  10704. if(line[0]=='/' && line[1]=='/')
  10705. continue;
  10706. memset(split,0,sizeof(split));
  10707. j = skill_split_str(line,split,3);
  10708. if(split[0]==0) //fixed by Lupus
  10709. continue;
  10710. i=atoi(split[0]);
  10711. if (i >= GD_SKILLBASE)
  10712. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10713. if(i<=0 || i>MAX_SKILL_DB)
  10714. continue;
  10715. skill_split_atoi(split[1],skill_db[i].castnodex);
  10716. if (!split[2])
  10717. continue;
  10718. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10719. }
  10720. fclose(fp);
  10721. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10722. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10723. fp=fopen(path,"r");
  10724. if(fp==NULL){
  10725. ShowError("can't read %s\n", path);
  10726. return 1;
  10727. }
  10728. k=0;
  10729. while(fgets(line, sizeof(line), fp))
  10730. {
  10731. char *split[16];
  10732. if(line[0]=='/' && line[1]=='/')
  10733. continue;
  10734. memset(split,0,sizeof(split));
  10735. j = skill_split_str(line,split,2);
  10736. if(split[0]==0) //fixed by Lupus
  10737. continue;
  10738. i=atoi(split[0]);
  10739. if (i >= GD_SKILLBASE)
  10740. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10741. if(i<=0 || i>MAX_SKILL_DB)
  10742. continue;
  10743. skill_db[i].nocast|=atoi(split[1]);
  10744. k++;
  10745. }
  10746. fclose(fp);
  10747. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10748. return 0;
  10749. }
  10750. void skill_reload (void)
  10751. {
  10752. skill_readdb();
  10753. }
  10754. /*==========================================
  10755. *
  10756. *------------------------------------------*/
  10757. int do_init_skill (void)
  10758. {
  10759. skill_readdb();
  10760. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10761. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10762. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10763. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10764. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10765. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10766. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10767. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10768. return 0;
  10769. }
  10770. int do_final_skill(void)
  10771. {
  10772. ers_destroy(skill_unit_ers);
  10773. ers_destroy(skill_timer_ers);
  10774. return 0;
  10775. }