skill.cpp 855 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <cmath>
  6. #include <cstdio>
  7. #include <cstdlib>
  8. #include <cstring>
  9. #include <ctime>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = nullptr; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = nullptr; // int32 mob_id -> struct mob_data*
  49. DBMap* skillunit_db = nullptr; // int32 id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = nullptr; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static uint16 skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. uint16 rate;
  67. uint16 qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. uint16 qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static uint16 skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int32 firewall_unit_pos;
  75. int32 icewall_unit_pos;
  76. int32 earthstrain_unit_pos;
  77. int32 firerain_unit_pos;
  78. int32 wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int32 skill_check_unit_range (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv);
  84. static int32 skill_check_unit_range2 (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int32 skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int32 skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require );
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, int16 dst_x, int16 dst_y, int32 easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int32 splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int32 lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int32 a__ = arrvar[lv_idx - 2];\
  139. int32 b__ = arrvar[lv_idx - 1];\
  140. int32 c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int32 skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int32 skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int32 skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int32 skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int32 skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int32 skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int32 skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int32 skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int32 skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int32 skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int32 skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int32 skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int32 skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int32 skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int32 skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int32 skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int32 skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int32 skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int32 skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int32 skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int32 skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int32 skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int32 skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int32 skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int32 skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int32 skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int32 skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int32 skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int32 skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int32 skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int32 skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int32 skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int32 skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int32 skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int32 skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int32 skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int32 skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int32 skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int32 skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int32 skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int32 skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. size_t skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int32 skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int32 skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int32 splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int32 skill_tree_get_max(uint16 skill_id, int32 b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int32 skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int32 skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int32 skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int32 skill_greed(struct block_list *bl, va_list ap);
  251. static int32 skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int32 skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int32 skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int32 skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int32 skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int32 skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int32 skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int32 rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. uint16 skill_dummy2skill_id(uint16 skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int32 maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail( *sd, skill_id );
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail( *sd, skill_id );
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail( *sd, skill_id );
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int32 skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int32 skill, hp = 0;
  457. #ifdef RENEWAL
  458. int32 hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. case SOA_TALISMAN_OF_PROTECTION:
  506. hp = (500 + pc_checkskill(sd,SOA_TALISMAN_MASTERY) * 50) * skill_lv * status_get_lv(src) / 100;
  507. hp += (status_get_lv(src) + status_get_int(src)) / 5 * 30 * status_get_crt(src) / 100;
  508. break;
  509. default:
  510. if (skill_lv >= battle_config.max_heal_lv)
  511. return battle_config.max_heal;
  512. #ifdef RENEWAL
  513. /**
  514. * Renewal Heal Formula
  515. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  516. */
  517. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  518. #else
  519. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  520. #endif
  521. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  522. #ifdef RENEWAL
  523. hp_bonus += skill * 2;
  524. #else
  525. hp += hp * skill * 2 / 100;
  526. #endif
  527. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  528. #ifdef RENEWAL
  529. hp_bonus += skill * 2;
  530. #else
  531. hp += hp * skill * 2 / 100;
  532. #endif
  533. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  534. hp *= 2;
  535. break;
  536. }
  537. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  538. hp /= 2;
  539. if (sd) {
  540. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  541. #ifdef RENEWAL
  542. hp_bonus += 10;
  543. #else
  544. hp += hp * 10 / 100;
  545. #endif
  546. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  547. #ifdef RENEWAL
  548. hp_bonus += 20;
  549. #else
  550. hp += hp * 20 / 100;
  551. #endif
  552. }
  553. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  554. #ifdef RENEWAL
  555. hp_bonus += 2 * skill;
  556. #else
  557. hp += hp * skill * 2 / 100;
  558. #endif
  559. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  560. #ifdef RENEWAL
  561. hp_bonus += 3 * skill;
  562. #else
  563. hp += hp * skill * 3 / 100;
  564. #endif
  565. if (skill = pc_skillheal_bonus(sd, skill_id))
  566. #ifdef RENEWAL
  567. hp_bonus += skill;
  568. #else
  569. hp += hp * skill / 100;
  570. #endif
  571. }
  572. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  573. #ifdef RENEWAL
  574. hp_bonus += skill;
  575. #else
  576. hp += hp * skill / 100;
  577. #endif
  578. if (sc != nullptr && !sc->empty()) {
  579. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  580. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  581. #ifdef RENEWAL
  582. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  583. #else
  584. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  585. #endif
  586. #ifdef RENEWAL
  587. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  588. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  589. #endif
  590. }
  591. if (tsc != nullptr && !tsc->empty()) {
  592. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  593. if (tsc->getSCE(SC_INCHEALRATE))
  594. #ifdef RENEWAL
  595. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  596. #else
  597. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  598. #endif
  599. if (tsc->getSCE(SC_ANCILLA))
  600. #ifdef RENEWAL
  601. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  602. #else
  603. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  604. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  605. hp += hp / 10;
  606. #endif
  607. #ifdef RENEWAL
  608. if (tsc->getSCE(SC_ASSUMPTIO))
  609. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  610. #endif
  611. }
  612. }
  613. #ifdef RENEWAL
  614. if (hp_bonus && skill_id != SOA_TALISMAN_OF_PROTECTION)
  615. hp += hp * hp_bonus / 100;
  616. // MATK part of the RE heal formula [malufett]
  617. // Note: in this part matk bonuses from items or skills are not applied
  618. switch( skill_id ) {
  619. case BA_APPLEIDUN:
  620. case PR_SANCTUARY:
  621. case NPC_EVILLAND:
  622. break;
  623. default:
  624. {
  625. status_data* status = status_get_status_data(*src);
  626. int32 min, max;
  627. min = status_base_matk_min(src, status, status_get_lv(src));
  628. max = status_base_matk_max(src, status, status_get_lv(src));
  629. if( status->rhw.matk > 0 ){
  630. int32 wMatk, variance;
  631. wMatk = status->rhw.matk;
  632. variance = wMatk * status->rhw.wlv / 10;
  633. min += wMatk - variance;
  634. max += wMatk + variance;
  635. }
  636. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  637. min = max;
  638. if( sd && sd->right_weapon.overrefine > 0 ){
  639. min++;
  640. max += sd->right_weapon.overrefine - 1;
  641. }
  642. if(max > min)
  643. hp += min+rnd()%(max-min);
  644. else
  645. hp += min;
  646. }
  647. }
  648. // Global multipliers are applied after the MATK is applied
  649. if (tsc != nullptr && !tsc->empty()) {
  650. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  651. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  652. global_bonus *= 1.1f;
  653. }
  654. }
  655. if (skill_id == AB_HIGHNESSHEAL)
  656. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  657. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  658. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  659. #endif
  660. if (heal && tsc != nullptr && !tsc->empty()) {
  661. uint8 penalty = 0;
  662. if (tsc->getSCE(SC_CRITICALWOUND))
  663. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  664. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  665. penalty += 20;
  666. if (tsc->getSCE(SC_NORECOVER_STATE))
  667. penalty = 100;
  668. if (penalty > 0) {
  669. #ifdef RENEWAL
  670. penalty = cap_value(penalty, 1, 100);
  671. global_bonus *= (100 - penalty) / 100.f;
  672. #else
  673. hp -= hp * penalty / 100;
  674. #endif
  675. }
  676. }
  677. #ifdef RENEWAL
  678. hp = (int32)(hp * global_bonus);
  679. // Final heal increased by HPlus.
  680. // Is this the right place for this??? [Rytech]
  681. if ( sd && status_get_hplus(src) > 0 && skill_id != SOA_TALISMAN_OF_PROTECTION)
  682. hp += hp * status_get_hplus(src) / 100;
  683. return (heal) ? max(1, hp) : hp;
  684. #else
  685. return hp;
  686. #endif
  687. }
  688. /**
  689. * Making Plagiarism and Reproduce check their own function
  690. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  691. * @param sd: Player who will copy the skill
  692. * @param skill_id: Target skill
  693. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  694. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  695. */
  696. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  697. uint16 skill_idx = skill_get_index(skill_id);
  698. if (!skill_idx)
  699. return 0;
  700. // Only copy skill that player doesn't have or the skill is old clone
  701. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  702. return 0;
  703. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  704. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  705. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  706. return 1;
  707. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  708. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  709. return 2;
  710. return 0;
  711. }
  712. /**
  713. * Check if the skill is ok to cast and when.
  714. * Done before skill_check_condition_castbegin, requirement
  715. * @param skill_id: Skill ID that casted
  716. * @param sd: Player who casted
  717. * @return true: Skill cannot be used, false: otherwise
  718. * @author [MouseJstr]
  719. */
  720. bool skill_isNotOk( uint16 skill_id, map_session_data& sd ){
  721. if (pc_has_permission(&sd,PC_PERM_SKILL_UNCONDITIONAL))
  722. return false; // can do any damn thing they want
  723. if (skill_id == AL_TELEPORT && sd.skillitem == skill_id && sd.skillitemlv > 2)
  724. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  725. struct map_data *mapdata = map_getmapdata(sd.bl.m);
  726. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd.skillitem) //Item skills bypass noskill
  727. return true;
  728. // Epoque:
  729. // This code will compare the player's attack motion value which is influenced by ASPD before
  730. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  731. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  732. if (!sd.state.autocast && sd.skillitem != skill_id && sd.canskill_tick &&
  733. DIFF_TICK(gettick(),sd.canskill_tick) < (sd.battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  734. {// attempted to cast a skill before the attack motion has finished
  735. return true;
  736. }
  737. if (util::umap_exists(sd.scd, skill_id)) {
  738. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  739. return true;
  740. }
  741. /**
  742. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  743. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  744. */
  745. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement && !sd.state.abra_flag)
  746. return false;
  747. uint32 skill_nocast = skill_get_nocast(skill_id);
  748. // Check skill restrictions [Celest]
  749. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  750. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  751. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  752. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  753. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  754. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  755. clif_msg_color( sd, MSI_IMPOSSIBLE_SKILL_AREA, color_table[COLOR_CYAN] ); // This skill cannot be used within this area.
  756. return true;
  757. }
  758. if( sd.sc.getSCE(SC_ALL_RIDING) )
  759. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  760. switch (skill_id) {
  761. case AL_WARP:
  762. case RETURN_TO_ELDICASTES:
  763. case ALL_GUARDIAN_RECALL:
  764. case ECLAGE_RECALL:
  765. case ALL_NIFLHEIM_RECALL:
  766. case ALL_PRONTERA_RECALL:
  767. case ALL_GLASTHEIM_RECALL:
  768. case ALL_THANATOS_RECALL:
  769. case ALL_LIGHTHALZEN_RECALL:
  770. if(mapdata->getMapFlag(MF_NOWARP)) {
  771. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  772. return true;
  773. }
  774. return false;
  775. case AL_TELEPORT:
  776. case NPC_FATALMENACE:
  777. case SC_DIMENSIONDOOR:
  778. case ALL_ODINS_RECALL:
  779. case WE_CALLALLFAMILY:
  780. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  781. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_TP );
  782. return true;
  783. }
  784. return false; // gonna be checked in 'skill_castend_nodamage_id'
  785. case WE_CALLPARTNER:
  786. case WE_CALLPARENT:
  787. case WE_CALLBABY:
  788. if (mapdata->getMapFlag(MF_NOMEMO)) {
  789. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_MEMO );
  790. return true;
  791. }
  792. break;
  793. case MC_VENDING:
  794. if (map_getmapflag(sd.bl.m, MF_NOVENDING)) {
  795. clif_displaymessage(sd.fd, msg_txt(&sd, 276)); // "You can't open a shop on this map"
  796. clif_skill_fail( sd, skill_id );
  797. return true;
  798. }
  799. if (map_getcell(sd.bl.m, sd.bl.x, sd.bl.y, CELL_CHKNOVENDING)) {
  800. clif_displaymessage(sd.fd, msg_txt(&sd, 204)); // "You can't open a shop on this cell."
  801. clif_skill_fail( sd, skill_id );
  802. return true;
  803. }
  804. if (npc_isnear(&sd.bl)) {
  805. // uncomment to send msg_txt.
  806. //char output[150];
  807. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  808. //clif_displaymessage(sd.fd, output);
  809. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  810. return true;
  811. }
  812. break;
  813. case ALL_BUYING_STORE:
  814. if( map_getmapflag(sd.bl.m, MF_NOBUYINGSTORE) ) {
  815. clif_displaymessage (sd.fd, msg_txt(&sd,276)); // "You can't open a shop on this map"
  816. clif_skill_fail( sd, skill_id );
  817. return true;
  818. }
  819. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKNOBUYINGSTORE) ) {
  820. clif_displaymessage (sd.fd, msg_txt(&sd,204)); // "You can't open a shop on this cell."
  821. clif_skill_fail( sd, skill_id );
  822. return true;
  823. }
  824. if( npc_isnear(&sd.bl) ) {
  825. // uncomment to send msg_txt.
  826. //char output[150];
  827. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  828. //clif_displaymessage(sd.fd, output);
  829. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  830. return true;
  831. }
  832. break;
  833. case MC_IDENTIFY:
  834. return false; // always allowed
  835. case WZ_ICEWALL:
  836. // noicewall flag [Valaris]
  837. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  838. clif_skill_fail( sd, skill_id );
  839. return true;
  840. }
  841. break;
  842. case GC_DARKILLUSION:
  843. if( mapdata_flag_gvg2(mapdata) ) {
  844. clif_skill_fail( sd, skill_id );
  845. return true;
  846. }
  847. break;
  848. case GD_EMERGENCYCALL:
  849. case GD_ITEMEMERGENCYCALL:
  850. if (
  851. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  852. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  853. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  854. ) {
  855. clif_skill_fail( sd, skill_id );
  856. return true;
  857. }
  858. break;
  859. case WM_SIRCLEOFNATURE:
  860. case WM_SOUND_OF_DESTRUCTION:
  861. case WM_LULLABY_DEEPSLEEP:
  862. case WM_GLOOMYDAY:
  863. case WM_SATURDAY_NIGHT_FEVER:
  864. if( !mapdata_flag_vs(mapdata) ) {
  865. clif_skill_teleportmessage( sd, NOTIFY_MAPINFO_CANT_USE_SKILL ); // This skill cannot be used in this area
  866. return true;
  867. }
  868. break;
  869. }
  870. return false;
  871. }
  872. /**
  873. * Check if the homunculus skill is ok to be processed
  874. * After checking from Homunculus side, also check the master condition
  875. * @param hd: Homunculus who casted
  876. * @param skill_id: Skill ID casted
  877. * @param skill_lv: Skill level casted
  878. * @return true: Skill cannot be used, false: otherwise
  879. */
  880. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  881. {
  882. nullpo_retr(true, hd);
  883. int8 spiritball = skill_get_spiritball(skill_id, skill_lv);
  884. map_session_data* sd = hd->master;
  885. status_change* sc = status_get_sc(&hd->bl);
  886. if (!sd)
  887. return true;
  888. if (sc != nullptr && sc->empty())
  889. sc = nullptr;
  890. if (util::umap_exists(hd->scd, skill_id)) {
  891. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  892. return true;
  893. }
  894. switch(skill_id) {
  895. case HFLI_SBR44:
  896. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  897. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  898. return true;
  899. }
  900. break;
  901. case HVAN_EXPLOSION:
  902. if (hd->homunculus.intimacy < (uint32)battle_config.hvan_explosion_intimate) {
  903. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  904. return true;
  905. }
  906. break;
  907. case MH_LIGHT_OF_REGENE: // Must be cordial
  908. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  909. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  910. return true;
  911. }
  912. break;
  913. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  914. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  915. return true;
  916. break;
  917. case MH_ANGRIFFS_MODUS:
  918. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  919. return true;
  920. break;
  921. case MH_TINDER_BREAKER: // Must be in grappling mode
  922. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  923. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1 );
  924. return true;
  925. }
  926. break;
  927. case MH_SONIC_CRAW: // Must be in fighting mode
  928. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  929. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  930. return true;
  931. }
  932. break;
  933. case MH_SILVERVEIN_RUSH:
  934. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  935. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  936. return true;
  937. }
  938. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  939. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW );
  940. return true;
  941. }
  942. break;
  943. case MH_MIDNIGHT_FRENZY:
  944. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  945. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  946. return true;
  947. }
  948. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  949. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH );
  950. return true;
  951. }
  952. break;
  953. case MH_CBC:
  954. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  955. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  956. return true;
  957. }
  958. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  959. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER );
  960. return true;
  961. }
  962. break;
  963. case MH_EQC:
  964. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  965. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  966. return true;
  967. }
  968. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  969. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC );
  970. return true;
  971. }
  972. break;
  973. }
  974. if (spiritball) {
  975. if (hd->homunculus.spiritball < spiritball) {
  976. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball );
  977. return true;
  978. }
  979. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  980. if (skill_id != MH_BLAZING_AND_FURIOUS)
  981. hom_delspiritball(hd, spiritball, 1);
  982. }
  983. //Use master's criteria.
  984. return skill_isNotOk( skill_id, *sd );
  985. }
  986. /**
  987. * Check if the mercenary skill is ok to be processed
  988. * After checking from Homunculus side, also check the master condition
  989. * @param skill_id: Skill ID that casted
  990. * @param md: Mercenary who casted
  991. * @return true: Skill cannot be used, false: otherwise
  992. */
  993. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md ){
  994. map_session_data* sd = md.master;
  995. if (sd == nullptr)
  996. return true;
  997. if (util::umap_exists(md.scd, skill_id)) {
  998. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_SKILLINTERVAL);
  999. return true;
  1000. }
  1001. if( md.master != nullptr ){
  1002. return skill_isNotOk( skill_id, *md.master );
  1003. }else{
  1004. return true;
  1005. }
  1006. }
  1007. /**
  1008. * Check if the skill can be casted near NPC or not
  1009. * @param src Object who casted
  1010. * @param skill_id Skill ID that casted
  1011. * @param skill_lv Skill Lv
  1012. * @param pos_x Position x of the target
  1013. * @param pos_y Position y of the target
  1014. * @return true: Skill cannot be used, false: otherwise
  1015. * @author [Cydh]
  1016. */
  1017. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int32 pos_x, int32 pos_y) {
  1018. if (!src)
  1019. return false;
  1020. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1021. return false;
  1022. //if self skill
  1023. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1024. pos_x = src->x;
  1025. pos_y = src->y;
  1026. }
  1027. if (pos_x <= 0) pos_x = src->x;
  1028. if (pos_y <= 0) pos_y = src->y;
  1029. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1030. }
  1031. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int32 x, int32 y)
  1032. {
  1033. int32 pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1034. uint8 dir;
  1035. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1036. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1037. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1038. }
  1039. nullpo_retr(nullptr, src);
  1040. //Monsters sometimes deploy more units on level 10
  1041. if (src->type == BL_MOB && skill_lv >= 10) {
  1042. if (skill_id == WZ_WATERBALL)
  1043. pos = 4; //9x9 Area
  1044. }
  1045. if (pos != -1) // simple single-definition layout
  1046. return &skill_unit_layout[pos];
  1047. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1048. if (skill_id == MG_FIREWALL)
  1049. return &skill_unit_layout [firewall_unit_pos + dir];
  1050. else if (skill_id == WZ_ICEWALL)
  1051. return &skill_unit_layout [icewall_unit_pos + dir];
  1052. else if( skill_id == WL_EARTHSTRAIN )
  1053. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1054. else if( skill_id == RL_FIRE_RAIN )
  1055. return &skill_unit_layout[firerain_unit_pos + dir];
  1056. else if( skill_id == GN_WALLOFTHORN )
  1057. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1058. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1059. return &skill_unit_layout[0]; // default 1x1 layout
  1060. }
  1061. /** Stores temporary values.
  1062. * Common usages:
  1063. * [0] holds number of targets in area
  1064. * [1] holds the id of the original target
  1065. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1066. */
  1067. static int32 skill_area_temp[8];
  1068. /*==========================================
  1069. * Add effect to skill when hit succesfully target
  1070. *------------------------------------------*/
  1071. int32 skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int32 attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1072. nullpo_ret(src);
  1073. nullpo_ret(bl);
  1074. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1075. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1076. return 0;
  1077. map_session_data* sd = BL_CAST( BL_PC, src );
  1078. mob_data* md = BL_CAST( BL_MOB, src );
  1079. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1080. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1081. status_change* sc = status_get_sc( src );
  1082. status_change* tsc = status_get_sc( bl );
  1083. status_data* sstatus = status_get_status_data(*src);
  1084. status_data* tstatus = status_get_status_data(*bl);
  1085. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1086. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1087. // Chance to trigger Taekwon kicks
  1088. if (sc->getSCE(SC_READYSTORM) &&
  1089. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1090. 0, 2, 0,
  1091. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1092. ; //Stance triggered
  1093. else if (sc->getSCE(SC_READYDOWN) &&
  1094. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1095. 0, 2, 0,
  1096. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1097. ; //Stance triggered
  1098. else if (sc->getSCE(SC_READYTURN) &&
  1099. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1100. 0, 2, 0,
  1101. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1102. ; //Stance triggered
  1103. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1104. int32 rate = 20;
  1105. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1106. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1107. status_change_end(src, SC_SKILLRATE_UP);
  1108. }
  1109. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1110. 0, 2, 0,
  1111. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1112. ; //Stance triggered
  1113. }
  1114. }
  1115. if (!tsc) //skill additional effect is about adding effects to the target...
  1116. //So if the target can't be inflicted with statuses, this is pointless.
  1117. return 0;
  1118. if( sd )
  1119. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1120. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1121. #ifndef RENEWAL
  1122. && skill_id != ASC_BREAKER
  1123. #endif
  1124. ) {
  1125. // Trigger status effects
  1126. for (const auto &it : sd->addeff) {
  1127. int32 rate = it.rate;
  1128. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1129. rate += it.arrow_rate;
  1130. if( !rate )
  1131. continue;
  1132. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1133. // Trigger has attack type consideration.
  1134. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1135. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1136. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1137. ;
  1138. else
  1139. continue;
  1140. }
  1141. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1142. // Trigger has range consideration.
  1143. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1144. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1145. continue; //Range Failed.
  1146. }
  1147. if (it.flag&ATF_TARGET)
  1148. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1149. if (it.flag&ATF_SELF)
  1150. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1151. }
  1152. }
  1153. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1154. if (sc != nullptr) {
  1155. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1156. unit_data *ud = unit_bl2ud(bl);
  1157. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1158. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1159. }
  1160. }
  1161. if( skill_id ) {
  1162. // Trigger status effects on skills
  1163. for (const auto &it : sd->addeff_onskill) {
  1164. if (skill_id != it.skill_id || !it.rate)
  1165. continue;
  1166. if (it.target&ATF_TARGET)
  1167. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1168. if (it.target&ATF_SELF)
  1169. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1170. }
  1171. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1172. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1173. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1174. #ifdef RENEWAL
  1175. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1176. #else
  1177. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1178. #endif
  1179. clif_emotion( *bl, ET_HUK );
  1180. }
  1181. }
  1182. }
  1183. if( dmg_lv < ATK_DEF ) // no damage, return;
  1184. return 0;
  1185. switch(skill_id) {
  1186. case 0:
  1187. { // Normal attacks (no skill used)
  1188. if( attack_type&BF_SKILL )
  1189. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1190. if(sd) {
  1191. int32 skill;
  1192. // Automatic trigger of Blitz Beat
  1193. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1194. int32 rate;
  1195. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1196. rate = 5;
  1197. else
  1198. rate = (sd->status.job_level + 9) / 10;
  1199. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1200. }
  1201. // Automatic trigger of Warg Strike
  1202. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1203. int32 rate = sstatus->luk * 10 / 3 + 1;
  1204. if (pc_isfalcon(sd))
  1205. rate = rate / 3;
  1206. if (rnd() % 1000 <= rate)
  1207. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1208. }
  1209. // Automatic trigger of Hawk Rush
  1210. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1211. int32 rate = sstatus->con * 10 / 3 + 1;
  1212. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1213. if (rnd() % 1000 <= rate)
  1214. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1215. }
  1216. // Gank
  1217. if(dstmd && sd->status.weapon != W_BOW &&
  1218. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1219. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1220. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1221. clif_skill_nodamage(src,*bl,TF_STEAL,skill);
  1222. else
  1223. clif_skill_fail( *sd, RG_SNATCHER );
  1224. }
  1225. }
  1226. if (sc) {
  1227. struct status_change_entry *sce;
  1228. // Enchant Poison gives a chance to poison attacked enemies
  1229. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1230. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1231. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1232. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1233. if((sce=sc->getSCE(SC_EDP)))
  1234. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1235. skill_get_time2(ASC_EDP,sce->val1));
  1236. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1237. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1238. }
  1239. }
  1240. break;
  1241. case SM_BASH:
  1242. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1243. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1244. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1245. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1246. }
  1247. break;
  1248. case MER_CRASH:
  1249. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1250. break;
  1251. case AS_VENOMKNIFE:
  1252. case AS_SPLASHER:
  1253. sc_start2(src, bl, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1254. break;
  1255. case TF_POISON:
  1256. if (!sc_start2(src, bl, SC_POISON, (4 * skill_lv + 10), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)) && sd)
  1257. clif_skill_fail( *sd, skill_id );
  1258. break;
  1259. case AS_SONICBLOW:
  1260. case HN_MEGA_SONIC_BLOW:
  1261. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  1262. sc_start(src, bl, SC_STUN, (4 * skill_lv + 20), skill_lv, skill_get_time2(skill_id, skill_lv)); //Link gives double stun chance outside GVG/BG
  1263. else
  1264. sc_start(src, bl, SC_STUN, (2 * skill_lv + 10), skill_lv, skill_get_time2(skill_id, skill_lv));
  1265. break;
  1266. case AS_GRIMTOOTH:
  1267. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1268. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1269. break;
  1270. case WZ_FIREPILLAR:
  1271. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1272. break;
  1273. case MG_FROSTDIVER:
  1274. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1275. clif_skill_fail( *sd, skill_id );
  1276. break;
  1277. case WZ_FROSTNOVA:
  1278. sc_start(src,bl,SC_FREEZE,(sd!=nullptr)?skill_lv*5+33:skill_lv*3+35,skill_lv,skill_get_time2(skill_id,skill_lv));
  1279. break;
  1280. case WZ_STORMGUST:
  1281. // Storm Gust counter was dropped in renewal
  1282. #ifdef RENEWAL
  1283. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1284. #else
  1285. //On third hit, there is a 150% to freeze the target
  1286. if(tsc->sg_counter >= 3 &&
  1287. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1288. tsc->sg_counter = 0;
  1289. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1290. else if( tsc->sg_counter > 250 )
  1291. tsc->sg_counter = 0;
  1292. #endif
  1293. break;
  1294. case NPC_STORMGUST2:
  1295. if (skill_lv == 1)
  1296. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1297. else if (skill_lv == 2)
  1298. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1299. else
  1300. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1301. break;
  1302. case WZ_METEOR:
  1303. case HN_METEOR_STORM_BUSTER:
  1304. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. break;
  1306. case WZ_VERMILION:
  1307. #ifdef RENEWAL
  1308. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1309. #else
  1310. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. #endif
  1312. break;
  1313. case WZ_HEAVENDRIVE:
  1314. status_change_end(bl, SC_SV_ROOTTWIST);
  1315. break;
  1316. case HT_FREEZINGTRAP:
  1317. case MA_FREEZINGTRAP:
  1318. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1319. break;
  1320. case HT_FLASHER:
  1321. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1322. break;
  1323. case HT_LANDMINE:
  1324. case MA_LANDMINE:
  1325. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1326. break;
  1327. case HT_SHOCKWAVE:
  1328. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1329. break;
  1330. case HT_SANDMAN:
  1331. case MA_SANDMAN:
  1332. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1333. break;
  1334. case TF_SPRINKLESAND:
  1335. sc_start(src,bl,SC_BLIND,(sd!=nullptr)?20:15,skill_lv,skill_get_time2(skill_id,skill_lv));
  1336. break;
  1337. case TF_THROWSTONE:
  1338. if (sd != nullptr) {
  1339. // Only blind if used by player and stun failed
  1340. if (!sc_start(src, bl, SC_STUN, 3, skill_lv, skill_get_time(skill_id, skill_lv)))
  1341. sc_start(src, bl, SC_BLIND, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1342. }
  1343. else {
  1344. // 5% stun chance and no blind chance when used by monsters
  1345. sc_start(src, bl, SC_STUN, 5, skill_lv, skill_get_time(skill_id, skill_lv));
  1346. }
  1347. break;
  1348. case NPC_DARKCROSS:
  1349. case CR_HOLYCROSS:
  1350. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1351. break;
  1352. case NPC_GRANDDARKNESS:
  1353. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1354. break;
  1355. case CR_GRANDCROSS:
  1356. //Chance to cause blind status vs demon and undead element, but not against players
  1357. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1358. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1359. break;
  1360. case AM_ACIDTERROR:
  1361. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1362. #ifdef RENEWAL
  1363. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1364. #else
  1365. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1366. #endif
  1367. clif_emotion( *bl, ET_HUK );
  1368. break;
  1369. case AM_DEMONSTRATION:
  1370. #ifdef RENEWAL
  1371. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1372. #else
  1373. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1374. #endif
  1375. break;
  1376. case CR_SHIELDCHARGE:
  1377. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1378. break;
  1379. #ifndef RENEWAL
  1380. case PA_PRESSURE:
  1381. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1382. [[fallthrough]];
  1383. case HW_GRAVITATION:
  1384. //Pressure and Gravitation can trigger physical autospells
  1385. attack_type |= BF_NORMAL;
  1386. attack_type |= BF_WEAPON;
  1387. break;
  1388. #endif
  1389. case RG_RAID:
  1390. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1391. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1392. #ifdef RENEWAL
  1393. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1394. break;
  1395. case RG_BACKSTAP:
  1396. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1397. #endif
  1398. break;
  1399. case BA_FROSTJOKER:
  1400. case DC_SCREAM:
  1401. {
  1402. int32 rate = 150 + 50 * skill_lv; // Aegis accuracy (1000 = 100%)
  1403. int32 duration = skill_get_time2(skill_id, skill_lv);
  1404. if (skill_id == DC_SCREAM) rate += 100; // DC_SCREAM has a 10% higher base chance
  1405. if (battle_check_target(src, bl, BCT_PARTY) > 0) {
  1406. // On party members: Chance is divided by 4 and BA_FROSTJOKER duration is fixed to 15000ms
  1407. rate /= 4;
  1408. duration = skill_get_time(skill_id, skill_lv);
  1409. }
  1410. status_change_start(src, bl, skill_get_sc(skill_id), rate*10, skill_lv, 0, 0, 0, duration, SCSTART_NONE);
  1411. }
  1412. break;
  1413. case BD_LULLABY:
  1414. #ifndef RENEWAL
  1415. if (sc != nullptr && sc->getSCE(SC_DANCING) != nullptr) {
  1416. block_list* partner = map_id2bl(sc->getSCE(SC_DANCING)->val4);
  1417. if (partner == nullptr)
  1418. break;
  1419. status_data* pstatus = status_get_status_data(*partner);
  1420. if (pstatus == nullptr)
  1421. break;
  1422. status_change_start(src, bl, skill_get_sc(skill_id), (sstatus->int_ + pstatus->int_ + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1423. }
  1424. #else
  1425. // In renewal the chance is simply 100% and uses the original song duration as sleep duration
  1426. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1427. #endif
  1428. break;
  1429. #ifdef RENEWAL
  1430. case DC_UGLYDANCE:
  1431. // !TODO: How does caster's DEX/AGI play a role?
  1432. status_zap( bl, 0, 2 * skill_lv + 10 );
  1433. break;
  1434. #else
  1435. case DC_UGLYDANCE: {
  1436. int32 rate = 5 + 5 * skill_lv;
  1437. int32 skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1438. if( skill > 0 ){
  1439. rate += 5 + skill;
  1440. }
  1441. status_zap( bl, 0, rate );
  1442. } break;
  1443. #endif
  1444. case SL_STUN:
  1445. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1446. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1447. break;
  1448. case NPC_PETRIFYATTACK:
  1449. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1450. break;
  1451. case NPC_CURSEATTACK:
  1452. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1453. break;
  1454. case NPC_SLEEPATTACK:
  1455. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1456. break;
  1457. case NPC_BLINDATTACK:
  1458. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1459. break;
  1460. case NPC_POISON:
  1461. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1462. break;
  1463. case NPC_SILENCEATTACK:
  1464. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1465. break;
  1466. case NPC_STUNATTACK:
  1467. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1468. break;
  1469. case NPC_BLEEDING:
  1470. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1471. break;
  1472. case NPC_BLEEDING2:
  1473. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1474. break;
  1475. case NPC_CHANGEUNDEAD:
  1476. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1477. break;
  1478. case NPC_ACIDBREATH:
  1479. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1480. break;
  1481. case NPC_ICEBREATH:
  1482. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1483. break;
  1484. case NPC_ICEBREATH2:
  1485. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1486. break;
  1487. case NPC_MENTALBREAKER:
  1488. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1489. //equal to Matk*skLevel.
  1490. int32 rate = sstatus->matk_min;
  1491. if (rate < sstatus->matk_max)
  1492. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1493. rate*=skill_lv;
  1494. status_zap(bl, 0, rate);
  1495. break;
  1496. }
  1497. // Equipment breaking monster skills [Celest]
  1498. case NPC_ARMORBRAKE:
  1499. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1500. break;
  1501. case NPC_HELMBRAKE:
  1502. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1503. break;
  1504. case NPC_SHIELDBRAKE:
  1505. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1506. break;
  1507. case CH_TIGERFIST: {
  1508. t_tick basetime = skill_get_time(skill_id, skill_lv);
  1509. t_tick mintime = 15 * (status_get_lv(src) + 100);
  1510. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  1511. basetime /= 5;
  1512. basetime = std::max((basetime * status_get_agi(bl)) / -200 + basetime, mintime);
  1513. sc_start(src, bl, SC_ANKLE, (1 + skill_lv) * 10, 0, basetime);
  1514. }
  1515. break;
  1516. case LK_SPIRALPIERCE:
  1517. case ML_SPIRALPIERCE:
  1518. case HN_SPIRAL_PIERCE_MAX:
  1519. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1520. sc_start(src,bl,SC_ANKLE,100,0,skill_get_time2(skill_id,skill_lv));
  1521. break;
  1522. case ST_REJECTSWORD:
  1523. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1524. break;
  1525. case PF_FOGWALL:
  1526. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1527. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1528. break;
  1529. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1530. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1531. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1532. break;
  1533. case ASC_METEORASSAULT:
  1534. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1535. switch(rnd()%3) {
  1536. case 0:
  1537. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1538. break;
  1539. case 1:
  1540. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1541. break;
  1542. default:
  1543. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1544. }
  1545. break;
  1546. case HW_NAPALMVULCAN:
  1547. case HN_NAPALM_VULCAN_STRIKE:
  1548. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1549. break;
  1550. case WS_CARTTERMINATION: // Cart termination
  1551. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1552. break;
  1553. case CR_ACIDDEMONSTRATION:
  1554. case GN_FIRE_EXPANSION_ACID:
  1555. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1556. break;
  1557. case TK_DOWNKICK:
  1558. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1559. break;
  1560. case TK_JUMPKICK:
  1561. // debuff the following statuses
  1562. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1563. status_change_end(bl, SC_SPIRIT);
  1564. status_change_end(bl, SC_ADRENALINE2);
  1565. status_change_end(bl, SC_KAITE);
  1566. status_change_end(bl, SC_KAAHI);
  1567. status_change_end(bl, SC_ONEHAND);
  1568. status_change_end(bl, SC_ASPDPOTION2);
  1569. // New soul links confirmed to not dispell with this skill
  1570. // but thats likely a bug since soul links can't stack and
  1571. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1572. status_change_end(bl, SC_SOULGOLEM);
  1573. status_change_end(bl, SC_SOULSHADOW);
  1574. status_change_end(bl, SC_SOULFALCON);
  1575. status_change_end(bl, SC_SOULFAIRY);
  1576. }
  1577. break;
  1578. case TK_TURNKICK:
  1579. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1580. if(attack_type&BF_MISC) //70% base stun chance...
  1581. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1582. break;
  1583. case GS_BULLSEYE: //0.1% coma rate.
  1584. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1585. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1586. break;
  1587. case GS_PIERCINGSHOT:
  1588. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1589. break;
  1590. case NJ_HYOUSYOURAKU:
  1591. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1592. break;
  1593. case GS_FLING:
  1594. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1595. break;
  1596. case GS_DISARM:
  1597. skill_strip_equip(src, bl, skill_id, skill_lv);
  1598. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  1599. break;
  1600. case NPC_EVILLAND:
  1601. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1602. break;
  1603. case NPC_HELLJUDGEMENT:
  1604. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1605. break;
  1606. case NPC_HELLJUDGEMENT2:
  1607. switch(rnd()%6) {
  1608. case 0:
  1609. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1610. break;
  1611. case 1:
  1612. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1613. break;
  1614. case 2:
  1615. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1616. break;
  1617. case 3:
  1618. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1619. break;
  1620. case 4:
  1621. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1622. break;
  1623. default:
  1624. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1625. break;
  1626. }
  1627. break;
  1628. case NPC_CRITICALWOUND:
  1629. case NPC_WIDECRITICALWOUND:
  1630. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1631. break;
  1632. case NPC_FIRESTORM:
  1633. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1634. break;
  1635. case RK_DRAGONBREATH:
  1636. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1637. break;
  1638. case RK_DRAGONBREATH_WATER:
  1639. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1640. break;
  1641. case NPC_DRAGONBREATH:
  1642. if (skill_lv > 5)
  1643. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1644. else
  1645. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1646. break;
  1647. case AB_ADORAMUS:
  1648. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1649. break;
  1650. case WL_COMET:
  1651. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1652. break;
  1653. case NPC_COMET:
  1654. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1655. break;
  1656. case NPC_JACKFROST:
  1657. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1658. break;
  1659. case RA_WUGBITE: {
  1660. int32 wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1661. if (wug_rate < 50)
  1662. wug_rate = 50;
  1663. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1664. }
  1665. break;
  1666. case RA_SENSITIVEKEEN:
  1667. if( rnd()%100 < 8 * skill_lv )
  1668. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1669. break;
  1670. case RA_FIRINGTRAP:
  1671. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1672. break;
  1673. case RA_ICEBOUNDTRAP:
  1674. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1675. break;
  1676. case NC_PILEBUNKER:
  1677. if( rnd()%100 < 25 + 15*skill_lv ) {
  1678. status_change_end(bl, SC_KYRIE);
  1679. status_change_end(bl, SC_ASSUMPTIO);
  1680. status_change_end(bl, SC_STEELBODY);
  1681. status_change_end(bl, SC_GT_CHANGE);
  1682. status_change_end(bl, SC_GT_REVITALIZE);
  1683. status_change_end(bl, SC_AUTOGUARD);
  1684. status_change_end(bl, SC_REFLECTDAMAGE);
  1685. status_change_end(bl, SC_DEFENDER);
  1686. status_change_end(bl, SC_PRESTIGE);
  1687. status_change_end(bl, SC_BANDING);
  1688. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1689. }
  1690. break;
  1691. case NC_FLAMELAUNCHER:
  1692. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1693. break;
  1694. case NC_COLDSLOWER:
  1695. // Status chances are applied officially through a check
  1696. // The skill first trys to give the frozen status to targets that are hit
  1697. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1698. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1699. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1700. break;
  1701. case NC_POWERSWING:
  1702. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1703. break;
  1704. case GC_WEAPONCRUSH:
  1705. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1706. break;
  1707. case LG_PINPOINTATTACK: {
  1708. int32 rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1709. switch( skill_lv ) {
  1710. case 1:
  1711. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1712. break;
  1713. case 2:
  1714. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1715. break;
  1716. case 3:
  1717. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1718. break;
  1719. case 4:
  1720. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1721. break;
  1722. case 5:
  1723. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1724. break;
  1725. }
  1726. } break;
  1727. case LG_MOONSLASHER:
  1728. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1729. break;
  1730. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1731. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1732. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1733. break;
  1734. case NPC_RAYOFGENESIS:
  1735. if (skill_lv < 8)
  1736. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1737. else
  1738. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1739. break;
  1740. case LG_HESPERUSLIT:
  1741. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1742. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1743. break;
  1744. case SR_DRAGONCOMBO:
  1745. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1746. break;
  1747. case SR_WINDMILL:
  1748. if( dstsd )
  1749. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1750. else if( dstmd )
  1751. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1752. break;
  1753. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1754. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1755. break;
  1756. case SR_EARTHSHAKER:
  1757. if (dstmd != nullptr && dstmd->guardian_data == nullptr) // Target is a mob (boss included) and not a guardian type. [Atemo]
  1758. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1759. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1760. status_change_end(bl, SC_SV_ROOTTWIST);
  1761. break;
  1762. case SO_EARTHGRAVE:
  1763. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1764. break;
  1765. case SO_DIAMONDDUST: {
  1766. int32 rate = 5 + 5 * skill_lv;
  1767. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1768. rate += (sd ? sd->status.job_level / 5 : 0);
  1769. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1770. } break;
  1771. case SO_VARETYR_SPEAR:
  1772. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1773. break;
  1774. case SO_CLOUD_KILL:
  1775. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1776. break;
  1777. case GN_SPORE_EXPLOSION:
  1778. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1779. break;
  1780. case GN_SLINGITEM_RANGEMELEEATK:
  1781. if( sd ) {
  1782. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1783. case ITEMID_COCONUT_BOMB:
  1784. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1785. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1786. break;
  1787. case ITEMID_MELON_BOMB:
  1788. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1789. break;
  1790. case ITEMID_BANANA_BOMB:
  1791. {
  1792. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1793. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1794. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1795. break;
  1796. }
  1797. }
  1798. sd->itemid = 0;
  1799. }
  1800. break;
  1801. case GN_HELLS_PLANT_ATK:
  1802. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1803. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1804. break;
  1805. case EL_WIND_SLASH: // Non confirmed rate.
  1806. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1807. break;
  1808. case EL_STONE_HAMMER:
  1809. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1810. break;
  1811. case EL_ROCK_CRUSHER:
  1812. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1813. break;
  1814. case EL_ROCK_CRUSHER_ATK:
  1815. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1816. break;
  1817. case EL_TYPOON_MIS:
  1818. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1819. break;
  1820. case KO_JYUMONJIKIRI:
  1821. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1822. break;
  1823. case SP_SOULEXPLOSION:
  1824. case KO_SETSUDAN: // Remove soul link when hit.
  1825. status_change_end(bl, SC_SPIRIT);
  1826. status_change_end(bl, SC_SOULGOLEM);
  1827. status_change_end(bl, SC_SOULSHADOW);
  1828. status_change_end(bl, SC_SOULFALCON);
  1829. status_change_end(bl, SC_SOULFAIRY);
  1830. break;
  1831. case KO_MAKIBISHI:
  1832. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1833. break;
  1834. case MH_EQC:
  1835. {
  1836. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1837. if (hd) {
  1838. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1839. status_change_end(bl, SC_TINDER_BREAKER2);
  1840. }
  1841. }
  1842. break;
  1843. case MH_STAHL_HORN:
  1844. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1845. break;
  1846. case MH_NEEDLE_OF_PARALYZE:
  1847. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1848. break;
  1849. case MH_TOXIN_OF_MANDARA:
  1850. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1851. break;
  1852. case MH_XENO_SLASHER:
  1853. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1854. break;
  1855. case NPC_MAGMA_ERUPTION:
  1856. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1857. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1858. break;
  1859. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1860. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1861. break;
  1862. case GN_ILLUSIONDOPING:
  1863. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1864. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1865. break;
  1866. case RL_MASS_SPIRAL:
  1867. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1868. break;
  1869. case RL_SLUGSHOT:
  1870. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1871. break;
  1872. case RL_BANISHING_BUSTER: {
  1873. if (tsc == nullptr || tsc->empty())
  1874. break;
  1875. if (status_isimmune(bl))
  1876. break;
  1877. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1878. if (sd)
  1879. clif_skill_fail( *sd, skill_id );
  1880. break;
  1881. }
  1882. uint16 n = skill_lv;
  1883. for (const auto &it : status_db) {
  1884. sc_type status = static_cast<sc_type>(it.first);
  1885. if (n <= 0)
  1886. break;
  1887. if (!tsc->getSCE(status))
  1888. continue;
  1889. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1890. continue;
  1891. switch (status) {
  1892. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1893. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1894. case SC_FORTUNE: case SC_SERVICE4U:
  1895. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1896. continue; //If in song area don't end it, even if config enabled
  1897. break;
  1898. case SC_ASSUMPTIO:
  1899. if( bl->type == BL_MOB )
  1900. continue;
  1901. break;
  1902. }
  1903. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1904. tsc->getSCE(status)->val2 = 0;
  1905. status_change_end(bl,status);
  1906. n--;
  1907. }
  1908. //Remove bonus_script by Banishing Buster
  1909. if (dstsd)
  1910. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1911. }
  1912. break;
  1913. case RL_S_STORM:
  1914. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1915. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1916. break;
  1917. case RL_AM_BLAST:
  1918. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1919. break;
  1920. case SU_SCRATCH:
  1921. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1922. break;
  1923. case SU_SV_STEMSPEAR:
  1924. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1925. break;
  1926. case SU_CN_METEOR2:
  1927. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1928. break;
  1929. case SU_SCAROFTAROU:
  1930. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1931. break;
  1932. case SU_LUNATICCARROTBEAT2:
  1933. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1934. break;
  1935. case SJ_FULLMOONKICK:
  1936. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1937. break;
  1938. case SJ_STAREMPEROR:
  1939. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1940. break;
  1941. case SP_SHA:
  1942. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1943. break;
  1944. case DK_SERVANT_W_PHANTOM:
  1945. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1946. break;
  1947. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1948. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1949. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1950. break;
  1951. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1952. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1953. break;
  1954. case IQ_OLEUM_SANCTUM:
  1955. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1956. break;
  1957. case IQ_FIRST_BRAND:
  1958. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1959. break;
  1960. case IQ_SECOND_FLAME:
  1961. case IQ_SECOND_FAITH:
  1962. case IQ_SECOND_JUDGEMENT:
  1963. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1964. break;
  1965. case IQ_THIRD_PUNISH:
  1966. case IQ_THIRD_FLAME_BOMB:
  1967. case IQ_THIRD_CONSECRATION:
  1968. status_change_end(bl, SC_SECOND_BRAND);
  1969. break;
  1970. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1971. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1972. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1973. break;
  1974. case SHC_FATAL_SHADOW_CROW:
  1975. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1976. break;
  1977. case ABC_UNLUCKY_RUSH:
  1978. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1979. break;
  1980. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1981. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1982. [[fallthrough]];
  1983. case WM_METALICSOUND:
  1984. case WM_REVERBERATION:
  1985. status_change_end(bl, SC_SOUNDBLEND);
  1986. break;
  1987. case EM_DIAMOND_STORM:
  1988. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1989. break;
  1990. case EM_LIGHTNING_LAND:
  1991. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1992. break;
  1993. case EM_VENOM_SWAMP:
  1994. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1995. break;
  1996. case EM_CONFLAGRATION:
  1997. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1998. break;
  1999. case EM_TERRA_DRIVE:
  2000. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  2001. break;
  2002. case MT_RUSH_QUAKE:
  2003. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  2004. break;
  2005. case HN_SHIELD_CHAIN_RUSH:
  2006. case HN_JACK_FROST_NOVA:
  2007. case HN_GROUND_GRAVITATION:
  2008. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  2009. break;
  2010. case SH_HOWLING_OF_CHUL_HO:
  2011. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2012. break;
  2013. case SS_KAGEGARI:
  2014. case SS_FUUMASHOUAKU:
  2015. case SS_KUNAIWAIKYOKU:
  2016. case SS_ANTENPOU:
  2017. sc_start(src, bl, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2018. break;
  2019. case SS_KAGEAKUMU:
  2020. case SS_HITOUAKUMU:
  2021. case SS_ANKOKURYUUAKUMU:
  2022. status_change_end(bl, SC_NIGHTMARE);
  2023. break;
  2024. } //end switch skill_id
  2025. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  2026. { //Pass heritage to Master for status causing effects. [Skotlex]
  2027. sd = map_id2sd(md->master_id);
  2028. src = sd?&sd->bl:src;
  2029. }
  2030. if( attack_type&BF_WEAPON )
  2031. { // Breaking Equipment
  2032. if( sd && battle_config.equip_self_break_rate )
  2033. { // Self weapon breaking
  2034. int32 rate = battle_config.equip_natural_break_rate;
  2035. #ifndef RENEWAL
  2036. if( sc )
  2037. {
  2038. if(sc->getSCE(SC_OVERTHRUST))
  2039. rate += 10;
  2040. if(sc->getSCE(SC_MAXOVERTHRUST))
  2041. rate += 10;
  2042. }
  2043. #endif
  2044. if( rate )
  2045. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2046. }
  2047. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2048. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2049. // Target weapon breaking
  2050. int32 rate = 0;
  2051. if( sd )
  2052. rate += sd->bonus.break_weapon_rate;
  2053. if (sc) {
  2054. if (sc->getSCE(SC_MELTDOWN))
  2055. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2056. if (sc->getSCE(SC_WEAPONBREAKER))
  2057. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2058. }
  2059. if( rate )
  2060. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2061. // Target armor breaking
  2062. rate = 0;
  2063. if( sd )
  2064. rate += sd->bonus.break_armor_rate;
  2065. if( sc && sc->getSCE(SC_MELTDOWN) )
  2066. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2067. if( rate )
  2068. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2069. }
  2070. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2071. if (sd->def_set_race[tstatus->race].rate)
  2072. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2073. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2074. if (sd->mdef_set_race[tstatus->race].rate)
  2075. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2076. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2077. if (sd->norecover_state_race[tstatus->race].rate)
  2078. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2079. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2080. }
  2081. }
  2082. if( sd && sd->ed && sc && !status_isdead(*bl) && !skill_id ) {
  2083. struct unit_data *ud = unit_bl2ud(src);
  2084. int32 skill;
  2085. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2086. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2087. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2088. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2089. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2090. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2091. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2092. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2093. else
  2094. skill = 0;
  2095. if ( rnd()%100 < 25 && skill ){
  2096. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2097. if (ud) {
  2098. int32 delay = skill_delayfix(src, skill, skill_lv);
  2099. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2100. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2101. if ( battle_config.display_status_timers )
  2102. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2103. }
  2104. }
  2105. }
  2106. }
  2107. // Autospell when attacking
  2108. if( sd && !status_isdead(*bl) && !sd->autospell.empty() )
  2109. {
  2110. for (const auto &it : sd->autospell) {
  2111. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2112. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2113. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2114. continue; // one or more trigger conditions were not fulfilled
  2115. int32 skill = it.id;
  2116. sd->state.autocast = 1;
  2117. if ( skill_isNotOk(skill, *sd) ) {
  2118. sd->state.autocast = 0;
  2119. continue;
  2120. }
  2121. sd->state.autocast = 0;
  2122. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2123. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2124. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2125. int32 rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2126. if (rnd()%1000 >= rate)
  2127. continue;
  2128. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2129. e_cast_type type = skill_get_casttype(skill);
  2130. if (type == CAST_GROUND) {
  2131. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2132. continue;
  2133. }
  2134. if (battle_config.autospell_check_range &&
  2135. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2136. continue;
  2137. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2138. type = CAST_GROUND;
  2139. #ifndef RENEWAL
  2140. else if( skill == AS_SONICBLOW ){
  2141. // Special case, Sonic Blow autospell should stop the player attacking.
  2142. unit_stop_attack( &sd->bl );
  2143. }
  2144. #endif
  2145. sd->state.autocast = 1;
  2146. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2147. #ifndef RENEWAL
  2148. skill_toggle_magicpower(src, skill);
  2149. #endif
  2150. switch (type) {
  2151. case CAST_GROUND:
  2152. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2153. break;
  2154. case CAST_NODAMAGE:
  2155. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2156. break;
  2157. case CAST_DAMAGE:
  2158. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2159. break;
  2160. }
  2161. sd->state.autocast = 0;
  2162. //Set canact delay. [Skotlex]
  2163. unit_data *ud = unit_bl2ud(src);
  2164. if (ud) {
  2165. int32 delay = skill_delayfix(src, skill, autospl_skill_lv);
  2166. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2167. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2168. if ( battle_config.display_status_timers && sd )
  2169. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2170. }
  2171. }
  2172. }
  2173. }
  2174. // Check for player and pet autobonuses when attacking
  2175. if (sd != nullptr) {
  2176. // Player
  2177. if (!sd->autobonus.empty()) {
  2178. for (auto &it : sd->autobonus) {
  2179. if (it == nullptr)
  2180. continue;
  2181. if (rnd_value(0, 1000) >= it->rate)
  2182. continue;
  2183. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2184. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2185. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2186. continue; // one or more trigger conditions were not fulfilled
  2187. pc_exeautobonus(*sd, &sd->autobonus, it);
  2188. }
  2189. }
  2190. // Pet
  2191. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2192. for (auto &it : sd->pd->autobonus) {
  2193. if (it == nullptr)
  2194. continue;
  2195. if (rnd_value(0, 1000) >= it->rate)
  2196. continue;
  2197. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2198. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2199. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2200. continue; // one or more trigger conditions were not fulfilled
  2201. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2202. }
  2203. }
  2204. }
  2205. //Polymorph
  2206. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2207. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2208. (rnd()%10000 < sd->bonus.classchange))
  2209. {
  2210. int32 class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2211. if (class_ != 0 && mobdb_checkid(class_))
  2212. mob_class_change(dstmd,class_);
  2213. }
  2214. return 0;
  2215. }
  2216. int32 skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2217. if( sd == nullptr || !skill_id )
  2218. return 0;
  2219. for (auto &it : sd->autospell3) {
  2220. if (it.trigger_skill != skill_id)
  2221. continue;
  2222. if (it.lock)
  2223. continue; // autospell already being executed
  2224. uint16 skill = it.id;
  2225. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2226. if( skill_isNotOk(skill, *sd) ) {
  2227. sd->state.autocast = 0;
  2228. continue;
  2229. }
  2230. sd->state.autocast = 0;
  2231. // DANGER DANGER: here force target actually means use yourself as target!
  2232. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2233. if( tbl == nullptr ){
  2234. continue; // No target
  2235. }
  2236. if( rnd()%1000 >= it.rate )
  2237. continue;
  2238. uint16 skill_lv = it.lv ? it.lv : 1;
  2239. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2240. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2241. e_cast_type type = skill_get_casttype(skill);
  2242. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2243. continue;
  2244. if (battle_config.autospell_check_range &&
  2245. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2246. continue;
  2247. sd->state.autocast = 1;
  2248. it.lock = true;
  2249. skill_consume_requirement(sd,skill,skill_lv,1);
  2250. switch( type ) {
  2251. case CAST_GROUND:
  2252. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2253. break;
  2254. case CAST_NODAMAGE:
  2255. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2256. break;
  2257. case CAST_DAMAGE:
  2258. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2259. break;
  2260. }
  2261. it.lock = false;
  2262. sd->state.autocast = 0;
  2263. }
  2264. // Check for player and pet autobonuses when being attacked by skill_id
  2265. if (sd != nullptr) {
  2266. // Player
  2267. if (!sd->autobonus3.empty()) {
  2268. for (auto &it : sd->autobonus3) {
  2269. if (it == nullptr)
  2270. continue;
  2271. if (rnd_value(0, 1000) >= it->rate)
  2272. continue;
  2273. if (it->atk_type != skill_id)
  2274. continue;
  2275. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2276. }
  2277. }
  2278. // Pet
  2279. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2280. for (auto &it : sd->pd->autobonus3) {
  2281. if (it == nullptr)
  2282. continue;
  2283. if (rnd_value(0, 1000) >= it->rate)
  2284. continue;
  2285. if (it->atk_type != skill_id)
  2286. continue;
  2287. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2288. }
  2289. }
  2290. }
  2291. return 1;
  2292. }
  2293. /* Splitted off from skill_additional_effect, which is never called when the
  2294. * attack skill kills the enemy. Place in this function counter status effects
  2295. * when using skills that will take effect on the source, not the target. [Skotlex]
  2296. */
  2297. int32 skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int32 attack_type, t_tick tick)
  2298. {
  2299. int32 rate;
  2300. map_session_data *sd=nullptr;
  2301. map_session_data *dstsd=nullptr;
  2302. nullpo_ret(src);
  2303. nullpo_ret(bl);
  2304. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2305. sd = BL_CAST(BL_PC, src);
  2306. dstsd = BL_CAST(BL_PC, bl);
  2307. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2308. for (const auto &it : dstsd->addeff_atked) {
  2309. rate = it.rate;
  2310. if (attack_type&BF_LONG)
  2311. rate += it.arrow_rate;
  2312. if (rate == 0)
  2313. continue;
  2314. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2315. // Trigger has attack type consideration.
  2316. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2317. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2318. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2319. ;
  2320. else
  2321. continue;
  2322. }
  2323. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2324. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2325. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2326. continue; //Range Failed.
  2327. }
  2328. if (it.flag&ATF_TARGET && src != bl)
  2329. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2330. if (it.flag&ATF_SELF && !status_isdead(*bl))
  2331. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2332. }
  2333. }
  2334. switch(skill_id) {
  2335. case GS_FULLBUSTER:
  2336. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2337. break;
  2338. case HFLI_SBR44: //[orn]
  2339. if(src->type == BL_HOM){
  2340. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  2341. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2342. clif_send_homdata( hd, SP_INTIMATE );
  2343. }
  2344. break;
  2345. case CR_GRANDCROSS:
  2346. if (src == bl) {
  2347. // Grand Cross on self specifically only triggers "When hit by physical attack" autospells and ignores everything else
  2348. attack_type |= BF_WEAPON;
  2349. attack_type &= ~BF_MAGIC;
  2350. }
  2351. break;
  2352. case LG_HESPERUSLIT:
  2353. {
  2354. status_change *sc = status_get_sc(src);
  2355. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2356. for(int32 i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2357. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2358. }
  2359. }
  2360. break;
  2361. case SP_SPA:
  2362. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2363. break;
  2364. case SP_SHA:
  2365. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2366. break;
  2367. case SP_SWHOO:
  2368. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2369. break;
  2370. }
  2371. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2372. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) { //SG_MIRACLE [Komurka]
  2373. // 0.005% chance per sg_miracle_skill_ratio
  2374. // Chance is further reduced if agi is above 46
  2375. if (rnd_chance(battle_config.sg_miracle_skill_ratio, 20000) && rnd_chance(46, (int32)sd->battle_status.agi))
  2376. sc_start(src, src, SC_MIRACLE, 100, 1, battle_config.sg_miracle_skill_duration);
  2377. }
  2378. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(*bl) &&
  2379. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2380. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2381. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2382. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2383. clif_skill_nodamage(src,*bl,HW_SOULDRAIN,rate);
  2384. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2385. }
  2386. if( sd && status_isdead(*bl) ) {
  2387. int32 sp = 0, hp = 0;
  2388. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2389. sp += sd->bonus.sp_gain_value;
  2390. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2391. hp += sd->bonus.hp_gain_value;
  2392. }
  2393. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2394. sp += sd->bonus.long_sp_gain_value;
  2395. hp += sd->bonus.long_hp_gain_value;
  2396. }
  2397. if( attack_type&BF_MAGIC ) {
  2398. sp += sd->bonus.magic_sp_gain_value;
  2399. hp += sd->bonus.magic_hp_gain_value;
  2400. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2401. status_change *sc = nullptr;
  2402. if( ( sc = status_get_sc(src) ) ) {
  2403. if(sc->getSCE(SC_SPIRIT) &&
  2404. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2405. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2406. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2407. }
  2408. }
  2409. }
  2410. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2411. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2412. }
  2413. }
  2414. if (dstsd && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2415. status_change *sc = status_get_sc(bl);
  2416. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2417. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2418. }
  2419. // Trigger counter-spells to retaliate against damage causing skills.
  2420. if(dstsd && !status_isdead(*bl) && !dstsd->autospell2.empty() &&
  2421. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2422. {
  2423. for (const auto &it : dstsd->autospell2) {
  2424. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2425. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2426. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2427. continue; // one or more trigger conditions were not fulfilled
  2428. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2429. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2430. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2431. int32 autospl_rate = it.rate;
  2432. //Physical range attacks only trigger autospells half of the time
  2433. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2434. autospl_rate /= 2;
  2435. dstsd->state.autocast = 1;
  2436. if ( skill_isNotOk(autospl_skill_id, *dstsd) ) {
  2437. dstsd->state.autocast = 0;
  2438. continue;
  2439. }
  2440. dstsd->state.autocast = 0;
  2441. if (rnd()%1000 >= autospl_rate)
  2442. continue;
  2443. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2444. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2445. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2446. continue;
  2447. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2448. continue;
  2449. dstsd->state.autocast = 1;
  2450. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2451. switch (type) {
  2452. case CAST_GROUND:
  2453. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2454. break;
  2455. case CAST_NODAMAGE:
  2456. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2457. break;
  2458. case CAST_DAMAGE:
  2459. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2460. break;
  2461. }
  2462. dstsd->state.autocast = 0;
  2463. //Set canact delay. [Skotlex]
  2464. unit_data *ud = unit_bl2ud(bl);
  2465. if (ud) {
  2466. int32 delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2467. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2468. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2469. if ( battle_config.display_status_timers && dstsd )
  2470. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2471. }
  2472. }
  2473. }
  2474. }
  2475. // Check for player and pet autobonuses when attacked
  2476. if (dstsd != nullptr && !status_isdead(*bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2477. // Player
  2478. if (!dstsd->autobonus2.empty()) {
  2479. for (auto &it : dstsd->autobonus2) {
  2480. if (it == nullptr)
  2481. continue;
  2482. if (rnd_value(0, 1000) >= it->rate)
  2483. continue;
  2484. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2485. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2486. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2487. continue; // one or more trigger conditions were not fulfilled
  2488. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2489. }
  2490. }
  2491. // Pet
  2492. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2493. for (auto &it : dstsd->pd->autobonus2) {
  2494. if (it == nullptr)
  2495. continue;
  2496. if (rnd_value(0, 1000) >= it->rate)
  2497. continue;
  2498. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2499. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2500. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2501. continue; // one or more trigger conditions were not fulfilled
  2502. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2503. }
  2504. }
  2505. }
  2506. return 0;
  2507. }
  2508. /*=========================================================================
  2509. Breaks equipment. On-non players causes the corresponding strip effect.
  2510. - rate goes from 0 to 10000 (100.00%)
  2511. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2512. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2513. --------------------------------------------------------------------------*/
  2514. int32 skill_break_equip(struct block_list *src, struct block_list *bl, uint16 where, int32 rate, int32 flag)
  2515. {
  2516. status_change *src_sc = status_get_sc(src);
  2517. // Grant player skills/items the ability to "break" non-player equipment.
  2518. // WS_MELTDOWN is exempt from this check.
  2519. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2520. return 0;
  2521. const int32 where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2522. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2523. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2524. status_change *sc = status_get_sc(bl);
  2525. int32 i;
  2526. TBL_PC *sd;
  2527. sd = BL_CAST(BL_PC, bl);
  2528. if (sc != nullptr && sc->empty())
  2529. sc = nullptr;
  2530. if (sd) {
  2531. if (sd->bonus.unbreakable_equip)
  2532. where &= ~sd->bonus.unbreakable_equip;
  2533. if (sd->bonus.unbreakable)
  2534. rate -= rate*sd->bonus.unbreakable/100;
  2535. if (where&EQP_WEAPON) {
  2536. switch (sd->status.weapon) {
  2537. case W_FIST: //Bare fists should not break :P
  2538. case W_1HAXE:
  2539. case W_2HAXE:
  2540. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2541. case W_2HMACE:
  2542. case W_STAFF:
  2543. case W_2HSTAFF:
  2544. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2545. case W_HUUMA:
  2546. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2547. case W_DOUBLE_DA:
  2548. case W_DOUBLE_SA:
  2549. where &= ~EQP_WEAPON;
  2550. }
  2551. }
  2552. }
  2553. if (flag&BCT_ENEMY) {
  2554. if (battle_config.equip_skill_break_rate != 100)
  2555. rate = rate*battle_config.equip_skill_break_rate/100;
  2556. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2557. if (battle_config.equip_self_break_rate != 100)
  2558. rate = rate*battle_config.equip_self_break_rate/100;
  2559. }
  2560. for (i = 0; i < 6; i++) {
  2561. if (where&where_list[i]) {
  2562. if (sc != nullptr && sc->getSCE(scdef[i]))
  2563. where&=~where_list[i];
  2564. else if (rnd()%10000 >= rate)
  2565. where&=~where_list[i];
  2566. else if (!sd) //Cause Strip effect.
  2567. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2568. }
  2569. }
  2570. if (!where) //Nothing to break.
  2571. return 0;
  2572. if (sd) {
  2573. for (i = 0; i < EQI_MAX; i++) {
  2574. int16 j = sd->equip_index[i];
  2575. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2576. continue;
  2577. switch(i) {
  2578. case EQI_HEAD_TOP: //Upper Head
  2579. flag = (where&EQP_HELM);
  2580. break;
  2581. case EQI_ARMOR: //Body
  2582. flag = (where&EQP_ARMOR);
  2583. break;
  2584. case EQI_HAND_R: //Left/Right hands
  2585. case EQI_HAND_L:
  2586. flag = (
  2587. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2588. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2589. break;
  2590. case EQI_SHOES:
  2591. flag = (where&EQP_SHOES);
  2592. break;
  2593. case EQI_GARMENT:
  2594. flag = (where&EQP_GARMENT);
  2595. break;
  2596. case EQI_ACC_L:
  2597. flag = (where&EQP_ACC_L);
  2598. break;
  2599. case EQI_ACC_R:
  2600. flag = (where&EQP_ACC_R);
  2601. break;
  2602. case EQI_SHADOW_ARMOR:
  2603. flag = (where&EQP_SHADOW_ARMOR);
  2604. break;
  2605. case EQI_SHADOW_WEAPON:
  2606. flag = (where&EQP_SHADOW_WEAPON);
  2607. break;
  2608. case EQI_SHADOW_SHIELD:
  2609. flag = (where&EQP_SHADOW_SHIELD);
  2610. break;
  2611. case EQI_SHADOW_SHOES:
  2612. flag = (where&EQP_SHADOW_SHOES);
  2613. break;
  2614. case EQI_SHADOW_ACC_R:
  2615. flag = (where&EQP_SHADOW_ACC_R);
  2616. break;
  2617. case EQI_SHADOW_ACC_L:
  2618. flag = (where&EQP_SHADOW_ACC_L);
  2619. break;
  2620. default:
  2621. continue;
  2622. }
  2623. if (flag) {
  2624. sd->inventory.u.items_inventory[j].attribute = 1;
  2625. pc_unequipitem(sd, j, 3);
  2626. }
  2627. }
  2628. clif_equiplist(sd);
  2629. }
  2630. return where; //Return list of pieces broken.
  2631. }
  2632. /**
  2633. * Strip equipment from a target
  2634. * @param src: Source of call
  2635. * @param target: Target to strip
  2636. * @param skill_id: Skill used
  2637. * @param skill_lv: Skill level used
  2638. * @return True on successful strip or false otherwise
  2639. */
  2640. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2641. {
  2642. nullpo_retr(false, src);
  2643. nullpo_retr(false, target);
  2644. status_change *tsc = status_get_sc(target);
  2645. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2646. return false;
  2647. const int32 pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2648. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2649. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2650. status_data* sstatus = status_get_status_data(*src);
  2651. status_data* tstatus = status_get_status_data(*target);
  2652. int32 rate, time, location, mod = 100;
  2653. switch (skill_id) { // Rate
  2654. case RG_STRIPWEAPON:
  2655. case RG_STRIPARMOR:
  2656. case RG_STRIPSHIELD:
  2657. case RG_STRIPHELM:
  2658. case GC_WEAPONCRUSH:
  2659. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2660. mod = 1000;
  2661. break;
  2662. case ST_FULLSTRIP: {
  2663. int32 min_rate = 50 + 20 * skill_lv;
  2664. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2665. rate = max(min_rate, rate);
  2666. mod = 1000;
  2667. break;
  2668. }
  2669. case GS_DISARM:
  2670. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2671. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2672. break;
  2673. case WL_EARTHSTRAIN: {
  2674. int32 job_lv = 0;
  2675. if (src->type == BL_PC)
  2676. job_lv = ((TBL_PC*)src)->status.job_level;
  2677. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2678. break;
  2679. }
  2680. case SC_STRIPACCESSARY:
  2681. rate = 12 + 2 * skill_lv;
  2682. break;
  2683. case ABC_STRIP_SHADOW:
  2684. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2685. mod = 1000;
  2686. break;
  2687. default:
  2688. return false;
  2689. }
  2690. if (rnd()%mod >= rate)
  2691. return false;
  2692. switch (skill_id) { // Duration
  2693. case SC_STRIPACCESSARY:
  2694. case GS_DISARM:
  2695. time = skill_get_time(skill_id, skill_lv);
  2696. break;
  2697. case WL_EARTHSTRAIN:
  2698. case RG_STRIPWEAPON:
  2699. case RG_STRIPARMOR:
  2700. case RG_STRIPSHIELD:
  2701. case RG_STRIPHELM:
  2702. case GC_WEAPONCRUSH:
  2703. case ST_FULLSTRIP:
  2704. case ABC_STRIP_SHADOW:
  2705. if (skill_id == WL_EARTHSTRAIN)
  2706. time = skill_get_time2(skill_id, skill_lv);
  2707. else
  2708. time = skill_get_time(skill_id, skill_lv);
  2709. if (target->type == BL_PC)
  2710. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2711. else {
  2712. time += 15000;
  2713. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2714. }
  2715. break;
  2716. }
  2717. switch (skill_id) { // Location
  2718. case GC_WEAPONCRUSH:
  2719. case RG_STRIPWEAPON:
  2720. case GS_DISARM:
  2721. location = EQP_WEAPON;
  2722. break;
  2723. case RG_STRIPARMOR:
  2724. location = EQP_ARMOR;
  2725. break;
  2726. case RG_STRIPSHIELD:
  2727. location = EQP_SHIELD;
  2728. break;
  2729. case RG_STRIPHELM:
  2730. location = EQP_HELM;
  2731. break;
  2732. case ST_FULLSTRIP:
  2733. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2734. break;
  2735. case SC_STRIPACCESSARY:
  2736. location = EQP_ACC;
  2737. break;
  2738. case ABC_STRIP_SHADOW:
  2739. location = EQP_SHADOW_GEAR;
  2740. break;
  2741. }
  2742. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2743. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2744. location &=~ pos[i];
  2745. }
  2746. if (!location)
  2747. return false;
  2748. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2749. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2750. location &=~ pos[i];
  2751. }
  2752. return location ? true : false;
  2753. }
  2754. /**
  2755. * Used to knock back players, monsters, traps, etc
  2756. * @param src Object that give knock back
  2757. * @param target Object that receive knock back
  2758. * @param count Number of knock back cell requested
  2759. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2760. * @param flag
  2761. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2762. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2763. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2764. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2765. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2766. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2767. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2768. * @return Number of knocked back cells done
  2769. */
  2770. int16 skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2771. {
  2772. int32 dx = 0, dy = 0;
  2773. uint8 checkflag = 0;
  2774. status_change *tsc = status_get_sc(target);
  2775. enum e_unit_blown reason = UB_KNOCKABLE;
  2776. nullpo_ret(src);
  2777. nullpo_ret(target);
  2778. if (!count)
  2779. return count; // Actual knockback distance is 0.
  2780. // Create flag needed in unit_blown_immune
  2781. if(src != target)
  2782. checkflag |= 0x1; // Offensive
  2783. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2784. checkflag |= 0x2; // Knockback type
  2785. if(status_get_class_(src) == CLASS_BOSS)
  2786. checkflag |= 0x4; // Boss attack
  2787. // Get reason and check for flags
  2788. reason = unit_blown_immune(target, checkflag);
  2789. switch(reason) {
  2790. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2791. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2792. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2793. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2794. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2795. }
  2796. if (dir == -1) // <optimized>: do the computation here instead of outside
  2797. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2798. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2799. dx = -dirx[dir];
  2800. dy = -diry[dir];
  2801. }
  2802. if (tsc) {
  2803. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2804. status_change_end(target, SC_SU_STOOP);
  2805. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2806. status_change_end(target, SC_ROLLINGCUTTER);
  2807. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2808. status_change_end(target, SC_CRESCIVEBOLT);
  2809. if( tsc->getSCE( SC_KI_SUL_RAMPAGE ) != nullptr )
  2810. status_change_end(target, SC_KI_SUL_RAMPAGE);
  2811. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2812. return 0;
  2813. }
  2814. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2815. }
  2816. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2817. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2818. // In case of success returns type of reflection, otherwise 0
  2819. // 1 - Regular reflection (Maya)
  2820. // 2 - SL_KAITE reflection
  2821. // 3 - NPC_MAGICMIRROR reflection
  2822. static int32 skill_magic_reflect(struct block_list* src, struct block_list* bl, int32 type)
  2823. {
  2824. status_change *sc = status_get_sc(bl);
  2825. map_session_data* sd = BL_CAST(BL_PC, bl);
  2826. // Deadly Projection null's all magic reflection.
  2827. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2828. return 0;
  2829. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2830. // Item-based reflection - Bypasses Boss check
  2831. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2832. return 1;
  2833. // Magic Mirror reflection - Bypasses Boss check
  2834. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2835. return 3;
  2836. }
  2837. if( status_get_class_(src) == CLASS_BOSS )
  2838. return 0;
  2839. // status-based reflection
  2840. if( sc == nullptr || sc->empty() )
  2841. return 0;
  2842. // Kaite reflection - Does not bypass Boss check
  2843. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2844. #ifdef RENEWAL
  2845. && type // Does not reflect AoE
  2846. #endif
  2847. ) {
  2848. // Kaite only works against non-players if they are low-level.
  2849. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2850. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2851. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2852. status_change_end(bl, SC_KAITE);
  2853. return 2;
  2854. }
  2855. return 0;
  2856. }
  2857. /**
  2858. * Checks whether a skill can be used in combos or not
  2859. * @param skill_id: Target skill
  2860. * @return 0: Skill is not a combo
  2861. * 1: Skill is a normal combo
  2862. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2863. * @author Panikon
  2864. */
  2865. int32 skill_is_combo(uint16 skill_id) {
  2866. switch(skill_id) {
  2867. case MO_CHAINCOMBO:
  2868. case MO_COMBOFINISH:
  2869. case CH_TIGERFIST:
  2870. case CH_CHAINCRUSH:
  2871. case MO_EXTREMITYFIST:
  2872. case TK_TURNKICK:
  2873. case TK_STORMKICK:
  2874. case TK_DOWNKICK:
  2875. case TK_COUNTER:
  2876. case TK_JUMPKICK:
  2877. case HT_POWER:
  2878. case SR_DRAGONCOMBO:
  2879. return 1;
  2880. case SR_FALLENEMPIRE:
  2881. case SR_TIGERCANNON:
  2882. case SR_GATEOFHELL:
  2883. return 2;
  2884. }
  2885. return 0;
  2886. }
  2887. /*
  2888. * Combo handler, start stop combo status
  2889. */
  2890. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int32 inf){
  2891. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2892. switch (skill_id) {
  2893. case MH_MIDNIGHT_FRENZY:
  2894. case MH_EQC:
  2895. {
  2896. int32 skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2897. int16 idx = hom_skill_get_index(skill_id2);
  2898. int32 flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2899. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2900. if (idx == -1)
  2901. break;
  2902. hd->homunculus.hskill[idx].flag= flag;
  2903. clif_homskillinfoblock( *hd ); //refresh info //@FIXME we only want to refresh one skill
  2904. }
  2905. break;
  2906. case MO_COMBOFINISH:
  2907. case CH_TIGERFIST:
  2908. case CH_CHAINCRUSH:
  2909. if( sd != nullptr ){
  2910. clif_skillinfo( *sd, MO_EXTREMITYFIST );
  2911. }
  2912. break;
  2913. case TK_JUMPKICK:
  2914. if( sd != nullptr ){
  2915. clif_skillinfo( *sd, TK_JUMPKICK );
  2916. }
  2917. break;
  2918. case MO_TRIPLEATTACK:
  2919. if( sd != nullptr && pc_checkskill( sd, SR_DRAGONCOMBO) > 0 ){
  2920. clif_skillinfo( *sd, SR_DRAGONCOMBO );
  2921. }
  2922. break;
  2923. case SR_FALLENEMPIRE:
  2924. if (sd != nullptr){
  2925. clif_skillinfo( *sd, SR_GATEOFHELL );
  2926. clif_skillinfo( *sd, SR_TIGERCANNON );
  2927. }
  2928. break;
  2929. }
  2930. }
  2931. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2932. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2933. int32 nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2934. int32 target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2935. struct status_change_entry *sce;
  2936. TBL_PC *sd = BL_CAST(BL_PC,src);
  2937. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2938. status_change *sc = status_get_sc(src);
  2939. if(sc == nullptr) return;
  2940. //End previous combo state after skill is invoked
  2941. if ((sce = sc->getSCE(SC_COMBO)) != nullptr) {
  2942. switch (skill_id) {
  2943. case TK_TURNKICK:
  2944. case TK_STORMKICK:
  2945. case TK_DOWNKICK:
  2946. case TK_COUNTER:
  2947. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2948. sce->val1 = skill_id; //Update combo-skill
  2949. sce->val3 = skill_id;
  2950. if( sce->timer != INVALID_TIMER )
  2951. delete_timer(sce->timer, status_change_timer);
  2952. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2953. break;
  2954. }
  2955. unit_cancel_combo(src); // Cancel combo wait
  2956. break;
  2957. default:
  2958. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2959. status_change_end(src, SC_COMBO);
  2960. }
  2961. }
  2962. //start new combo
  2963. if (sd) { //player only
  2964. switch (skill_id) {
  2965. case MO_TRIPLEATTACK:
  2966. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2967. duration = 1;
  2968. target_id = 0; // Will target current auto-target instead
  2969. }
  2970. break;
  2971. case MO_CHAINCOMBO:
  2972. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2973. duration = 1;
  2974. target_id = 0; // Will target current auto-target instead
  2975. }
  2976. break;
  2977. case MO_COMBOFINISH:
  2978. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2979. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2980. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2981. duration = 1;
  2982. target_id = 0; // Will target current auto-target instead
  2983. }
  2984. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2985. case CH_TIGERFIST:
  2986. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2987. duration = 1;
  2988. target_id = 0; // Will target current auto-target instead
  2989. }
  2990. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2991. case CH_CHAINCRUSH:
  2992. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2993. duration = 1;
  2994. target_id = 0; // Will target current auto-target instead
  2995. }
  2996. break;
  2997. case AC_DOUBLE:
  2998. if (pc_checkskill(sd, HT_POWER)) {
  2999. duration = 2000;
  3000. nodelay = 1; //Neither gives walk nor attack delay
  3001. target_id = 0; //Does not need to be used on previous target
  3002. }
  3003. break;
  3004. case SR_DRAGONCOMBO:
  3005. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  3006. duration = 1;
  3007. break;
  3008. case SR_FALLENEMPIRE:
  3009. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  3010. duration = 1;
  3011. break;
  3012. case SJ_PROMINENCEKICK:
  3013. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  3014. duration = 1;
  3015. break;
  3016. }
  3017. }
  3018. else { //other
  3019. switch(skill_id) {
  3020. case MH_TINDER_BREAKER:
  3021. case MH_CBC:
  3022. case MH_SONIC_CRAW:
  3023. case MH_SILVERVEIN_RUSH:
  3024. if(hd->homunculus.spiritball > 0) duration = 2000;
  3025. nodelay = 1;
  3026. break;
  3027. case MH_EQC:
  3028. case MH_MIDNIGHT_FRENZY:
  3029. if(hd->homunculus.spiritball >= 2) duration = 2000;
  3030. nodelay = 1;
  3031. break;
  3032. }
  3033. }
  3034. if (duration) { //Possible to chain
  3035. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3036. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3037. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3038. clif_combo_delay( *src, duration );
  3039. }
  3040. }
  3041. /**
  3042. * Copy skill by Plagiarism or Reproduce
  3043. * @param src: The caster
  3044. * @param bl: The target
  3045. * @param skill_id: Skill that casted
  3046. * @param skill_lv: Skill level of the casted skill
  3047. */
  3048. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3049. {
  3050. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3051. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3052. return;
  3053. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3054. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3055. return;
  3056. else {
  3057. uint16 idx;
  3058. uint8 lv;
  3059. skill_id = skill_dummy2skill_id(skill_id);
  3060. //Use skill index, avoiding out-of-bound array [Cydh]
  3061. if (!(idx = skill_get_index(skill_id)))
  3062. return;
  3063. switch (skill_isCopyable(tsd,skill_id)) {
  3064. case 1: //Copied by Plagiarism
  3065. {
  3066. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3067. clif_deleteskill(*tsd,tsd->status.skill[tsd->cloneskill_idx].id, true);
  3068. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3069. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3070. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3071. }
  3072. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3073. tsd->cloneskill_idx = idx;
  3074. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3075. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3076. }
  3077. break;
  3078. case 2: //Copied by Reproduce
  3079. {
  3080. status_change *tsc = status_get_sc(bl);
  3081. //Already did SC check
  3082. //Skill level copied depends on Reproduce skill that used
  3083. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3084. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3085. clif_deleteskill(*tsd,tsd->status.skill[tsd->reproduceskill_idx].id, true);
  3086. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3087. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3088. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3089. }
  3090. //Level dependent and limitation.
  3091. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3092. lv = min(lv,skill_get_max(skill_id));
  3093. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3094. lv = min(lv,skill_lv);
  3095. tsd->reproduceskill_idx = idx;
  3096. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3097. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3098. }
  3099. break;
  3100. default: return;
  3101. }
  3102. tsd->status.skill[idx].id = skill_id;
  3103. tsd->status.skill[idx].lv = lv;
  3104. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3105. clif_addskill(*tsd,skill_id);
  3106. }
  3107. }
  3108. /**
  3109. * Knockback the target on skill_attack
  3110. * @param src is the master behind the attack
  3111. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3112. * @param target is the target to be attacked.
  3113. * @param blewcount
  3114. * @param skill_id
  3115. * @param skill_lv
  3116. * @param damage
  3117. * @param tick
  3118. * @param flag can hold a bunch of information:
  3119. */
  3120. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int32 flag) {
  3121. int8 dir = -1; // Default direction
  3122. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3123. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3124. if (!blewcount || target == dsrc || status_isdead(*target))
  3125. return;
  3126. // Skill specific direction
  3127. switch (skill_id) {
  3128. case MG_FIREWALL:
  3129. case EL_FIRE_MANTLE:
  3130. dir = unit_getdir(target); // Backwards
  3131. break;
  3132. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3133. case NPC_STORMGUST2:
  3134. case WZ_STORMGUST:
  3135. if(!battle_config.stormgust_knockback)
  3136. dir = rnd()%8;
  3137. break;
  3138. case MC_CARTREVOLUTION:
  3139. if (battle_config.cart_revo_knockback)
  3140. dir = 6; // Official servers push target to the West
  3141. break;
  3142. case AC_SHOWER:
  3143. case WL_CRIMSONROCK:
  3144. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3145. dir = map_calc_dir(target, src->x, src->y);
  3146. else
  3147. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3148. break;
  3149. case HT_PHANTASMIC: // issue #1378
  3150. if (status_get_hp(target) - damage <= 0) return;
  3151. break;
  3152. }
  3153. // Blown-specific handling
  3154. switch( skill_id ) {
  3155. case SR_KNUCKLEARROW:
  3156. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3157. // Boss & Immune Knockback stay in place and don't get bonus damage
  3158. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3159. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3160. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3161. dir_ka = -1;
  3162. break;
  3163. case RL_R_TRIP:
  3164. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3165. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3166. break;
  3167. default:
  3168. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3169. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3170. TBL_SKILL *su = (TBL_SKILL*)target;
  3171. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3172. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3173. }
  3174. break;
  3175. }
  3176. clif_fixpos( *target );
  3177. }
  3178. /*
  3179. * =========================================================================
  3180. * Does a skill attack with the given properties.
  3181. * @param src is the master behind the attack (player/mob/pet)
  3182. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3183. * @param bl is the target to be attacked.
  3184. * @param flag can hold a bunch of information:
  3185. * flag&1
  3186. * flag&2 - Disable re-triggered by double casting
  3187. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3188. * flag&8 - SC_COMBO state used to deal bonus damage
  3189. *
  3190. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3191. * (usually holds number of targets, or just 1 for simple splash attacks)
  3192. *
  3193. * flag&0xF000 - Values from enum e_skill_display
  3194. * flag&0x3F0000 - Values from enum e_battle_check_target
  3195. *
  3196. * flag&0x1000000 - Return 0 if damage was reflected
  3197. *-------------------------------------------------------------------------*/
  3198. int64 skill_attack (int32 attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  3199. {
  3200. struct Damage dmg;
  3201. status_change *sc, *tsc;
  3202. map_session_data *sd, *tsd;
  3203. int64 damage;
  3204. bool rmdamage = false;//magic reflected
  3205. int32 type;
  3206. enum e_damage_type dmg_type;
  3207. bool shadow_flag = false;
  3208. bool additional_effects = true;
  3209. if(skill_id > 0 && !skill_lv)
  3210. return 0;
  3211. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3212. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3213. nullpo_ret(bl); //Target to be attacked.
  3214. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3215. return 0;
  3216. if (src != dsrc) {
  3217. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3218. if (!status_check_skilluse(battle_config.skill_caster_check?src:nullptr, bl, skill_id, 2))
  3219. return 0;
  3220. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3221. //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]
  3222. if (!status_check_skilluse(src, bl, skill_id, 2))
  3223. return 0;
  3224. }
  3225. sd = BL_CAST(BL_PC, src);
  3226. tsd = BL_CAST(BL_PC, bl);
  3227. status_data* sstatus = status_get_status_data(*src);
  3228. status_data* tstatus = status_get_status_data(*bl);
  3229. sc= status_get_sc(src);
  3230. tsc= status_get_sc(bl);
  3231. if (tsc != nullptr && tsc->empty())
  3232. tsc = nullptr; //Don't need it.
  3233. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3234. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3235. return 0;
  3236. #ifndef RENEWAL
  3237. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3238. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3239. return 0;
  3240. #endif
  3241. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3242. //If the damage source is a unit, the damage is not delayed
  3243. if (src != dsrc)
  3244. dmg.amotion = 0;
  3245. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3246. // Adjusted to the new system [Skotlex]
  3247. if( src->type == BL_PET ) { // [Valaris]
  3248. struct pet_data *pd = (TBL_PET*)src;
  3249. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3250. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3251. int32 element = skill_get_ele(skill_id, skill_lv);
  3252. /*if (skill_id == -1) Does it ever worked?
  3253. element = sstatus->rhw.ele;*/
  3254. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3255. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3256. else
  3257. dmg.damage = pd->a_skill->damage; // Fixed damage
  3258. }
  3259. else
  3260. dmg.damage = 1*pd->a_skill->div_;
  3261. dmg.damage2 = 0;
  3262. dmg.div_= pd->a_skill->div_;
  3263. }
  3264. }
  3265. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3266. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3267. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3268. { //Magic reflection, switch caster/target
  3269. struct block_list *tbl = bl;
  3270. rmdamage = true;
  3271. bl = src;
  3272. src = tbl;
  3273. dsrc = tbl;
  3274. sd = BL_CAST(BL_PC, src);
  3275. tsd = BL_CAST(BL_PC, bl);
  3276. tsc = status_get_sc(bl);
  3277. if (tsc != nullptr && tsc->empty())
  3278. tsc = nullptr; //Don't need it.
  3279. /* bugreport:2564 flag&2 disables double casting trigger */
  3280. flag |= 2;
  3281. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3282. flag |= 4;
  3283. //Spirit of Wizard blocks Kaite's reflection
  3284. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3285. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3286. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3287. if (type >= 0) {
  3288. if ( tsd )
  3289. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3290. dmg.damage = dmg.damage2 = 0;
  3291. dmg.dmg_lv = ATK_MISS;
  3292. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3293. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3294. }
  3295. }
  3296. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3297. #if MAGIC_REFLECTION_TYPE
  3298. #ifdef RENEWAL
  3299. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3300. #else
  3301. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3302. // regardless of caster's equipment (Aegis 11.1)
  3303. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3304. #endif
  3305. int16 s_ele = skill_get_ele(skill_id, skill_lv);
  3306. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3307. s_ele = sstatus->rhw.ele;
  3308. else if (s_ele == ELE_ENDOWED) //Use status element
  3309. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3310. else if( s_ele == ELE_RANDOM) //Use random element
  3311. s_ele = rnd()%ELE_ALL;
  3312. if(type == 3)
  3313. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3314. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3315. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3316. status_data* status = status_get_status_data(*bl);
  3317. int32 per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3318. per /=20; //Uses 20% SP intervals.
  3319. //SP Cost: 1% + 0.5% per every 20% SP
  3320. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3321. status_change_end(bl, SC_ENERGYCOAT);
  3322. //Reduction: 6% + 6% every 20%
  3323. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3324. }
  3325. int64 reduce = 0;
  3326. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3327. reduce += tsd->bonus.reduce_damage_return;
  3328. }
  3329. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3330. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3331. }
  3332. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3333. reduce += 100;
  3334. if (dmg.damage > 0) {
  3335. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3336. dmg.damage = i64max(dmg.damage, dmg.div_);
  3337. }
  3338. }
  3339. #endif
  3340. }
  3341. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3342. int32 sp = skill_get_sp(skill_id,skill_lv);
  3343. #ifndef RENEWAL
  3344. clif_skill_nodamage(bl,*bl,SA_MAGICROD,skill_lv);
  3345. #endif
  3346. dmg.damage = dmg.damage2 = 0;
  3347. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3348. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3349. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3350. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3351. status_heal(bl, 0, sp, 2);
  3352. }
  3353. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3354. dmg.damage = dmg.damage2 = 0;
  3355. dmg.dmg_lv = ATK_MISS;
  3356. }
  3357. }
  3358. damage = dmg.damage + dmg.damage2;
  3359. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3360. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3361. sce->val3 = (int32)damage;
  3362. sce->val2 = 0;
  3363. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3364. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3365. }
  3366. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3367. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3368. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3369. damage = 1;
  3370. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3371. struct block_list *nbl;
  3372. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3373. if( nbl ){ // Only one target is chosen.
  3374. damage = damage / 2; // Deflect half of the damage to a target nearby
  3375. clif_skill_damage( *bl, *nbl, tick, status_get_amotion(src), 0, battle_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE );
  3376. }
  3377. }
  3378. //Skill hit type
  3379. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3380. switch( skill_id ) {
  3381. case SC_TRIANGLESHOT:
  3382. if( rnd()%100 > (1 + skill_lv) )
  3383. dmg.blewcount = 0;
  3384. break;
  3385. default:
  3386. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3387. dmg.blewcount = 0; //only pushback when it hit for other
  3388. break;
  3389. }
  3390. switch( skill_id ) {
  3391. case CR_GRANDCROSS:
  3392. case NPC_GRANDDARKNESS:
  3393. if( battle_config.gx_disptype)
  3394. dsrc = src;
  3395. if( src == bl)
  3396. dmg_type = DMG_ENDURE;
  3397. else
  3398. flag|= SD_ANIMATION;
  3399. break;
  3400. case NJ_TATAMIGAESHI: //For correct knockback.
  3401. dsrc = src;
  3402. flag|= SD_ANIMATION;
  3403. break;
  3404. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3405. int32 level;
  3406. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3407. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3408. }
  3409. break;
  3410. case SL_STIN:
  3411. case SL_STUN:
  3412. if (skill_lv >= 7) {
  3413. status_change *sc_cur = status_get_sc(src);
  3414. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3415. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3416. }
  3417. break;
  3418. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3419. pc_addservantball( *sd );
  3420. break;
  3421. case KN_PIERCE:
  3422. case LK_SPIRALPIERCE:
  3423. case RK_HUNDREDSPEAR:
  3424. case DK_MADNESS_CRUSHER:
  3425. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3426. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3427. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3428. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3429. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3430. clif_specialeffect(bl, 1767, AREA);
  3431. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3432. }
  3433. } else // No count status detected? Start charge count at 1.
  3434. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3435. }
  3436. break;
  3437. }
  3438. //combo handling
  3439. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3440. //Display damage.
  3441. switch( skill_id ) {
  3442. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3443. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH );
  3444. break;
  3445. //Skills that need be passed as a normal attack for the client to display correctly.
  3446. case NPC_SELFDESTRUCTION:
  3447. if(src->type == BL_PC)
  3448. dmg.blewcount = 10;
  3449. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3450. [[fallthrough]];
  3451. case HVAN_EXPLOSION:
  3452. case KN_AUTOCOUNTER:
  3453. case NPC_CRITICALSLASH:
  3454. case TF_DOUBLE:
  3455. case GS_CHAINACTION:
  3456. dmg.dmotion = clif_damage(*src,*bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3457. break;
  3458. case AS_SPLASHER:
  3459. if( flag&SD_ANIMATION ) // the surrounding targets
  3460. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH ); // needs -1 as skill level
  3461. else // the central target doesn't display an animation
  3462. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH ); // needs -2(!) as skill level
  3463. break;
  3464. case SR_EARTHSHAKER:
  3465. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, 1, skill_id, -2, DMG_SINGLE );
  3466. break;
  3467. case WL_SOULEXPANSION:
  3468. case WL_COMET:
  3469. case NPC_COMET:
  3470. case KO_MUCHANAGE:
  3471. #ifndef RENEWAL
  3472. case NJ_HUUMA:
  3473. #endif
  3474. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_MULTI_HIT );
  3475. break;
  3476. case WL_CHAINLIGHTNING_ATK:
  3477. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, 1, WL_CHAINLIGHTNING_ATK, -2, DMG_SINGLE );
  3478. break;
  3479. case WL_TETRAVORTEX_FIRE:
  3480. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH );
  3481. break;
  3482. case LG_SHIELDPRESS:
  3483. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE );
  3484. break;
  3485. case NPC_EARTHQUAKE:
  3486. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE );
  3487. break;
  3488. case NPC_DARKPIERCING:
  3489. case EL_FIRE_BOMB:
  3490. case EL_FIRE_BOMB_ATK:
  3491. case EL_FIRE_WAVE:
  3492. case EL_FIRE_WAVE_ATK:
  3493. case EL_FIRE_MANTLE:
  3494. case EL_CIRCLE_OF_FIRE:
  3495. case EL_FIRE_ARROW:
  3496. case EL_ICE_NEEDLE:
  3497. case EL_WATER_SCREW:
  3498. case EL_WATER_SCREW_ATK:
  3499. case EL_WIND_SLASH:
  3500. case EL_TIDAL_WEAPON:
  3501. case EL_ROCK_CRUSHER:
  3502. case EL_ROCK_CRUSHER_ATK:
  3503. case EL_HURRICANE:
  3504. case EL_HURRICANE_ATK:
  3505. case KO_BAKURETSU:
  3506. case GN_HELLS_PLANT_ATK:
  3507. case SU_SV_ROOTTWIST_ATK:
  3508. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3509. break;
  3510. case GN_FIRE_EXPANSION_ACID:
  3511. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT );
  3512. break;
  3513. case GN_SLINGITEM_RANGEMELEEATK:
  3514. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, GN_SLINGITEM, -2, DMG_SINGLE );
  3515. break;
  3516. case EL_STONE_RAIN:
  3517. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, (flag&1) ? DMG_MULTI_HIT : DMG_SPLASH );
  3518. break;
  3519. case WM_SEVERE_RAINSTORM_MELEE:
  3520. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WM_SEVERE_RAINSTORM, -2, DMG_SPLASH );
  3521. break;
  3522. case HT_CLAYMORETRAP:
  3523. case HT_BLASTMINE:
  3524. case HT_FLASHER:
  3525. case HT_FREEZINGTRAP:
  3526. case RA_CLUSTERBOMB:
  3527. case RA_FIRINGTRAP:
  3528. case RA_ICEBOUNDTRAP:
  3529. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH );
  3530. if( dsrc != src ) // avoid damage display redundancy
  3531. break;
  3532. [[fallthrough]];
  3533. case HT_LANDMINE:
  3534. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type );
  3535. break;
  3536. case WZ_SIGHTBLASTER:
  3537. //Sightblaster should never call clif_skill_damage twice
  3538. dmg.dmotion = clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH );
  3539. break;
  3540. case RL_R_TRIP_PLUSATK:
  3541. case RL_S_STORM:
  3542. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3543. break;
  3544. case SU_LUNATICCARROTBEAT:
  3545. case SU_LUNATICCARROTBEAT2:
  3546. case SP_CURSEEXPLOSION:
  3547. case SP_SPA:
  3548. case SP_SHA:
  3549. if (dmg.div_ < 2)
  3550. type = DMG_SPLASH;
  3551. if (!(flag&SD_ANIMATION))
  3552. clif_skill_nodamage(dsrc, *bl, skill_id, skill_lv);
  3553. [[fallthrough]];
  3554. case WM_REVERBERATION:
  3555. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type );
  3556. break;
  3557. case SJ_FALLINGSTAR_ATK:
  3558. case SJ_FALLINGSTAR_ATK2:
  3559. dmg.dmotion = clif_skill_damage( *src, *bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT );
  3560. break;
  3561. case SJ_NOVAEXPLOSING:
  3562. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE );
  3563. break;
  3564. case DK_HACKANDSLASHER_ATK:
  3565. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type );
  3566. break;
  3567. case AG_STORM_CANNON:
  3568. case AG_CRIMSON_ARROW:
  3569. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH );
  3570. break;
  3571. case TR_ROSEBLOSSOM_ATK:
  3572. case ABC_FROM_THE_ABYSS_ATK:
  3573. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3574. break;
  3575. case TR_SOUNDBLEND:
  3576. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3577. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH );
  3578. else
  3579. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type );
  3580. break;
  3581. case AB_DUPLELIGHT_MELEE:
  3582. case AB_DUPLELIGHT_MAGIC:
  3583. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3584. [[fallthrough]];
  3585. default:
  3586. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3587. dmg_type = DMG_SPLASH;
  3588. if (src->type == BL_SKILL) {
  3589. TBL_SKILL *su = (TBL_SKILL*)src;
  3590. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3591. clif_skill_damage( *src, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH );
  3592. break;
  3593. }
  3594. }
  3595. dmg.dmotion = clif_skill_damage( *dsrc, *bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, dmg_type );
  3596. break;
  3597. }
  3598. map_freeblock_lock();
  3599. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3600. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3601. skill_do_copy(src,bl,skill_id,skill_lv);
  3602. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3603. { //Skills with can't walk delay also stop normal attacking for that
  3604. //duration when the attack connects. [Skotlex]
  3605. struct unit_data *ud = unit_bl2ud(src);
  3606. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3607. ud->attackabletime = tick + type;
  3608. }
  3609. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3610. // Instant damage
  3611. if( !dmg.amotion ) {
  3612. //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3613. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3614. #ifndef RENEWAL
  3615. || skill_id == HW_GRAVITATION
  3616. #endif
  3617. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3618. battle_damage(src, bl, damage, dmg.dmotion, skill_lv, skill_id, dmg.dmg_lv, dmg.flag, false, tick, false);
  3619. if( !status_isdead(*bl) && additional_effects )
  3620. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3621. if( damage > 0 ) //Counter status effects [Skotlex]
  3622. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3623. }
  3624. // Blow!
  3625. if (!(flag&4))
  3626. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3627. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3628. if( dmg.amotion ) {
  3629. if( shadow_flag ) {
  3630. if( !status_isdead(*bl) && additional_effects )
  3631. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3632. if( dmg.flag > ATK_BLOCK )
  3633. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3634. } else
  3635. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3636. } else {
  3637. // Trigger monster skill condition for damage skills with no amotion.
  3638. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3639. if (damage > 0)
  3640. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3641. if (skill_id > 0)
  3642. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3643. }
  3644. }
  3645. // Trigger monster skill condition for damage skills.
  3646. if (bl->type == BL_MOB && src != bl && !status_isdead(*bl)) {
  3647. if (damage > 0)
  3648. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3649. if (skill_id > 0)
  3650. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3651. }
  3652. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3653. #ifndef RENEWAL
  3654. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3655. #endif
  3656. ) {
  3657. if (tsc->getSCE(SC_DEVOTION)) {
  3658. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3659. struct block_list *d_bl = map_id2bl(sce->val1);
  3660. if (d_bl && (
  3661. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3662. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3663. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3664. {
  3665. int64 devotion_damage = damage;
  3666. // Needed to check the devotion master for Rebound Shield status.
  3667. status_change *d_sc = status_get_sc(d_bl);
  3668. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3669. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3670. if (!rmdamage) {
  3671. clif_damage(*d_bl, *d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3672. battle_fix_damage(src, d_bl, devotion_damage, 0, 0);
  3673. } else {
  3674. bool isDevotRdamage = false;
  3675. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3676. isDevotRdamage = true;
  3677. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3678. // This check is only for magical skill.
  3679. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3680. clif_damage(*bl, (!isDevotRdamage) ? *bl : *d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3681. battle_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3682. }
  3683. } else {
  3684. status_change_end(bl, SC_DEVOTION);
  3685. if (!dmg.amotion)
  3686. battle_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3687. }
  3688. }
  3689. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3690. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3691. struct block_list *e_bl = map_id2bl(sce->val1);
  3692. if (e_bl) {
  3693. if (!rmdamage) {
  3694. clif_skill_damage( *e_bl, *e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id) );
  3695. battle_fix_damage(src, e_bl, damage, 0, 0);
  3696. } else {
  3697. clif_skill_damage( *bl, *bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id) );
  3698. battle_fix_damage(bl, bl, damage, 0, 0);
  3699. }
  3700. }
  3701. }
  3702. }
  3703. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3704. if( skill_id == RG_INTIMIDATE ) {
  3705. int32 rate = 50 + skill_lv * 5;
  3706. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3707. if(rnd()%100 < rate)
  3708. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3709. } else if( skill_id == NPC_FATALMENACE ) {
  3710. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3711. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3712. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3713. }
  3714. }
  3715. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3716. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3717. {
  3718. if (battle_config.left_cardfix_to_right)
  3719. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3720. else
  3721. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3722. }
  3723. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3724. status_heal(src, 0, 0, 1, 0);
  3725. if( damage > 0 ) { // Post-damage effects
  3726. switch( skill_id ) {
  3727. case GC_VENOMPRESSURE: {
  3728. status_change *ssc = status_get_sc(src);
  3729. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3730. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3731. status_change_end(src,SC_POISONINGWEAPON);
  3732. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  3733. }
  3734. }
  3735. break;
  3736. }
  3737. if( sd )
  3738. skill_onskillusage(sd, bl, skill_id, tick);
  3739. }
  3740. if (!(flag&2)) {
  3741. switch (skill_id) {
  3742. case MG_COLDBOLT:
  3743. case MG_FIREBOLT:
  3744. case MG_LIGHTNINGBOLT:
  3745. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3746. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3747. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3748. break;
  3749. case SU_BITE:
  3750. case SU_SCRATCH:
  3751. case SU_SV_STEMSPEAR:
  3752. case SU_SCAROFTAROU:
  3753. case SU_PICKYPECK:
  3754. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3755. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3756. break;
  3757. }
  3758. }
  3759. map_freeblock_unlock();
  3760. if ((flag&0x1000000) && rmdamage)
  3761. return 0; //Should return 0 when damage was reflected
  3762. return damage;
  3763. }
  3764. /*==========================================
  3765. * Sub function for recursive skill call.
  3766. * Checking bl battle flag and display damage
  3767. * then call func with source,target,skill_id,skill_lv,tick,flag
  3768. *------------------------------------------*/
  3769. typedef int32 (*SkillFunc)(struct block_list *, struct block_list *, int32, int32, t_tick, int32);
  3770. int32 skill_area_sub(struct block_list *bl, va_list ap)
  3771. {
  3772. struct block_list *src;
  3773. uint16 skill_id,skill_lv;
  3774. int32 flag;
  3775. t_tick tick;
  3776. SkillFunc func;
  3777. nullpo_ret(bl);
  3778. src = va_arg(ap,struct block_list *);
  3779. skill_id = va_arg(ap,int32);
  3780. skill_lv = va_arg(ap,int32);
  3781. tick = va_arg(ap,t_tick);
  3782. flag = va_arg(ap,int32);
  3783. func = va_arg(ap,SkillFunc);
  3784. if(battle_check_target(src,bl,flag) > 0) {
  3785. // several splash skills need this initial dummy packet to display correctly
  3786. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3787. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  3788. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3789. skill_area_temp[2]++;
  3790. return func(src,bl,skill_id,skill_lv,tick,flag);
  3791. }
  3792. return 0;
  3793. }
  3794. static int32 skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3795. {
  3796. struct skill_unit *unit;
  3797. uint16 skill_id,g_skill_id;
  3798. unit = (struct skill_unit *)bl;
  3799. if(bl->prev == nullptr || bl->type != BL_SKILL)
  3800. return 0;
  3801. if(!unit->alive)
  3802. return 0;
  3803. skill_id = va_arg(ap,int32);
  3804. g_skill_id = unit->group->skill_id;
  3805. switch (skill_id) {
  3806. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3807. if(g_skill_id == SA_LANDPROTECTOR)
  3808. break;
  3809. [[fallthrough]];
  3810. case MH_STEINWAND:
  3811. case MG_SAFETYWALL:
  3812. case SC_MAELSTROM:
  3813. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3814. return 0;
  3815. break;
  3816. case AL_WARP:
  3817. case HT_SKIDTRAP:
  3818. case MA_SKIDTRAP:
  3819. case HT_LANDMINE:
  3820. case MA_LANDMINE:
  3821. case HT_ANKLESNARE:
  3822. case HT_SHOCKWAVE:
  3823. case HT_SANDMAN:
  3824. case MA_SANDMAN:
  3825. case HT_FLASHER:
  3826. case HT_FREEZINGTRAP:
  3827. case MA_FREEZINGTRAP:
  3828. case HT_BLASTMINE:
  3829. case HT_CLAYMORETRAP:
  3830. case HT_TALKIEBOX:
  3831. #ifndef RENEWAL
  3832. case HP_BASILICA:
  3833. #endif
  3834. case RA_ELECTRICSHOCKER:
  3835. case RA_CLUSTERBOMB:
  3836. case RA_MAGENTATRAP:
  3837. case RA_COBALTTRAP:
  3838. case RA_MAIZETRAP:
  3839. case RA_VERDURETRAP:
  3840. case RA_FIRINGTRAP:
  3841. case RA_ICEBOUNDTRAP:
  3842. case SC_DIMENSIONDOOR:
  3843. case SC_BLOODYLUST:
  3844. case NPC_REVERBERATION:
  3845. case GN_THORNS_TRAP:
  3846. case RL_B_TRAP:
  3847. case SC_ESCAPE:
  3848. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3849. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3850. return 0;
  3851. break;
  3852. default: //Avoid stacking with same kind of trap. [Skotlex]
  3853. if (g_skill_id != skill_id)
  3854. return 0;
  3855. break;
  3856. }
  3857. return 1;
  3858. }
  3859. static int32 skill_check_unit_range (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv)
  3860. {
  3861. //Non players do not check for the skill's splash-trigger area.
  3862. int32 range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3863. int32 layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3864. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3865. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3866. return 0;
  3867. }
  3868. range += layout_type;
  3869. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3870. }
  3871. static int32 skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3872. {
  3873. uint16 skill_id;
  3874. if(bl->prev == nullptr)
  3875. return 0;
  3876. skill_id = va_arg(ap,int32);
  3877. if( status_isdead(*bl) && skill_id != AL_WARP )
  3878. return 0;
  3879. #ifndef RENEWAL
  3880. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3881. return 0;
  3882. #endif
  3883. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3884. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3885. return 1;
  3886. }
  3887. /**
  3888. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3889. * @param bl Object that casted skill
  3890. * @param x Position x of the target
  3891. * @param y Position y of the target
  3892. * @param skill_id The casted skill
  3893. * @param skill_lv The skill Lv
  3894. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3895. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3896. */
  3897. static int32 skill_check_unit_range2 (struct block_list *bl, int32 x, int32 y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3898. {
  3899. int32 range = 0, type;
  3900. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3901. if (isNearNPC)
  3902. range = skill_get_splash(skill_id,skill_lv);
  3903. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3904. if (!isNearNPC || !range) {
  3905. switch (skill_id) { // to be expanded later
  3906. case WZ_ICEWALL:
  3907. range = 2;
  3908. break;
  3909. case SC_MANHOLE:
  3910. range = 0;
  3911. break;
  3912. default: {
  3913. int32 layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3914. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3915. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3916. return 0;
  3917. }
  3918. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3919. }
  3920. break;
  3921. }
  3922. }
  3923. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3924. //Check the additional range [Cydh]
  3925. if (isNearNPC && skill_npc_range > 0)
  3926. range += skill_npc_range;
  3927. if (!isNearNPC) { //Doesn't check the NPC range
  3928. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3929. if (bl->type&battle_config.skill_nofootset)
  3930. type = BL_CHAR;
  3931. else if(bl->type == BL_MOB)
  3932. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3933. else
  3934. return 0; //Don't check
  3935. } else
  3936. type = BL_NPC;
  3937. return (!isNearNPC) ?
  3938. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3939. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3940. //isNearNPC is used to check range from NPC
  3941. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3942. }
  3943. /** Apply special cases where skills require HP/SP/AP but do not consume them, then continue with consuming HP/SP/AP
  3944. * @param bl Object from which HP/SP/AP are consumed
  3945. * @param skill_id ID of used skill
  3946. * @param hp Original HP requirement to use skill
  3947. * @param sp Original SP requirement to use skill
  3948. * @param ap Original AP requirement to use skill
  3949. */
  3950. void skill_consume_hpspap(block_list* bl, uint16 skill_id, int32 hp, int32 sp, int32 ap)
  3951. {
  3952. nullpo_retv(bl);
  3953. switch (skill_id) {
  3954. //Skills that require HP but do not consume them
  3955. case SM_MAGNUM:
  3956. case MS_MAGNUM:
  3957. hp = 0;
  3958. break;
  3959. }
  3960. status_zap(bl, hp, sp, ap);
  3961. }
  3962. /*==========================================
  3963. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3964. * Flag:
  3965. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3966. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3967. *------------------------------------------*/
  3968. static int32 skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int32 type)
  3969. {
  3970. map_session_data *sd = nullptr;
  3971. int32 i, hp, sp, hp_rate, sp_rate, state, mhp;
  3972. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3973. int32 amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3974. nullpo_retr(0, bl);
  3975. switch( bl->type )
  3976. {
  3977. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3978. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3979. }
  3980. if( sd == nullptr ){
  3981. return 0;
  3982. }
  3983. status_data* status = status_get_status_data(*bl);
  3984. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3985. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3986. if (skill == nullptr)
  3987. return 0;
  3988. // Requirements
  3989. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3990. {
  3991. itemid[i] = skill->require.itemid[i];
  3992. amount[i] = skill->require.amount[i];
  3993. }
  3994. hp = skill->require.hp[skill_lv - 1];
  3995. sp = skill->require.sp[skill_lv - 1];
  3996. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3997. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3998. state = skill->require.state;
  3999. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  4000. hp += (status->max_hp * mhp) / 100;
  4001. if( hp_rate > 0 )
  4002. hp += (status->hp * hp_rate) / 100;
  4003. else
  4004. hp += (status->max_hp * (-hp_rate)) / 100;
  4005. if( sp_rate > 0 )
  4006. sp += (status->sp * sp_rate) / 100;
  4007. else
  4008. sp += (status->max_sp * (-sp_rate)) / 100;
  4009. if( !(type&2) )
  4010. {
  4011. if( hp > 0 && status->hp <= (uint32)hp )
  4012. {
  4013. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  4014. return 0;
  4015. }
  4016. if( sp > 0 && status->sp <= (uint32)sp )
  4017. {
  4018. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  4019. return 0;
  4020. }
  4021. }
  4022. if( !type )
  4023. switch( state )
  4024. {
  4025. case ST_MOVE_ENABLE:
  4026. if( !unit_can_move(bl) )
  4027. {
  4028. clif_skill_fail( *sd, skill_id );
  4029. return 0;
  4030. }
  4031. break;
  4032. }
  4033. if( !(type&1) )
  4034. return 1;
  4035. // Check item existences
  4036. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4037. {
  4038. index[i] = -1;
  4039. if( itemid[i] == 0 ) continue; // No item
  4040. index[i] = pc_search_inventory(sd, itemid[i]);
  4041. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4042. {
  4043. clif_skill_fail( *sd, skill_id );
  4044. return 0;
  4045. }
  4046. }
  4047. // Consume items
  4048. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4049. {
  4050. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4051. }
  4052. if( type&2 )
  4053. return 1;
  4054. if( sp || hp )
  4055. skill_consume_hpspap(bl, skill_id, hp, sp, 0);
  4056. return 1;
  4057. }
  4058. /*==========================================
  4059. *
  4060. *------------------------------------------*/
  4061. int32 skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  4062. {
  4063. switch (skill_id) {
  4064. case RL_QD_SHOT:
  4065. {
  4066. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4067. struct unit_data *ud = unit_bl2ud(src);
  4068. if (ud && ud->target == target->id)
  4069. return 1;
  4070. }
  4071. }
  4072. }
  4073. return 1;
  4074. }
  4075. /*==========================================
  4076. *
  4077. *------------------------------------------*/
  4078. static TIMER_FUNC(skill_timerskill){
  4079. struct block_list *src = map_id2bl(id),*target;
  4080. struct unit_data *ud = unit_bl2ud(src);
  4081. struct skill_timerskill *skl;
  4082. struct skill_unit *unit = nullptr;
  4083. int32 range;
  4084. nullpo_ret(src);
  4085. nullpo_ret(ud);
  4086. skl = ud->skilltimerskill[data];
  4087. nullpo_ret(skl);
  4088. ud->skilltimerskill[data] = nullptr;
  4089. do {
  4090. if(src->prev == nullptr)
  4091. break; // Source not on Map
  4092. if(skl->target_id) {
  4093. target = map_id2bl(skl->target_id);
  4094. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == nullptr || !check_distance_bl(src,target,AREA_SIZE)) )
  4095. target = src; //Required since it has to warp.
  4096. if (skl->skill_id == SR_SKYNETBLOW) {
  4097. skill_area_temp[1] = 0;
  4098. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skl->skill_id, skl->skill_lv, DMG_SINGLE );
  4099. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4100. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4101. break;
  4102. }
  4103. if(target == nullptr)
  4104. break; // Target offline?
  4105. if(target->prev == nullptr)
  4106. break; // Target not on Map
  4107. if(src->m != target->m)
  4108. break; // Different Maps
  4109. if(status_isdead(*src)) {
  4110. switch(skl->skill_id) {
  4111. case WL_CHAINLIGHTNING_ATK:
  4112. case WL_TETRAVORTEX_FIRE:
  4113. case WL_TETRAVORTEX_WATER:
  4114. case WL_TETRAVORTEX_WIND:
  4115. case WL_TETRAVORTEX_GROUND:
  4116. // For SR_FLASHCOMBO
  4117. case SR_DRAGONCOMBO:
  4118. case SR_FALLENEMPIRE:
  4119. case SR_TIGERCANNON:
  4120. case NPC_DANCINGBLADE_ATK:
  4121. if (src->type != BL_PC)
  4122. continue;
  4123. break; // Exceptions
  4124. default:
  4125. continue; // Caster is Dead
  4126. }
  4127. }
  4128. if(status_isdead(*target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4129. break;
  4130. switch(skl->skill_id) {
  4131. case KN_AUTOCOUNTER:
  4132. clif_skill_nodamage(src,*target,skl->skill_id,skl->skill_lv);
  4133. break;
  4134. case RG_INTIMIDATE:
  4135. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4136. int16 x,y;
  4137. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4138. if (target != src && !status_isdead(*target))
  4139. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4140. }
  4141. break;
  4142. case BA_FROSTJOKER:
  4143. case DC_SCREAM:
  4144. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4145. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4146. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4147. break;
  4148. case PR_LEXDIVINA:
  4149. if (src->type == BL_MOB) {
  4150. // Monsters use the default duration when casting Lex Divina
  4151. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4152. break;
  4153. }
  4154. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4155. break;
  4156. case PR_STRECOVERY:
  4157. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4158. break;
  4159. case BS_HAMMERFALL:
  4160. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4161. break;
  4162. case MER_LEXDIVINA:
  4163. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4164. break;
  4165. case WZ_WATERBALL:
  4166. {
  4167. //Get the next waterball cell to consume
  4168. struct s_skill_unit_layout *layout;
  4169. int32 i;
  4170. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4171. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4172. int32 ux = skl->x + layout->dx[i];
  4173. int32 uy = skl->y + layout->dy[i];
  4174. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, nullptr, 0);
  4175. if (unit)
  4176. break;
  4177. }
  4178. }
  4179. [[fallthrough]];
  4180. case WZ_JUPITEL:
  4181. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4182. if (skl->type > 0 && !status_isdead(*target) && path_search_long(nullptr,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4183. // Apply canact delay here to prevent hacks (unlimited casting)
  4184. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4185. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4186. }
  4187. if (unit && !status_isdead(*target) && !status_isdead(*src)) {
  4188. skill_delunit(unit); // Consume unit for next waterball
  4189. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4190. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4191. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4192. } else {
  4193. status_change *sc = status_get_sc(src);
  4194. if(sc) {
  4195. if(sc->getSCE(SC_SPIRIT) &&
  4196. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4197. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4198. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4199. }
  4200. }
  4201. break;
  4202. case NPC_DANCINGBLADE_ATK:
  4203. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4204. if (skl->type < 4) {
  4205. struct block_list *nbl = nullptr;
  4206. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4207. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4208. }
  4209. break;
  4210. case WL_CHAINLIGHTNING_ATK: {
  4211. #ifndef RENEWAL
  4212. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4213. #endif
  4214. skl->type++;
  4215. // Hit a Lightning on the current Target (start with mflag = 9 - skl->type = 8)
  4216. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, 9 - skl->type);
  4217. if (skl->type < (4 + skl->skill_lv)) { // Remaining Chains Hit
  4218. block_list *nbl = nullptr; // Next Target of Chain
  4219. // After 1 hit, search for other targets in 7x7 range around current target.
  4220. nbl = battle_getenemyarea(src, target->x, target->y, 3,
  4221. splash_target(src), target->id);
  4222. // The skill hits at least 4 times. Before 4 hits the skill can bounce on the last target again and again.
  4223. // After 4 hits, the next hit must bounce to a new target. If no new target is within the skill range the skill ends.
  4224. if (nbl == nullptr && skl->type > 3)
  4225. break;
  4226. skill_addtimerskill(src, tick + 650, (nbl != nullptr ? nbl : target)->id, 0, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type, 0);
  4227. }
  4228. }
  4229. break;
  4230. case WL_TETRAVORTEX_FIRE:
  4231. case WL_TETRAVORTEX_WATER:
  4232. case WL_TETRAVORTEX_WIND:
  4233. case WL_TETRAVORTEX_GROUND:
  4234. clif_skill_nodamage(src,*target,skl->skill_id,skl->skill_lv);
  4235. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4236. if (skl->type >= 3) { // Final Hit
  4237. if (!status_isdead(*target)) { // Final Status Effect
  4238. int32 effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4239. applyeffects[4] = { 0, 0, 0, 0 },
  4240. i, j = 0, k = 0;
  4241. for(i = 1; i <= 8; i = i + i) {
  4242. if (skl->x&i) {
  4243. applyeffects[j] = effects[k];
  4244. j++;
  4245. }
  4246. k++;
  4247. }
  4248. if (j) {
  4249. i = applyeffects[rnd()%j];
  4250. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4251. }
  4252. }
  4253. }
  4254. break;
  4255. case NPC_REVERBERATION_ATK:
  4256. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4257. break;
  4258. case NPC_FATALMENACE:
  4259. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4260. break;
  4261. case SR_WINDMILL:
  4262. if( target->type == BL_PC ) {
  4263. map_session_data *tsd = nullptr;
  4264. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4265. pc_setsit(tsd);
  4266. skill_sit(tsd, true);
  4267. clif_sitting(tsd->bl);
  4268. }
  4269. }
  4270. break;
  4271. case SR_KNUCKLEARROW:
  4272. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4273. break;
  4274. case CH_PALMSTRIKE:
  4275. {
  4276. status_change* tsc = status_get_sc(target);
  4277. status_change* sc = status_get_sc(src);
  4278. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4279. ( sc && sc->option&OPTION_HIDE ) ){
  4280. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4281. break;
  4282. }
  4283. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4284. break;
  4285. }
  4286. // For SR_FLASHCOMBO
  4287. case SR_DRAGONCOMBO:
  4288. case SR_FALLENEMPIRE:
  4289. case SR_TIGERCANNON:
  4290. if( src->type == BL_PC ) {
  4291. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4292. break;
  4293. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4294. }
  4295. break;
  4296. case SU_SV_ROOTTWIST_ATK: {
  4297. status_change *tsc = status_get_sc(target);
  4298. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4299. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4300. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4301. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4302. }
  4303. }
  4304. break;
  4305. case NPC_PULSESTRIKE2:
  4306. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4307. break;
  4308. case ABC_DEFT_STAB:
  4309. case ABC_FRENZY_SHOT:
  4310. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4311. break;
  4312. case HVAN_EXPLOSION:
  4313. status_kill(src);
  4314. break;
  4315. default:
  4316. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4317. break;
  4318. }
  4319. }
  4320. else {
  4321. if(src->m != skl->map)
  4322. break;
  4323. switch( skl->skill_id )
  4324. {
  4325. case GN_CRAZYWEED_ATK:
  4326. {
  4327. int32 dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4328. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  4329. }
  4330. [[fallthrough]];
  4331. case WL_EARTHSTRAIN:
  4332. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4333. break;
  4334. case RL_FIRE_RAIN: {
  4335. int32 dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4336. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4337. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4338. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4339. }
  4340. break;
  4341. case NPC_MAGMA_ERUPTION:
  4342. case NC_MAGMA_ERUPTION:
  4343. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4344. break;
  4345. case HN_METEOR_STORM_BUSTER: {
  4346. int16 area = 4;
  4347. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4348. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4349. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4350. return 0;
  4351. }
  4352. int32 splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4353. clif_skill_poseffect( *src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick );
  4354. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4355. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4356. }
  4357. break;
  4358. case NW_HASTY_FIRE_IN_THE_HOLE:
  4359. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4360. break;
  4361. case NW_GRENADES_DROPPING: {
  4362. int32 area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4363. int16 tmpx = 0, tmpy = 0;
  4364. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4365. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4366. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4367. }
  4368. break;
  4369. case NW_MISSION_BOMBARD: {
  4370. int32 area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4371. int32 range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4372. int16 tmpx = 0, tmpy = 0;
  4373. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4374. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4375. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4376. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4377. }
  4378. break;
  4379. case SKE_TWINKLING_GALAXY:{
  4380. int32 area = skill_get_unit_range( skl->skill_id, skl->skill_lv );
  4381. int32 splash = skill_get_splash( skl->skill_id, skl->skill_lv );
  4382. int16 tmpx = skl->x - area + rnd() % ( area * 2 + 1 );
  4383. int16 tmpy = skl->y - area + rnd() % ( area * 2 + 1 );
  4384. map_foreachinarea( skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id );
  4385. } break;
  4386. case SKE_STAR_CANNON: {
  4387. int32 area = skill_get_unit_range( skl->skill_id, skl->skill_lv );
  4388. int32 splash = skill_get_splash( skl->skill_id, skl->skill_lv );
  4389. for( int32 i = 0, stars = ( skl->skill_lv / 4 ) + 1; i < stars; i++) {
  4390. int16 tmpx = skl->x - area + rnd() % ( area * 2 + 1 );
  4391. int16 tmpy = skl->y - area + rnd() % ( area * 2 + 1 );
  4392. map_foreachinarea( skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id );
  4393. }
  4394. } break;
  4395. }
  4396. }
  4397. } while (0);
  4398. //Free skl now that it is no longer needed.
  4399. ers_free(skill_timer_ers, skl);
  4400. return 0;
  4401. }
  4402. /*==========================================
  4403. *
  4404. *------------------------------------------*/
  4405. int32 skill_addtimerskill (struct block_list *src, t_tick tick, int32 target, int32 x,int32 y, uint16 skill_id, uint16 skill_lv, int32 type, int32 flag)
  4406. {
  4407. int32 i;
  4408. struct unit_data *ud;
  4409. nullpo_retr(1, src);
  4410. if (src->prev == nullptr)
  4411. return 0;
  4412. ud = unit_bl2ud(src);
  4413. nullpo_retr(1, ud);
  4414. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4415. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4416. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4417. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4418. ud->skilltimerskill[i]->src_id = src->id;
  4419. ud->skilltimerskill[i]->target_id = target;
  4420. ud->skilltimerskill[i]->skill_id = skill_id;
  4421. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4422. ud->skilltimerskill[i]->map = src->m;
  4423. ud->skilltimerskill[i]->x = x;
  4424. ud->skilltimerskill[i]->y = y;
  4425. ud->skilltimerskill[i]->type = type;
  4426. ud->skilltimerskill[i]->flag = flag;
  4427. return 0;
  4428. }
  4429. /*==========================================
  4430. *
  4431. *------------------------------------------*/
  4432. int32 skill_cleartimerskill (struct block_list *src)
  4433. {
  4434. int32 i;
  4435. struct unit_data *ud;
  4436. nullpo_ret(src);
  4437. ud = unit_bl2ud(src);
  4438. nullpo_ret(ud);
  4439. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4440. if(ud->skilltimerskill[i]) {
  4441. switch(ud->skilltimerskill[i]->skill_id) {
  4442. case WL_TETRAVORTEX_FIRE:
  4443. case WL_TETRAVORTEX_WATER:
  4444. case WL_TETRAVORTEX_WIND:
  4445. case WL_TETRAVORTEX_GROUND:
  4446. // For SR_FLASHCOMBO
  4447. case SR_DRAGONCOMBO:
  4448. case SR_FALLENEMPIRE:
  4449. case SR_TIGERCANNON:
  4450. if (src->type != BL_PC)
  4451. break;
  4452. continue;
  4453. }
  4454. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4455. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4456. ud->skilltimerskill[i]=nullptr;
  4457. }
  4458. }
  4459. return 1;
  4460. }
  4461. static int32 skill_active_reverberation(struct block_list *bl, va_list ap) {
  4462. skill_unit *su = (skill_unit*)bl;
  4463. nullpo_ret(su);
  4464. if (bl->type != BL_SKILL)
  4465. return 0;
  4466. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4467. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4468. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4469. su->limit = DIFF_TICK(gettick(), sg->tick);
  4470. sg->unit_id = UNT_USED_TRAPS;
  4471. }
  4472. return 1;
  4473. }
  4474. /**
  4475. * Reveal hidden trap
  4476. **/
  4477. static int32 skill_reveal_trap(struct block_list *bl, va_list ap)
  4478. {
  4479. TBL_SKILL *su = (TBL_SKILL*)bl;
  4480. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4481. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4482. //clif_changetraplook(bl, su->group->unit_id);
  4483. su->hidden = false;
  4484. skill_getareachar_skillunit_visibilty(su, AREA);
  4485. return 1;
  4486. }
  4487. return 0;
  4488. }
  4489. /**
  4490. * Attempt to reveal trap in area
  4491. * @param src Skill caster
  4492. * @param range Affected range
  4493. * @param x
  4494. * @param y
  4495. * TODO: Remove hardcode usages for this function
  4496. **/
  4497. void skill_reveal_trap_inarea(struct block_list *src, int32 range, int32 x, int32 y) {
  4498. if (!battle_config.traps_setting)
  4499. return;
  4500. nullpo_retv(src);
  4501. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4502. }
  4503. /*========================================== [Playtester]
  4504. * Process tarot card's effects
  4505. * @param src: Source of the tarot card effect
  4506. * @param target: Target of the tartor card effect
  4507. * @param skill_id: ID of the skill used
  4508. * @param skill_lv: Level of the skill used
  4509. * @param tick: Processing tick time
  4510. * @return Card number
  4511. *------------------------------------------*/
  4512. static int32 skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4513. {
  4514. int32 card = 0;
  4515. if (battle_config.tarotcard_equal_chance) {
  4516. //eAthena equal chances
  4517. card = rnd() % 14 + 1;
  4518. }
  4519. else {
  4520. //Official chances
  4521. int32 rate = rnd() % 100;
  4522. if (rate < 10) card = 1; // THE FOOL
  4523. else if (rate < 20) card = 2; // THE MAGICIAN
  4524. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4525. else if (rate < 37) card = 4; // THE CHARIOT
  4526. else if (rate < 47) card = 5; // STRENGTH
  4527. else if (rate < 62) card = 6; // THE LOVERS
  4528. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4529. else if (rate < 69) card = 8; // THE HANGED MAN
  4530. else if (rate < 74) card = 9; // DEATH
  4531. else if (rate < 82) card = 10; // TEMPERANCE
  4532. else if (rate < 83) card = 11; // THE DEVIL
  4533. else if (rate < 85) card = 12; // THE TOWER
  4534. else if (rate < 90) card = 13; // THE STAR
  4535. else card = 14; // THE SUN
  4536. }
  4537. switch (card) {
  4538. case 1: // THE FOOL - heals SP to 0
  4539. {
  4540. status_percent_damage(src, target, 0, 100, false);
  4541. break;
  4542. }
  4543. case 2: // THE MAGICIAN - matk halved
  4544. {
  4545. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4546. break;
  4547. }
  4548. case 3: // THE HIGH PRIESTESS - all buffs removed
  4549. {
  4550. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4551. break;
  4552. }
  4553. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4554. {
  4555. battle_fix_damage(src, target, 1000, 0, skill_id);
  4556. clif_damage(*src, *target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4557. if (!status_isdead(*target))
  4558. {
  4559. uint16 where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4560. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4561. }
  4562. break;
  4563. }
  4564. case 5: // STRENGTH - atk halved
  4565. {
  4566. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4567. break;
  4568. }
  4569. case 6: // THE LOVERS - 2000HP heal, random teleported
  4570. {
  4571. status_heal(target, 2000, 0, 0);
  4572. if (!map_flag_vs(target->m))
  4573. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4574. break;
  4575. }
  4576. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4577. {
  4578. // Recursive call
  4579. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4580. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4581. break;
  4582. }
  4583. case 8: // THE HANGED MAN - ankle, freeze or stoned
  4584. {
  4585. enum sc_type sc[] = { SC_ANKLE, SC_FREEZE, SC_STONEWAIT };
  4586. uint8 rand_eff = rnd() % 3;
  4587. int32 time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4588. if (sc[rand_eff] == SC_STONEWAIT)
  4589. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4590. else
  4591. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4592. break;
  4593. }
  4594. case 9: // DEATH - curse, coma and poison
  4595. {
  4596. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4597. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4598. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4599. break;
  4600. }
  4601. case 10: // TEMPERANCE - confusion
  4602. {
  4603. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4604. break;
  4605. }
  4606. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4607. {
  4608. battle_fix_damage(src, target, 6666, 0, skill_id);
  4609. clif_damage(*src, *target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4610. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4611. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4612. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4613. break;
  4614. }
  4615. case 12: // THE TOWER - 4444 damage
  4616. {
  4617. battle_fix_damage(src, target, 4444, 0, skill_id);
  4618. clif_damage(*src, *target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4619. break;
  4620. }
  4621. case 13: // THE STAR - stun
  4622. {
  4623. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4624. break;
  4625. }
  4626. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4627. {
  4628. #ifdef RENEWAL
  4629. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4630. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4631. #endif
  4632. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4633. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4634. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4635. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4636. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4637. return 14; //To make sure a valid number is returned
  4638. }
  4639. }
  4640. return card;
  4641. }
  4642. bool skill_mirage_cast( block_list& src, block_list* bl, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, t_tick tick, int32 flag ){
  4643. unit_data* ud = unit_bl2ud( &src );
  4644. if( ud == nullptr || src.type != BL_PC || (flag&1) ){
  4645. return false;
  4646. }
  4647. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  4648. if( sug->skill_id != SS_SHINKIROU ){
  4649. continue;
  4650. }
  4651. skill_unit* su = sug->unit;
  4652. if( su == nullptr ){
  4653. continue;
  4654. }
  4655. switch( skill_id ){
  4656. case SS_KUNAIWAIKYOKU: {
  4657. if( distance_xy( x, y, su->bl.x, su->bl.y ) > skill_get_range( skill_id, skill_lv ) ){
  4658. continue;
  4659. }
  4660. clif_skill_poseffect( su->bl, skill_id, skill_lv, x, y, tick );
  4661. int32 range = skill_get_splash( skill_id, skill_lv );
  4662. map_foreachinallarea( skill_area_sub, src.m, x - range, y - range, x + range, y + range, BL_CHAR, &src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id );
  4663. } break;
  4664. case SS_KAGENOMAI://nodamage splash
  4665. case SS_ANTENPOU://nodamage splash
  4666. clif_skill_nodamage( &su->bl, su->bl, skill_id, skill_lv, tick );
  4667. map_foreachinrange( skill_area_sub, &su->bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, &src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SD_ANIMATION | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id );
  4668. break;
  4669. case SS_KAGEGISSEN://damage splash
  4670. x = bl->x;
  4671. y = bl->y;
  4672. skill_area_temp[1] = 0;
  4673. clif_skill_nodamage( &su->bl, *bl, skill_id, skill_lv, tick );
  4674. if (battle_config.skill_eightpath_algorithm) {
  4675. //Use official AoE algorithm
  4676. map_foreachindir( skill_attack_area, su->bl.m, su->bl.x, su->bl.y, x, y, skill_get_splash( skill_id, skill_lv ), skill_get_maxcount( skill_id, skill_lv ), 0, splash_target( &src ), skill_get_type( skill_id ), &src, &src, skill_id, skill_lv, tick, SKILL_ALTDMG_FLAG, BCT_ENEMY );
  4677. } else {
  4678. map_foreachinpath( skill_attack_area, su->bl.m, su->bl.x, su->bl.y, x, y, skill_get_splash( skill_id, skill_lv ), skill_get_maxcount( skill_id, skill_lv ), splash_target( &src ), skill_get_type( skill_id ), &src, &src, skill_id, skill_lv, tick, SKILL_ALTDMG_FLAG, BCT_ENEMY );
  4679. }
  4680. break;
  4681. }
  4682. }
  4683. return true;
  4684. }
  4685. int32 skill_shimiru_check_cell( block_list* target, va_list ap ){
  4686. if( target != nullptr && target->type == BL_SKILL ){
  4687. skill_unit* su = reinterpret_cast<skill_unit*>( target );
  4688. if( su->group != nullptr && su->group->skill_id == SS_SHINKIROU ){
  4689. return 1;
  4690. }
  4691. return 0;
  4692. }
  4693. return 1;
  4694. }
  4695. /*==========================================
  4696. *
  4697. *
  4698. *------------------------------------------*/
  4699. int32 skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  4700. {
  4701. map_session_data *sd = nullptr;
  4702. status_change *sc, *tsc;
  4703. if (skill_id > 0 && !skill_lv) return 0;
  4704. nullpo_retr(1, src);
  4705. nullpo_retr(1, bl);
  4706. if (src->m != bl->m)
  4707. return 1;
  4708. if (bl->prev == nullptr)
  4709. return 1;
  4710. sd = BL_CAST(BL_PC, src);
  4711. if (status_isdead(*bl))
  4712. return 1;
  4713. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4714. { //GTB makes all targetted magic display miss with a single bolt.
  4715. sc_type sct = skill_get_sc(skill_id);
  4716. if(sct != SC_NONE)
  4717. status_change_end(bl, sct);
  4718. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4719. return 1;
  4720. }
  4721. sc = status_get_sc(src);
  4722. tsc = status_get_sc(bl);
  4723. if (sc != nullptr && sc->empty())
  4724. sc = nullptr; //Unneeded
  4725. if (tsc != nullptr && tsc->empty())
  4726. tsc = nullptr;
  4727. status_data* tstatus = status_get_status_data(*bl);
  4728. map_freeblock_lock();
  4729. switch(skill_id) {
  4730. case MER_CRASH:
  4731. case SM_BASH:
  4732. case MS_BASH:
  4733. case MC_MAMMONITE:
  4734. case TF_DOUBLE:
  4735. case AC_DOUBLE:
  4736. case MA_DOUBLE:
  4737. case AS_SONICBLOW:
  4738. case KN_PIERCE:
  4739. case ML_PIERCE:
  4740. case KN_SPEARBOOMERANG:
  4741. case TF_POISON:
  4742. case TF_SPRINKLESAND:
  4743. case AC_CHARGEARROW:
  4744. case MA_CHARGEARROW:
  4745. case RG_INTIMIDATE:
  4746. case AM_ACIDTERROR:
  4747. case BA_MUSICALSTRIKE:
  4748. case DC_THROWARROW:
  4749. case BA_DISSONANCE:
  4750. case CR_HOLYCROSS:
  4751. case NPC_DARKCROSS:
  4752. case CR_SHIELDCHARGE:
  4753. case CR_SHIELDBOOMERANG:
  4754. case NPC_PIERCINGATT:
  4755. case NPC_MENTALBREAKER:
  4756. case NPC_RANGEATTACK:
  4757. case NPC_CRITICALSLASH:
  4758. case NPC_COMBOATTACK:
  4759. case NPC_GUIDEDATTACK:
  4760. case NPC_POISON:
  4761. case NPC_RANDOMATTACK:
  4762. case NPC_WATERATTACK:
  4763. case NPC_GROUNDATTACK:
  4764. case NPC_FIREATTACK:
  4765. case NPC_WINDATTACK:
  4766. case NPC_POISONATTACK:
  4767. case NPC_HOLYATTACK:
  4768. case NPC_DARKNESSATTACK:
  4769. case NPC_TELEKINESISATTACK:
  4770. case NPC_UNDEADATTACK:
  4771. case NPC_CHANGEUNDEAD:
  4772. case NPC_ARMORBRAKE:
  4773. case NPC_HELMBRAKE:
  4774. case NPC_SHIELDBRAKE:
  4775. case NPC_BLINDATTACK:
  4776. case NPC_SILENCEATTACK:
  4777. case NPC_STUNATTACK:
  4778. case NPC_PETRIFYATTACK:
  4779. case NPC_CURSEATTACK:
  4780. case NPC_SLEEPATTACK:
  4781. #ifdef RENEWAL
  4782. case CR_ACIDDEMONSTRATION:
  4783. #endif
  4784. case LK_AURABLADE:
  4785. case LK_SPIRALPIERCE:
  4786. case ML_SPIRALPIERCE:
  4787. case CG_ARROWVULCAN:
  4788. case HW_MAGICCRASHER:
  4789. case ITM_TOMAHAWK:
  4790. case CH_CHAINCRUSH:
  4791. case CH_TIGERFIST:
  4792. case PA_SHIELDCHAIN: // Shield Chain
  4793. case PA_SACRIFICE:
  4794. case WS_CARTTERMINATION: // Cart Termination
  4795. case AS_VENOMKNIFE:
  4796. case HT_PHANTASMIC:
  4797. case TK_DOWNKICK:
  4798. case TK_COUNTER:
  4799. case GS_CHAINACTION:
  4800. case GS_TRIPLEACTION:
  4801. #ifndef RENEWAL
  4802. case GS_MAGICALBULLET:
  4803. #endif
  4804. case GS_TRACKING:
  4805. case GS_PIERCINGSHOT:
  4806. case GS_RAPIDSHOWER:
  4807. case GS_DUST:
  4808. case GS_DISARM: // Added disarm. [Reddozen]
  4809. case GS_FULLBUSTER:
  4810. case NJ_SYURIKEN:
  4811. case NJ_KUNAI:
  4812. case ASC_BREAKER:
  4813. case HFLI_MOON: //[orn]
  4814. case HFLI_SBR44: //[orn]
  4815. case NPC_BLEEDING:
  4816. case NPC_BLEEDING2:
  4817. case NPC_CRITICALWOUND:
  4818. case NPC_HELLPOWER:
  4819. case RK_SONICWAVE:
  4820. case AB_DUPLELIGHT_MELEE:
  4821. case RA_AIMEDBOLT:
  4822. case NC_BOOSTKNUCKLE:
  4823. case NC_PILEBUNKER:
  4824. case NC_AXEBOOMERANG:
  4825. case NC_POWERSWING:
  4826. case NPC_MAGMA_ERUPTION:
  4827. case NC_MAGMA_ERUPTION:
  4828. case GC_WEAPONCRUSH:
  4829. case GC_VENOMPRESSURE:
  4830. case SC_TRIANGLESHOT:
  4831. case SC_FEINTBOMB:
  4832. case LG_BANISHINGPOINT:
  4833. case LG_SHIELDPRESS:
  4834. case LG_RAGEBURST:
  4835. case LG_HESPERUSLIT:
  4836. case SR_DRAGONCOMBO:
  4837. case SR_FALLENEMPIRE:
  4838. case SR_CRESCENTELBOW_AUTOSPELL:
  4839. case SR_GATEOFHELL:
  4840. case SR_GENTLETOUCH_QUIET:
  4841. case WM_SEVERE_RAINSTORM_MELEE:
  4842. case WM_GREAT_ECHO:
  4843. case GN_SLINGITEM_RANGEMELEEATK:
  4844. case KO_SETSUDAN:
  4845. case RL_MASS_SPIRAL:
  4846. case RL_BANISHING_BUSTER:
  4847. case RL_SLUGSHOT:
  4848. case RL_AM_BLAST:
  4849. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4850. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4851. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4852. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4853. case ABC_CHAIN_REACTION_SHOT_ATK:
  4854. case ABR_BATTLE_BUSTER:
  4855. case ABR_DUAL_CANNON_FIRE:
  4856. case ABR_INFINITY_BUSTER:
  4857. case MT_TRIPLE_LASER:
  4858. case NW_MISSION_BOMBARD:
  4859. case NW_HASTY_FIRE_IN_THE_HOLE:
  4860. case NW_BASIC_GRENADE:
  4861. case NW_WILD_FIRE:
  4862. case SKE_MIDNIGHT_KICK:
  4863. case SKE_DAWN_BREAK:
  4864. case SKE_RISING_MOON:
  4865. case SS_FUUMAKOUCHIKU:
  4866. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4867. break;
  4868. case DK_DRAGONIC_AURA:
  4869. case WH_WILD_WALK:
  4870. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4871. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4872. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4873. break;
  4874. case DK_STORMSLASH:
  4875. case IG_IMPERIAL_CROSS:
  4876. case CD_EFFLIGO:
  4877. case ABC_FRENZY_SHOT:
  4878. case WH_HAWKRUSH:
  4879. case WH_HAWKBOOMERANG:
  4880. case TR_ROSEBLOSSOM:
  4881. case TR_RHYTHMSHOOTING:
  4882. case HN_MEGA_SONIC_BLOW:
  4883. case HN_SPIRAL_PIERCE_MAX:
  4884. case SH_CHUL_HO_SONIC_CLAW:
  4885. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4886. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4887. break;
  4888. case SHC_ETERNAL_SLASH:
  4889. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4890. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4891. else
  4892. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4893. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4894. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4895. break;
  4896. case SHC_SHADOW_STAB:
  4897. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4898. flag |= SKILL_ALTDMG_FLAG;
  4899. status_change_end(src, SC_CLOAKING);
  4900. status_change_end(src, SC_CLOAKINGEXCEED);
  4901. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4902. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4903. break;
  4904. case WH_CRESCIVE_BOLT:
  4905. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4906. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4907. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4908. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4909. else
  4910. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4911. break;
  4912. case ABC_UNLUCKY_RUSH:
  4913. // Jump to the target before attacking.
  4914. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4915. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4916. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4917. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4918. break;
  4919. case MO_TRIPLEATTACK:
  4920. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4921. break;
  4922. case LK_HEADCRUSH:
  4923. if (status_get_class_(bl) == CLASS_BOSS) {
  4924. if (sd)
  4925. clif_skill_fail( *sd, skill_id );
  4926. break;
  4927. }
  4928. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4929. break;
  4930. case LK_JOINTBEAT:
  4931. flag = 1 << rnd() % 6;
  4932. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4933. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4934. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4935. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4936. break;
  4937. case MO_COMBOFINISH:
  4938. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4939. { //Becomes a splash attack when Soul Linked.
  4940. map_foreachinshootrange(skill_area_sub, bl,
  4941. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4942. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4943. skill_castend_damage_id);
  4944. } else
  4945. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4946. break;
  4947. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4948. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  4949. skill_area_temp[1] = 0;
  4950. map_foreachinshootrange(skill_attack_area, src,
  4951. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4952. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4953. break;
  4954. case KN_CHARGEATK:
  4955. {
  4956. bool path = path_search_long(nullptr, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4957. #ifdef RENEWAL
  4958. int32 dist = skill_get_blewcount(skill_id, skill_lv);
  4959. #else
  4960. uint32 dist = distance_bl(src, bl);
  4961. #endif
  4962. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4963. // teleport to target (if not on WoE grounds)
  4964. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4965. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4966. // cause damage and knockback if the path to target was a straight one
  4967. if (path) {
  4968. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4969. #ifdef RENEWAL
  4970. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4971. dist += 2; // Knockback is 4 on PvP maps
  4972. #endif
  4973. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4974. }
  4975. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4976. // make the caster look in the direction of the target
  4977. unit_setdir(src, (dir+4)%8);
  4978. }
  4979. }
  4980. break;
  4981. case SS_KAGEGISSEN:
  4982. skill_mirage_cast(*src, bl, skill_id, skill_lv, 0, 0, tick, flag);
  4983. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  4984. [[fallthrough]];
  4985. case NC_FLAMELAUNCHER:
  4986. skill_area_temp[1] = bl->id;
  4987. if (battle_config.skill_eightpath_algorithm) {
  4988. //Use official AoE algorithm
  4989. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4990. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4991. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4992. } else {
  4993. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4994. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4995. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4996. }
  4997. break;
  4998. #ifndef RENEWAL
  4999. case SN_SHARPSHOOTING:
  5000. flag |= 2; // Flag for specific mob damage formula
  5001. [[fallthrough]];
  5002. #endif
  5003. case MA_SHARPSHOOTING:
  5004. case NJ_KAMAITACHI:
  5005. case NPC_DARKPIERCING:
  5006. case NPC_ACIDBREATH:
  5007. case NPC_DARKNESSBREATH:
  5008. case NPC_FIREBREATH:
  5009. case NPC_ICEBREATH:
  5010. case NPC_ICEBREATH2:
  5011. case NPC_THUNDERBREATH:
  5012. case AG_STORM_CANNON:
  5013. case AG_CRIMSON_ARROW:
  5014. skill_area_temp[1] = bl->id;
  5015. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  5016. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5017. if (battle_config.skill_eightpath_algorithm) {
  5018. //Use official AoE algorithm
  5019. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5020. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  5021. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  5022. #ifndef RENEWAL
  5023. if (skill_id == SN_SHARPSHOOTING)
  5024. flag &= ~2; // Only targets in the splash area are affected
  5025. #endif
  5026. //These skills hit at least the target if the AoE doesn't hit
  5027. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5028. }
  5029. } else {
  5030. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5031. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5032. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5033. }
  5034. if (skill_id == AG_CRIMSON_ARROW)
  5035. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  5036. break;
  5037. case MO_INVESTIGATE:
  5038. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5039. status_change_end(src, SC_BLADESTOP);
  5040. break;
  5041. case RG_BACKSTAP:
  5042. {
  5043. if (!check_distance_bl(src, bl, 0)) {
  5044. #ifdef RENEWAL
  5045. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  5046. int16 x, y;
  5047. if (dir > 0 && dir < 4)
  5048. x = -1;
  5049. else if (dir > 4)
  5050. x = 1;
  5051. else
  5052. x = 0;
  5053. if (dir > 2 && dir < 6)
  5054. y = -1;
  5055. else if (dir == 7 || dir < 2)
  5056. y = 1;
  5057. else
  5058. y = 0;
  5059. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  5060. #else
  5061. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  5062. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  5063. #endif
  5064. status_change_end(src, SC_HIDING);
  5065. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  5066. unit_setdir(bl,dir);
  5067. #ifdef RENEWAL
  5068. clif_blown(src);
  5069. #endif
  5070. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5071. }
  5072. else if (sd)
  5073. clif_skill_fail( *sd, skill_id );
  5074. }
  5075. }
  5076. break;
  5077. case MO_FINGEROFFENSIVE:
  5078. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5079. if (battle_config.finger_offensive_type && sd) {
  5080. for (int32 i = 1; i < sd->spiritball_old; i++)
  5081. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5082. }
  5083. status_change_end(src, SC_BLADESTOP);
  5084. break;
  5085. case MO_CHAINCOMBO:
  5086. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5087. status_change_end(src, SC_BLADESTOP);
  5088. break;
  5089. #ifndef RENEWAL
  5090. case NJ_ISSEN:
  5091. #endif
  5092. case MO_EXTREMITYFIST:
  5093. {
  5094. struct block_list *mbl = bl; // For NJ_ISSEN
  5095. int16 x, y, i = 2; // Move 2 cells (From target)
  5096. int16 dir = map_calc_dir(src,bl->x,bl->y);
  5097. #ifdef RENEWAL
  5098. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  5099. flag |= 1; // Give +100% damage increase
  5100. #endif
  5101. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5102. if (skill_id == MO_EXTREMITYFIST) {
  5103. status_set_sp(src, 0, 0);
  5104. sc_start(src, src, SC_EXTREMITYFIST, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5105. status_change_end(src, SC_EXPLOSIONSPIRITS);
  5106. status_change_end(src, SC_BLADESTOP);
  5107. } else {
  5108. status_set_hp(src, 1, 0);
  5109. status_change_end(src, SC_NEN);
  5110. status_change_end(src, SC_HIDING);
  5111. }
  5112. if (skill_id == MO_EXTREMITYFIST) {
  5113. mbl = src; // For MO_EXTREMITYFIST
  5114. i = 3; // Move 3 cells (From caster)
  5115. }
  5116. if (dir > 0 && dir < 4)
  5117. x = -i;
  5118. else if (dir > 4)
  5119. x = i;
  5120. else
  5121. x = 0;
  5122. if (dir > 2 && dir < 6)
  5123. y = -i;
  5124. else if (dir == 7 || dir < 2)
  5125. y = i;
  5126. else
  5127. y = 0;
  5128. // Ashura Strike still has slide effect in GVG
  5129. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5130. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5131. clif_blown(src);
  5132. clif_spiritball(src);
  5133. }
  5134. }
  5135. break;
  5136. case HT_POWER:
  5137. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5138. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5139. break;
  5140. case SU_PICKYPECK:
  5141. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5142. [[fallthrough]];
  5143. case SU_BITE:
  5144. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5145. break;
  5146. case SU_SVG_SPIRIT:
  5147. skill_area_temp[1] = bl->id;
  5148. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5149. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5150. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5151. break;
  5152. //Splash attack skills.
  5153. case AS_GRIMTOOTH:
  5154. case MC_CARTREVOLUTION:
  5155. case NPC_SPLASHATTACK:
  5156. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5157. [[fallthrough]];
  5158. case AS_SPLASHER:
  5159. case HT_BLITZBEAT:
  5160. case AC_SHOWER:
  5161. case MA_SHOWER:
  5162. case MG_NAPALMBEAT:
  5163. case MG_FIREBALL:
  5164. case RG_RAID:
  5165. #ifdef RENEWAL
  5166. case SN_SHARPSHOOTING:
  5167. #endif
  5168. case HW_NAPALMVULCAN:
  5169. case NJ_HUUMA:
  5170. case ASC_METEORASSAULT:
  5171. case GS_SPREADATTACK:
  5172. case NPC_PULSESTRIKE:
  5173. case NPC_PULSESTRIKE2:
  5174. case NPC_HELLJUDGEMENT:
  5175. case NPC_HELLJUDGEMENT2:
  5176. case NPC_VAMPIRE_GIFT:
  5177. case NPC_MAXPAIN_ATK:
  5178. case NPC_JACKFROST:
  5179. case NPC_REVERBERATION_ATK:
  5180. case NPC_ARROWSTORM:
  5181. case NPC_KILLING_AURA:
  5182. case NPC_IGNITIONBREAK:
  5183. case RK_IGNITIONBREAK:
  5184. case RK_HUNDREDSPEAR:
  5185. case AB_JUDEX:
  5186. case AB_ADORAMUS:
  5187. case WL_SOULEXPANSION:
  5188. case WL_CRIMSONROCK:
  5189. case WL_JACKFROST:
  5190. case RA_ARROWSTORM:
  5191. case RA_WUGDASH:
  5192. case NC_VULCANARM:
  5193. case NC_COLDSLOWER:
  5194. case NC_SELFDESTRUCTION:
  5195. case NC_AXETORNADO:
  5196. case GC_ROLLINGCUTTER:
  5197. case GC_COUNTERSLASH:
  5198. case LG_CANNONSPEAR:
  5199. case LG_OVERBRAND:
  5200. case LG_MOONSLASHER:
  5201. case LG_RAYOFGENESIS:
  5202. case NPC_RAYOFGENESIS:
  5203. case LG_EARTHDRIVE:
  5204. case SR_RAMPAGEBLASTER:
  5205. case SR_SKYNETBLOW:
  5206. case SR_WINDMILL:
  5207. case SR_RIDEINLIGHTNING:
  5208. case SO_VARETYR_SPEAR:
  5209. case SO_POISON_BUSTER:
  5210. case GN_CART_TORNADO:
  5211. case GN_CARTCANNON:
  5212. case GN_SPORE_EXPLOSION:
  5213. case GN_DEMONIC_FIRE:
  5214. case GN_FIRE_EXPANSION_ACID:
  5215. case GN_HELLS_PLANT_ATK:
  5216. case KO_HAPPOKUNAI:
  5217. case KO_HUUMARANKA:
  5218. case KO_MUCHANAGE:
  5219. case KO_BAKURETSU:
  5220. case GN_ILLUSIONDOPING:
  5221. case RL_FIREDANCE:
  5222. case RL_S_STORM:
  5223. case RL_R_TRIP:
  5224. case MH_XENO_SLASHER:
  5225. case MH_HEILIGE_PFERD:
  5226. case MH_THE_ONE_FIGHTER_RISES:
  5227. case NC_ARMSCANNON:
  5228. case SU_SCRATCH:
  5229. case SU_LUNATICCARROTBEAT:
  5230. case SU_LUNATICCARROTBEAT2:
  5231. case SJ_FULLMOONKICK:
  5232. case SJ_NEWMOONKICK:
  5233. case SJ_SOLARBURST:
  5234. case SJ_PROMINENCEKICK:
  5235. case SJ_STAREMPEROR:
  5236. case SJ_FALLINGSTAR_ATK2:
  5237. case SP_CURSEEXPLOSION:
  5238. case SP_SHA:
  5239. case SP_SWHOO:
  5240. case DK_SERVANTWEAPON_ATK:
  5241. case DK_SERVANT_W_PHANTOM:
  5242. case DK_SERVANT_W_DEMOL:
  5243. case DK_MADNESS_CRUSHER:
  5244. case DK_HACKANDSLASHER:
  5245. case DK_DRAGONIC_BREATH:
  5246. case AG_CRIMSON_ARROW_ATK:
  5247. case AG_DESTRUCTIVE_HURRICANE:
  5248. case AG_SOUL_VC_STRIKE:
  5249. case AG_CRYSTAL_IMPACT:
  5250. case AG_CRYSTAL_IMPACT_ATK:
  5251. case AG_ROCK_DOWN:
  5252. case AG_FROZEN_SLASH:
  5253. case IQ_OLEUM_SANCTUM:
  5254. case IQ_MASSIVE_F_BLASTER:
  5255. case IQ_EXPOSION_BLASTER:
  5256. case IQ_FIRST_BRAND:
  5257. case IQ_SECOND_FLAME:
  5258. case IQ_SECOND_FAITH:
  5259. case IQ_SECOND_JUDGEMENT:
  5260. case IQ_THIRD_PUNISH:
  5261. case IQ_THIRD_FLAME_BOMB:
  5262. case IQ_THIRD_CONSECRATION:
  5263. case IG_OVERSLASH:
  5264. case IG_RADIANT_SPEAR:
  5265. case CD_ARBITRIUM_ATK:
  5266. case CD_PETITIO:
  5267. case CD_FRAMEN:
  5268. case SHC_DANCING_KNIFE:
  5269. case SHC_SAVAGE_IMPACT:
  5270. case SHC_IMPACT_CRATER:
  5271. case SHC_FATAL_SHADOW_CROW:
  5272. case SHC_CROSS_SLASH:
  5273. case MT_AXE_STOMP:
  5274. case MT_MIGHTY_SMASH:
  5275. case MT_RUSH_QUAKE:
  5276. case MT_A_MACHINE:
  5277. case MT_SPARK_BLASTER:
  5278. case MT_RUSH_STRIKE:
  5279. case MT_POWERFUL_SWING:
  5280. case MT_ENERGY_CANNONADE:
  5281. case ABC_ABYSS_DAGGER:
  5282. case ABC_CHAIN_REACTION_SHOT:
  5283. case ABC_DEFT_STAB:
  5284. case WH_GALESTORM:
  5285. case BO_ACIDIFIED_ZONE_WATER:
  5286. case BO_ACIDIFIED_ZONE_GROUND:
  5287. case BO_ACIDIFIED_ZONE_WIND:
  5288. case BO_ACIDIFIED_ZONE_FIRE:
  5289. case TR_ROSEBLOSSOM_ATK:
  5290. case ABC_FROM_THE_ABYSS_ATK:
  5291. case EM_ELEMENTAL_BUSTER_FIRE:
  5292. case EM_ELEMENTAL_BUSTER_WATER:
  5293. case EM_ELEMENTAL_BUSTER_WIND:
  5294. case EM_ELEMENTAL_BUSTER_GROUND:
  5295. case EM_ELEMENTAL_BUSTER_POISON:
  5296. case EM_EL_FLAMEROCK:
  5297. case EM_EL_AGE_OF_ICE:
  5298. case EM_EL_STORM_WIND:
  5299. case EM_EL_AVALANCHE:
  5300. case EM_EL_DEADLY_POISON:
  5301. case BO_EXPLOSIVE_POWDER:
  5302. case BO_MAYHEMIC_THORNS:
  5303. case BO_MYSTERY_POWDER:
  5304. case BO_DUST_EXPLOSION:
  5305. case NPC_WIDECRITICALWOUND:
  5306. case IG_SHIELD_SHOOTING:
  5307. case TR_METALIC_FURY:
  5308. case IG_GRAND_JUDGEMENT:
  5309. case HN_JUPITEL_THUNDER_STORM:
  5310. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  5311. case SOA_TALISMAN_OF_WHITE_TIGER:
  5312. case SOA_TALISMAN_OF_RED_PHOENIX:
  5313. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  5314. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  5315. case SKE_SUNSET_BLAST:
  5316. case SKE_NOON_BLAST:
  5317. case SS_KINRYUUHOU:
  5318. if( flag&1 ) {//Recursive invocation
  5319. int32 sflag = skill_area_temp[0] & 0xFFF;
  5320. int32 heal = 0;
  5321. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5322. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5323. break; // Under Hovering characters are immune to select trap and ground target skills.
  5324. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5325. break; // No damage should happen if the target is on Land Protector
  5326. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5327. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5328. break;
  5329. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5330. if (skill_id == ABC_DEFT_STAB && flag&2)
  5331. sflag |= 2;
  5332. if( flag&SD_LEVEL )
  5333. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5334. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5335. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5336. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5337. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5338. break;
  5339. heal = (int32)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5340. switch (skill_id) {
  5341. case NPC_VAMPIRE_GIFT:
  5342. if (heal > 0) {
  5343. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  5344. status_heal(src, heal, 0, 0);
  5345. }
  5346. break;
  5347. #ifdef RENEWAL
  5348. case SN_SHARPSHOOTING:
  5349. status_change_end(src, SC_CAMOUFLAGE);
  5350. break;
  5351. #endif
  5352. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5353. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5354. break;
  5355. }
  5356. } else {
  5357. int32 starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5358. skill_area_temp[0] = 0;
  5359. skill_area_temp[1] = bl->id;
  5360. skill_area_temp[2] = 0;
  5361. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5362. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5363. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5364. break;
  5365. }
  5366. if (skill_id == SP_SWHOO)
  5367. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5368. switch ( skill_id ) {
  5369. case LG_EARTHDRIVE:
  5370. case GN_CARTCANNON:
  5371. case SU_SCRATCH:
  5372. case BO_MAYHEMIC_THORNS:
  5373. case DK_DRAGONIC_BREATH:
  5374. case DK_HACKANDSLASHER:
  5375. case MT_SPARK_BLASTER:
  5376. case HN_JUPITEL_THUNDER_STORM:
  5377. case SOA_TALISMAN_OF_FOUR_BEARING_GOD:
  5378. case SKE_SUNSET_BLAST:
  5379. case SKE_NOON_BLAST:
  5380. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  5381. break;
  5382. #ifdef RENEWAL
  5383. case NJ_HUUMA:
  5384. #endif
  5385. case LG_MOONSLASHER:
  5386. case MH_XENO_SLASHER:
  5387. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  5388. break;
  5389. case NPC_REVERBERATION_ATK:
  5390. case NC_ARMSCANNON:
  5391. skill_area_temp[1] = 0;
  5392. starget = splash_target(src);
  5393. break;
  5394. case WL_CRIMSONROCK:
  5395. skill_area_temp[4] = bl->x;
  5396. skill_area_temp[5] = bl->y;
  5397. break;
  5398. case SU_LUNATICCARROTBEAT:
  5399. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5400. skill_id = SU_LUNATICCARROTBEAT2;
  5401. break;
  5402. case DK_SERVANT_W_PHANTOM:
  5403. // Jump to the target before attacking.
  5404. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5405. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5406. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Trigger animation on servants.
  5407. break;
  5408. case SHC_SAVAGE_IMPACT: {
  5409. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5410. skill_area_temp[0] = 2;
  5411. status_change_end( src, SC_CLOAKINGEXCEED );
  5412. }
  5413. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5414. if (bl->x != src->x || bl->y != src->y)
  5415. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5416. // Move the player 1 cell near the target, between the target and the player
  5417. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5418. clif_blown(src);
  5419. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5420. break;
  5421. }
  5422. case SHC_FATAL_SHADOW_CROW: {
  5423. uint8 dir = DIR_NORTHEAST;
  5424. if (bl->x != src->x || bl->y != src->y)
  5425. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5426. // Move the player 1 cell near the target, between the target and the player
  5427. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5428. clif_blown(src);
  5429. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Trigger animation
  5430. break;
  5431. }
  5432. case AG_CRYSTAL_IMPACT_ATK:
  5433. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5434. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5435. break;
  5436. case AG_ROCK_DOWN:
  5437. case IQ_FIRST_BRAND:
  5438. case IQ_SECOND_FLAME:
  5439. case IQ_SECOND_FAITH:
  5440. case IQ_SECOND_JUDGEMENT:
  5441. case IG_RADIANT_SPEAR:
  5442. case CD_PETITIO:
  5443. case CD_FRAMEN:
  5444. case MT_POWERFUL_SWING:
  5445. case MT_ENERGY_CANNONADE:
  5446. case BO_DUST_EXPLOSION:
  5447. case ABC_DEFT_STAB:
  5448. case EM_EL_FLAMEROCK:
  5449. case EM_EL_AGE_OF_ICE:
  5450. case EM_EL_STORM_WIND:
  5451. case EM_EL_AVALANCHE:
  5452. case EM_EL_DEADLY_POISON:
  5453. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5454. break;
  5455. case ABC_CHAIN_REACTION_SHOT:
  5456. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5457. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5458. break;
  5459. case IQ_THIRD_PUNISH:
  5460. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5461. if (sd) {
  5462. uint8 limit = 5;
  5463. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5464. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5465. for (uint8 i = 0; i < limit; i++)
  5466. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5467. }
  5468. break;
  5469. case IQ_THIRD_FLAME_BOMB:
  5470. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5471. if (sd && sd->spiritball / 5 > 1)
  5472. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5473. break;
  5474. case IQ_THIRD_CONSECRATION:
  5475. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5476. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5477. break;
  5478. case IG_OVERSLASH:
  5479. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5480. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5481. break;
  5482. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5483. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5484. status_heal(src, 0, 0, 10, 0);
  5485. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5486. break;
  5487. case BO_ACIDIFIED_ZONE_WATER:
  5488. case BO_ACIDIFIED_ZONE_GROUND:
  5489. case BO_ACIDIFIED_ZONE_WIND:
  5490. case BO_ACIDIFIED_ZONE_FIRE:
  5491. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5492. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5493. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5494. break;
  5495. case MT_RUSH_STRIKE:
  5496. case MT_RUSH_QUAKE:
  5497. // Jump to the target before attacking.
  5498. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5499. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5500. }
  5501. clif_skill_nodamage( src, *bl, skill_id, skill_lv); // Trigger animation
  5502. clif_blown( src );
  5503. if (skill_id == MT_RUSH_QUAKE){
  5504. // TODO: does this buff start before or after dealing damage? [Muh]
  5505. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5506. }
  5507. break;
  5508. case BO_MYSTERY_POWDER:
  5509. case IG_SHIELD_SHOOTING:
  5510. case IG_GRAND_JUDGEMENT:
  5511. case SHC_CROSS_SLASH:
  5512. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5513. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5514. break;
  5515. case SOA_TALISMAN_OF_RED_PHOENIX:
  5516. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5517. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5518. if (sc != nullptr && sc->getSCE(SC_T_SECOND_GOD) != nullptr){
  5519. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5520. }
  5521. break;
  5522. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  5523. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5524. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5525. sc_start(src,src,skill_get_sc(skill_id),100,skill_lv,skill_get_time(skill_id,skill_lv));
  5526. break;
  5527. case SS_KINRYUUHOU:
  5528. skill_mirage_cast(*src, nullptr, SS_ANTENPOU, skill_lv, 0, 0, tick, flag | BCT_WOS);
  5529. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5530. break;
  5531. }
  5532. // if skill damage should be split among targets, count them
  5533. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5534. //special case: Venom Splasher uses a different range for searching than for splashing
  5535. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5536. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5537. // recursive invocation of skill_castend_damage_id() with flag|1
  5538. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5539. if (skill_id == RA_ARROWSTORM)
  5540. status_change_end(src, SC_CAMOUFLAGE);
  5541. if( skill_id == AS_SPLASHER ) {
  5542. map_freeblock_unlock(); // Don't consume a second gemstone.
  5543. return 0;
  5544. }
  5545. }
  5546. break;
  5547. case NW_THE_VIGILANTE_AT_NIGHT:
  5548. if (flag & 1)
  5549. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5550. break;
  5551. case NW_SPIRAL_SHOOTING:
  5552. if (flag & 1) {
  5553. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5554. } else {
  5555. int32 splash = skill_get_splash(skill_id, skill_lv);
  5556. if (sd && sd->weapontype1 == W_GRENADE)
  5557. splash += 2;
  5558. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5559. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5560. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5561. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5562. }
  5563. break;
  5564. case SH_HOWLING_OF_CHUL_HO:
  5565. if (flag & 1)
  5566. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5567. break;
  5568. case SH_HOGOGONG_STRIKE:
  5569. if( flag&1 && tsc != nullptr && tsc->getSCE( SC_HOGOGONG ) != nullptr ){
  5570. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5571. }
  5572. break;
  5573. case SKE_RISING_SUN:
  5574. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5575. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5576. if ( sc == nullptr || ( sc->getSCE( SC_RISING_SUN ) == nullptr && sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SUNSET_SUN ) == nullptr ) ){
  5577. sc_start(src, src, SC_RISING_SUN, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5578. }else if( sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SUNSET_SUN ) == nullptr ){
  5579. sc_start(src, src, SC_NOON_SUN, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5580. }else if( sc->getSCE( SC_SUNSET_SUN ) == nullptr ){
  5581. sc_start(src, src, SC_SUNSET_SUN, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5582. }
  5583. break;
  5584. case SKE_TWINKLING_GALAXY:
  5585. case SKE_STAR_CANNON:
  5586. if (flag & 1)
  5587. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5588. break;
  5589. case SKE_STAR_BURST:
  5590. if (flag & 1) {
  5591. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5592. } else {
  5593. unit_data* ud = unit_bl2ud( src );
  5594. if( ud != nullptr ){
  5595. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  5596. if( sug->skill_id != SKE_TWINKLING_GALAXY ){
  5597. continue;
  5598. }
  5599. skill_unit* su = sug->unit;
  5600. // Check if it is too far away
  5601. if( distance_xy( bl->x, bl->y, su->bl.x, su->bl.y ) > skill_get_unit_range( sug->skill_id, sug->skill_lv ) ){
  5602. continue;
  5603. }
  5604. std::shared_ptr<s_skill_unit_group> sg = su->group;
  5605. for( int32 i = 0; i < MAX_SKILLTIMERSKILL; i++ ){
  5606. if( ud->skilltimerskill[i] == nullptr ){
  5607. continue;
  5608. }
  5609. if( ud->skilltimerskill[i]->skill_id != sug->skill_id ){
  5610. continue;
  5611. }
  5612. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  5613. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  5614. ud->skilltimerskill[i] = nullptr;
  5615. }
  5616. skill_delunitgroup(sg);
  5617. sc_start2(src, bl, skill_get_sc(skill_id), 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  5618. return skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5619. }
  5620. }
  5621. if( sd != nullptr ){
  5622. clif_skill_fail(*sd, skill_id, USESKILL_FAIL_LEVEL);
  5623. }
  5624. return 1;
  5625. }
  5626. break;
  5627. case SKE_ALL_IN_THE_SKY:
  5628. if (bl->type == BL_PC)
  5629. status_zap(bl, 0, 0, status_get_ap(bl));
  5630. if( unit_movepos( src, bl->x, bl->y, 2, true ) ){
  5631. clif_snap(src, src->x, src->y);
  5632. }
  5633. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5634. break;
  5635. case SS_KAGEGARI:
  5636. case SS_TOKEDASU:
  5637. case SS_KAGEAKUMU:
  5638. case SS_HITOUAKUMU:
  5639. case SS_KAGENOMAI:
  5640. case SS_ANTENPOU:
  5641. case SS_REIKETSUHOU:
  5642. case SS_KUNAIWAIKYOKU:
  5643. if (flag & 1)
  5644. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5645. break;
  5646. case SS_ANKOKURYUUAKUMU:
  5647. if (flag & 1) {
  5648. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5649. if( tsc != nullptr && tsc->getSCE( SC_NIGHTMARE ) != nullptr ){
  5650. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag | SKILL_ALTDMG_FLAG);
  5651. }
  5652. }
  5653. break;
  5654. case SS_SHIMIRU: {
  5655. struct unit_data *ud = unit_bl2ud(src);
  5656. if (!check_distance_bl(src, bl, 0)) {
  5657. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  5658. int16 x, y;
  5659. if (dir > DIR_NORTH && dir < DIR_SOUTH)
  5660. x = -1;
  5661. else if (dir > DIR_SOUTH)
  5662. x = 1;
  5663. else
  5664. x = 0;
  5665. if (dir > DIR_WEST && dir < DIR_EAST)
  5666. y = -1;
  5667. else if (dir == DIR_NORTHEAST || dir < DIR_WEST)
  5668. y = 1;
  5669. else
  5670. y = 0;
  5671. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) {// Display movement + animation.
  5672. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  5673. unit_setdir(bl,dir);
  5674. clif_blown(src);
  5675. } else if (sd) {
  5676. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TARGET_SHADOW_SPACE );
  5677. break;
  5678. }
  5679. }
  5680. if (ud == nullptr)
  5681. break;
  5682. for (const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits) {
  5683. skill_unit* su = sug->unit;
  5684. std::shared_ptr<s_skill_unit_group> sg = su->group;
  5685. int16 dx = src->x - su->bl.x;
  5686. int16 dy = src->y - su->bl.y;
  5687. for( size_t count = 0; count < 1000; count++ ){
  5688. if (map_foreachincell(skill_shimiru_check_cell, src->m, su->bl.x + dx, su->bl.y + dy, BL_CHAR|BL_SKILL) == 0)
  5689. break;
  5690. dx += rnd() % 3 - 1;
  5691. dy += rnd() % 3 - 1;
  5692. }
  5693. if (sug->skill_id == SS_SHINKIROU)
  5694. skill_unit_move_unit_group(sg, src->m, dx,dy);
  5695. }
  5696. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5697. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5698. break;
  5699. }
  5700. //Place units around target
  5701. case NJ_BAKUENRYU:
  5702. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5703. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5704. break;
  5705. case SM_MAGNUM:
  5706. case MS_MAGNUM:
  5707. if( flag&1 ) {
  5708. // For players, damage depends on distance, so add it to flag if it is > 1
  5709. // Cannot hit hidden targets
  5710. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5711. }
  5712. break;
  5713. #ifdef RENEWAL
  5714. case KN_BRANDISHSPEAR:
  5715. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5716. break;
  5717. #else
  5718. case KN_BRANDISHSPEAR:
  5719. #endif
  5720. case ML_BRANDISH:
  5721. //Coded apart for it needs the flag passed to the damage calculation.
  5722. if (skill_area_temp[1] != bl->id)
  5723. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5724. else
  5725. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5726. break;
  5727. #ifdef RENEWAL
  5728. case KN_BOWLINGBASH:
  5729. if (flag & 1) {
  5730. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5731. } else {
  5732. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5733. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5734. }
  5735. break;
  5736. #else
  5737. case KN_BOWLINGBASH:
  5738. #endif
  5739. case MS_BOWLINGBASH:
  5740. {
  5741. int32 min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5742. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5743. c = (skill_lv-(flag&0xFFF)+1)/2;
  5744. // Determine the Bowling Bash area depending on configuration
  5745. if (battle_config.bowling_bash_area == 0) {
  5746. // Gutter line system
  5747. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5748. if(min_x < 0) min_x = 0;
  5749. max_x = min_x + 39;
  5750. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5751. if(min_y < 0) min_y = 0;
  5752. max_y = min_y + 39;
  5753. } else if (battle_config.bowling_bash_area == 1) {
  5754. // Gutter line system without demi gutter bug
  5755. min_x = src->x - (src->x)%40;
  5756. max_x = min_x + 39;
  5757. min_y = src->y - (src->y)%40;
  5758. max_y = min_y + 39;
  5759. } else {
  5760. // Area around caster
  5761. min_x = src->x - battle_config.bowling_bash_area;
  5762. max_x = src->x + battle_config.bowling_bash_area;
  5763. min_y = src->y - battle_config.bowling_bash_area;
  5764. max_y = src->y + battle_config.bowling_bash_area;
  5765. }
  5766. // Initialization, break checks, direction
  5767. if((flag&0xFFF) > 0) {
  5768. // Ignore monsters outside area
  5769. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5770. break;
  5771. // Ignore monsters already in list
  5772. if(idb_exists(bowling_db, bl->id))
  5773. break;
  5774. // Random direction
  5775. dir = rnd()%8;
  5776. } else {
  5777. // Create an empty list of already hit targets
  5778. db_clear(bowling_db);
  5779. // Direction is walkpath
  5780. dir = (unit_getdir(src)+4)%8;
  5781. }
  5782. // Add current target to the list of already hit targets
  5783. idb_put(bowling_db, bl->id, bl);
  5784. // Keep moving target in direction square by square
  5785. tx = bl->x;
  5786. ty = bl->y;
  5787. for(i=0;i<c;i++) {
  5788. // Target coordinates (get changed even if knockback fails)
  5789. tx -= dirx[dir];
  5790. ty -= diry[dir];
  5791. // If target cell is a wall then break
  5792. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5793. break;
  5794. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5795. int32 count;
  5796. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5797. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5798. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5799. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5800. // Recursive call
  5801. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5802. // Self-collision
  5803. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5804. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5805. break;
  5806. }
  5807. }
  5808. // Original hit or chain hit depending on flag
  5809. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5810. }
  5811. break;
  5812. case KN_SPEARSTAB:
  5813. if(flag&1) {
  5814. if (bl->id==skill_area_temp[1])
  5815. break;
  5816. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5817. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5818. } else {
  5819. int32 x=bl->x,y=bl->y,i,dir;
  5820. dir = map_calc_dir(bl,src->x,src->y);
  5821. skill_area_temp[1] = bl->id;
  5822. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5823. // all the enemies between the caster and the target are hit, as well as the target
  5824. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5825. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5826. for (i=0;i<4;i++) {
  5827. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5828. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5829. x += dirx[dir];
  5830. y += diry[dir];
  5831. }
  5832. }
  5833. break;
  5834. case TK_TURNKICK:
  5835. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5836. {
  5837. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5838. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5839. map_foreachinallrange(skill_area_sub,bl,
  5840. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5841. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5842. skill_castend_nodamage_id);
  5843. }
  5844. break;
  5845. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5846. // clif_skill_nodamage(src,*bl,skill_id,skill_lv,false); //Can't make this one display the correct attack animation delay :/
  5847. clif_damage(*src,*bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5848. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5849. break;
  5850. case PR_TURNUNDEAD:
  5851. case ALL_RESURRECTION:
  5852. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5853. break;
  5854. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5855. break;
  5856. case AL_HOLYLIGHT:
  5857. status_change_end(bl, SC_P_ALTER);
  5858. [[fallthrough]];
  5859. case MG_SOULSTRIKE:
  5860. case NPC_DARKSTRIKE:
  5861. case MG_COLDBOLT:
  5862. case MG_FIREBOLT:
  5863. case MG_LIGHTNINGBOLT:
  5864. case WZ_EARTHSPIKE:
  5865. case AL_HEAL:
  5866. case NPC_DARKTHUNDER:
  5867. case NPC_FIRESTORM:
  5868. case PR_ASPERSIO:
  5869. case MG_FROSTDIVER:
  5870. case WZ_SIGHTBLASTER:
  5871. case WZ_SIGHTRASHER:
  5872. #ifdef RENEWAL
  5873. case PA_PRESSURE:
  5874. #endif
  5875. case NJ_KOUENKA:
  5876. case NJ_HYOUSENSOU:
  5877. case NJ_HUUJIN:
  5878. case AB_HIGHNESSHEAL:
  5879. case AB_DUPLELIGHT_MAGIC:
  5880. case WM_METALICSOUND:
  5881. case KO_KAIHOU:
  5882. case MH_ERASER_CUTTER:
  5883. case AG_ASTRAL_STRIKE:
  5884. case AG_ASTRAL_STRIKE_ATK:
  5885. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5886. case CD_ARBITRIUM:
  5887. case HN_METEOR_STORM_BUSTER:
  5888. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5889. break;
  5890. case IG_JUDGEMENT_CROSS:
  5891. case TR_SOUNDBLEND:
  5892. case SH_HYUN_ROK_CANNON:
  5893. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  5894. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5895. break;
  5896. case AG_DEADLY_PROJECTION:
  5897. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5898. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5899. break;
  5900. case NPC_MAGICALATTACK:
  5901. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5902. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5903. break;
  5904. case HVAN_CAPRICE:
  5905. {
  5906. static const std::array<e_skill, 4> subskills = { MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT, WZ_EARTHSPIKE };
  5907. e_skill subskill_id = subskills.at(rnd() % subskills.size());
  5908. skill_attack(skill_get_type(subskill_id), src, src, bl, subskill_id, skill_lv, tick, flag);
  5909. }
  5910. break;
  5911. case WZ_WATERBALL:
  5912. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5913. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5914. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5915. break;
  5916. case WZ_JUPITEL:
  5917. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5918. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5919. break;
  5920. case PR_BENEDICTIO:
  5921. //Should attack undead and demons. [Skotlex]
  5922. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5923. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5924. break;
  5925. case SJ_NOVAEXPLOSING:
  5926. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5927. // We can end Dimension here since the cooldown code is processed before this point.
  5928. if (sc && sc->getSCE(SC_DIMENSION))
  5929. status_change_end(src, SC_DIMENSION);
  5930. else // Dimension not active? Activate the 2 second skill block penalty.
  5931. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5932. break;
  5933. case SP_SOULEXPLOSION:
  5934. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5935. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5936. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5937. if (sd)
  5938. clif_skill_fail( *sd, skill_id );
  5939. break;
  5940. }
  5941. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5942. break;
  5943. case SL_SMA:
  5944. status_change_end(src, SC_SMA);
  5945. [[fallthrough]];
  5946. case SL_STIN:
  5947. case SL_STUN:
  5948. case SP_SPA:
  5949. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5950. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5951. clif_skill_fail( *sd, skill_id );
  5952. break;
  5953. }
  5954. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5955. break;
  5956. case NPC_DARKBREATH:
  5957. clif_emotion( *src, ET_ANGER );
  5958. if (rnd() % 2 == 0)
  5959. break; // 50% chance
  5960. [[fallthrough]];
  5961. case SN_FALCONASSAULT:
  5962. #ifndef RENEWAL
  5963. case PA_PRESSURE:
  5964. case CR_ACIDDEMONSTRATION:
  5965. #endif
  5966. case TF_THROWSTONE:
  5967. case NPC_SMOKING:
  5968. case GS_FLING:
  5969. case NJ_ZENYNAGE:
  5970. case GN_THORNS_TRAP:
  5971. case RL_B_TRAP:
  5972. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5973. break;
  5974. #ifdef RENEWAL
  5975. case NJ_ISSEN: {
  5976. int16 x, y;
  5977. int16 dir = map_calc_dir(src, bl->x, bl->y);
  5978. // Move 2 cells (From target)
  5979. if (dir > 0 && dir < 4)
  5980. x = -2;
  5981. else if (dir > 4)
  5982. x = 2;
  5983. else
  5984. x = 0;
  5985. if (dir > 2 && dir < 6)
  5986. y = -2;
  5987. else if (dir == 7 || dir < 2)
  5988. y = 2;
  5989. else
  5990. y = 0;
  5991. // Doesn't have slide effect in GVG
  5992. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5993. clif_blown(src);
  5994. clif_spiritball(src);
  5995. }
  5996. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5997. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5998. status_change_end(src, SC_NEN);
  5999. status_change_end(src, SC_HIDING);
  6000. }
  6001. break;
  6002. #endif
  6003. case RK_DRAGONBREATH_WATER:
  6004. case RK_DRAGONBREATH:
  6005. case NPC_DRAGONBREATH:
  6006. if( tsc && tsc->getSCE(SC_HIDING) )
  6007. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  6008. else {
  6009. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6010. }
  6011. break;
  6012. case NPC_SELFDESTRUCTION:
  6013. if( tsc && tsc->getSCE(SC_HIDING) )
  6014. break;
  6015. [[fallthrough]];
  6016. case HVAN_EXPLOSION:
  6017. if (src != bl)
  6018. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6019. break;
  6020. // Celest
  6021. case PF_SOULBURN:
  6022. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  6023. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6024. if (skill_lv == 5)
  6025. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6026. status_percent_damage(src, bl, 0, 100, false);
  6027. } else {
  6028. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  6029. if (skill_lv == 5)
  6030. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  6031. status_percent_damage(src, src, 0, 100, false);
  6032. }
  6033. break;
  6034. case NPC_BLOODDRAIN:
  6035. case NPC_ENERGYDRAIN:
  6036. {
  6037. int32 heal = (int32)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  6038. src, src, bl, skill_id, skill_lv, tick, flag);
  6039. if (heal > 0){
  6040. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  6041. status_heal(src, heal, 0, 0);
  6042. }
  6043. }
  6044. break;
  6045. case GS_BULLSEYE:
  6046. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6047. break;
  6048. case NJ_KASUMIKIRI:
  6049. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  6050. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6051. break;
  6052. case NJ_KIRIKAGE:
  6053. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  6054. { //You don't move on GVG grounds.
  6055. int16 x, y;
  6056. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  6057. if (unit_movepos(src, x, y, 0, 0)) {
  6058. clif_blown(src);
  6059. }
  6060. }
  6061. status_change_end(src, SC_HIDING);
  6062. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6063. break;
  6064. case RK_PHANTOMTHRUST:
  6065. case NPC_PHANTOMTHRUST:
  6066. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  6067. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6068. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  6069. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  6070. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6071. break;
  6072. case RK_WINDCUTTER:
  6073. case RK_STORMBLAST:
  6074. if( flag&1 )
  6075. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6076. else {
  6077. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  6078. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  6079. }
  6080. break;
  6081. case GC_DARKILLUSION:
  6082. {
  6083. int16 x, y;
  6084. int16 dir = map_calc_dir(src,bl->x,bl->y);
  6085. if( dir > 0 && dir < 4) x = 2;
  6086. else if( dir > 4 ) x = -2;
  6087. else x = 0;
  6088. if( dir > 2 && dir < 6 ) y = 2;
  6089. else if( dir == 7 || dir < 2 ) y = -2;
  6090. else y = 0;
  6091. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  6092. clif_blown(src);
  6093. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6094. if( rnd()%100 < 4 * skill_lv )
  6095. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  6096. }
  6097. }
  6098. break;
  6099. case GC_CROSSRIPPERSLASHER:
  6100. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  6101. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_CONDITION );
  6102. else
  6103. {
  6104. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6105. }
  6106. break;
  6107. case GC_CROSSIMPACT: {
  6108. uint8 dir = DIR_NORTHEAST;
  6109. if (bl->x != src->x || bl->y != src->y)
  6110. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  6111. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  6112. clif_blown(src);
  6113. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6114. } else {
  6115. if (sd)
  6116. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6117. }
  6118. break;
  6119. }
  6120. case GC_PHANTOMMENACE:
  6121. if (flag&1) { // Only Hits Invisible Targets
  6122. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6123. status_change_end(bl, SC_CLOAKINGEXCEED);
  6124. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6125. }
  6126. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6127. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6128. }
  6129. break;
  6130. case GC_DARKCROW:
  6131. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6132. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  6133. break;
  6134. case WL_DRAINLIFE:
  6135. {
  6136. int32 heal = (int32)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6137. int32 rate = 70 + 5 * skill_lv;
  6138. heal = heal * (5 + 5 * skill_lv) / 100;
  6139. if( bl->type == BL_SKILL )
  6140. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  6141. if( heal && rnd()%100 < rate )
  6142. {
  6143. status_heal(src, heal, 0, 0);
  6144. clif_skill_nodamage(nullptr, *src, AL_HEAL, heal);
  6145. }
  6146. }
  6147. break;
  6148. case WL_TETRAVORTEX_FIRE:
  6149. case WL_TETRAVORTEX_WATER:
  6150. case WL_TETRAVORTEX_WIND:
  6151. case WL_TETRAVORTEX_GROUND:
  6152. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  6153. break;
  6154. case WL_TETRAVORTEX:
  6155. if (sd == nullptr) { // Monster usage
  6156. uint8 i = 0;
  6157. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  6158. { WL_TETRAVORTEX_WIND, 4 },
  6159. { WL_TETRAVORTEX_WATER, 2 },
  6160. { WL_TETRAVORTEX_GROUND, 8 } };
  6161. for (const auto &skill : tetra_skills) {
  6162. if (skill_lv > 5) {
  6163. skill_area_temp[0] = i;
  6164. skill_area_temp[1] = skill[1];
  6165. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  6166. } else
  6167. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  6168. i++;
  6169. }
  6170. } else if (sc) { // No SC? No spheres
  6171. int32 i, k = 0;
  6172. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  6173. status_change_end(src, SC_SPHERE_1);
  6174. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  6175. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  6176. continue;
  6177. uint16 subskill = 0;
  6178. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  6179. case WLS_FIRE:
  6180. subskill = WL_TETRAVORTEX_FIRE;
  6181. k |= 1;
  6182. break;
  6183. case WLS_WIND:
  6184. subskill = WL_TETRAVORTEX_WIND;
  6185. k |= 4;
  6186. break;
  6187. case WLS_WATER:
  6188. subskill = WL_TETRAVORTEX_WATER;
  6189. k |= 2;
  6190. break;
  6191. case WLS_STONE:
  6192. subskill = WL_TETRAVORTEX_GROUND;
  6193. k |= 8;
  6194. break;
  6195. }
  6196. if (skill_lv > 5) {
  6197. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  6198. skill_area_temp[1] = k;
  6199. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  6200. } else
  6201. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  6202. status_change_end(src, static_cast<sc_type>(i));
  6203. }
  6204. }
  6205. break;
  6206. case WL_RELEASE:
  6207. if (sc == nullptr)
  6208. break;
  6209. if (sd) {
  6210. int32 i;
  6211. #ifndef RENEWAL
  6212. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  6213. #endif
  6214. if (skill_lv == 1) { // SpellBook
  6215. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  6216. break;
  6217. bool found_spell = false;
  6218. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  6219. if (sc->getSCE(i) != nullptr) {
  6220. found_spell = true;
  6221. break;
  6222. }
  6223. }
  6224. if (!found_spell)
  6225. break;
  6226. // Now extract the data from the preserved spell
  6227. uint16 pres_skill_id = sc->getSCE(i)->val1;
  6228. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  6229. uint16 point = sc->getSCE(i)->val3;
  6230. status_change_end(src, static_cast<sc_type>(i));
  6231. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  6232. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  6233. else // Last spell to be released
  6234. status_change_end(src, SC_FREEZE_SP);
  6235. if( !skill_check_condition_castbegin(*sd, pres_skill_id, pres_skill_lv) )
  6236. break;
  6237. // Get the requirement for the preserved skill
  6238. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  6239. switch( skill_get_casttype(pres_skill_id) )
  6240. {
  6241. case CAST_GROUND:
  6242. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  6243. break;
  6244. case CAST_NODAMAGE:
  6245. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  6246. break;
  6247. case CAST_DAMAGE:
  6248. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  6249. break;
  6250. }
  6251. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  6252. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  6253. int32 cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  6254. if( cooldown > 0 )
  6255. skill_blockpc_start(*sd, pres_skill_id, cooldown);
  6256. } else { // Summoned Balls
  6257. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  6258. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  6259. continue;
  6260. int32 skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  6261. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  6262. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  6263. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  6264. }
  6265. clif_skill_nodamage(src, *bl, skill_id, 0);
  6266. }
  6267. }
  6268. break;
  6269. case WL_FROSTMISTY:
  6270. // Causes Freezing status through walls.
  6271. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6272. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6273. // Doesn't deal damage through non-shootable walls.
  6274. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  6275. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  6276. break;
  6277. case WL_HELLINFERNO:
  6278. if (flag & 1) {
  6279. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  6280. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  6281. } else {
  6282. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6283. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6284. }
  6285. break;
  6286. case RA_WUGSTRIKE:
  6287. if( sd && pc_isridingwug(sd) ){
  6288. uint8 dir = map_calc_dir(bl, src->x, src->y);
  6289. if( unit_movepos(src, bl->x+dirx[dir], bl->y+diry[dir], 1, 1) ) {
  6290. clif_blown(src);
  6291. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6292. }
  6293. break;
  6294. }
  6295. [[fallthrough]];
  6296. case RA_WUGBITE:
  6297. if( path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6298. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6299. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6300. clif_skill_fail( *sd, skill_id );
  6301. break;
  6302. case RA_SENSITIVEKEEN:
  6303. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6304. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6305. status_change_end(bl, SC_CLOAKINGEXCEED);
  6306. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6307. }
  6308. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6309. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6310. } else {
  6311. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6312. std::shared_ptr<s_skill_unit_group> sg;
  6313. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6314. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6315. {
  6316. struct item item_tmp;
  6317. memset(&item_tmp,0,sizeof(item_tmp));
  6318. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6319. item_tmp.identify = 1;
  6320. if( item_tmp.nameid )
  6321. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6322. }
  6323. skill_delunit(su);
  6324. }
  6325. }
  6326. break;
  6327. case NC_INFRAREDSCAN:
  6328. if( flag&1 ) {
  6329. status_change_end(bl, SC_HIDING);
  6330. status_change_end(bl, SC_CLOAKING);
  6331. status_change_end(bl, SC_CLOAKINGEXCEED);
  6332. status_change_end(bl, SC_CAMOUFLAGE);
  6333. status_change_end(bl, SC_NEWMOON);
  6334. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6335. status_change_end(bl, SC__SHADOWFORM);
  6336. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6337. } else {
  6338. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6339. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6340. }
  6341. break;
  6342. case SC_FATALMENACE:
  6343. if( flag&1 )
  6344. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6345. else {
  6346. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6347. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6348. }
  6349. break;
  6350. case NPC_FATALMENACE: // todo should it teleport the target ?
  6351. if( flag&1 )
  6352. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6353. else {
  6354. int16 x, y;
  6355. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6356. // Destination area
  6357. skill_area_temp[4] = x;
  6358. skill_area_temp[5] = y;
  6359. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6360. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6361. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6362. }
  6363. break;
  6364. case LG_PINPOINTATTACK:
  6365. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6366. clif_blown(src);
  6367. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6368. break;
  6369. case SR_KNUCKLEARROW:
  6370. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6371. dir_ka = map_calc_dir(bl, src->x, src->y);
  6372. // Has slide effect
  6373. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6374. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6375. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6376. break;
  6377. case SR_HOWLINGOFLION:
  6378. status_change_end(bl, SC_SWINGDANCE);
  6379. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6380. status_change_end(bl, SC_MOONLITSERENADE);
  6381. status_change_end(bl, SC_RUSHWINDMILL);
  6382. status_change_end(bl, SC_ECHOSONG);
  6383. status_change_end(bl, SC_HARMONIZE);
  6384. status_change_end(bl, SC_NETHERWORLD);
  6385. status_change_end(bl, SC_VOICEOFSIREN);
  6386. status_change_end(bl, SC_DEEPSLEEP);
  6387. status_change_end(bl, SC_SIRCLEOFNATURE);
  6388. status_change_end(bl, SC_GLOOMYDAY);
  6389. status_change_end(bl, SC_GLOOMYDAY_SK);
  6390. status_change_end(bl, SC_SONGOFMANA);
  6391. status_change_end(bl, SC_DANCEWITHWUG);
  6392. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6393. status_change_end(bl, SC_LERADSDEW);
  6394. status_change_end(bl, SC_MELODYOFSINK);
  6395. status_change_end(bl, SC_BEYONDOFWARCRY);
  6396. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6397. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6398. break;
  6399. case SR_EARTHSHAKER:
  6400. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6401. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6402. status_change_end(bl, SC_CLOAKINGEXCEED);
  6403. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6404. status_change_end(bl, SC__SHADOWFORM);
  6405. } else {
  6406. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6407. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6408. }
  6409. break;
  6410. case SR_TIGERCANNON:
  6411. if (flag & 1) {
  6412. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6413. } else if (sd) {
  6414. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6415. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6416. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6417. }
  6418. break;
  6419. case WM_REVERBERATION:
  6420. if (flag & 1)
  6421. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6422. else {
  6423. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6424. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6425. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6426. }
  6427. break;
  6428. case NPC_POISON_BUSTER:
  6429. if( tsc && tsc->getSCE(SC_POISON) ) {
  6430. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6431. status_change_end(bl, SC_POISON);
  6432. }
  6433. else if( sd )
  6434. clif_skill_fail( *sd, skill_id );
  6435. break;
  6436. case KO_JYUMONJIKIRI: {
  6437. int16 x, y;
  6438. int16 dir = map_calc_dir(src,bl->x,bl->y);
  6439. if (dir > 0 && dir < 4)
  6440. x = 2;
  6441. else if (dir > 4)
  6442. x = -2;
  6443. else
  6444. x = 0;
  6445. if (dir > 2 && dir < 6)
  6446. y = 2;
  6447. else if (dir == 7 || dir < 2)
  6448. y = -2;
  6449. else
  6450. y = 0;
  6451. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6452. clif_blown(src);
  6453. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6454. }
  6455. }
  6456. break;
  6457. case EL_FIRE_BOMB:
  6458. case EL_FIRE_WAVE:
  6459. case EL_WATER_SCREW:
  6460. case EL_HURRICANE:
  6461. case EL_TYPOON_MIS:
  6462. if( flag&1 )
  6463. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6464. else {
  6465. int32 i = skill_get_splash(skill_id,skill_lv);
  6466. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6467. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6468. if( rnd()%100 < 30 )
  6469. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6470. else
  6471. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6472. }
  6473. break;
  6474. case EL_ROCK_CRUSHER:
  6475. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6476. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6477. if( rnd()%100 < 50 )
  6478. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6479. else
  6480. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6481. break;
  6482. case EL_STONE_RAIN:
  6483. if( flag&1 )
  6484. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6485. else {
  6486. int32 i = skill_get_splash(skill_id,skill_lv);
  6487. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6488. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6489. if( rnd()%100 < 30 )
  6490. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6491. else
  6492. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6493. }
  6494. break;
  6495. case EL_FIRE_ARROW:
  6496. case EL_ICE_NEEDLE:
  6497. case EL_WIND_SLASH:
  6498. case EL_STONE_HAMMER:
  6499. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6500. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6501. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6502. break;
  6503. case EL_TIDAL_WEAPON:
  6504. if( src->type == BL_ELEM ) {
  6505. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6506. status_change *tsc_ele = status_get_sc(&ele->bl);
  6507. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6508. clif_skill_nodamage(src,*battle_get_master(src),skill_id,skill_lv);
  6509. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  6510. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6511. status_change_end(battle_get_master(src),type);
  6512. status_change_end(src,type2);
  6513. }
  6514. if( rnd()%100 < 50 )
  6515. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6516. else {
  6517. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6518. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6519. }
  6520. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  6521. }
  6522. break;
  6523. //recursive homon skill
  6524. case MH_ABSOLUTE_ZEPHYR:
  6525. case MH_TOXIN_OF_MANDARA:
  6526. case MH_BLAZING_AND_FURIOUS:
  6527. case MH_MAGMA_FLOW:
  6528. case MH_HEILIGE_STANGE:
  6529. if(flag&1){
  6530. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6531. break;//chance to not trigger atk for magma
  6532. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6533. }
  6534. else
  6535. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6536. break;
  6537. case MH_TWISTER_CUTTER:
  6538. case MH_GLANZEN_SPIES:
  6539. case MH_STAHL_HORN:
  6540. case MH_NEEDLE_OF_PARALYZE:
  6541. case MH_NEEDLE_STINGER:
  6542. case MH_SONIC_CRAW:
  6543. case MH_MIDNIGHT_FRENZY:
  6544. case MH_SILVERVEIN_RUSH:
  6545. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6546. break;
  6547. case MH_TINDER_BREAKER:
  6548. case MH_CBC:
  6549. case MH_EQC:
  6550. {
  6551. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6552. int32 duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6553. sc_type type;
  6554. if( skill_id == MH_TINDER_BREAKER ){
  6555. type = SC_TINDER_BREAKER2;
  6556. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6557. clif_blown(src);
  6558. clif_skill_poseffect( *src, skill_id, skill_lv, bl->x, bl->y, tick );
  6559. }
  6560. }else if( skill_id == MH_CBC ){
  6561. type = SC_CBC;
  6562. }else if( skill_id == MH_EQC ){
  6563. type = SC_EQC;
  6564. }
  6565. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6566. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6567. }
  6568. break;
  6569. case RL_H_MINE:
  6570. if (!(flag&1)) {
  6571. // Direct attack
  6572. if (!sd || !sd->flicker) {
  6573. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6574. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6575. break;
  6576. }
  6577. // Triggered by RL_FLICKER
  6578. if (sd && sd->flicker) {
  6579. // Splash damage around it!
  6580. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6581. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6582. flag |= 1; // Don't consume requirement
  6583. if (tsc &&tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6584. status_change_end(bl, SC_H_MINE);
  6585. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6586. }
  6587. }
  6588. }
  6589. else
  6590. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6591. if (sd && sd->flicker)
  6592. flag |= 1; // Don't consume requirement
  6593. break;
  6594. case RL_QD_SHOT:
  6595. if (skill_area_temp[1] == bl->id)
  6596. break;
  6597. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6598. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6599. break;
  6600. case RL_D_TAIL:
  6601. case RL_HAMMER_OF_GOD:
  6602. if (flag&1)
  6603. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6604. else {
  6605. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6606. int32 i;
  6607. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6608. if (i < MAX_SKILL_CRIMSON_MARKER)
  6609. flag |= 8;
  6610. }
  6611. if (skill_id == RL_HAMMER_OF_GOD)
  6612. clif_skill_poseffect( *src, skill_id, 1, bl->x, bl->y, gettick() );
  6613. else
  6614. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6615. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6616. }
  6617. break;
  6618. case SU_SCAROFTAROU:
  6619. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6620. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6621. break;
  6622. case SU_SV_STEMSPEAR:
  6623. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6624. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6625. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6626. break;
  6627. case 0:/* no skill - basic/normal attack */
  6628. if(sd) {
  6629. if (flag & 3){
  6630. if (bl->id != skill_area_temp[1])
  6631. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6632. } else {
  6633. skill_area_temp[1] = bl->id;
  6634. map_foreachinallrange(skill_area_sub, bl,
  6635. sd->bonus.splash_range, BL_CHAR,
  6636. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6637. skill_castend_damage_id);
  6638. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6639. }
  6640. }
  6641. break;
  6642. case SJ_FALLINGSTAR_ATK:
  6643. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6644. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6645. int8 i = 0;
  6646. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6647. if (i < MAX_STELLAR_MARKS) {
  6648. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6649. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6650. }
  6651. }
  6652. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6653. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6654. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6655. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6656. }
  6657. break;
  6658. case SJ_FLASHKICK: {
  6659. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6660. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6661. // Only players and monsters can be tagged....I think??? [Rytech]
  6662. // Lets only allow players and monsters to use this skill for safety reasons.
  6663. if ((!tsd && !tmd) || !sd && !md) {
  6664. if (sd)
  6665. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6666. break;
  6667. }
  6668. // Check if the target is already tagged by another source.
  6669. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6670. // Can't tag a player that was already tagged from another source.
  6671. if (sd)
  6672. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6673. map_freeblock_unlock();
  6674. return 1;
  6675. }
  6676. if (sd) { // Tagging the target.
  6677. int32 i;
  6678. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6679. if (i == MAX_STELLAR_MARKS) {
  6680. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6681. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6682. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6683. map_freeblock_unlock();
  6684. return 1;
  6685. }
  6686. }
  6687. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6688. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6689. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6690. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6691. sd->stellar_mark[i] = bl->id;
  6692. // Val4 flags if the status was applied by a player or a monster.
  6693. // This will be important for other skills that work together with this one.
  6694. // 1 = Player, 2 = Monster.
  6695. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6696. // apply the status here. We can't pass this data to skill_additional_effect.
  6697. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6698. }
  6699. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6700. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6701. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6702. }
  6703. }
  6704. break;
  6705. case NPC_VENOMIMPRESS:
  6706. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6707. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6708. break;
  6709. case HN_DOUBLEBOWLINGBASH:
  6710. if (flag & 1) {
  6711. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6712. } else {
  6713. int32 splash = skill_get_splash(skill_id, skill_lv);
  6714. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6715. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6716. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6717. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6718. }
  6719. break;
  6720. case HN_SHIELD_CHAIN_RUSH:
  6721. if (flag & 1) {
  6722. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6723. } else {
  6724. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6725. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6726. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6727. }
  6728. break;
  6729. case HN_JACK_FROST_NOVA:
  6730. case HN_HELLS_DRIVE:
  6731. case HN_GROUND_GRAVITATION:
  6732. if (flag & 1)
  6733. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6734. break;
  6735. case HN_NAPALM_VULCAN_STRIKE:
  6736. if (flag & 1) {
  6737. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6738. } else {
  6739. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6740. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6741. }
  6742. break;
  6743. case NW_MAGAZINE_FOR_ONE:
  6744. case NW_ONLY_ONE_BULLET:
  6745. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6746. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6747. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6748. break;
  6749. case SOA_TALISMAN_OF_BLUE_DRAGON:
  6750. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6751. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6752. sc_start(src,src,skill_get_sc(skill_id), 100, 1, skill_get_time(skill_id, skill_lv));
  6753. break;
  6754. case SOA_TALISMAN_OF_SOUL_STEALING:
  6755. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6756. if( bl->type != BL_SKILL ){
  6757. int32 sp = (100 + status_get_lv(src) / 50) * skill_lv;
  6758. status_heal(src, 0, sp, 0, 0);
  6759. clif_skill_nodamage( src, *src, skill_id, sp );
  6760. }
  6761. break;
  6762. default:
  6763. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6764. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), tstatus->dmotion,
  6765. 0, abs(skill_get_num(skill_id, skill_lv)),
  6766. skill_id, skill_lv, skill_get_hit(skill_id) );
  6767. map_freeblock_unlock();
  6768. return 1;
  6769. }
  6770. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6771. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6772. map_freeblock_unlock();
  6773. if( sd && !(flag&1) )
  6774. {// ensure that the skill last-cast tick is recorded
  6775. sd->canskill_tick = gettick();
  6776. if( sd->state.arrow_atk )
  6777. {// consume arrow on last invocation to this skill.
  6778. battle_consume_ammo(sd, skill_id, skill_lv);
  6779. }
  6780. // perform skill requirement consumption
  6781. if (!(flag&SKILL_NOCONSUME_REQ))
  6782. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6783. }
  6784. return 0;
  6785. }
  6786. /**
  6787. * Give a song's buff/debuff or damage to all targets around
  6788. * @param target: Target
  6789. * @param ap: Argument list
  6790. * @return 1 on success or 0 otherwise
  6791. */
  6792. static int32 skill_apply_songs(struct block_list* target, va_list ap)
  6793. {
  6794. int32 flag = va_arg(ap, int32);
  6795. struct block_list* src = va_arg(ap, struct block_list*);
  6796. uint16 skill_id = static_cast<uint16>(va_arg(ap, int32));
  6797. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int32));
  6798. t_tick tick = va_arg(ap, t_tick);
  6799. if (battle_check_target(src, target, flag) > 0) {
  6800. switch (skill_id) {
  6801. // Attack type songs
  6802. case BA_DISSONANCE:
  6803. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6804. return 1;
  6805. case DC_UGLYDANCE:
  6806. case BD_LULLABY:
  6807. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6808. default: // Buff/Debuff type songs
  6809. if (skill_id == CG_HERMODE && src->id != target->id)
  6810. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6811. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6812. }
  6813. }
  6814. return 0;
  6815. }
  6816. /**
  6817. * Calculate a song's bonus values
  6818. * @param src: Caster
  6819. * @param skill_id: Song skill ID
  6820. * @param skill_lv: Song skill level
  6821. * @param tick: Timer tick
  6822. * @return Number of targets or 0 otherwise
  6823. */
  6824. static int32 skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6825. {
  6826. nullpo_ret(src);
  6827. if (src->type != BL_PC) {
  6828. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6829. return 0;
  6830. }
  6831. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6832. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6833. return 0;
  6834. }
  6835. map_session_data* sd = BL_CAST(BL_PC, src);
  6836. int32 flag = BCT_PARTY;
  6837. switch (skill_id) {
  6838. case BD_ROKISWEIL:
  6839. flag = BCT_ENEMY | BCT_WOS;
  6840. break;
  6841. case BD_LULLABY:
  6842. case BD_ETERNALCHAOS:
  6843. case BA_DISSONANCE:
  6844. case DC_UGLYDANCE:
  6845. case DC_DONTFORGETME:
  6846. flag = BCT_ENEMY;
  6847. break;
  6848. case CG_HERMODE:
  6849. flag |= BCT_GUILD;
  6850. break;
  6851. }
  6852. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  6853. sd->skill_id_dance = skill_id;
  6854. sd->skill_lv_dance = skill_lv;
  6855. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6856. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6857. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6858. }
  6859. /**
  6860. * Use no-damage skill from 'src' to 'bl
  6861. * @param src Caster
  6862. * @param bl Target of the skill, bl maybe same with src for self skill
  6863. * @param skill_id
  6864. * @param skill_lv
  6865. * @param tick
  6866. * @param flag Various value, &1: Recursive effect
  6867. **/
  6868. int32 skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  6869. {
  6870. map_session_data *sd, *dstsd;
  6871. struct mob_data *md, *dstmd;
  6872. struct homun_data *hd;
  6873. s_mercenary_data *mer;
  6874. status_change *tsc;
  6875. struct status_change_entry *tsce;
  6876. int32 i = 0;
  6877. enum sc_type type;
  6878. if(skill_id > 0 && !skill_lv) return 0; // celest
  6879. nullpo_retr(1, src);
  6880. nullpo_retr(1, bl);
  6881. if (src->m != bl->m)
  6882. return 1;
  6883. sd = BL_CAST(BL_PC, src);
  6884. hd = BL_CAST(BL_HOM, src);
  6885. md = BL_CAST(BL_MOB, src);
  6886. mer = BL_CAST(BL_MER, src);
  6887. dstsd = BL_CAST(BL_PC, bl);
  6888. dstmd = BL_CAST(BL_MOB, bl);
  6889. if(bl->prev == nullptr)
  6890. return 1;
  6891. if(status_isdead(*src))
  6892. return 1;
  6893. if( src != bl && status_isdead(*bl) ) {
  6894. switch( skill_id ) { // Skills that may be cast on dead targets
  6895. case NPC_WIDESOULDRAIN:
  6896. case PR_REDEMPTIO:
  6897. case ALL_RESURRECTION:
  6898. case WM_DEADHILLHERE:
  6899. case WE_ONEFOREVER:
  6900. break;
  6901. default:
  6902. return 1;
  6903. }
  6904. }
  6905. status_data* tstatus = status_get_status_data(*bl);
  6906. status_data* sstatus = status_get_status_data(*src);
  6907. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6908. switch (skill_id) {
  6909. case AL_HEAL:
  6910. case ALL_RESURRECTION:
  6911. case PR_ASPERSIO:
  6912. case AB_HIGHNESSHEAL:
  6913. //Apparently only player casted skills can be offensive like this.
  6914. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6915. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6916. //Offensive heal does not works on non-enemies. [Skotlex]
  6917. clif_skill_fail( *sd, skill_id );
  6918. return 0;
  6919. }
  6920. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6921. }
  6922. break;
  6923. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6924. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6925. case MH_STEINWAND: {
  6926. struct block_list *s_src = battle_get_master(src);
  6927. int16 ret = 0;
  6928. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6929. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6930. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6931. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6932. return ret;
  6933. }
  6934. break;
  6935. default:
  6936. //Skill is actually ground placed.
  6937. if (src == bl && skill_get_unit_id(skill_id))
  6938. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6939. }
  6940. type = skill_get_sc(skill_id);
  6941. tsc = status_get_sc(bl);
  6942. status_change* sc = status_get_sc(src);
  6943. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):nullptr;
  6944. if (src!=bl && type > SC_NONE &&
  6945. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6946. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6947. battle_attr_fix(nullptr, nullptr, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6948. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6949. map_freeblock_lock();
  6950. switch(skill_id)
  6951. {
  6952. case HLIF_HEAL: //[orn]
  6953. case AL_HEAL:
  6954. case AB_HIGHNESSHEAL:
  6955. {
  6956. int32 heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6957. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6958. heal = 0;
  6959. if( tsc != nullptr && !tsc->empty() ) {
  6960. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6961. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6962. status_change_end(bl, SC_KAITE);
  6963. if (src == bl)
  6964. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6965. else {
  6966. bl = src;
  6967. dstsd = sd;
  6968. }
  6969. }
  6970. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6971. heal = 0; //Needed so that it actually displays 0 when healing.
  6972. }
  6973. if (skill_id == AL_HEAL)
  6974. status_change_end(bl, SC_BITESCAR);
  6975. clif_skill_nodamage(src, *bl, skill_id, heal);
  6976. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6977. heal = ~heal + 1;
  6978. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6979. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6980. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6981. if (heal_get_jobexp <= 0)
  6982. heal_get_jobexp = 1;
  6983. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6984. }
  6985. }
  6986. break;
  6987. case CD_REPARATIO: {
  6988. if (bl->type != BL_PC) { // Only works on players.
  6989. if (sd)
  6990. clif_skill_fail( *sd, skill_id );
  6991. break;
  6992. }
  6993. int32 heal_amount = 0;
  6994. if (!status_isimmune(bl))
  6995. heal_amount = tstatus->max_hp;
  6996. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  6997. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  6998. status_heal(bl, heal_amount, 0, 0);
  6999. }
  7000. break;
  7001. case PR_REDEMPTIO:
  7002. if (sd && !(flag&1)) {
  7003. if (sd->status.party_id == 0) {
  7004. clif_skill_fail( *sd, skill_id );
  7005. break;
  7006. }
  7007. skill_area_temp[0] = 0;
  7008. party_foreachsamemap(skill_area_sub,
  7009. sd,skill_get_splash(skill_id, skill_lv),
  7010. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  7011. skill_castend_nodamage_id);
  7012. if (skill_area_temp[0] == 0) {
  7013. clif_skill_fail( *sd, skill_id );
  7014. break;
  7015. }
  7016. #ifndef RENEWAL
  7017. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  7018. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  7019. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  7020. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  7021. }
  7022. status_set_sp(src, 0, 0);
  7023. #endif
  7024. status_set_hp(src, 1, 0);
  7025. break;
  7026. } else if (!(status_isdead(*bl) && flag&1)) {
  7027. //Invalid target, skip resurrection.
  7028. break;
  7029. }
  7030. //Revive
  7031. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  7032. skill_lv = 3; //Resurrection level 3 is used
  7033. [[fallthrough]];
  7034. case ALL_RESURRECTION:
  7035. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  7036. { //No reviving in WoE grounds!
  7037. clif_skill_fail( *sd, skill_id );
  7038. break;
  7039. }
  7040. if (!status_isdead(*bl))
  7041. break;
  7042. {
  7043. int32 per = 0, sper = 0;
  7044. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  7045. clif_skill_nodamage(src, *bl, ALL_RESURRECTION, skill_lv);
  7046. break;
  7047. }
  7048. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  7049. break;
  7050. switch(skill_lv){
  7051. case 1: per=10; break;
  7052. case 2: per=30; break;
  7053. case 3: per=50; break;
  7054. case 4: per=80; break;
  7055. }
  7056. if(dstsd && dstsd->special_state.restart_full_recover)
  7057. per = sper = 100;
  7058. if (status_revive(bl, per, sper))
  7059. {
  7060. clif_skill_nodamage(src,*bl,ALL_RESURRECTION,skill_lv); //Both Redemptio and Res show this skill-animation.
  7061. if(sd && dstsd && battle_config.resurrection_exp > 0)
  7062. {
  7063. t_exp exp = 0,jexp = 0;
  7064. int32 lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  7065. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  7066. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  7067. if (exp < 1) exp = 1;
  7068. }
  7069. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  7070. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  7071. if (jexp < 1) jexp = 1;
  7072. }
  7073. if(exp > 0 || jexp > 0)
  7074. pc_gainexp (sd, bl, exp, jexp, 0);
  7075. }
  7076. }
  7077. }
  7078. break;
  7079. case AL_DECAGI:
  7080. case MER_DECAGI:
  7081. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7082. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  7083. break;
  7084. case AL_CRUCIS:
  7085. if (flag&1)
  7086. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  7087. else {
  7088. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  7089. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7090. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7091. }
  7092. break;
  7093. case SP_SOULCURSE:
  7094. if (flag&1)
  7095. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  7096. else {
  7097. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  7098. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7099. }
  7100. break;
  7101. case PR_LEXDIVINA:
  7102. case MER_LEXDIVINA:
  7103. if (tsce)
  7104. status_change_end(bl, type);
  7105. else
  7106. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  7107. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7108. break;
  7109. case SA_ABRACADABRA:
  7110. if (abra_db.empty()) {
  7111. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7112. break;
  7113. }
  7114. else {
  7115. int32 abra_skill_id = 0, abra_skill_lv;
  7116. size_t checked = 0, checked_max = abra_db.size() * 3;
  7117. do {
  7118. auto abra_spell = abra_db.random();
  7119. abra_skill_id = abra_spell->skill_id;
  7120. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  7121. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  7122. break;
  7123. }
  7124. } while (checked++ < checked_max);
  7125. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7126. if( sd )
  7127. {// player-casted
  7128. sd->state.abra_flag = 1;
  7129. sd->skillitem = abra_skill_id;
  7130. sd->skillitemlv = abra_skill_lv;
  7131. sd->skillitem_keep_requirement = false;
  7132. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  7133. }
  7134. else
  7135. {// mob-casted
  7136. struct unit_data *ud = unit_bl2ud(src);
  7137. int32 inf = skill_get_inf(abra_skill_id);
  7138. if (!ud) break;
  7139. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  7140. if (src->type == BL_PET)
  7141. bl = (struct block_list*)((TBL_PET*)src)->master;
  7142. if (!bl) bl = src;
  7143. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  7144. } else { //Assume offensive skills
  7145. int32 target_id = 0;
  7146. if (ud->target)
  7147. target_id = ud->target;
  7148. else switch (src->type) {
  7149. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  7150. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  7151. }
  7152. if (!target_id)
  7153. break;
  7154. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  7155. bl = map_id2bl(target_id);
  7156. if (!bl) bl = src;
  7157. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  7158. } else
  7159. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  7160. }
  7161. }
  7162. }
  7163. break;
  7164. case SA_COMA:
  7165. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7166. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  7167. break;
  7168. case SA_FULLRECOVERY:
  7169. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7170. if (status_isimmune(bl))
  7171. break;
  7172. status_percent_heal(bl, 100, 100);
  7173. break;
  7174. case NPC_ALLHEAL:
  7175. {
  7176. int32 heal;
  7177. if( status_isimmune(bl) )
  7178. break;
  7179. heal = status_percent_heal(bl, 100, 0);
  7180. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal);
  7181. if( dstmd )
  7182. { // Reset Damage Logs
  7183. dstmd->dmglog.clear();
  7184. }
  7185. }
  7186. break;
  7187. case SA_SUMMONMONSTER:
  7188. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7189. if (sd)
  7190. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  7191. break;
  7192. case SA_LEVELUP:
  7193. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7194. if (sd && pc_nextbaseexp(sd))
  7195. pc_gainexp(sd, nullptr, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  7196. break;
  7197. case SA_INSTANTDEATH:
  7198. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7199. status_kill(src);
  7200. break;
  7201. case SA_QUESTION:
  7202. clif_emotion( *src, ET_QUESTION );
  7203. [[fallthrough]];
  7204. case SA_GRAVITY:
  7205. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7206. break;
  7207. case SA_CLASSCHANGE:
  7208. case SA_MONOCELL:
  7209. if (dstmd)
  7210. {
  7211. int32 class_;
  7212. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  7213. clif_skill_fail( *sd, skill_id );
  7214. break;
  7215. }
  7216. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  7217. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7218. mob_class_change(dstmd,class_);
  7219. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  7220. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  7221. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  7222. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  7223. for (i = 0; i < ARRAYLENGTH(scs); i++)
  7224. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  7225. }
  7226. }
  7227. break;
  7228. case SA_DEATH:
  7229. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  7230. clif_skill_fail( *sd, skill_id );
  7231. break;
  7232. }
  7233. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7234. status_kill(bl);
  7235. break;
  7236. case SA_REVERSEORCISH:
  7237. case ALL_REVERSEORCISH:
  7238. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7239. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  7240. break;
  7241. case SA_FORTUNE:
  7242. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7243. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  7244. break;
  7245. case SA_TAMINGMONSTER:
  7246. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7247. if (sd != nullptr && dstmd != nullptr) {
  7248. pet_catch_process_start( *sd, 0, PET_CATCH_UNIVERSAL_ALL );
  7249. }
  7250. break;
  7251. case CR_PROVIDENCE:
  7252. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  7253. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  7254. clif_skill_fail( *sd, skill_id );
  7255. map_freeblock_unlock();
  7256. return 1;
  7257. }
  7258. }
  7259. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7260. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7261. break;
  7262. case CG_MARIONETTE:
  7263. {
  7264. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  7265. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  7266. clif_skill_fail( *sd, skill_id );
  7267. map_freeblock_unlock();
  7268. return 1;
  7269. }
  7270. if( sc && tsc )
  7271. {
  7272. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  7273. {
  7274. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  7275. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  7276. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7277. }
  7278. else
  7279. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  7280. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  7281. {
  7282. status_change_end(src, SC_MARIONETTE);
  7283. status_change_end(bl, SC_MARIONETTE2);
  7284. }
  7285. else
  7286. {
  7287. if( sd )
  7288. clif_skill_fail( *sd, skill_id );
  7289. map_freeblock_unlock();
  7290. return 1;
  7291. }
  7292. }
  7293. }
  7294. break;
  7295. case RG_CLOSECONFINE:
  7296. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7297. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  7298. break;
  7299. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7300. case SA_FROSTWEAPON:
  7301. case SA_LIGHTNINGLOADER:
  7302. case SA_SEISMICWEAPON:
  7303. if (dstsd && dstsd->status.weapon == W_FIST) {
  7304. if (sd)
  7305. clif_skill_fail( *sd, skill_id );
  7306. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  7307. break;
  7308. }
  7309. #ifdef RENEWAL
  7310. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7311. #else
  7312. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7313. if(!clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  7314. if (dstsd){
  7315. int16 index = dstsd->equip_index[EQI_HAND_R];
  7316. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7317. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7318. }
  7319. if (sd)
  7320. clif_skill_fail( *sd, skill_id );
  7321. }
  7322. #endif
  7323. break;
  7324. case PR_ASPERSIO:
  7325. if (sd && dstmd) {
  7326. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  7327. break;
  7328. }
  7329. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7330. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7331. break;
  7332. case ITEM_ENCHANTARMS:
  7333. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  7334. break;
  7335. case TK_SEVENWIND:
  7336. switch(skill_get_ele(skill_id,skill_lv)) {
  7337. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7338. case ELE_WIND : type = SC_WINDWEAPON; break;
  7339. case ELE_WATER : type = SC_WATERWEAPON; break;
  7340. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7341. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7342. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7343. case ELE_HOLY : type = SC_ASPERSIO; break;
  7344. }
  7345. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7346. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7347. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7348. break;
  7349. case NPC_MOVE_COORDINATE:
  7350. {
  7351. int16 px = bl->x, py = bl->y;
  7352. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7353. return 0;
  7354. }
  7355. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7356. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  7357. clif_blown(bl);
  7358. // If caster is not a boss, switch coordinates with the target
  7359. if (status_get_class_(src) != CLASS_BOSS) {
  7360. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7361. return 0;
  7362. }
  7363. clif_blown(src);
  7364. }
  7365. }
  7366. break;
  7367. case NPC_IMMUNE_PROPERTY:
  7368. switch (skill_lv) {
  7369. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7370. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7371. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7372. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7373. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7374. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7375. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7376. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7377. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7378. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7379. }
  7380. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7381. break;
  7382. case PR_KYRIE:
  7383. case MER_KYRIE:
  7384. case SU_TUNAPARTY:
  7385. case SU_GROOMING:
  7386. case SU_CHATTERING:
  7387. case ALL_RAY_OF_PROTECTION:
  7388. clif_skill_nodamage(bl,*bl,skill_id,skill_lv,
  7389. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7390. break;
  7391. //Passive Magnum, should had been casted on yourself.
  7392. case SM_MAGNUM:
  7393. case MS_MAGNUM:
  7394. skill_area_temp[1] = 0;
  7395. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7396. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7397. clif_skill_nodamage(src, *src,skill_id,skill_lv);
  7398. // Initiate 20% of your damage becomes fire element.
  7399. #ifdef RENEWAL
  7400. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,ELE_FIRE,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7401. #else
  7402. sc_start4(src,src,SC_WATK_ELEMENT,100,ELE_FIRE,20,0,0,skill_get_time2(skill_id, skill_lv));
  7403. #endif
  7404. break;
  7405. case MH_BLAZING_AND_FURIOUS:
  7406. case TK_JUMPKICK:
  7407. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7408. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7409. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7410. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7411. clif_blown(src);
  7412. }
  7413. }else if( sd ){
  7414. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7415. }
  7416. break;
  7417. case PR_BENEDICTIO:
  7418. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7419. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7420. break;
  7421. case AL_INCAGI:
  7422. case AL_BLESSING:
  7423. case MER_INCAGI:
  7424. case MER_BLESSING:
  7425. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7426. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7427. if (tstatus->hp > 1)
  7428. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7429. break;
  7430. }
  7431. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7432. break;
  7433. case CR_REFLECTSHIELD:
  7434. case MS_REFLECTSHIELD:
  7435. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7436. if (sd)
  7437. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7438. break;
  7439. }
  7440. [[fallthrough]];
  7441. case PR_SLOWPOISON:
  7442. case PR_LEXAETERNA:
  7443. #ifndef RENEWAL
  7444. case PR_IMPOSITIO:
  7445. case PR_SUFFRAGIUM:
  7446. #endif
  7447. case LK_BERSERK:
  7448. case MS_BERSERK:
  7449. case KN_TWOHANDQUICKEN:
  7450. case KN_ONEHAND:
  7451. case MER_QUICKEN:
  7452. case CR_SPEARQUICKEN:
  7453. case AS_POISONREACT:
  7454. #ifndef RENEWAL
  7455. case MC_LOUD:
  7456. #endif
  7457. case MG_ENERGYCOAT:
  7458. case MO_EXPLOSIONSPIRITS:
  7459. case MO_STEELBODY:
  7460. case MO_BLADESTOP:
  7461. case LK_AURABLADE:
  7462. case LK_PARRYING:
  7463. case MS_PARRYING:
  7464. case LK_CONCENTRATION:
  7465. #ifdef RENEWAL
  7466. case HP_BASILICA:
  7467. #endif
  7468. case WS_CARTBOOST:
  7469. case SN_SIGHT:
  7470. case WS_MELTDOWN:
  7471. case WS_OVERTHRUSTMAX:
  7472. case ST_REJECTSWORD:
  7473. case HW_MAGICPOWER:
  7474. case PF_MEMORIZE:
  7475. case PA_SACRIFICE:
  7476. case PF_DOUBLECASTING:
  7477. case SG_SUN_COMFORT:
  7478. case SG_MOON_COMFORT:
  7479. case SG_STAR_COMFORT:
  7480. case GS_MADNESSCANCEL:
  7481. case GS_ADJUSTMENT:
  7482. case GS_INCREASING:
  7483. #ifdef RENEWAL
  7484. case GS_MAGICALBULLET:
  7485. #endif
  7486. case NJ_KASUMIKIRI:
  7487. case NJ_UTSUSEMI:
  7488. case NJ_NEN:
  7489. case NPC_DEFENDER:
  7490. case NPC_MAGICMIRROR:
  7491. case ST_PRESERVE:
  7492. case NPC_KEEPING:
  7493. case NPC_WEAPONBRAKER:
  7494. case NPC_BARRIER:
  7495. case NPC_INVINCIBLE:
  7496. case RK_DEATHBOUND:
  7497. case AB_EXPIATIO:
  7498. case AB_DUPLELIGHT:
  7499. case AB_SECRAMENT:
  7500. case AB_OFFERTORIUM:
  7501. case NC_ACCELERATION:
  7502. case NC_HOVERING:
  7503. case NC_SHAPESHIFT:
  7504. case WL_MARSHOFABYSS:
  7505. case WL_RECOGNIZEDSPELL:
  7506. case GC_VENOMIMPRESS:
  7507. case SC_DEADLYINFECT:
  7508. case LG_EXEEDBREAK:
  7509. case LG_PRESTIGE:
  7510. case LG_INSPIRATION:
  7511. case SR_CRESCENTELBOW:
  7512. case SR_LIGHTNINGWALK:
  7513. case GN_CARTBOOST:
  7514. case GN_BLOOD_SUCKER:
  7515. case GN_HELLS_PLANT:
  7516. case KO_MEIKYOUSISUI:
  7517. case ALL_ODINS_POWER:
  7518. case ALL_FULL_THROTTLE:
  7519. case RA_UNLIMIT:
  7520. case WL_TELEKINESIS_INTENSE:
  7521. case RL_HEAT_BARREL:
  7522. case RL_P_ALTER:
  7523. case RL_E_CHAIN:
  7524. case SU_FRESHSHRIMP:
  7525. case SU_ARCLOUSEDASH:
  7526. case NPC_MAXPAIN:
  7527. case NPC_KILLING_AURA:
  7528. case SP_SOULREAPER:
  7529. case SJ_LIGHTOFMOON:
  7530. case SJ_LIGHTOFSTAR:
  7531. case SJ_FALLINGSTAR:
  7532. case SJ_LIGHTOFSUN:
  7533. case SJ_BOOKOFDIMENSION:
  7534. case NPC_HALLUCINATIONWALK:
  7535. case DK_CHARGINGPIERCE:
  7536. case DK_VIGOR:
  7537. case AG_CLIMAX:
  7538. case IQ_POWERFUL_FAITH:
  7539. case IQ_FIRM_FAITH:
  7540. case IQ_SINCERE_FAITH:
  7541. case IQ_FIRST_FAITH_POWER:
  7542. case IQ_JUDGE:
  7543. case IQ_THIRD_EXOR_FLAME:
  7544. case IG_REBOUND_SHIELD:
  7545. case IG_HOLY_SHIELD:
  7546. case CD_ARGUTUS_VITA:
  7547. case CD_ARGUTUS_TELUM:
  7548. case CD_PRESENS_ACIES:
  7549. case CD_RELIGIO:
  7550. case CD_BENEDICTUM:
  7551. case SHC_SHADOW_EXCEED:
  7552. case SHC_POTENT_VENOM:
  7553. case SHC_ENCHANTING_SHADOW:
  7554. case MT_D_MACHINE:
  7555. case ABC_ABYSS_SLAYER:
  7556. case WH_WIND_SIGN:
  7557. case WH_CALAMITYGALE:
  7558. case BO_RESEARCHREPORT:
  7559. case TR_MYSTIC_SYMPHONY:
  7560. case TR_KVASIR_SONATA:
  7561. case EM_SPELL_ENCHANTING:
  7562. case NPC_DAMAGE_HEAL:
  7563. case NPC_RELIEVE_ON:
  7564. case NPC_RELIEVE_OFF:
  7565. case HN_BREAKINGLIMIT:
  7566. case HN_RULEBREAK:
  7567. case SH_TEMPORARY_COMMUNION:
  7568. case SKE_ENCHANTING_SKY:
  7569. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7570. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7571. break;
  7572. case NPC_GRADUAL_GRAVITY:
  7573. case NPC_DEADLYCURSE:
  7574. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7575. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7576. break;
  7577. case NPC_ALL_STAT_DOWN:
  7578. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7579. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7580. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  7581. break;
  7582. // EDP also give +25% WATK poison pseudo element to user.
  7583. case ASC_EDP:
  7584. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7585. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7586. #ifdef RENEWAL
  7587. sc_start4(src, src, SC_SUB_WEAPONPROPERTY, 100, ELE_POISON, 25, skill_id, 0, skill_get_time(skill_id, skill_lv));
  7588. #else
  7589. sc_start4(src, src, SC_WATK_ELEMENT, 100, ELE_POISON, 25, 0, 0, skill_get_time(skill_id, skill_lv));
  7590. #endif
  7591. break;
  7592. case LG_SHIELDSPELL:
  7593. if (skill_lv == 1)
  7594. type = SC_SHIELDSPELL_HP;
  7595. else if (skill_lv == 2)
  7596. type = SC_SHIELDSPELL_SP;
  7597. else
  7598. type = SC_SHIELDSPELL_ATK;
  7599. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7600. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7601. break;
  7602. case DK_SERVANTWEAPON:
  7603. case ABC_FROM_THE_ABYSS:
  7604. case SOA_TALISMAN_OF_PROTECTION:
  7605. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7606. break;
  7607. case TR_SOUNDBLEND:
  7608. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7609. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7610. break;
  7611. case AG_VIOLENT_QUAKE:
  7612. case AG_ALL_BLOOM:
  7613. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7614. break;
  7615. case AG_DESTRUCTIVE_HURRICANE:
  7616. case AG_CRYSTAL_IMPACT:
  7617. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7618. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7619. } else {
  7620. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7621. if (sc && sc->getSCE(SC_CLIMAX))
  7622. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7623. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7624. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7625. splash_size = 9; // 19x19
  7626. else if(skill_id == AG_CRYSTAL_IMPACT)
  7627. splash_size = 7; // 15x15
  7628. }
  7629. skill_area_temp[1] = 0;
  7630. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7631. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7632. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7633. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7634. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7635. else {
  7636. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7637. clif_skill_nodamage(src, *bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv);
  7638. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7639. }
  7640. }
  7641. break;
  7642. case CD_MEDIALE_VOTUM:
  7643. case CD_DILECTIO_HEAL:
  7644. if (flag & 1) {
  7645. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7646. int32 heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7647. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  7648. status_heal(bl, heal_amount, 0, 0);
  7649. } else if (sd)
  7650. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7651. } else {
  7652. if (skill_id == CD_MEDIALE_VOTUM)
  7653. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7654. else { // Dilectio Heal
  7655. clif_skill_nodamage(src, *bl, skill_id, skill_lv); // Placed here to display animation on target only.
  7656. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7657. }
  7658. }
  7659. break;
  7660. case CD_COMPETENTIA:
  7661. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7662. int32 hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7663. int32 sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7664. clif_skill_nodamage(nullptr, *bl, AL_HEAL, hp_amount);
  7665. status_heal(bl, hp_amount, 0, 0);
  7666. clif_skill_nodamage(nullptr, *bl, MG_SRECOVERY, sp_amount);
  7667. status_heal(bl, 0, sp_amount, 0);
  7668. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7669. } else if (sd)
  7670. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7671. break;
  7672. case BO_ADVANCE_PROTECTION:
  7673. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7674. clif_skill_fail( *sd, skill_id );
  7675. map_freeblock_unlock(); // Don't consume item requirements
  7676. return 0;
  7677. }
  7678. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7679. break;
  7680. case EM_ACTIVITY_BURN:
  7681. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7682. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7683. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7684. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7685. } else if (sd)
  7686. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7687. break;
  7688. case EM_INCREASING_ACTIVITY:
  7689. if (bl->type == BL_PC) {
  7690. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7691. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7692. } else if (sd)
  7693. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7694. break;
  7695. case SJ_GRAVITYCONTROL: {
  7696. int32 fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7697. if (bl->type == BL_PC)
  7698. fall_damage += dstsd->weight / 10 - tstatus->def;
  7699. else // Monster's don't have weight. Put something in its place.
  7700. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7701. fall_damage = max(1, fall_damage);
  7702. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7703. }
  7704. break;
  7705. case NPC_HALLUCINATION:
  7706. case NPC_HELLPOWER:
  7707. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7708. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7709. break;
  7710. case KN_AUTOCOUNTER:
  7711. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7712. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7713. break;
  7714. case SO_STRIKING:
  7715. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7716. int32 bonus = 0;
  7717. if (dstsd) {
  7718. int16 index = dstsd->equip_index[EQI_HAND_R];
  7719. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7720. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7721. }
  7722. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7723. } else if (sd)
  7724. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  7725. break;
  7726. case NPC_STOP:
  7727. if( clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7728. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7729. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7730. break;
  7731. case HP_ASSUMPTIO:
  7732. if( sd && dstmd )
  7733. clif_skill_fail( *sd, skill_id );
  7734. else
  7735. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7736. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7737. break;
  7738. case MG_SIGHT:
  7739. case MER_SIGHT:
  7740. case AL_RUWACH:
  7741. case WZ_SIGHTBLASTER:
  7742. case NPC_WIDESIGHT:
  7743. case NPC_STONESKIN:
  7744. case NPC_ANTIMAGIC:
  7745. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7746. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7747. break;
  7748. case HLIF_AVOID:
  7749. case HAMI_DEFENCE:
  7750. // Master
  7751. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7752. // Homunculus
  7753. clif_skill_nodamage(src, *src, skill_id, skill_lv, sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7754. break;
  7755. case NJ_BUNSINJYUTSU:
  7756. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7757. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7758. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7759. status_change_end(bl, SC_NEN);
  7760. break;
  7761. /* Was modified to only affect targetted char. [Skotlex]
  7762. case HP_ASSUMPTIO:
  7763. if (flag&1)
  7764. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7765. else
  7766. {
  7767. map_foreachinallrange(skill_area_sub, bl,
  7768. skill_get_splash(skill_id, skill_lv), BL_PC,
  7769. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7770. skill_castend_nodamage_id);
  7771. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7772. }
  7773. break;
  7774. */
  7775. case SM_ENDURE:
  7776. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7777. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7778. break;
  7779. case AS_ENCHANTPOISON:
  7780. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7781. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7782. }else{
  7783. clif_skill_nodamage(src, *bl, skill_id, skill_lv, false );
  7784. if( sd != nullptr ){
  7785. clif_skill_fail( *sd, skill_id );
  7786. }
  7787. }
  7788. break;
  7789. case LK_TENSIONRELAX:
  7790. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7791. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7792. skill_get_time(skill_id,skill_lv)));
  7793. break;
  7794. case MC_CHANGECART:
  7795. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7796. break;
  7797. case MC_CARTDECORATE:
  7798. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7799. if( sd ) {
  7800. clif_SelectCart(sd);
  7801. }
  7802. break;
  7803. case TK_MISSION:
  7804. if (sd) {
  7805. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7806. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7807. clif_skill_fail( *sd, skill_id );
  7808. break;
  7809. }
  7810. int32 id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7811. if (!id) {
  7812. clif_skill_fail( *sd, skill_id );
  7813. break;
  7814. }
  7815. sd->mission_mobid = id;
  7816. sd->mission_count = 0;
  7817. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7818. clif_mission_info(sd, id, 0);
  7819. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7820. }
  7821. break;
  7822. case AC_CONCENTRATION:
  7823. {
  7824. int32 splash = skill_get_splash(skill_id, skill_lv);
  7825. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  7826. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7827. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7828. map_foreachinallrange( status_change_timer_sub, src,
  7829. splash, BL_CHAR, src, nullptr, type, tick);
  7830. }
  7831. break;
  7832. case SM_PROVOKE:
  7833. case SM_SELFPROVOKE:
  7834. case MER_PROVOKE:
  7835. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7836. map_freeblock_unlock();
  7837. return 1;
  7838. }
  7839. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7840. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7841. {
  7842. if( sd )
  7843. clif_skill_fail( *sd, skill_id );
  7844. map_freeblock_unlock();
  7845. return 0;
  7846. }
  7847. clif_skill_nodamage(src, *bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i != 0);
  7848. unit_skillcastcancel(bl, 2);
  7849. if( dstmd )
  7850. {
  7851. dstmd->state.provoke_flag = src->id;
  7852. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7853. }
  7854. // Provoke can cause Coma even though it's a nodamage skill
  7855. if (sd && battle_check_coma(*sd, *bl, BF_MISC))
  7856. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7857. break;
  7858. case ML_DEVOTION:
  7859. case CR_DEVOTION:
  7860. {
  7861. int32 count, lv;
  7862. if( !dstsd || (!sd && !mer) )
  7863. { // Only players can be devoted
  7864. if( sd )
  7865. clif_skill_fail( *sd, skill_id );
  7866. break;
  7867. }
  7868. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7869. lv = -lv;
  7870. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7871. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7872. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7873. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7874. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7875. {
  7876. if( sd )
  7877. clif_skill_fail( *sd, skill_id );
  7878. map_freeblock_unlock();
  7879. return 1;
  7880. }
  7881. i = 0;
  7882. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7883. if( sd )
  7884. { // Player Devoting Player
  7885. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7886. if( i == count )
  7887. {
  7888. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7889. if( i == count )
  7890. { // No free slots, skill Fail
  7891. clif_skill_fail( *sd, skill_id );
  7892. map_freeblock_unlock();
  7893. return 1;
  7894. }
  7895. }
  7896. sd->devotion[i] = bl->id;
  7897. }
  7898. else
  7899. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7900. clif_skill_nodamage(src, *bl, skill_id, skill_lv,
  7901. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7902. clif_devotion(src, nullptr);
  7903. }
  7904. break;
  7905. case SP_SOULUNITY: {
  7906. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7907. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7908. if (!dstsd || !sd) { // Only put player's souls in unity.
  7909. if (sd)
  7910. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7911. break;
  7912. }
  7913. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7914. if (sd)
  7915. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7916. map_freeblock_unlock();
  7917. return 1;
  7918. }
  7919. if (sd) { // Unite player's soul with caster's soul.
  7920. i = 0;
  7921. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7922. if (i == count) {
  7923. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7924. if(i == count) { // No more free slots? Fail the skill.
  7925. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7926. map_freeblock_unlock();
  7927. return 1;
  7928. }
  7929. }
  7930. sd->united_soul[i] = bl->id;
  7931. }
  7932. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7933. } else if (sd)
  7934. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7935. }
  7936. break;
  7937. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7938. // Only players and monsters can be marked....I think??? [Rytech]
  7939. // Lets only allow players and monsters to use this skill for safety reasons.
  7940. if ((!dstsd && !dstmd) || !sd && !md) {
  7941. if (sd)
  7942. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7943. break;
  7944. }
  7945. // Check if the target is already marked by another source.
  7946. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7947. if (sd)
  7948. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7949. map_freeblock_unlock();
  7950. return 1;
  7951. }
  7952. // Mark the target.
  7953. if( sd ){
  7954. int8 count = MAX_SERVANT_SIGN;
  7955. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7956. if (i == count) {
  7957. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7958. if (i == count) { // Max number of targets marked. Fail the skill.
  7959. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7960. map_freeblock_unlock();
  7961. return 1;
  7962. }
  7963. // Add the ID of the marked target to the player's sign list.
  7964. sd->servant_sign[i] = bl->id;
  7965. }
  7966. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  7967. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7968. } else if (md) // Monster's cant track with this skill. Just give the status.
  7969. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7970. break;
  7971. case MO_CALLSPIRITS:
  7972. if(sd) {
  7973. int32 limit = skill_lv;
  7974. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7975. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7976. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7977. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7978. }
  7979. break;
  7980. case CH_SOULCOLLECT:
  7981. if(sd) {
  7982. int32 limit = 5;
  7983. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7984. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7985. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  7986. for (i = 0; i < limit; i++)
  7987. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7988. }
  7989. break;
  7990. case MO_KITRANSLATION:
  7991. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7992. //Require will define how many spiritballs will be transferred
  7993. struct s_skill_condition require;
  7994. require = skill_get_requirement(sd,skill_id,skill_lv);
  7995. pc_delspiritball(sd,require.spiritball,0);
  7996. for (i = 0; i < require.spiritball; i++)
  7997. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7998. } else {
  7999. if(sd)
  8000. clif_skill_fail( *sd, skill_id );
  8001. map_freeblock_unlock();
  8002. return 0;
  8003. }
  8004. break;
  8005. case TK_TURNKICK:
  8006. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  8007. if (skill_area_temp[1] != bl->id) {
  8008. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  8009. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  8010. }
  8011. break;
  8012. case MO_ABSORBSPIRITS:
  8013. i = 0;
  8014. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  8015. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  8016. if (dstsd->spiritball > 0) {
  8017. i = dstsd->spiritball * 7;
  8018. pc_delspiritball(dstsd,dstsd->spiritball,0);
  8019. }
  8020. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  8021. i += dstsd->spiritcharm * 7;
  8022. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  8023. }
  8024. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  8025. i = 2 * dstmd->level;
  8026. mob_target(dstmd,src,0);
  8027. } else {
  8028. if (sd)
  8029. clif_skill_fail( *sd, skill_id );
  8030. break;
  8031. }
  8032. if (i) status_heal(src, 0, i, 3);
  8033. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i != 0);
  8034. break;
  8035. case AC_MAKINGARROW:
  8036. if( sd != nullptr ){
  8037. clif_arrow_create_list( *sd );
  8038. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8039. }
  8040. break;
  8041. case AM_PHARMACY:
  8042. if(sd) {
  8043. clif_skill_produce_mix_list( *sd, skill_id, 22 );
  8044. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8045. }
  8046. break;
  8047. case SA_CREATECON:
  8048. if( sd != nullptr ){
  8049. clif_elementalconverter_list( *sd );
  8050. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8051. }
  8052. break;
  8053. case BS_HAMMERFALL:
  8054. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  8055. break;
  8056. case RG_RAID:
  8057. skill_area_temp[1] = 0;
  8058. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8059. map_foreachinrange(skill_area_sub, bl,
  8060. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  8061. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  8062. skill_castend_damage_id);
  8063. status_change_end(src, SC_HIDING);
  8064. break;
  8065. //List of self skills that give damage around caster
  8066. case ASC_METEORASSAULT:
  8067. case GS_SPREADATTACK:
  8068. case RK_WINDCUTTER:
  8069. case RK_STORMBLAST:
  8070. case NC_AXETORNADO:
  8071. case GC_COUNTERSLASH:
  8072. case SR_SKYNETBLOW:
  8073. case SR_RAMPAGEBLASTER:
  8074. case SR_HOWLINGOFLION:
  8075. case LG_CANNONSPEAR:
  8076. case LG_OVERBRAND:
  8077. case NPC_RAYOFGENESIS:
  8078. case LG_RAYOFGENESIS:
  8079. case MH_THE_ONE_FIGHTER_RISES:
  8080. case MH_HEILIGE_PFERD:
  8081. case KO_HAPPOKUNAI:
  8082. case RL_FIREDANCE:
  8083. case RL_R_TRIP:
  8084. case SJ_FULLMOONKICK:
  8085. case SJ_NEWMOONKICK:
  8086. case SJ_SOLARBURST:
  8087. case SJ_STAREMPEROR:
  8088. case SJ_FALLINGSTAR_ATK:
  8089. case DK_SERVANT_W_DEMOL:
  8090. case AG_FROZEN_SLASH:
  8091. case IQ_OLEUM_SANCTUM:
  8092. case IQ_MASSIVE_F_BLASTER:
  8093. case IQ_EXPOSION_BLASTER:
  8094. case SHC_IMPACT_CRATER:
  8095. case MT_AXE_STOMP:
  8096. case MT_MIGHTY_SMASH:
  8097. case ABC_ABYSS_DAGGER:
  8098. case BO_EXPLOSIVE_POWDER:
  8099. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  8100. case SOA_TALISMAN_OF_WHITE_TIGER:
  8101. case SKE_DAWN_BREAK:
  8102. case SKE_RISING_MOON:
  8103. case SKE_MIDNIGHT_KICK:
  8104. {
  8105. int32 starget = BL_CHAR|BL_SKILL;
  8106. if (skill_id == SR_HOWLINGOFLION)
  8107. starget = splash_target(src);
  8108. if (skill_id == SJ_NEWMOONKICK) {
  8109. if (tsce) {
  8110. status_change_end(bl, type);
  8111. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8112. break;
  8113. } else
  8114. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8115. }
  8116. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  8117. if (sd) {
  8118. // Remove old shields if any exist.
  8119. pc_delspiritball(sd, sd->spiritball, 0);
  8120. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  8121. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  8122. }
  8123. status_change_end(src, SC_DIMENSION);
  8124. }
  8125. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  8126. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8127. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  8128. hom_addspiritball(hd, MAX_SPIRITBALL);
  8129. }
  8130. // TODO: refactor the ifs above into the switch below
  8131. switch( skill_id ){
  8132. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  8133. if( sd != nullptr ){
  8134. // Remove old souls if any exist.
  8135. sd->soulball_old = sd->soulball;
  8136. pc_delsoulball( *sd, sd->soulball, 0 );
  8137. }
  8138. break;
  8139. case SOA_TALISMAN_OF_WHITE_TIGER:
  8140. if (sc != nullptr && sc->getSCE(SC_T_FIRST_GOD) != nullptr) {
  8141. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8142. }
  8143. break;
  8144. case SKE_RISING_MOON:
  8145. if( sc == nullptr || ( sc->getSCE( SC_RISING_MOON ) == nullptr && sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_DAWN_MOON ) == nullptr ) ){
  8146. sc_start(src, src, SC_RISING_MOON, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8147. }else if( sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_DAWN_MOON ) == nullptr ){
  8148. sc_start(src, src, SC_MIDNIGHT_MOON, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8149. }else if( sc->getSCE( SC_DAWN_MOON ) == nullptr ){
  8150. sc_start(src, src, SC_DAWN_MOON, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8151. }else if( sc->getSCE( SC_RISING_SUN ) != nullptr ){
  8152. status_change_end(bl, SC_DAWN_MOON);
  8153. }
  8154. break;
  8155. }
  8156. skill_area_temp[1] = 0;
  8157. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8158. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  8159. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8160. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  8161. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  8162. }
  8163. break;
  8164. case SHC_DANCING_KNIFE:
  8165. if (flag & 1) {
  8166. skill_area_temp[1] = 0;
  8167. // Note: doesn't force player to stand before attacking
  8168. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  8169. } else {
  8170. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8171. }
  8172. break;
  8173. case MT_A_MACHINE:
  8174. if (flag & 1) {
  8175. skill_area_temp[1] = 0;
  8176. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  8177. pc_setstand(sd, true);
  8178. skill_sit(sd, false);
  8179. }
  8180. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  8181. } else {
  8182. if (dstsd) {
  8183. int32 lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  8184. if (lv > battle_config.attack_machine_level_difference) {
  8185. if (sd)
  8186. clif_skill_fail( *sd, skill_id );
  8187. map_freeblock_unlock();
  8188. return 0;
  8189. }
  8190. }
  8191. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8192. }
  8193. break;
  8194. case EM_ELEMENTAL_BUSTER: {
  8195. if (sd == nullptr)
  8196. break;
  8197. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  8198. clif_skill_fail( *sd, skill_id );
  8199. map_freeblock_unlock();
  8200. return 0;
  8201. }
  8202. uint16 buster_element;
  8203. switch (sd->ed->elemental.class_) {
  8204. case ELEMENTALID_ARDOR:
  8205. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  8206. break;
  8207. case ELEMENTALID_DILUVIO:
  8208. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  8209. break;
  8210. case ELEMENTALID_PROCELLA:
  8211. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  8212. break;
  8213. case ELEMENTALID_TERREMOTUS:
  8214. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  8215. break;
  8216. case ELEMENTALID_SERPENS:
  8217. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  8218. break;
  8219. }
  8220. skill_area_temp[1] = 0;
  8221. clif_skill_nodamage(src, *bl, buster_element, skill_lv);// Animation for the triggered blaster element.
  8222. clif_skill_nodamage(src, *bl, skill_id, skill_lv);// Triggered after blaster animation to make correct skill name scream appear.
  8223. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  8224. }
  8225. break;
  8226. case NPC_IGNITIONBREAK:
  8227. case RK_IGNITIONBREAK:
  8228. skill_area_temp[1] = 0;
  8229. #if PACKETVER >= 20180207
  8230. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8231. #else
  8232. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  8233. #endif
  8234. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  8235. break;
  8236. case SR_TIGERCANNON:
  8237. case SR_WINDMILL:
  8238. case GN_CART_TORNADO:
  8239. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8240. [[fallthrough]];
  8241. case SR_EARTHSHAKER:
  8242. case NC_INFRAREDSCAN:
  8243. case NPC_VAMPIRE_GIFT:
  8244. case NPC_HELLJUDGEMENT:
  8245. case NPC_HELLJUDGEMENT2:
  8246. case NPC_PULSESTRIKE:
  8247. case LG_MOONSLASHER:
  8248. case NPC_WIDECRITICALWOUND:
  8249. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  8250. break;
  8251. #ifdef RENEWAL
  8252. case KN_BRANDISHSPEAR:
  8253. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8254. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  8255. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  8256. skill_castend_damage_id);
  8257. break;
  8258. #else
  8259. case KN_BRANDISHSPEAR:
  8260. #endif
  8261. case ML_BRANDISH:
  8262. skill_area_temp[1] = bl->id;
  8263. if(skill_lv >= 10)
  8264. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8265. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  8266. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  8267. skill_castend_damage_id);
  8268. if(skill_lv >= 7)
  8269. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8270. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  8271. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  8272. skill_castend_damage_id);
  8273. if(skill_lv >= 4)
  8274. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8275. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  8276. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  8277. skill_castend_damage_id);
  8278. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  8279. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  8280. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  8281. skill_castend_damage_id);
  8282. break;
  8283. case WZ_SIGHTRASHER:
  8284. //Passive side of the attack.
  8285. status_change_end(src, SC_SIGHT);
  8286. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8287. map_foreachinshootrange(skill_area_sub,src,
  8288. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  8289. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  8290. skill_castend_damage_id);
  8291. break;
  8292. case WZ_FROSTNOVA:
  8293. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8294. skill_area_temp[1] = 0;
  8295. map_foreachinshootrange(skill_attack_area, src,
  8296. skill_get_splash(skill_id, skill_lv), splash_target(src),
  8297. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  8298. break;
  8299. case NPC_SELFDESTRUCTION:
  8300. //Self Destruction hits everyone in range (allies+enemies)
  8301. //Except for Summoned Marine spheres on non-versus maps, where it's just enemies and your own slaves.
  8302. if ((md == nullptr || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m)) {
  8303. // Enable Marine Spheres to damage own Homunculus and summons outside PVP
  8304. if (battle_config.alchemist_summon_setting&8)
  8305. i = BCT_ENEMY|BCT_SLAVE;
  8306. else
  8307. i = BCT_ENEMY;
  8308. } else {
  8309. i = BCT_ALL;
  8310. }
  8311. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  8312. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  8313. map_foreachinshootrange(skill_area_sub, bl,
  8314. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  8315. src, skill_id, skill_lv, tick, flag|i,
  8316. skill_castend_damage_id);
  8317. if(map_addblock(src)) {
  8318. map_freeblock_unlock();
  8319. return 1;
  8320. }
  8321. // Won't display the damage, but drop items and give exp
  8322. status_zap(src, sstatus->hp, 0, 0);
  8323. break;
  8324. case AL_ANGELUS:
  8325. #ifdef RENEWAL
  8326. case PR_SUFFRAGIUM:
  8327. case PR_IMPOSITIO:
  8328. #endif
  8329. case PR_MAGNIFICAT:
  8330. case PR_GLORIA:
  8331. case SOA_SOUL_OF_HEAVEN_AND_EARTH:
  8332. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8333. // Animations don't play when outside visible range
  8334. if (check_distance_bl(src, bl, AREA_SIZE))
  8335. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  8336. if( skill_id == SOA_SOUL_OF_HEAVEN_AND_EARTH ){
  8337. status_percent_heal(bl, 0, 100);
  8338. if( src != bl && sc != nullptr && sc->getSCE(SC_TOTEM_OF_TUTELARY) != nullptr ){
  8339. status_heal(bl, 0, 0, 3 * skill_lv, 0);
  8340. }
  8341. }
  8342. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8343. }
  8344. else if (sd)
  8345. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  8346. break;
  8347. #ifdef RENEWAL
  8348. case MC_LOUD:
  8349. #endif
  8350. case SN_WINDWALK:
  8351. case CASH_BLESSING:
  8352. case CASH_INCAGI:
  8353. case CASH_ASSUMPTIO:
  8354. case WM_FRIGG_SONG:
  8355. case NV_HELPANGEL:
  8356. case IG_GUARDIAN_SHIELD:
  8357. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8358. if( sd == nullptr || sd->status.party_id == 0 || (flag & 1) )
  8359. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8360. else if (sd)
  8361. {
  8362. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8363. status_set_hp(src, 1, 0);
  8364. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8365. }
  8366. break;
  8367. case MER_MAGNIFICAT:
  8368. if( mer != nullptr )
  8369. {
  8370. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8371. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8372. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8373. else if( mer->master && !(flag&1) )
  8374. clif_skill_nodamage(src, mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8375. }
  8376. break;
  8377. case BS_ADRENALINE:
  8378. case BS_ADRENALINE2:
  8379. case BS_WEAPONPERFECT:
  8380. case BS_OVERTHRUST:
  8381. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8382. int32 weapontype = skill_get_weapontype(skill_id);
  8383. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8384. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  8385. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8386. }
  8387. } else if (sd) {
  8388. party_foreachsamemap(skill_area_sub,
  8389. sd,skill_get_splash(skill_id, skill_lv),
  8390. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8391. skill_castend_nodamage_id);
  8392. }
  8393. break;
  8394. case BS_MAXIMIZE:
  8395. case NV_TRICKDEAD:
  8396. case CR_DEFENDER:
  8397. case ML_DEFENDER:
  8398. case CR_AUTOGUARD:
  8399. case ML_AUTOGUARD:
  8400. case TK_READYSTORM:
  8401. case TK_READYDOWN:
  8402. case TK_READYTURN:
  8403. case TK_READYCOUNTER:
  8404. case TK_DODGE:
  8405. case CR_SHRINK:
  8406. case SG_FUSION:
  8407. case GS_GATLINGFEVER:
  8408. case SJ_LUNARSTANCE:
  8409. case SJ_STARSTANCE:
  8410. case SJ_UNIVERSESTANCE:
  8411. case SJ_SUNSTANCE:
  8412. case SP_SOULCOLLECT:
  8413. case IG_GUARD_STANCE:
  8414. case IG_ATTACK_STANCE:
  8415. if( tsce )
  8416. {
  8417. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  8418. map_freeblock_unlock();
  8419. return 0;
  8420. }
  8421. if( skill_id == SP_SOULCOLLECT ){
  8422. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  8423. }else{
  8424. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8425. }
  8426. break;
  8427. case SL_KAITE:
  8428. case SL_KAAHI:
  8429. case SL_KAIZEL:
  8430. case SL_KAUPE:
  8431. case SP_KAUTE:
  8432. if (sd) {
  8433. if (!dstsd || !(
  8434. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8435. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8436. dstsd->status.char_id == sd->status.char_id ||
  8437. dstsd->status.char_id == sd->status.partner_id ||
  8438. dstsd->status.char_id == sd->status.child ||
  8439. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8440. )) {
  8441. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8442. clif_skill_fail( *sd, skill_id );
  8443. break;
  8444. }
  8445. }
  8446. if (skill_id == SP_KAUTE) {
  8447. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8448. if (sd)
  8449. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8450. break;
  8451. }
  8452. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8453. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8454. } else
  8455. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8456. break;
  8457. case SM_AUTOBERSERK:
  8458. case MER_AUTOBERSERK:
  8459. if( tsce )
  8460. i = status_change_end(bl, type);
  8461. else
  8462. i = sc_start(src,bl,type,100,skill_lv,60000);
  8463. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  8464. break;
  8465. case TF_HIDING:
  8466. case ST_CHASEWALK:
  8467. case KO_YAMIKUMO:
  8468. if (tsce)
  8469. {
  8470. clif_skill_nodamage(src,*bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8471. map_freeblock_unlock();
  8472. return 0;
  8473. }
  8474. clif_skill_nodamage(src,*bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8475. break;
  8476. case TK_RUN:
  8477. if (tsce)
  8478. {
  8479. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  8480. map_freeblock_unlock();
  8481. return 0;
  8482. }
  8483. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8484. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8485. clif_walkok(*sd); // So aegis has to resend the walk ok.
  8486. break;
  8487. case AS_CLOAKING:
  8488. case GC_CLOAKINGEXCEED:
  8489. case LG_FORCEOFVANGUARD:
  8490. case SC_REPRODUCE:
  8491. case SC_INVISIBILITY:
  8492. case RA_CAMOUFLAGE:
  8493. if (tsce) {
  8494. i = status_change_end(bl, type);
  8495. if( i )
  8496. clif_skill_nodamage(src,*bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8497. else if( sd )
  8498. clif_skill_fail( *sd, skill_id );
  8499. map_freeblock_unlock();
  8500. return 0;
  8501. }
  8502. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8503. if( i )
  8504. clif_skill_nodamage(src,*bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8505. else if( sd )
  8506. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_LEVEL );
  8507. break;
  8508. case CG_SPECIALSINGER:
  8509. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8510. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8511. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8512. }
  8513. break;
  8514. case BD_ADAPTATION:
  8515. #ifdef RENEWAL
  8516. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8517. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8518. #else
  8519. if(tsc && tsc->getSCE(SC_DANCING)){
  8520. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8521. status_change_end(bl, SC_DANCING);
  8522. }
  8523. #endif
  8524. break;
  8525. case BA_FROSTJOKER:
  8526. case DC_SCREAM:
  8527. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8528. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8529. if (md) {
  8530. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8531. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8532. char temp[70];
  8533. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8534. clif_disp_overhead(&md->bl,temp);
  8535. }
  8536. break;
  8537. case BA_PANGVOICE:
  8538. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8539. #ifdef RENEWAL
  8540. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8541. #endif
  8542. break;
  8543. case DC_WINKCHARM:
  8544. if( dstsd ) {
  8545. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8546. #ifdef RENEWAL
  8547. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8548. #endif
  8549. } else
  8550. if( dstmd )
  8551. {
  8552. if( status_get_lv(src) > status_get_lv(bl)
  8553. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8554. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8555. clif_skill_nodamage(src,*bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8556. else
  8557. {
  8558. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8559. if(sd) clif_skill_fail( *sd, skill_id );
  8560. }
  8561. }
  8562. break;
  8563. #ifdef RENEWAL
  8564. case BD_LULLABY:
  8565. case BD_RICHMANKIM:
  8566. case BD_ETERNALCHAOS:
  8567. case BD_DRUMBATTLEFIELD:
  8568. case BD_RINGNIBELUNGEN:
  8569. case BD_ROKISWEIL:
  8570. case BD_INTOABYSS:
  8571. case BD_SIEGFRIED:
  8572. case BA_DISSONANCE:
  8573. case BA_POEMBRAGI:
  8574. case BA_WHISTLE:
  8575. case BA_ASSASSINCROSS:
  8576. case BA_APPLEIDUN:
  8577. case DC_UGLYDANCE:
  8578. case DC_HUMMING:
  8579. case DC_DONTFORGETME:
  8580. case DC_FORTUNEKISS:
  8581. case DC_SERVICEFORYOU:
  8582. skill_castend_song(src, skill_id, skill_lv, tick);
  8583. break;
  8584. #endif
  8585. case TF_STEAL:
  8586. if(sd) {
  8587. if(pc_steal_item(sd,bl,skill_lv))
  8588. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8589. else
  8590. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8591. }
  8592. break;
  8593. case RG_STEALCOIN:
  8594. if(sd) {
  8595. if(pc_steal_coin(sd,bl))
  8596. {
  8597. dstmd->state.provoke_flag = src->id;
  8598. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8599. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8600. }
  8601. else
  8602. clif_skill_fail( *sd, skill_id );
  8603. }
  8604. break;
  8605. case MG_STONECURSE:
  8606. {
  8607. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8608. if (sd)
  8609. clif_skill_fail( *sd, skill_id );
  8610. break;
  8611. }
  8612. if(status_isimmune(bl) || !tsc)
  8613. break;
  8614. int32 brate = 0;
  8615. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8616. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8617. // Except for players, the skill animation shows even if the status change doesn't start
  8618. // Players get a skill has failed message instead
  8619. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)) || sd == nullptr)
  8620. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8621. else {
  8622. clif_skill_fail( *sd, skill_id );
  8623. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8624. if (skill_lv > 5)
  8625. { // not to consume items
  8626. map_freeblock_unlock();
  8627. return 0;
  8628. }
  8629. }
  8630. }
  8631. break;
  8632. case NV_FIRSTAID:
  8633. clif_skill_nodamage(src,*bl,skill_id,5);
  8634. status_heal(bl,5,0,0);
  8635. break;
  8636. case AL_CURE:
  8637. if(status_isimmune(bl)) {
  8638. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8639. break;
  8640. }
  8641. status_change_end(bl, SC_SILENCE);
  8642. status_change_end(bl, SC_BLIND);
  8643. status_change_end(bl, SC_CONFUSION);
  8644. status_change_end(bl, SC_BITESCAR);
  8645. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8646. break;
  8647. case TF_DETOXIFY:
  8648. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8649. status_change_end(bl, SC_POISON);
  8650. status_change_end(bl, SC_DPOISON);
  8651. break;
  8652. case PR_STRECOVERY:
  8653. if(status_isimmune(bl)) {
  8654. clif_skill_nodamage(src,*bl,skill_id,skill_lv,false);
  8655. break;
  8656. }
  8657. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  8658. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8659. else {
  8660. // Bodystate is reset to "normal" for non-undead
  8661. if (tsc) {
  8662. // The following are bodystate status changes
  8663. status_change_end(bl, SC_STONE);
  8664. status_change_end(bl, SC_FREEZE);
  8665. status_change_end(bl, SC_STUN);
  8666. status_change_end(bl, SC_SLEEP);
  8667. status_change_end(bl, SC_STONEWAIT);
  8668. status_change_end(bl, SC_BURNING);
  8669. status_change_end(bl, SC_WHITEIMPRISON);
  8670. }
  8671. // Resetting bodystate to normal always also resets the monster AI to idle
  8672. if (dstmd)
  8673. mob_unlocktarget(dstmd, tick);
  8674. }
  8675. if (tsc) {
  8676. // Ends SC_NETHERWORLD and SC_NORECOVER_STATE (even on undead)
  8677. status_change_end(bl, SC_NETHERWORLD);
  8678. status_change_end(bl, SC_NORECOVER_STATE);
  8679. }
  8680. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8681. break;
  8682. // Mercenary Supportive Skills
  8683. case MER_BENEDICTION:
  8684. status_change_end(bl, SC_CURSE);
  8685. status_change_end(bl, SC_BLIND);
  8686. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8687. break;
  8688. case MER_COMPRESS:
  8689. status_change_end(bl, SC_BLEEDING);
  8690. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8691. break;
  8692. case MER_MENTALCURE:
  8693. status_change_end(bl, SC_CONFUSION);
  8694. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8695. break;
  8696. case MER_RECUPERATE:
  8697. status_change_end(bl, SC_POISON);
  8698. status_change_end(bl, SC_DPOISON);
  8699. status_change_end(bl, SC_SILENCE);
  8700. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8701. break;
  8702. case MER_REGAIN:
  8703. status_change_end(bl, SC_SLEEP);
  8704. status_change_end(bl, SC_STUN);
  8705. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8706. break;
  8707. case MER_TENDER:
  8708. status_change_end(bl, SC_FREEZE);
  8709. status_change_end(bl, SC_STONE);
  8710. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8711. break;
  8712. case MER_SCAPEGOAT:
  8713. if( mer && mer->master )
  8714. {
  8715. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8716. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8717. }
  8718. break;
  8719. case MER_ESTIMATION:
  8720. if( !mer )
  8721. break;
  8722. sd = mer->master;
  8723. [[fallthrough]];
  8724. case WZ_ESTIMATION:
  8725. if( sd == nullptr )
  8726. break;
  8727. if( dstsd )
  8728. { // Fail on Players
  8729. clif_skill_fail( *sd, skill_id );
  8730. break;
  8731. }
  8732. if (dstmd != nullptr)
  8733. clif_skill_estimation( *sd, *dstmd );
  8734. if( skill_id == MER_ESTIMATION )
  8735. sd = nullptr;
  8736. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8737. break;
  8738. case BS_REPAIRWEAPON:
  8739. if(sd && dstsd)
  8740. clif_item_repair_list( *sd, *dstsd, skill_lv );
  8741. break;
  8742. case MC_IDENTIFY:
  8743. if(sd) {
  8744. clif_item_identify_list(sd);
  8745. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8746. map_freeblock_unlock();
  8747. return 1;
  8748. }
  8749. else { // consume sp only if succeeded
  8750. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8751. status_zap(src,0,req.sp);
  8752. }
  8753. }
  8754. break;
  8755. // Weapon Refining [Celest]
  8756. case WS_WEAPONREFINE:
  8757. if( sd != nullptr ){
  8758. clif_item_refine_list( *sd );
  8759. }
  8760. break;
  8761. case MC_VENDING:
  8762. if(sd)
  8763. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8764. if ( !pc_can_give_items(sd) )
  8765. clif_skill_fail( *sd, skill_id );
  8766. else {
  8767. sd->state.prevend = 1;
  8768. sd->state.workinprogress = WIP_DISABLE_ALL;
  8769. sd->vend_skill_lv = skill_lv;
  8770. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8771. if (i < MAX_CART) {
  8772. // Save the cart before opening the vending UI
  8773. sd->state.pending_vending_ui = true;
  8774. intif_storage_save(sd, &sd->cart);
  8775. }
  8776. else{
  8777. // Instantly open the vending UI
  8778. sd->state.pending_vending_ui = false;
  8779. clif_openvendingreq( *sd, 2+skill_lv );
  8780. }
  8781. }
  8782. }
  8783. break;
  8784. case AL_TELEPORT:
  8785. case ALL_ODINS_RECALL:
  8786. if(sd != nullptr)
  8787. {
  8788. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8789. clif_skill_teleportmessage( *sd, NOTIFY_MAPINFO_CANT_TP );
  8790. break;
  8791. }
  8792. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8793. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8794. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8795. break;
  8796. }
  8797. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8798. {
  8799. if( skill_lv == 1 )
  8800. pc_randomwarp(sd,CLR_TELEPORT);
  8801. else
  8802. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8803. break;
  8804. }
  8805. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8806. std::vector<std::string> maps = {
  8807. "Random"
  8808. };
  8809. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL ){
  8810. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  8811. }else{
  8812. maps.push_back( sd->status.save_point.map );
  8813. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  8814. }
  8815. } else
  8816. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8817. break;
  8818. case NPC_EXPULSION:
  8819. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8820. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8821. break;
  8822. case AL_HOLYWATER:
  8823. if(sd) {
  8824. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8825. struct skill_unit* su;
  8826. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, nullptr, 0)) != nullptr)
  8827. skill_delunit(su);
  8828. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  8829. }
  8830. else
  8831. clif_skill_fail( *sd, skill_id );
  8832. }
  8833. break;
  8834. case TF_PICKSTONE:
  8835. if(sd) {
  8836. unsigned char eflag;
  8837. struct item item_tmp;
  8838. struct block_list tbl;
  8839. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8840. memset(&item_tmp,0,sizeof(item_tmp));
  8841. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8842. item_tmp.nameid = ITEMID_STONE;
  8843. item_tmp.identify = 1;
  8844. tbl.id = 0;
  8845. // Commented because of duplicate animation [Lemongrass]
  8846. // At the moment this displays the pickup animation a second time
  8847. // If this is required in older clients, we need to add a version check here
  8848. //clif_takeitem(sd->bl,tbl);
  8849. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8850. if(eflag) {
  8851. clif_additem(sd,0,0,eflag);
  8852. if (battle_config.skill_drop_items_full)
  8853. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  8854. }
  8855. }
  8856. break;
  8857. case ASC_CDP:
  8858. if(sd) {
  8859. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8860. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  8861. else
  8862. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STUFF_INSUFFICIENT );
  8863. }
  8864. break;
  8865. case RG_STRIPWEAPON:
  8866. case RG_STRIPSHIELD:
  8867. case RG_STRIPARMOR:
  8868. case RG_STRIPHELM:
  8869. case ST_FULLSTRIP:
  8870. case GC_WEAPONCRUSH:
  8871. case SC_STRIPACCESSARY:
  8872. case ABC_STRIP_SHADOW: {
  8873. bool i;
  8874. //Special message when trying to use strip on FCP [Jobbie]
  8875. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8876. {
  8877. clif_gospel_info( *sd, 0x28 );
  8878. break;
  8879. }
  8880. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8881. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  8882. //Nothing stripped.
  8883. if( sd && !i )
  8884. clif_skill_fail( *sd, skill_id );
  8885. break;
  8886. }
  8887. case AM_BERSERKPITCHER:
  8888. case AM_POTIONPITCHER:
  8889. {
  8890. int32 j,hp = 0,sp = 0;
  8891. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8892. map_freeblock_unlock();
  8893. return 1;
  8894. }
  8895. if( sd ) {
  8896. int32 x,bonus=100;
  8897. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8898. x = skill_lv%11 - 1;
  8899. j = pc_search_inventory(sd, require.itemid[x]);
  8900. if (j < 0 || require.itemid[x] <= 0) {
  8901. clif_skill_fail( *sd, skill_id );
  8902. map_freeblock_unlock();
  8903. return 1;
  8904. }
  8905. if (sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8906. clif_skill_fail( *sd, skill_id );
  8907. map_freeblock_unlock();
  8908. return 1;
  8909. }
  8910. if( skill_id == AM_BERSERKPITCHER ) {
  8911. if( dstsd && dstsd->status.base_level < (uint32)sd->inventory_data[j]->elv ) {
  8912. clif_skill_fail( *sd, skill_id );
  8913. map_freeblock_unlock();
  8914. return 1;
  8915. }
  8916. }
  8917. potion_flag = 1;
  8918. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8919. potion_target = bl->id;
  8920. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8921. potion_flag = potion_target = 0;
  8922. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8923. bonus += sd->status.base_level;
  8924. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8925. hp = tstatus->max_hp * potion_per_hp / 100;
  8926. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8927. if( dstsd ) {
  8928. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8929. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8930. }
  8931. } else {
  8932. if( potion_hp > 0 ) {
  8933. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8934. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8935. if( dstsd )
  8936. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8937. }
  8938. if( potion_sp > 0 ) {
  8939. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8940. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8941. if( dstsd )
  8942. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8943. }
  8944. }
  8945. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8946. hp += hp * bonus / 100;
  8947. }
  8948. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8949. sp += sp * bonus / 100;
  8950. }
  8951. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8952. hp += hp * j / 100;
  8953. sp += sp * j / 100;
  8954. }
  8955. } else {
  8956. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8957. switch (skill_lv) {
  8958. case 1: hp = 45; break;
  8959. case 2: hp = 105; break;
  8960. case 3: hp = 175; break;
  8961. default: hp = 325; break;
  8962. }
  8963. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8964. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8965. if( dstsd )
  8966. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8967. }
  8968. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8969. hp += hp * j / 100;
  8970. sp += sp * j / 100;
  8971. }
  8972. // Final heal increased by HPlus.
  8973. // Is this the right place for this??? [Rytech]
  8974. // Can HPlus also affect SP recovery???
  8975. if (sd && sstatus->hplus > 0) {
  8976. hp += hp * sstatus->hplus / 100;
  8977. sp += sp * sstatus->hplus / 100;
  8978. }
  8979. if (tsc != nullptr && !tsc->empty()) {
  8980. uint8 penalty = 0;
  8981. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8982. hp += hp / 10;
  8983. sp += sp / 10;
  8984. }
  8985. if (tsc->getSCE(SC_CRITICALWOUND))
  8986. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8987. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8988. penalty += 20;
  8989. if (tsc->getSCE(SC_NORECOVER_STATE))
  8990. penalty = 100;
  8991. if (penalty > 0) {
  8992. hp -= hp * penalty / 100;
  8993. sp -= sp * penalty / 100;
  8994. }
  8995. }
  8996. #ifdef RENEWAL
  8997. if (bl->type == BL_HOM)
  8998. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8999. #endif
  9000. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9001. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  9002. clif_skill_nodamage(nullptr,*bl,AL_HEAL,hp,1);
  9003. if( sp > 0 )
  9004. clif_skill_nodamage(nullptr,*bl,MG_SRECOVERY,sp);
  9005. if (tsc) {
  9006. #ifdef RENEWAL
  9007. if (tsc->getSCE(SC_EXTREMITYFIST))
  9008. sp = 0;
  9009. #endif
  9010. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  9011. hp = 0;
  9012. sp = 0;
  9013. }
  9014. }
  9015. status_heal(bl,hp,sp,0);
  9016. }
  9017. break;
  9018. case AM_CP_WEAPON:
  9019. case AM_CP_SHIELD:
  9020. case AM_CP_ARMOR:
  9021. case AM_CP_HELM:
  9022. {
  9023. uint32 equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9024. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  9025. clif_skill_fail( *sd, skill_id );
  9026. map_freeblock_unlock(); // Don't consume item requirements
  9027. return 0;
  9028. }
  9029. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9030. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9031. }
  9032. break;
  9033. case AM_TWILIGHT1:
  9034. if (sd) {
  9035. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9036. //Prepare 200 White Potions.
  9037. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  9038. clif_skill_fail( *sd, skill_id );
  9039. }
  9040. break;
  9041. case AM_TWILIGHT2:
  9042. if (sd) {
  9043. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9044. //Prepare 200 Slim White Potions.
  9045. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  9046. clif_skill_fail( *sd, skill_id );
  9047. }
  9048. break;
  9049. case AM_TWILIGHT3:
  9050. if (sd) {
  9051. int32 ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  9052. int16 alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  9053. if( ebottle >= 0 )
  9054. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  9055. //check if you can produce all three, if not, then fail:
  9056. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  9057. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  9058. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  9059. || ebottle < 200 //200 empty bottle are required at total.
  9060. ) {
  9061. clif_skill_fail( *sd, skill_id );
  9062. break;
  9063. }
  9064. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9065. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  9066. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  9067. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  9068. }
  9069. break;
  9070. case SA_DISPELL:
  9071. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  9072. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  9073. break; // Outside PvP it should only affect party members and no skill fail message
  9074. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9075. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  9076. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt32 dispel.
  9077. || rnd()%100 >= 50+10*skill_lv)
  9078. {
  9079. if (sd)
  9080. clif_skill_fail( *sd, skill_id );
  9081. break;
  9082. }
  9083. if(status_isimmune(bl))
  9084. break;
  9085. //Remove bonus_script by Dispell
  9086. if (dstsd)
  9087. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  9088. // Monsters will unlock their target instead
  9089. else if (dstmd)
  9090. mob_unlocktarget(dstmd, tick);
  9091. if(tsc == nullptr || tsc->empty())
  9092. break;
  9093. //Statuses that can't be Dispelled
  9094. for (const auto &it : status_db) {
  9095. sc_type status = static_cast<sc_type>(it.first);
  9096. if (!tsc->getSCE(status))
  9097. continue;
  9098. if (it.second->flag[SCF_NODISPELL])
  9099. continue;
  9100. switch (status) {
  9101. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  9102. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  9103. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  9104. case SC_FORTUNE: case SC_SERVICE4U:
  9105. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  9106. continue; //If in song area don't end it, even if config enabled
  9107. break;
  9108. case SC_ASSUMPTIO:
  9109. if( bl->type == BL_MOB )
  9110. continue;
  9111. break;
  9112. }
  9113. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  9114. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  9115. status_change_end(bl, status);
  9116. }
  9117. break;
  9118. }
  9119. //Affect all targets on splash area.
  9120. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  9121. src, skill_id, skill_lv, tick, flag|1,
  9122. skill_castend_damage_id);
  9123. break;
  9124. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  9125. {
  9126. int16 blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  9127. #ifdef RENEWAL
  9128. |BLOWN_DONT_SEND_PACKET
  9129. #endif
  9130. ));
  9131. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9132. #ifdef RENEWAL
  9133. if(blew_count > 0)
  9134. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  9135. #else
  9136. clif_slide(*bl, bl->x, bl->y); //Show the casting animation on pre-re
  9137. #endif
  9138. }
  9139. break;
  9140. case TK_HIGHJUMP:
  9141. {
  9142. int32 x,y, dir = unit_getdir(src);
  9143. struct map_data *mapdata = &map[src->m];
  9144. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  9145. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  9146. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  9147. ) {
  9148. clif_skill_nodamage(src, *bl, TK_HIGHJUMP, skill_lv);
  9149. break;
  9150. } else if(dir%2) {
  9151. //Diagonal
  9152. x = src->x + dirx[dir]*(skill_lv*4)/3;
  9153. y = src->y + diry[dir]*(skill_lv*4)/3;
  9154. } else {
  9155. x = src->x + dirx[dir]*skill_lv*2;
  9156. y = src->y + diry[dir]*skill_lv*2;
  9157. }
  9158. int32 x1 = x + dirx[dir];
  9159. int32 y1 = y + diry[dir];
  9160. clif_skill_nodamage(src,*bl,TK_HIGHJUMP,skill_lv);
  9161. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  9162. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  9163. unit_movepos(src, x, y, 1, 0))
  9164. clif_blown(src);
  9165. }
  9166. break;
  9167. case SA_CASTCANCEL:
  9168. case SO_SPELLFIST:
  9169. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9170. unit_skillcastcancel(src,1);
  9171. if(sd) {
  9172. int32 sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  9173. if( skill_id == SO_SPELLFIST ){
  9174. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  9175. sd->skill_id_old = sd->skill_lv_old = 0;
  9176. break;
  9177. }
  9178. sp = sp * (90 - (skill_lv-1)*20) / 100;
  9179. if(sp < 0) sp = 0;
  9180. status_zap(src, 0, sp);
  9181. }
  9182. break;
  9183. case SA_SPELLBREAKER:
  9184. {
  9185. int32 sp;
  9186. if (dstsd && tsc && tsc->getSCE(SC_MAGICROD)) {
  9187. // If target enemy player has Magic Rod, then 20% of your SP is transferred to that player
  9188. sp = status_percent_damage(bl, src, 0, -20, false);
  9189. status_heal(bl, 0, sp, 2);
  9190. }
  9191. else {
  9192. struct unit_data* ud = unit_bl2ud(bl);
  9193. if (!ud || ud->skilltimer == INVALID_TIMER)
  9194. break; //Nothing to cancel.
  9195. int32 hp = 0;
  9196. if (status_has_mode(tstatus, MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  9197. if (rnd_chance(90, 100))
  9198. {
  9199. if (sd) clif_skill_fail( *sd, skill_id );
  9200. break;
  9201. }
  9202. }
  9203. #ifdef RENEWAL
  9204. else // HP damage does not work on bosses in renewal
  9205. #endif
  9206. if (skill_lv >= 5 && (!dstsd || map_flag_vs(bl->m))) //HP damage only on pvp-maps when against players.
  9207. hp = tstatus->max_hp / 50; //Siphon 2% HP at level 5
  9208. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9209. unit_skillcastcancel(bl, 0);
  9210. sp = skill_get_sp(ud->skill_id, ud->skill_lv);
  9211. status_zap(bl, 0, sp);
  9212. // Recover some of the SP used
  9213. status_heal(src, 0, sp * (25 * (skill_lv - 1)) / 100, 2);
  9214. // If damage would be lethal, it does not deal damage
  9215. if (hp && hp < tstatus->hp) {
  9216. clif_damage(*src, *bl, tick, 0, 0, hp, 0, DMG_NORMAL, 0, false);
  9217. status_zap(bl, hp, 0);
  9218. // Recover 50% of damage dealt
  9219. status_heal(src, hp / 2, 0, 2);
  9220. }
  9221. }
  9222. }
  9223. break;
  9224. case SA_MAGICROD:
  9225. #ifdef RENEWAL
  9226. clif_skill_nodamage(src,*src,SA_MAGICROD,skill_lv);
  9227. #endif
  9228. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9229. break;
  9230. case SA_AUTOSPELL:
  9231. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9232. if (sd) {
  9233. sd->state.workinprogress = WIP_DISABLE_ALL;
  9234. clif_autospell( *sd, skill_lv );
  9235. } else {
  9236. int32 maxlv=1,spellid=0;
  9237. static const int32 spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  9238. if(skill_lv >= 10) {
  9239. spellid = MG_FROSTDIVER;
  9240. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  9241. // maxlv = 10;
  9242. // else
  9243. maxlv = skill_lv - 9;
  9244. }
  9245. else if(skill_lv >=8) {
  9246. spellid = MG_FIREBALL;
  9247. maxlv = skill_lv - 7;
  9248. }
  9249. else if(skill_lv >=5) {
  9250. spellid = MG_SOULSTRIKE;
  9251. maxlv = skill_lv - 4;
  9252. }
  9253. else if(skill_lv >=2) {
  9254. int32 i_rnd = rnd()%3;
  9255. spellid = spellarray[i_rnd];
  9256. maxlv = skill_lv - 1;
  9257. }
  9258. else if(skill_lv > 0) {
  9259. spellid = MG_NAPALMBEAT;
  9260. maxlv = 3;
  9261. }
  9262. if(spellid > 0)
  9263. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  9264. skill_get_time(SA_AUTOSPELL,skill_lv));
  9265. }
  9266. break;
  9267. case BS_GREED:
  9268. if(sd){
  9269. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9270. map_foreachinallrange(skill_greed,bl,
  9271. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  9272. }
  9273. break;
  9274. case SA_ELEMENTWATER:
  9275. case SA_ELEMENTFIRE:
  9276. case SA_ELEMENTGROUND:
  9277. case SA_ELEMENTWIND:
  9278. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  9279. break;
  9280. [[fallthrough]];
  9281. case NPC_ATTRICHANGE:
  9282. case NPC_CHANGEWATER:
  9283. case NPC_CHANGEGROUND:
  9284. case NPC_CHANGEFIRE:
  9285. case NPC_CHANGEWIND:
  9286. case NPC_CHANGEPOISON:
  9287. case NPC_CHANGEHOLY:
  9288. case NPC_CHANGEDARKNESS:
  9289. case NPC_CHANGETELEKINESIS:
  9290. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9291. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  9292. skill_get_time(skill_id, skill_lv)));
  9293. break;
  9294. case NPC_PROVOCATION:
  9295. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9296. if (md) mob_unlocktarget(md, tick);
  9297. break;
  9298. case NPC_REBIRTH:
  9299. if( md && md->state.rebirth )
  9300. break; // only works once
  9301. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  9302. break;
  9303. case NPC_DARKBLESSING:
  9304. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9305. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  9306. break;
  9307. case NPC_LICK:
  9308. status_zap(bl, 0, 100);
  9309. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9310. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  9311. break;
  9312. case NPC_SUICIDE:
  9313. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9314. status_kill(src); //When suiciding, neither exp nor drops is given.
  9315. break;
  9316. case NPC_SUMMONSLAVE:
  9317. case NPC_SUMMONMONSTER:
  9318. case NPC_DEATHSUMMON:
  9319. if(md && md->skill_idx >= 0)
  9320. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  9321. break;
  9322. case NPC_CALLSLAVE:
  9323. mob_warpslave(src,MOB_SLAVEDISTANCE);
  9324. break;
  9325. case NPC_RANDOMMOVE:
  9326. if (md != nullptr) {
  9327. // This skill creates fake casting state where a monster moves while showing a cast bar
  9328. int32 tricktime = MOB_SKILL_INTERVAL * 3;
  9329. md->trickcasting = tick + tricktime;
  9330. clif_skillcasting(src, src->id, src->id, 0, 0, skill_id, skill_lv, ELE_FIRE, tricktime + MOB_SKILL_INTERVAL / 2);
  9331. // Monster cannot be stopped while moving
  9332. md->state.can_escape = 1;
  9333. // Move up to 8 cells
  9334. unit_escape(&md->bl, bl, 8, 3);
  9335. }
  9336. break;
  9337. case NPC_SPEEDUP:
  9338. if (md != nullptr) {
  9339. // Officially, trickcasting continues as long as there are more than 700ms left
  9340. int32 trickstop = (MOB_SKILL_INTERVAL * 7) / 10;
  9341. if (DIFF_TICK(md->trickcasting, tick) >= trickstop) {
  9342. // This skill directly modifies a monster's base speed value
  9343. md->base_status->speed = std::max(md->base_status->speed - 250, MIN_WALK_SPEED);
  9344. // Need to recalc speed based on new base value
  9345. status_calc_bl(&md->bl, { SCB_SPEED });
  9346. // We use skills only on each full cell, to fix the inaccuracy we do this on last move interval
  9347. if (DIFF_TICK(md->trickcasting, tick) < trickstop + MOB_SKILL_INTERVAL)
  9348. md->last_skillcheck = tick + 100;
  9349. }
  9350. else {
  9351. // Synchronize skill usage
  9352. md->last_skillcheck = md->trickcasting;
  9353. // Causes monster to stop and get ready for next alchemist skill
  9354. md->trickcasting = 0;
  9355. md->state.can_escape = 0;
  9356. }
  9357. }
  9358. break;
  9359. case NPC_REVENGE:
  9360. // not really needed... but adding here anyway ^^
  9361. if (md && md->master_id > 0) {
  9362. struct block_list *mbl, *tbl;
  9363. if ((mbl = map_id2bl(md->master_id)) == nullptr ||
  9364. (tbl = battle_gettargeted(mbl)) == nullptr)
  9365. break;
  9366. md->state.provoke_flag = tbl->id;
  9367. mob_target(md, tbl, sstatus->rhw.range);
  9368. }
  9369. break;
  9370. case NPC_RUN:
  9371. if (md) {
  9372. block_list* tbl = map_id2bl(md->target_id);
  9373. if (tbl) {
  9374. md->state.can_escape = 1;
  9375. mob_unlocktarget(md, tick);
  9376. // Official distance is 7, if level > 1, distance = level
  9377. t_tick time = unit_escape(src, tbl, skill_lv > 1 ? skill_lv : 7, 3);
  9378. if (time) {
  9379. // Need to set state here as it's not set otherwise
  9380. md->state.skillstate = MSS_WALK;
  9381. // Set AI to inactive for the duration of this movement
  9382. md->last_thinktime = tick + time;
  9383. }
  9384. }
  9385. }
  9386. break;
  9387. case NPC_TRANSFORMATION:
  9388. case NPC_METAMORPHOSIS:
  9389. if(md && md->skill_idx >= 0) {
  9390. int32 class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9391. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9392. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9393. if (class_) mob_class_change(md, class_);
  9394. }
  9395. break;
  9396. case NPC_EMOTION_ON:
  9397. case NPC_EMOTION:
  9398. //val[0] is the emotion to use.
  9399. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9400. //val[1] 'sets' the mode
  9401. //val[2] adds to the current mode
  9402. //val[3] removes from the current mode
  9403. //val[4] if set, asks to delete the previous mode change.
  9404. if(md && md->skill_idx >= 0 && tsc)
  9405. {
  9406. clif_emotion( *bl, static_cast<emotion_type>( md->db->skill[md->skill_idx]->val[0] ) );
  9407. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9408. status_change_end(bl, type);
  9409. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9410. if (!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION
  9411. && md->state.skillstate != MSS_IDLE && md->state.skillstate != MSS_WALK
  9412. && md->db->skill[md->skill_idx]->val[1])
  9413. mob_unlocktarget(md, tick);
  9414. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9415. sc_start4(src,src, type, 100, skill_lv,
  9416. md->db->skill[md->skill_idx]->val[1],
  9417. md->db->skill[md->skill_idx]->val[2],
  9418. md->db->skill[md->skill_idx]->val[3],
  9419. skill_get_time(skill_id, skill_lv));
  9420. //Reset aggressive state depending on resulting mode
  9421. if (!battle_config.npc_emotion_behavior)
  9422. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9423. }
  9424. break;
  9425. case NPC_POWERUP:
  9426. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9427. sc_start2(src,bl,type,100,200,100,skill_get_time(skill_id, skill_lv)));
  9428. break;
  9429. case NPC_AGIUP:
  9430. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9431. sc_start2(src,bl,type,100,50,100,skill_get_time(skill_id, skill_lv)));
  9432. break;
  9433. case NPC_INVISIBLE:
  9434. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9435. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9436. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9437. break;
  9438. case NPC_SIEGEMODE:
  9439. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9440. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9441. break;
  9442. case NPC_INVINCIBLEOFF:
  9443. case MER_INVINCIBLEOFF2:
  9444. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9445. status_change_end(bl, SC_INVINCIBLE);
  9446. break;
  9447. case WE_MALE: {
  9448. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9449. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9450. int32 gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9451. clif_skill_nodamage(src,*bl,skill_id,status_heal(bl, gain_hp, 0, 0));
  9452. }
  9453. }
  9454. break;
  9455. case WE_FEMALE: {
  9456. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9457. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9458. int32 gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9459. clif_skill_nodamage(src,*bl,skill_id,status_heal(bl, 0, gain_sp, 0));
  9460. }
  9461. }
  9462. break;
  9463. // parent-baby skills
  9464. case WE_BABY:
  9465. if(sd){
  9466. map_session_data *f_sd = pc_get_father(sd);
  9467. map_session_data *m_sd = pc_get_mother(sd);
  9468. if( (!f_sd && !m_sd) // if neither was found
  9469. || (sd->status.party_id != 0 && //not in same party
  9470. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9471. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9472. ))
  9473. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9474. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9475. ) {
  9476. clif_skill_fail( *sd, skill_id );
  9477. map_freeblock_unlock();
  9478. return 0;
  9479. }
  9480. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9481. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9482. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9483. }
  9484. break;
  9485. case WE_CALLALLFAMILY:
  9486. if (sd) {
  9487. map_session_data *p_sd = pc_get_partner(sd);
  9488. map_session_data *c_sd = pc_get_child(sd);
  9489. if (!p_sd && !c_sd) { // Fail if no family members are found
  9490. clif_skill_fail( *sd, skill_id );
  9491. map_freeblock_unlock();
  9492. return 1;
  9493. }
  9494. // Partner must be on the same map and in same party
  9495. if (p_sd && !status_isdead(p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9496. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9497. // Child must be on the same map and in same party as the parent casting
  9498. if (c_sd && !status_isdead(c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9499. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9500. }
  9501. break;
  9502. case WE_ONEFOREVER:
  9503. if (sd) {
  9504. map_session_data *p_sd = pc_get_partner(sd);
  9505. map_session_data *c_sd = pc_get_child(sd);
  9506. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9507. clif_skill_fail( *sd, skill_id );
  9508. map_freeblock_unlock();
  9509. return 1;
  9510. }
  9511. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9512. clif_skill_fail( *sd, skill_id );
  9513. break;
  9514. }
  9515. if (status_isdead(*bl)) {
  9516. int32 per = 30, sper = 0;
  9517. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9518. break;
  9519. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9520. break;
  9521. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9522. break;
  9523. if (dstsd->special_state.restart_full_recover)
  9524. per = sper = 100;
  9525. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9526. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9527. }
  9528. }
  9529. break;
  9530. case WE_CHEERUP:
  9531. if (sd) {
  9532. map_session_data *f_sd = pc_get_father(sd);
  9533. map_session_data *m_sd = pc_get_mother(sd);
  9534. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9535. clif_skill_fail( *sd, skill_id );
  9536. map_freeblock_unlock();
  9537. return 1;
  9538. }
  9539. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9540. if (dstsd == f_sd || dstsd == m_sd)
  9541. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9542. } else
  9543. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9544. }
  9545. break;
  9546. case PF_HPCONVERSION:
  9547. {
  9548. int32 hp, sp;
  9549. hp = sstatus->max_hp/10;
  9550. sp = hp * 10 * skill_lv / 100;
  9551. if (!status_charge(src,hp,0)) {
  9552. if (sd) clif_skill_fail( *sd, skill_id );
  9553. break;
  9554. }
  9555. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9556. status_heal(bl,0,sp,2);
  9557. }
  9558. break;
  9559. case MA_REMOVETRAP:
  9560. case HT_REMOVETRAP:
  9561. {
  9562. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9563. std::shared_ptr<s_skill_unit_group> sg;
  9564. std::shared_ptr<s_skill_db> skill_group;
  9565. // Mercenaries can remove any trap
  9566. // Players can only remove their own traps or traps on Vs maps.
  9567. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9568. {
  9569. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9570. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9571. { // prevent picking up expired traps
  9572. if( battle_config.skill_removetrap_type )
  9573. { // get back all items used to deploy the trap
  9574. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9575. {
  9576. if( skill_group->require.itemid[i] > 0 )
  9577. {
  9578. int32 flag2;
  9579. struct item item_tmp;
  9580. memset(&item_tmp,0,sizeof(item_tmp));
  9581. item_tmp.nameid = skill_group->require.itemid[i];
  9582. item_tmp.identify = 1;
  9583. item_tmp.amount = skill_group->require.amount[i];
  9584. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9585. clif_additem(sd,0,0,flag2);
  9586. if (battle_config.skill_drop_items_full)
  9587. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9588. }
  9589. }
  9590. }
  9591. }
  9592. else
  9593. { // get back 1 trap
  9594. struct item item_tmp;
  9595. memset(&item_tmp,0,sizeof(item_tmp));
  9596. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9597. item_tmp.identify = 1;
  9598. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9599. {
  9600. clif_additem(sd,0,0,flag);
  9601. if (battle_config.skill_drop_items_full)
  9602. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9603. }
  9604. }
  9605. }
  9606. skill_delunit(su);
  9607. }else if(sd)
  9608. clif_skill_fail( *sd, skill_id );
  9609. }
  9610. break;
  9611. case HT_SPRINGTRAP:
  9612. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9613. {
  9614. struct skill_unit *su=nullptr;
  9615. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9616. switch(su->group->unit_id){
  9617. case UNT_ANKLESNARE: // ankle snare
  9618. if (su->group->val2 != 0)
  9619. // if it is already trapping something don't spring it,
  9620. // remove trap should be used instead
  9621. break;
  9622. [[fallthrough]];
  9623. case UNT_BLASTMINE:
  9624. case UNT_SKIDTRAP:
  9625. case UNT_LANDMINE:
  9626. case UNT_SHOCKWAVE:
  9627. case UNT_SANDMAN:
  9628. case UNT_FLASHER:
  9629. case UNT_FREEZINGTRAP:
  9630. case UNT_CLAYMORETRAP:
  9631. case UNT_TALKIEBOX:
  9632. su->group->unit_id = UNT_USED_TRAPS;
  9633. clif_changetraplook(bl, UNT_USED_TRAPS);
  9634. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9635. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9636. }
  9637. }
  9638. }
  9639. break;
  9640. case BD_ENCORE:
  9641. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9642. if(sd)
  9643. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9644. break;
  9645. case TR_RETROSPECTION:
  9646. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9647. if (sd)
  9648. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9649. break;
  9650. case AS_SPLASHER:
  9651. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9652. // Renewal dropped the 3/4 hp requirement
  9653. #ifndef RENEWAL
  9654. || tstatus-> hp > tstatus->max_hp*3/4
  9655. #endif
  9656. ) {
  9657. if (sd) clif_skill_fail( *sd, skill_id );
  9658. map_freeblock_unlock();
  9659. return 1;
  9660. }
  9661. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9662. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9663. break;
  9664. case PF_MINDBREAKER:
  9665. {
  9666. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9667. map_freeblock_unlock();
  9668. return 1;
  9669. }
  9670. if (tsce)
  9671. { //HelloKitty2 (?) explained that this silently fails when target is
  9672. //already inflicted. [Skotlex]
  9673. map_freeblock_unlock();
  9674. return 1;
  9675. }
  9676. //Has a 55% + skill_lv*5% success chance.
  9677. if (!clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9678. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9679. {
  9680. if (sd) clif_skill_fail( *sd, skill_id );
  9681. map_freeblock_unlock();
  9682. return 0;
  9683. }
  9684. unit_skillcastcancel(bl,0);
  9685. if (dstmd)
  9686. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9687. }
  9688. break;
  9689. case PF_SOULCHANGE:
  9690. {
  9691. uint32 sp1 = 0, sp2 = 0;
  9692. if (dstmd) {
  9693. if (dstmd->state.soul_change_flag) {
  9694. if(sd) clif_skill_fail( *sd, skill_id );
  9695. break;
  9696. }
  9697. dstmd->state.soul_change_flag = 1;
  9698. sp2 = sstatus->max_sp * 3 /100;
  9699. status_heal(src, 0, sp2, 2);
  9700. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9701. break;
  9702. }
  9703. sp1 = sstatus->sp;
  9704. sp2 = tstatus->sp;
  9705. #ifdef RENEWAL
  9706. sp1 = sp1 / 2;
  9707. sp2 = sp2 / 2;
  9708. if (tsc && tsc->getSCE(SC_EXTREMITYFIST))
  9709. sp1 = tstatus->sp;
  9710. #endif
  9711. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9712. sp1 = tstatus->sp;
  9713. status_set_sp(src, sp2, 3);
  9714. status_set_sp(bl, sp1, 3);
  9715. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9716. }
  9717. break;
  9718. // Slim Pitcher
  9719. case CR_SLIMPITCHER:
  9720. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9721. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9722. break;
  9723. if (potion_hp || potion_sp) {
  9724. int32 hp = potion_hp, sp = potion_sp;
  9725. hp = hp * (100 + (tstatus->vit * 2))/100;
  9726. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9727. if (dstsd) {
  9728. if (hp)
  9729. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9730. if (sp)
  9731. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9732. }
  9733. if (tsc != nullptr && !tsc->empty()) {
  9734. uint8 penalty = 0;
  9735. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9736. hp += hp / 10;
  9737. sp += sp / 10;
  9738. }
  9739. if (tsc->getSCE(SC_CRITICALWOUND))
  9740. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9741. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9742. penalty += 20;
  9743. if (tsc->getSCE(SC_NORECOVER_STATE))
  9744. penalty = 100;
  9745. if (penalty > 0) {
  9746. hp -= hp * penalty / 100;
  9747. sp -= sp * penalty / 100;
  9748. }
  9749. }
  9750. if(hp > 0)
  9751. clif_skill_nodamage(nullptr,*bl,AL_HEAL,hp);
  9752. if(sp > 0)
  9753. clif_skill_nodamage(nullptr,*bl,MG_SRECOVERY,sp);
  9754. status_heal(bl,hp,sp,0);
  9755. }
  9756. break;
  9757. // Full Chemical Protection
  9758. case CR_FULLPROTECTION:
  9759. {
  9760. uint32 equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9761. int32 i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9762. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9763. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9764. continue;
  9765. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9766. s++;
  9767. }
  9768. if( sd && !s ){
  9769. clif_skill_fail( *sd, skill_id );
  9770. map_freeblock_unlock(); // Don't consume item requirements
  9771. return 0;
  9772. }
  9773. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9774. }
  9775. break;
  9776. case RG_CLEANER: //AppleGirl
  9777. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9778. break;
  9779. #ifndef RENEWAL
  9780. case CG_LONGINGFREEDOM:
  9781. {
  9782. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9783. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9784. {
  9785. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  9786. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9787. }
  9788. }
  9789. break;
  9790. #endif
  9791. case CG_TAROTCARD:
  9792. {
  9793. int32 card = -1;
  9794. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9795. //Target currently has the SUN tarot card effect and is immune to any other effect
  9796. map_freeblock_unlock();
  9797. return 0;
  9798. }
  9799. if( rnd() % 100 > skill_lv * 8 ||
  9800. #ifndef RENEWAL
  9801. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9802. #endif
  9803. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9804. if( sd )
  9805. clif_skill_fail( *sd, skill_id );
  9806. map_freeblock_unlock();
  9807. return 0;
  9808. }
  9809. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9810. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9811. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9812. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9813. }
  9814. break;
  9815. case SL_ALCHEMIST:
  9816. case SL_ASSASIN:
  9817. case SL_BARDDANCER:
  9818. case SL_BLACKSMITH:
  9819. case SL_CRUSADER:
  9820. case SL_HUNTER:
  9821. case SL_KNIGHT:
  9822. case SL_MONK:
  9823. case SL_PRIEST:
  9824. case SL_ROGUE:
  9825. case SL_SAGE:
  9826. case SL_SOULLINKER:
  9827. case SL_STAR:
  9828. case SL_SUPERNOVICE:
  9829. case SL_WIZARD:
  9830. case SL_HIGH:
  9831. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9832. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9833. // 1% chance to erase death count on successful cast
  9834. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9835. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9836. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9837. status_calc_pc( dstsd, SCO_NONE );
  9838. }
  9839. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9840. }else{
  9841. if( sd ){
  9842. clif_skill_fail( *sd, skill_id );
  9843. }
  9844. }
  9845. break;
  9846. case SP_SOULGOLEM:
  9847. case SP_SOULSHADOW:
  9848. case SP_SOULFALCON:
  9849. case SP_SOULFAIRY:
  9850. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9851. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9852. }else{
  9853. if( sd ){
  9854. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9855. }
  9856. }
  9857. break;
  9858. case SP_SOULREVOLVE:
  9859. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9860. if (sd)
  9861. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9862. break;
  9863. }
  9864. status_heal(bl, 0, 50*skill_lv, 2);
  9865. status_change_end(bl, SC_SPIRIT);
  9866. status_change_end(bl, SC_SOULGOLEM);
  9867. status_change_end(bl, SC_SOULSHADOW);
  9868. status_change_end(bl, SC_SOULFALCON);
  9869. status_change_end(bl, SC_SOULFAIRY);
  9870. break;
  9871. case SL_SWOO:
  9872. if (tsce) {
  9873. if(sd)
  9874. clif_skill_fail( *sd, skill_id );
  9875. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9876. status_change_end(bl, SC_SWOO);
  9877. break;
  9878. }
  9879. [[fallthrough]];
  9880. case SL_SKA: // [marquis007]
  9881. case SL_SKE:
  9882. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9883. clif_skill_fail( *sd, skill_id );
  9884. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9885. break;
  9886. }
  9887. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9888. if (skill_id == SL_SKE)
  9889. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9890. break;
  9891. // New guild skills [Celest]
  9892. case GD_BATTLEORDER:
  9893. case GD_REGENERATION:
  9894. case GD_RESTORE:
  9895. case GD_EMERGENCY_MOVE:
  9896. if(flag&1) {
  9897. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9898. if( skill_id == GD_RESTORE )
  9899. clif_skill_nodamage(src,*bl,AL_HEAL,status_percent_heal(bl,90,90));
  9900. else
  9901. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9902. }
  9903. } else if (status_get_guild_id(src)) {
  9904. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9905. map_foreachinallrange(skill_area_sub, src,
  9906. skill_get_splash(skill_id, skill_lv), BL_PC,
  9907. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9908. skill_castend_nodamage_id);
  9909. if (sd)
  9910. #ifdef RENEWAL
  9911. skill_blockpc_start(*sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9912. #else
  9913. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9914. #endif
  9915. }
  9916. break;
  9917. case GD_EMERGENCYCALL:
  9918. case GD_ITEMEMERGENCYCALL:
  9919. {
  9920. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9921. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9922. uint8 j = 0, calls = 0, called = 0;
  9923. // i don't know if it actually summons in a circle, but oh well. ;P
  9924. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9925. if (!g)
  9926. break;
  9927. if (skill_id == GD_ITEMEMERGENCYCALL)
  9928. switch (skill_lv) {
  9929. case 1: calls = 7; break;
  9930. case 2: calls = 12; break;
  9931. case 3: calls = 20; break;
  9932. default: calls = 0; break;
  9933. }
  9934. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9935. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9936. if (j > 8)
  9937. j = 0;
  9938. if ((dstsd = g->guild.member[i].sd) != nullptr && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9939. if (dstsd->status.disable_call)
  9940. continue;
  9941. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9942. continue;
  9943. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9944. continue;
  9945. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9946. dx[j] = dy[j] = 0;
  9947. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9948. called++;
  9949. }
  9950. }
  9951. if (sd)
  9952. #ifdef RENEWAL
  9953. skill_blockpc_start(*sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9954. #else
  9955. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9956. #endif
  9957. }
  9958. break;
  9959. case GD_CHARGESHOUT_FLAG:
  9960. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9961. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9962. if (md) {
  9963. sd->guild->chargeshout_flag_id = md->bl.id;
  9964. md->master_id = src->id;
  9965. if (md->deletetimer != INVALID_TIMER)
  9966. delete_timer(md->deletetimer, mob_timer_delete);
  9967. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9968. mob_spawn(md);
  9969. }
  9970. }
  9971. break;
  9972. case GD_CHARGESHOUT_BEATING:
  9973. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9974. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9975. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9976. clif_skill_fail( *sd, skill_id );
  9977. else
  9978. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  9979. } else if (sd)
  9980. clif_skill_fail( *sd, skill_id );
  9981. break;
  9982. case SG_FEEL:
  9983. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9984. if (sd) {
  9985. if(!sd->feel_map[skill_lv-1].index)
  9986. clif_feel_req(sd->fd,sd, skill_lv);
  9987. else
  9988. clif_feel_info(sd, skill_lv-1, 1);
  9989. }
  9990. break;
  9991. case SG_HATE:
  9992. if (sd) {
  9993. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  9994. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9995. clif_skill_fail( *sd, skill_id );
  9996. }
  9997. break;
  9998. case SJ_DOCUMENT:
  9999. if (sd) {
  10000. switch (skill_lv) {
  10001. case 1:
  10002. pc_resetfeel(sd);
  10003. break;
  10004. case 2:
  10005. pc_resethate(sd);
  10006. break;
  10007. case 3:
  10008. pc_resetfeel(sd);
  10009. pc_resethate(sd);
  10010. break;
  10011. }
  10012. }
  10013. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10014. break;
  10015. case GS_GLITTERING:
  10016. if(sd) {
  10017. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10018. if(rnd()%100 < (20+10*skill_lv))
  10019. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  10020. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  10021. pc_delspiritball(sd,1,0);
  10022. }
  10023. break;
  10024. case GS_CRACKER:
  10025. /* per official standards, this skill works on players and mobs. */
  10026. if (sd && (dstsd || dstmd))
  10027. {
  10028. i =65 -5*distance_bl(src,bl); //Base rate
  10029. if (i < 30) i = 30;
  10030. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10031. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  10032. }
  10033. break;
  10034. case AM_CALLHOMUN: //[orn]
  10035. if (sd && !hom_call(sd))
  10036. clif_skill_fail( *sd, skill_id );
  10037. #ifdef RENEWAL
  10038. else if (sd && hom_is_active(sd->hd))
  10039. skill_area_temp[0] = 1; // Already passed pre-cast checks
  10040. #endif
  10041. break;
  10042. case AM_REST:
  10043. if (sd) {
  10044. if (hom_vaporize(sd,HOM_ST_REST))
  10045. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10046. else
  10047. clif_skill_fail( *sd, skill_id );
  10048. }
  10049. break;
  10050. case HAMI_CASTLE: //[orn]
  10051. if (src != bl && rnd_chance(20 * skill_lv, 100)) {
  10052. // Get one of the monsters targeting the player and set the homunculus as its new target
  10053. if (block_list* tbl = battle_gettargeted(bl); tbl != nullptr && tbl->type == BL_MOB) {
  10054. if (unit_data* ud = unit_bl2ud(tbl); ud != nullptr)
  10055. unit_changetarget_sub(*ud, *src);
  10056. }
  10057. int16 x = src->x, y = src->y;
  10058. // Move homunculus
  10059. if (unit_movepos(src, bl->x, bl->y, 0, false)) {
  10060. clif_blown(src);
  10061. // Move player
  10062. if (unit_movepos(bl, x, y, 0, false))
  10063. clif_blown(bl);
  10064. // Show the animation on the homunculus only
  10065. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  10066. }
  10067. }
  10068. else if (hd != nullptr && hd->master != nullptr)
  10069. clif_skill_fail( *hd->master, skill_id );
  10070. else if (sd != nullptr)
  10071. clif_skill_fail( *sd, skill_id );
  10072. break;
  10073. case HVAN_CHAOTIC:
  10074. {
  10075. // Chance per skill level
  10076. static const std::array<uint8, 5> chance_homunculus = {
  10077. 20,
  10078. 50,
  10079. 25,
  10080. 50,
  10081. 34
  10082. };
  10083. static const std::array<uint8, 5> chance_master = {
  10084. static_cast<uint8>(chance_homunculus[0] + 30),
  10085. static_cast<uint8>(chance_homunculus[1] + 10),
  10086. static_cast<uint8>(chance_homunculus[2] + 50),
  10087. static_cast<uint8>(chance_homunculus[3] + 4),
  10088. static_cast<uint8>(chance_homunculus[4] + 33)
  10089. };
  10090. uint8 chance = rnd_value(1, 100);
  10091. // Homunculus
  10092. if (chance <= chance_homunculus[skill_lv - 1])
  10093. bl = src;
  10094. // Master
  10095. else if (chance <= chance_master[skill_lv - 1])
  10096. bl = battle_get_master(src);
  10097. // Enemy (A random enemy targeting the master)
  10098. else
  10099. bl = battle_gettargeted(battle_get_master(src));
  10100. // If there's no enemy the chance reverts to the homunculus
  10101. if (bl == nullptr)
  10102. bl = src;
  10103. int32 heal = skill_calc_heal(src, bl, skill_id, rnd_value<uint16>(1, skill_lv), true);
  10104. // Official servers send the Heal skill packet with the healed amount, and then the skill packet with 1 as healed amount
  10105. clif_skill_nodamage(src, *bl, AL_HEAL, heal);
  10106. clif_skill_nodamage(src, *bl, skill_id, 1);
  10107. status_heal(bl, heal, 0, 0);
  10108. } break;
  10109. case HVAN_EXPLOSION:
  10110. if( hd != nullptr ){
  10111. clif_skill_nodamage(src, *src, skill_id, skill_lv, 1);
  10112. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  10113. hd->homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  10114. clif_send_homdata(*hd, SP_INTIMATE);
  10115. // There's a delay between the explosion and the homunculus death
  10116. skill_addtimerskill(src, tick + skill_get_time(skill_id, skill_lv), src->id, 0, 0, skill_id, skill_lv, 0, flag);
  10117. } break;
  10118. // Homun single-target support skills [orn]
  10119. case HLIF_CHANGE:
  10120. #ifndef RENEWAL
  10121. status_percent_heal(bl, 100, 100);
  10122. [[fallthrough]];
  10123. #endif
  10124. case HAMI_BLOODLUST:
  10125. case HFLI_FLEET:
  10126. case HFLI_SPEED:
  10127. case MH_ANGRIFFS_MODUS:
  10128. case MH_GOLDENE_FERSE:
  10129. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10130. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10131. break;
  10132. case NPC_DRAGONFEAR:
  10133. if (flag&1) {
  10134. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  10135. int32 j;
  10136. j = i = rnd()%ARRAYLENGTH(sc);
  10137. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  10138. i++;
  10139. if ( i == ARRAYLENGTH(sc) )
  10140. i = 0;
  10141. if (i == j)
  10142. break;
  10143. }
  10144. break;
  10145. }
  10146. [[fallthrough]];
  10147. case NPC_WIDEBLEEDING:
  10148. case NPC_WIDEBLEEDING2:
  10149. case NPC_WIDECONFUSE:
  10150. case NPC_WIDECONFUSE2:
  10151. case NPC_WIDECURSE:
  10152. case NPC_WIDECURSE2:
  10153. case NPC_WIDEFREEZE:
  10154. case NPC_WIDEFREEZE2:
  10155. case NPC_WIDESLEEP:
  10156. case NPC_WIDESLEEP2:
  10157. case NPC_WIDESILENCE:
  10158. case NPC_WIDESILENCE2:
  10159. case NPC_WIDESTONE:
  10160. case NPC_WIDESTONE2:
  10161. case NPC_WIDESTUN:
  10162. case NPC_WIDESTUN2:
  10163. case NPC_SLOWCAST:
  10164. case NPC_WIDEHELLDIGNITY:
  10165. case NPC_WIDEHEALTHFEAR:
  10166. case NPC_WIDEBODYBURNNING:
  10167. case NPC_WIDEFROSTMISTY:
  10168. case NPC_WIDECOLD:
  10169. case NPC_WIDE_DEEP_SLEEP:
  10170. case NPC_WIDESIREN:
  10171. case NPC_WIDEWEB:
  10172. case NPC_DEADLYCURSE2:
  10173. if (flag&1){
  10174. switch ( type ) {
  10175. case SC_BURNING:
  10176. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  10177. break;
  10178. case SC_STONEWAIT:
  10179. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  10180. break;
  10181. default:
  10182. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  10183. }
  10184. }
  10185. else {
  10186. skill_area_temp[2] = 0; //For SD_PREAMBLE
  10187. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10188. map_foreachinallrange(skill_area_sub, bl,
  10189. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  10190. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  10191. skill_castend_nodamage_id);
  10192. }
  10193. break;
  10194. case NPC_WIDESOULDRAIN:
  10195. if (flag&1)
  10196. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  10197. else {
  10198. skill_area_temp[2] = 0; //For SD_PREAMBLE
  10199. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10200. map_foreachinallrange(skill_area_sub, bl,
  10201. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  10202. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  10203. skill_castend_nodamage_id);
  10204. }
  10205. break;
  10206. case NPC_FIRESTORM: {
  10207. int32 sflag = flag;
  10208. if( skill_lv > 1 )
  10209. sflag |= 4;
  10210. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10211. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  10212. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  10213. }
  10214. break;
  10215. case ALL_PARTYFLEE:
  10216. if( sd && !(flag&1) ) {
  10217. if( !sd->status.party_id ) {
  10218. clif_skill_fail( *sd, skill_id );
  10219. break;
  10220. }
  10221. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10222. } else
  10223. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10224. break;
  10225. case NPC_TALK:
  10226. case ALL_WEWISH:
  10227. case ALL_CATCRY:
  10228. case ALL_DREAM_SUMMERNIGHT:
  10229. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10230. break;
  10231. case ALL_BUYING_STORE:
  10232. if( sd )
  10233. {// players only, skill allows 5 buying slots
  10234. clif_skill_nodamage(src, *bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) == 0);
  10235. }
  10236. break;
  10237. case RK_ENCHANTBLADE:
  10238. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10239. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  10240. break;
  10241. case RK_DRAGONHOWLING:
  10242. if( flag&1)
  10243. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10244. else
  10245. {
  10246. skill_area_temp[2] = 0;
  10247. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10248. map_foreachinallrange(skill_area_sub, src,
  10249. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  10250. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  10251. skill_castend_nodamage_id);
  10252. }
  10253. break;
  10254. case LG_EARTHDRIVE: {
  10255. int32 dummy = 1;
  10256. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10257. i = skill_get_splash(skill_id,skill_lv);
  10258. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  10259. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10260. }
  10261. break;
  10262. case RK_LUXANIMA:
  10263. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  10264. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10265. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10266. break;
  10267. case RK_GIANTGROWTH:
  10268. case RK_STONEHARDSKIN:
  10269. case RK_VITALITYACTIVATION:
  10270. case RK_ABUNDANCE:
  10271. case RK_CRUSHSTRIKE:
  10272. case RK_REFRESH:
  10273. case RK_MILLENNIUMSHIELD:
  10274. if (sd) {
  10275. uint8 rune_level = 1; // RK_GIANTGROWTH
  10276. if (skill_id == RK_VITALITYACTIVATION)
  10277. rune_level = 2;
  10278. else if (skill_id == RK_STONEHARDSKIN)
  10279. rune_level = 4;
  10280. else if (skill_id == RK_ABUNDANCE)
  10281. rune_level = 6;
  10282. else if (skill_id == RK_CRUSHSTRIKE)
  10283. rune_level = 7;
  10284. else if (skill_id == RK_REFRESH)
  10285. rune_level = 8;
  10286. else if (skill_id == RK_MILLENNIUMSHIELD)
  10287. rune_level = 9;
  10288. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  10289. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  10290. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10291. else if (skill_id == RK_STONEHARDSKIN)
  10292. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10293. } else
  10294. clif_skill_fail( *sd, skill_id );
  10295. }
  10296. break;
  10297. case NPC_MILLENNIUMSHIELD:
  10298. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  10299. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10300. break;
  10301. case RK_FIGHTINGSPIRIT: {
  10302. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  10303. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  10304. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  10305. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  10306. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10307. break;
  10308. }
  10309. case GC_ROLLINGCUTTER:
  10310. {
  10311. int16 count = 1;
  10312. skill_area_temp[2] = 0;
  10313. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  10314. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  10315. { // Every time the skill is casted the status change is reseted adding a counter.
  10316. count += (int16)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  10317. if( count > 10 )
  10318. count = 10; // Max coounter
  10319. status_change_end(bl, SC_ROLLINGCUTTER);
  10320. }
  10321. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  10322. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  10323. }
  10324. break;
  10325. case GC_WEAPONBLOCKING:
  10326. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  10327. status_change_end(bl, SC_WEAPONBLOCKING);
  10328. else
  10329. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10330. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10331. break;
  10332. case GC_CREATENEWPOISON:
  10333. if( sd )
  10334. {
  10335. clif_skill_produce_mix_list( *sd, skill_id, 25 );
  10336. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10337. }
  10338. break;
  10339. case GC_POISONINGWEAPON:
  10340. if( sd ) {
  10341. clif_poison_list( *sd, skill_lv );
  10342. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10343. }
  10344. break;
  10345. case GC_ANTIDOTE:
  10346. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10347. if( tsc )
  10348. {
  10349. status_change_end(bl, SC_PARALYSE);
  10350. status_change_end(bl, SC_PYREXIA);
  10351. status_change_end(bl, SC_DEATHHURT);
  10352. status_change_end(bl, SC_LEECHESEND);
  10353. status_change_end(bl, SC_VENOMBLEED);
  10354. status_change_end(bl, SC_MAGICMUSHROOM);
  10355. status_change_end(bl, SC_TOXIN);
  10356. status_change_end(bl, SC_OBLIVIONCURSE);
  10357. }
  10358. break;
  10359. case GC_PHANTOMMENACE:
  10360. clif_skill_damage( *src, *bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10361. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10362. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  10363. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10364. break;
  10365. case GC_HALLUCINATIONWALK:
  10366. {
  10367. int32 heal = status_get_max_hp(bl) / 10;
  10368. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  10369. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10370. break;
  10371. }
  10372. if( !status_charge(bl,heal,0) )
  10373. {
  10374. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  10375. break;
  10376. }
  10377. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10378. }
  10379. break;
  10380. case AB_ANCILLA:
  10381. if( sd ) {
  10382. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10383. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  10384. }
  10385. break;
  10386. case AB_CLEMENTIA:
  10387. case AB_CANTO:
  10388. {
  10389. int32 bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  10390. int32 agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  10391. if( sd == nullptr || sd->status.party_id == 0 || flag&1 )
  10392. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  10393. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  10394. else if( sd )
  10395. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10396. }
  10397. break;
  10398. case AB_PRAEFATIO:
  10399. case AB_RENOVATIO:
  10400. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10401. if (skill_id == AB_PRAEFATIO)
  10402. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  10403. else
  10404. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10405. } else if( sd )
  10406. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10407. break;
  10408. case AB_CHEAL:
  10409. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10410. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10411. int32 partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  10412. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  10413. if( partycount > 1 )
  10414. i += (i / 100) * (partycount * 10) / 4;
  10415. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10416. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10417. clif_skill_nodamage(src, *bl, skill_id, i);
  10418. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10419. i = ~i + 1;
  10420. status_heal(bl, i, 0, 0);
  10421. }
  10422. } else if( sd )
  10423. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10424. break;
  10425. case NPC_CHEAL:
  10426. if( flag&1 ) {
  10427. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10428. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10429. if (status_isimmune(bl))
  10430. i = 0;
  10431. clif_skill_nodamage(src, *bl, skill_id, i);
  10432. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10433. i = ~i + 1;
  10434. status_heal(bl, i, 0, 0);
  10435. }
  10436. }
  10437. else {
  10438. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10439. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10440. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10441. }
  10442. break;
  10443. case AB_ORATIO:
  10444. if( flag&1 )
  10445. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10446. else {
  10447. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10448. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10449. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10450. }
  10451. break;
  10452. case AB_LAUDAAGNUS:
  10453. if( flag&1 || !sd || !sd->status.party_id ) {
  10454. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10455. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10456. // Success Chance: (60 + 10 * Skill Level) %
  10457. if( rnd()%100 > 60+10*skill_lv ) break;
  10458. status_change_end(bl, SC_FREEZE);
  10459. status_change_end(bl, SC_STONE);
  10460. status_change_end(bl, SC_BLIND);
  10461. status_change_end(bl, SC_BURNING);
  10462. status_change_end(bl, SC_FREEZING);
  10463. status_change_end(bl, SC_CRYSTALIZE);
  10464. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10465. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  10466. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10467. } else if( sd )
  10468. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10469. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10470. break;
  10471. case AB_LAUDARAMUS:
  10472. if( flag&1 || !sd || !sd->status.party_id ) {
  10473. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10474. // Success Chance: (60 + 10 * Skill Level) %
  10475. if( rnd()%100 > 60+10*skill_lv ) break;
  10476. status_change_end(bl, SC_SLEEP);
  10477. status_change_end(bl, SC_STUN);
  10478. status_change_end(bl, SC_MANDRAGORA);
  10479. status_change_end(bl, SC_SILENCE);
  10480. status_change_end(bl, SC_DEEPSLEEP);
  10481. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10482. clif_skill_nodamage(bl, *bl, skill_id, skill_lv,
  10483. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10484. } else if( sd )
  10485. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10486. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10487. break;
  10488. case AB_CLEARANCE:
  10489. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  10490. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10491. break;
  10492. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10493. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10494. if (sd)
  10495. clif_skill_fail( *sd, skill_id );
  10496. break;
  10497. }
  10498. if(status_isimmune(bl))
  10499. break;
  10500. //Remove bonus_script by Clearance
  10501. if (dstsd)
  10502. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10503. if(tsc == nullptr || tsc->empty())
  10504. break;
  10505. //Statuses change that can't be removed by Cleareance
  10506. for (const auto &it : status_db) {
  10507. sc_type status = static_cast<sc_type>(it.first);
  10508. if (!tsc->getSCE(status))
  10509. continue;
  10510. if (it.second->flag[SCF_NOCLEARANCE])
  10511. continue;
  10512. switch (status) {
  10513. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10514. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10515. case SC_FORTUNE: case SC_SERVICE4U:
  10516. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10517. continue; //If in song area don't end it, even if config enabled
  10518. break;
  10519. case SC_ASSUMPTIO:
  10520. if (bl->type == BL_MOB)
  10521. continue;
  10522. break;
  10523. }
  10524. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10525. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10526. status_change_end(bl,status);
  10527. }
  10528. break;
  10529. }
  10530. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10531. break;
  10532. case AB_SILENTIUM:
  10533. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10534. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10535. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10536. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10537. break;
  10538. case WL_STASIS:
  10539. if (flag&1)
  10540. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10541. else {
  10542. struct map_data *mapdata = map_getmapdata(src->m);
  10543. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  10544. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10545. }
  10546. break;
  10547. case NPC_DANCINGBLADE:
  10548. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10549. break;
  10550. case WL_CHAINLIGHTNING:
  10551. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10552. break;
  10553. case WL_WHITEIMPRISON:
  10554. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  10555. {
  10556. int32 rate = ( sd? sd->status.job_level : 50 ) / 4;
  10557. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10558. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10559. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10560. if( sd )
  10561. skill_blockpc_start(*sd,skill_id,4000);
  10562. if( !(tsc && tsc->getSCE(type)) ){
  10563. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  10564. clif_skill_nodamage(src,*bl,skill_id,skill_lv,i);
  10565. if( sd && !i )
  10566. clif_skill_fail( *sd, skill_id );
  10567. }
  10568. }else
  10569. if( sd )
  10570. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10571. break;
  10572. case NPC_JACKFROST:
  10573. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10574. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10575. break;
  10576. case WL_SIENNAEXECRATE:
  10577. if( status_isimmune(bl) || !tsc )
  10578. break;
  10579. if( flag&1 ) {
  10580. if( bl->id == skill_area_temp[1] )
  10581. break; // Already work on this target
  10582. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10583. } else {
  10584. int32 rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10585. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10586. if( rnd()%100 < rate ) { // Success on First Target
  10587. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10588. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10589. skill_area_temp[1] = bl->id;
  10590. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10591. }
  10592. // Doesn't send failure packet if it fails on defense.
  10593. }
  10594. else if( sd ) // Failure on Rate
  10595. clif_skill_fail( *sd, skill_id );
  10596. }
  10597. break;
  10598. case WL_SUMMONFB:
  10599. case WL_SUMMONBL:
  10600. case WL_SUMMONWB:
  10601. case WL_SUMMONSTONE:
  10602. {
  10603. if (sc == nullptr)
  10604. break;
  10605. e_wl_spheres element;
  10606. switch (skill_id) { // Set val2. The SC element for this ball
  10607. case WL_SUMMONFB:
  10608. element = WLS_FIRE;
  10609. break;
  10610. case WL_SUMMONBL:
  10611. element = WLS_WIND;
  10612. break;
  10613. case WL_SUMMONWB:
  10614. element = WLS_WATER;
  10615. break;
  10616. case WL_SUMMONSTONE:
  10617. element = WLS_STONE;
  10618. break;
  10619. }
  10620. if (skill_lv == 1) {
  10621. sc_type sphere = SC_NONE;
  10622. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10623. if (sc->getSCE(i) == nullptr) {
  10624. sphere = static_cast<sc_type>(i); // Take the free SC
  10625. break;
  10626. }
  10627. }
  10628. if (sphere == SC_NONE) {
  10629. if (sd) // No free slots to put SC
  10630. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SUMMON );
  10631. break;
  10632. }
  10633. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10634. } else {
  10635. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10636. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10637. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10638. }
  10639. }
  10640. clif_skill_nodamage(src, *bl, skill_id, 0, false);
  10641. }
  10642. break;
  10643. case WL_READING_SB_READING:
  10644. if (sd) {
  10645. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10646. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING );
  10647. break;
  10648. }
  10649. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10650. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10651. }
  10652. break;
  10653. case RA_FEARBREEZE:
  10654. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10655. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10656. break;
  10657. case RA_WUGMASTERY:
  10658. if( sd ) {
  10659. if( !pc_iswug(sd) )
  10660. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10661. else
  10662. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10663. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10664. }
  10665. break;
  10666. case RA_WUGRIDER:
  10667. if( sd ) {
  10668. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10669. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10670. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10671. } else if( pc_isridingwug(sd) ) {
  10672. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10673. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10674. }
  10675. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10676. }
  10677. break;
  10678. case RA_WUGDASH:
  10679. if( tsce ) {
  10680. clif_skill_nodamage(src,*bl,skill_id,skill_lv,status_change_end(bl, type));
  10681. map_freeblock_unlock();
  10682. return 0;
  10683. }
  10684. if( sd && pc_isridingwug(sd) ) {
  10685. clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10686. clif_walkok(*sd);
  10687. }
  10688. break;
  10689. case RA_SENSITIVEKEEN:
  10690. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10691. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10692. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  10693. break;
  10694. case NC_F_SIDESLIDE:
  10695. case NC_B_SIDESLIDE:
  10696. {
  10697. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10698. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10699. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10700. }
  10701. break;
  10702. case NC_SELFDESTRUCTION:
  10703. if( sd ) {
  10704. if( pc_ismadogear(sd) )
  10705. pc_setmadogear(sd, false);
  10706. skill_area_temp[1] = 0;
  10707. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10708. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10709. status_set_sp(src, 0, 0);
  10710. skill_clear_unitgroup(src);
  10711. }
  10712. break;
  10713. case NC_EMERGENCYCOOL:
  10714. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10715. if (sd) {
  10716. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10717. int16 limit[] = { -45, -75, -105 };
  10718. i = 0;
  10719. for (const auto &reqItem : req.eqItem) {
  10720. if (pc_search_inventory(sd, reqItem) != -1)
  10721. break;
  10722. i++;
  10723. }
  10724. pc_overheat(*sd, limit[min(i, 2)]);
  10725. }
  10726. break;
  10727. case NC_ANALYZE:
  10728. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10729. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10730. break;
  10731. case NC_MAGNETICFIELD:
  10732. if (flag & 1) {
  10733. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10734. } else {
  10735. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10736. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10737. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10738. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10739. }
  10740. break;
  10741. case NC_REPAIR:
  10742. if( sd ) {
  10743. int32 heal, hp = 0;
  10744. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10745. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10746. break;
  10747. }
  10748. switch(skill_lv) {
  10749. case 1: hp = 4; break;
  10750. case 2: hp = 7; break;
  10751. case 3: hp = 13; break;
  10752. case 4: hp = 17; break;
  10753. case 5: default: hp = 23; break;
  10754. }
  10755. heal = dstsd->status.max_hp * hp / 100;
  10756. status_heal(bl,heal,0,2);
  10757. clif_skill_nodamage(src, *bl, skill_id, skill_lv, heal != 0);
  10758. }
  10759. break;
  10760. case NC_DISJOINT:
  10761. {
  10762. if( bl->type != BL_MOB ) break;
  10763. md = map_id2md(bl->id);
  10764. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10765. status_kill(bl);
  10766. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10767. }
  10768. break;
  10769. case SC_AUTOSHADOWSPELL:
  10770. if( sd ) {
  10771. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10772. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10773. {
  10774. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10775. clif_autoshadowspell_list( *sd );
  10776. clif_skill_nodamage(src,*bl,skill_id,1);
  10777. }
  10778. else
  10779. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_IMITATION_SKILL_NONE );
  10780. }
  10781. break;
  10782. case SC_SHADOWFORM:
  10783. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10784. if( clif_skill_nodamage(src,*bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  10785. dstsd->shadowform_id = src->id;
  10786. }
  10787. else if( sd )
  10788. clif_skill_fail( *sd, skill_id );
  10789. break;
  10790. case SC_BODYPAINT:
  10791. if( flag&1 ) {
  10792. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10793. status_change_end(bl,SC_HIDING);
  10794. status_change_end(bl,SC_CLOAKING);
  10795. status_change_end(bl,SC_CLOAKINGEXCEED);
  10796. status_change_end(bl,SC_CAMOUFLAGE);
  10797. status_change_end(bl,SC_NEWMOON);
  10798. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10799. status_change_end(bl, SC__SHADOWFORM);
  10800. }
  10801. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10802. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10803. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10804. } else {
  10805. clif_skill_nodamage(src, *bl, skill_id, 0);
  10806. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10807. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10808. }
  10809. break;
  10810. case SC_ENERVATION:
  10811. case SC_GROOMY:
  10812. case SC_LAZINESS:
  10813. case SC_UNLUCKY:
  10814. case SC_WEAKNESS:
  10815. if( !(tsc && tsc->getSCE(type)) ) {
  10816. int32 rate;
  10817. if (status_get_class_(bl) == CLASS_BOSS)
  10818. break;
  10819. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10820. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10821. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10822. clif_skill_nodamage(src,*bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10823. } else if( sd )
  10824. clif_skill_fail( *sd, skill_id );
  10825. break;
  10826. case SC_IGNORANCE:
  10827. if( !(tsc && tsc->getSCE(type)) ) {
  10828. int32 rate;
  10829. if (status_get_class_(bl) == CLASS_BOSS)
  10830. break;
  10831. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10832. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10833. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10834. if (clif_skill_nodamage(src,*bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10835. int32 sp = 100 * skill_lv;
  10836. if( dstmd )
  10837. sp = dstmd->level;
  10838. if( !dstmd )
  10839. status_zap(bl, 0, sp);
  10840. status_heal(src, 0, sp / 2, 3);
  10841. } else if( sd )
  10842. clif_skill_fail( *sd, skill_id );
  10843. } else if( sd )
  10844. clif_skill_fail( *sd, skill_id );
  10845. break;
  10846. case LG_TRAMPLE:
  10847. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10848. if (rnd()%100 < (25 + 25 * skill_lv))
  10849. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10850. status_change_end(bl, SC_SV_ROOTTWIST);
  10851. break;
  10852. case LG_REFLECTDAMAGE:
  10853. if( tsc && tsc->getSCE(type) )
  10854. status_change_end(bl,type);
  10855. else
  10856. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10857. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10858. break;
  10859. case LG_PIETY:
  10860. if( flag&1 )
  10861. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10862. else {
  10863. skill_area_temp[2] = 0;
  10864. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10865. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10866. }
  10867. break;
  10868. case SR_CURSEDCIRCLE:
  10869. if( flag&1 ) {
  10870. if( status_get_class_(bl) == CLASS_BOSS )
  10871. break;
  10872. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10873. if( bl->type == BL_MOB )
  10874. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10875. clif_bladestop( *src, bl->id, true );
  10876. map_freeblock_unlock();
  10877. return 1;
  10878. }
  10879. } else {
  10880. int32 count = 0;
  10881. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10882. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10883. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10884. if( sd ) pc_delspiritball(sd, count, 0);
  10885. clif_skill_nodamage(src, *src, skill_id, skill_lv,
  10886. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10887. }
  10888. break;
  10889. case NPC_SR_CURSEDCIRCLE:
  10890. if( flag&1 ) {
  10891. if( status_get_class_(bl) == CLASS_BOSS )
  10892. break;
  10893. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10894. if( bl->type == BL_MOB )
  10895. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10896. clif_bladestop( *src, bl->id, true );
  10897. map_freeblock_unlock();
  10898. return 1;
  10899. }
  10900. } else {
  10901. int32 count = 0;
  10902. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10903. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10904. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10905. if( sd ) pc_delspiritball(sd, count, 0);
  10906. clif_skill_nodamage(src, *src, skill_id, skill_lv,
  10907. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10908. }
  10909. break;
  10910. case SR_RAISINGDRAGON:
  10911. if( sd ) {
  10912. int16 max = 5 + skill_lv;
  10913. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10914. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10915. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10916. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10917. }
  10918. break;
  10919. case SR_ASSIMILATEPOWER:
  10920. if (flag&1) {
  10921. i = 0;
  10922. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10923. if (dstsd->spiritball > 0) {
  10924. i = dstsd->spiritball;
  10925. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10926. }
  10927. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10928. i += dstsd->spiritcharm;
  10929. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10930. }
  10931. }
  10932. if (i)
  10933. status_percent_heal(src, 0, i);
  10934. clif_skill_nodamage(src, *bl, skill_id, skill_lv, i != 0);
  10935. } else {
  10936. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  10937. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10938. }
  10939. break;
  10940. case SR_POWERVELOCITY:
  10941. if( !dstsd )
  10942. break;
  10943. if( sd && dstsd->spiritball <= 5 ) {
  10944. for(i = 0; i <= 5; i++) {
  10945. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10946. pc_delspiritball(sd, sd->spiritball, 0);
  10947. }
  10948. }
  10949. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  10950. break;
  10951. case SR_GENTLETOUCH_CURE:
  10952. {
  10953. uint32 heal;
  10954. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10955. heal = 0;
  10956. else {
  10957. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10958. status_heal(bl, heal, 0, 0);
  10959. }
  10960. if( tsc != nullptr && !tsc->empty() && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10961. status_change_end(bl, SC_STONE);
  10962. status_change_end(bl, SC_FREEZE);
  10963. status_change_end(bl, SC_STUN);
  10964. status_change_end(bl, SC_POISON);
  10965. status_change_end(bl, SC_SILENCE);
  10966. status_change_end(bl, SC_BLIND);
  10967. status_change_end(bl, SC_HALLUCINATION);
  10968. }
  10969. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10970. }
  10971. break;
  10972. case SR_GENTLETOUCH_ENERGYGAIN:
  10973. case SR_GENTLETOUCH_CHANGE:
  10974. case SR_GENTLETOUCH_REVITALIZE:
  10975. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10976. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10977. break;
  10978. case SR_FLASHCOMBO: {
  10979. const int32 combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10980. const int32 delay[] = { 0, 750, 1250 };
  10981. if (sd) // Disable attacking/acting/moving for skill's duration.
  10982. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10983. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  10984. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10985. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10986. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10987. }
  10988. break;
  10989. case WA_SWING_DANCE:
  10990. case WA_MOONLIT_SERENADE:
  10991. case WA_SYMPHONY_OF_LOVER:
  10992. case MI_RUSH_WINDMILL:
  10993. case MI_ECHOSONG:
  10994. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10995. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  10996. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10997. } else if( sd ) {
  10998. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10999. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  11000. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11001. }
  11002. break;
  11003. case MI_HARMONIZE:
  11004. if( src != bl )
  11005. clif_skill_nodamage(src, *src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  11006. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  11007. break;
  11008. case WM_DEADHILLHERE:
  11009. if( bl->type == BL_PC ) {
  11010. if( !status_isdead(*bl) )
  11011. break;
  11012. tstatus->hp = max(tstatus->sp, 1);
  11013. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  11014. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11015. pc_revive(reinterpret_cast<map_session_data*>(bl),true,true);
  11016. clif_resurrection( *bl );
  11017. }
  11018. break;
  11019. case WM_VOICEOFSIREN:
  11020. if (flag&1)
  11021. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  11022. else {
  11023. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  11024. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  11025. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  11026. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  11027. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11028. }
  11029. break;
  11030. case WM_GLOOMYDAY:
  11031. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11032. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  11033. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  11034. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  11035. { // !TODO: Which skills aren't boosted anymore?
  11036. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11037. break;
  11038. }
  11039. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11040. break;
  11041. case WM_SATURDAY_NIGHT_FEVER:
  11042. if( flag&1 ) {
  11043. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11044. } else if (sd) {
  11045. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  11046. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11047. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11048. }
  11049. }
  11050. break;
  11051. case WM_SIRCLEOFNATURE:
  11052. case WM_SONG_OF_MANA:
  11053. case WM_DANCE_WITH_WUG:
  11054. case WM_LERADS_DEW:
  11055. case WM_UNLIMITED_HUMMING_VOICE:
  11056. if( flag&1 ) { // These affect to to all party members near the caster.
  11057. if( sc && sc->getSCE(type) ) {
  11058. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  11059. }
  11060. } else if( sd ) {
  11061. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  11062. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  11063. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11064. }
  11065. break;
  11066. case WM_MELODYOFSINK:
  11067. if( flag&1 ) {
  11068. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11069. } else { // These affect to all targets around the caster.
  11070. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  11071. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11072. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11073. }
  11074. }
  11075. break;
  11076. case WM_BEYOND_OF_WARCRY:
  11077. if( flag&1 ) {
  11078. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11079. } else { // These affect to all targets around the caster.
  11080. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  11081. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11082. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11083. }
  11084. }
  11085. break;
  11086. case WM_SOUND_OF_DESTRUCTION:
  11087. if (flag&1) {
  11088. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  11089. } else {
  11090. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11091. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11092. }
  11093. break;
  11094. case WM_RANDOMIZESPELL:
  11095. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  11096. status_change_end(bl, SC_SONGOFMANA);
  11097. status_change_end(bl, SC_DANCEWITHWUG);
  11098. status_change_end(bl, SC_LERADSDEW);
  11099. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  11100. status_change_end(bl, SC_BEYONDOFWARCRY);
  11101. status_change_end(bl, SC_MELODYOFSINK);
  11102. status_change_end(bl, SC_BEYONDOFWARCRY);
  11103. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  11104. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11105. }
  11106. break;
  11107. case RETURN_TO_ELDICASTES:
  11108. case ALL_GUARDIAN_RECALL:
  11109. case ECLAGE_RECALL:
  11110. case ALL_NIFLHEIM_RECALL:
  11111. case ALL_PRONTERA_RECALL:
  11112. case ALL_GLASTHEIM_RECALL:
  11113. case ALL_THANATOS_RECALL:
  11114. case ALL_LIGHTHALZEN_RECALL:
  11115. if( sd != nullptr ){
  11116. // Destination position.
  11117. uint16 x;
  11118. uint16 y;
  11119. uint16 mapindex;
  11120. switch(skill_id){
  11121. case RETURN_TO_ELDICASTES:
  11122. x = 198;
  11123. y = 187;
  11124. mapindex = mapindex_name2id(MAP_DICASTES);
  11125. break;
  11126. case ALL_GUARDIAN_RECALL:
  11127. x = 44;
  11128. y = 151;
  11129. mapindex = mapindex_name2id(MAP_MORA);
  11130. break;
  11131. case ECLAGE_RECALL:
  11132. x = 47;
  11133. y = 31;
  11134. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  11135. break;
  11136. case ALL_NIFLHEIM_RECALL:
  11137. x = 193;
  11138. y = 186;
  11139. mapindex = mapindex_name2id( MAP_NIFLHEIM );
  11140. break;
  11141. case ALL_PRONTERA_RECALL:
  11142. if(skill_lv == 1) {
  11143. x = 115;
  11144. y = 72;
  11145. }
  11146. else if(skill_lv == 2) {
  11147. x = 159;
  11148. y = 192;
  11149. }
  11150. mapindex = mapindex_name2id(MAP_PRONTERA);
  11151. break;
  11152. case ALL_GLASTHEIM_RECALL:
  11153. x = 200;
  11154. y = 268;
  11155. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  11156. break;
  11157. case ALL_THANATOS_RECALL:
  11158. x = 139;
  11159. y = 156;
  11160. mapindex = mapindex_name2id(MAP_THANATOS);
  11161. break;
  11162. case ALL_LIGHTHALZEN_RECALL:
  11163. x = 307;
  11164. y = 307;
  11165. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  11166. break;
  11167. }
  11168. sc_start( src, bl, type, 100, skill_lv, skill_get_cooldown( skill_id, skill_lv ) );
  11169. if(!mapindex)
  11170. { //Given map not found?
  11171. clif_skill_fail( *sd, skill_id );
  11172. map_freeblock_unlock();
  11173. return 0;
  11174. }
  11175. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  11176. }
  11177. break;
  11178. case ECL_SNOWFLIP:
  11179. case ECL_PEONYMAMY:
  11180. case ECL_SADAGUI:
  11181. case ECL_SEQUOIADUST:
  11182. switch(skill_id){
  11183. case ECL_SNOWFLIP:
  11184. status_change_end(bl, SC_SLEEP);
  11185. status_change_end(bl, SC_BLEEDING);
  11186. status_change_end(bl, SC_BURNING);
  11187. status_change_end(bl, SC_DEEPSLEEP);
  11188. break;
  11189. case ECL_PEONYMAMY:
  11190. status_change_end(bl, SC_FREEZE);
  11191. status_change_end(bl, SC_FREEZING);
  11192. status_change_end(bl, SC_CRYSTALIZE);
  11193. break;
  11194. case ECL_SADAGUI:
  11195. status_change_end(bl, SC_STUN);
  11196. status_change_end(bl, SC_CONFUSION);
  11197. status_change_end(bl, SC_HALLUCINATION);
  11198. status_change_end(bl, SC_FEAR);
  11199. break;
  11200. case ECL_SEQUOIADUST:
  11201. status_change_end(bl, SC_STONE);
  11202. status_change_end(bl, SC_POISON);
  11203. status_change_end(bl, SC_CURSE);
  11204. status_change_end(bl, SC_BLIND);
  11205. status_change_end(bl, SC_ORCISH);
  11206. status_change_end(bl, SC_DECREASEAGI);
  11207. break;
  11208. }
  11209. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE );
  11210. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11211. break;
  11212. case GM_SANDMAN:
  11213. if( tsc ) {
  11214. if( tsc->opt1 == OPT1_SLEEP )
  11215. tsc->opt1 = 0;
  11216. else
  11217. tsc->opt1 = OPT1_SLEEP;
  11218. clif_changeoption(bl);
  11219. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11220. }
  11221. break;
  11222. case SO_ARRULLO:
  11223. {
  11224. int32 rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  11225. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11226. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  11227. }
  11228. break;
  11229. case WM_LULLABY_DEEPSLEEP:
  11230. if (flag&1) {
  11231. int32 rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  11232. int32 duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  11233. sc_start(src, bl, type, rate, skill_lv, duration);
  11234. } else {
  11235. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11236. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11237. }
  11238. break;
  11239. case SO_SUMMON_AGNI:
  11240. case SO_SUMMON_AQUA:
  11241. case SO_SUMMON_VENTUS:
  11242. case SO_SUMMON_TERA:
  11243. if( sd ) {
  11244. int32 elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  11245. // Remove previous elemental first.
  11246. if( sd->ed )
  11247. elemental_delete(sd->ed);
  11248. // Summoning the new one.
  11249. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  11250. clif_skill_fail( *sd, skill_id );
  11251. break;
  11252. }
  11253. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11254. }
  11255. break;
  11256. case SO_EL_CONTROL:
  11257. if( sd ) {
  11258. int32 mode;
  11259. if( !sd->ed ) break;
  11260. if( skill_lv == 4 ) {// At level 4 delete elementals.
  11261. elemental_delete(sd->ed);
  11262. break;
  11263. }
  11264. switch( skill_lv ) {// Select mode bassed on skill level used.
  11265. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  11266. case 2: mode = EL_MODE_ASSIST; break;
  11267. case 3: mode = EL_MODE_AGGRESSIVE; break;
  11268. }
  11269. if( !elemental_change_mode(sd->ed,mode) ) {
  11270. clif_skill_fail( *sd, skill_id );
  11271. break;
  11272. }
  11273. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11274. }
  11275. break;
  11276. case SO_EL_ACTION:
  11277. if( sd ) {
  11278. int32 duration = 3000;
  11279. if( !sd->ed )
  11280. break;
  11281. switch(sd->ed->db->class_) {
  11282. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  11283. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  11284. duration = 6000;
  11285. break;
  11286. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  11287. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  11288. duration = 9000;
  11289. break;
  11290. }
  11291. sd->skill_id_old = skill_id;
  11292. elemental_action(sd->ed, bl, tick);
  11293. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11294. skill_blockpc_start(*sd, skill_id, duration);
  11295. }
  11296. break;
  11297. case SO_EL_CURE:
  11298. if( sd ) {
  11299. s_elemental_data *ed = sd->ed;
  11300. int32 s_hp, s_sp;
  11301. if( !ed )
  11302. break;
  11303. s_hp = sd->battle_status.hp * 10 / 100;
  11304. s_sp = sd->battle_status.sp * 10 / 100;
  11305. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  11306. clif_skill_fail( *sd, skill_id );
  11307. break;
  11308. }
  11309. status_heal(&ed->bl,s_hp,s_sp,3);
  11310. clif_skill_nodamage(src,ed->bl,skill_id,skill_lv);
  11311. }
  11312. break;
  11313. case GN_CHANGEMATERIAL:
  11314. case SO_EL_ANALYSIS:
  11315. if( sd ) {
  11316. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11317. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  11318. }
  11319. break;
  11320. case NPC_MANDRAGORA:
  11321. case GN_MANDRAGORA:
  11322. if( flag&1 ) {
  11323. int32 rate;
  11324. if (skill_id == NPC_MANDRAGORA)
  11325. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  11326. else
  11327. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  11328. if (rate < 10)
  11329. rate = 10;
  11330. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  11331. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  11332. if (rnd()%100 < rate) {
  11333. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11334. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  11335. }
  11336. } else {
  11337. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  11338. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11339. }
  11340. break;
  11341. case GN_SLINGITEM:
  11342. if( sd ) {
  11343. i = sd->equip_index[EQI_AMMO];
  11344. if( i < 0 )
  11345. break; // No ammo.
  11346. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  11347. if( ammo_id == 0 )
  11348. break;
  11349. sd->itemid = ammo_id;
  11350. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  11351. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  11352. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  11353. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  11354. else
  11355. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  11356. } else //Otherwise, it fails, shows animation and removes items.
  11357. clif_skill_fail( *sd, GN_SLINGITEM_RANGEMELEEATK, USESKILL_FAIL );
  11358. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  11359. switch (ammo_id) {
  11360. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  11361. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  11362. status_percent_heal(bl, 1, 0);
  11363. break;
  11364. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  11365. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  11366. status_percent_heal(bl, 2, 0);
  11367. break;
  11368. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  11369. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  11370. status_percent_heal(bl, 5, 0);
  11371. break;
  11372. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  11373. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  11374. status_percent_heal(bl, 0, 2);
  11375. break;
  11376. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  11377. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  11378. status_percent_heal(bl, 0, 4);
  11379. break;
  11380. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  11381. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  11382. status_percent_heal(bl, 0, 8);
  11383. break;
  11384. default:
  11385. if (dstsd)
  11386. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  11387. break;
  11388. }
  11389. }
  11390. }
  11391. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11392. clif_skill_nodamage(src,*bl,skill_id,skill_lv);// This packet is received twice actually, I think it is to show the animation.
  11393. break;
  11394. case GN_MIX_COOKING:
  11395. case GN_MAKEBOMB:
  11396. case GN_S_PHARMACY:
  11397. if( sd ) {
  11398. int32 qty = 1;
  11399. sd->skill_id_old = skill_id;
  11400. sd->skill_lv_old = skill_lv;
  11401. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  11402. qty = 10;
  11403. clif_cooking_list( *sd, ( skill_id - GN_MIX_COOKING ) + 27, skill_id, qty, skill_id == GN_MAKEBOMB ? 5 : 6 );
  11404. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11405. }
  11406. break;
  11407. case EL_CIRCLE_OF_FIRE:
  11408. case EL_PYROTECHNIC:
  11409. case EL_HEATER:
  11410. case EL_TROPIC:
  11411. case EL_AQUAPLAY:
  11412. case EL_COOLER:
  11413. case EL_CHILLY_AIR:
  11414. case EL_GUST:
  11415. case EL_BLAST:
  11416. case EL_WILD_STORM:
  11417. case EL_PETROLOGY:
  11418. case EL_CURSED_SOIL:
  11419. case EL_UPHEAVAL:
  11420. case EL_FIRE_CLOAK:
  11421. case EL_WATER_DROP:
  11422. case EL_WIND_CURTAIN:
  11423. case EL_SOLID_SKIN:
  11424. case EL_STONE_SHIELD:
  11425. case EL_WIND_STEP:
  11426. case EM_EL_FLAMETECHNIC:
  11427. case EM_EL_FLAMEARMOR:
  11428. case EM_EL_COLD_FORCE:
  11429. case EM_EL_CRYSTAL_ARMOR:
  11430. case EM_EL_GRACE_BREEZE:
  11431. case EM_EL_EYES_OF_STORM:
  11432. case EM_EL_EARTH_CARE:
  11433. case EM_EL_STRONG_PROTECTION:
  11434. case EM_EL_DEEP_POISONING:
  11435. case EM_EL_POISON_SHIELD:
  11436. {
  11437. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11438. if( ele ) {
  11439. sc_type type2 = (sc_type)(type-1);
  11440. status_change *esc = status_get_sc(&ele->bl);
  11441. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11442. status_change_end(src,type);
  11443. status_change_end(bl,type2);
  11444. } else {
  11445. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11446. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11447. clif_skill_damage( *src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM ) ? *src : *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11448. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11449. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11450. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11451. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11452. }
  11453. }
  11454. }
  11455. break;
  11456. case EL_FIRE_MANTLE:
  11457. case EL_WATER_BARRIER:
  11458. case EL_ZEPHYR:
  11459. case EL_POWER_OF_GAIA:
  11460. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11461. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11462. break;
  11463. case EL_WATER_SCREEN: {
  11464. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11465. if( ele ) {
  11466. status_change *esc = status_get_sc(&ele->bl);
  11467. sc_type type2 = (sc_type)(type-1);
  11468. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  11469. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11470. status_change_end(bl,type);
  11471. status_change_end(src,type2);
  11472. } else {
  11473. // This not heals at the end.
  11474. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11475. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11476. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11477. }
  11478. }
  11479. }
  11480. break;
  11481. case KO_KAHU_ENTEN:
  11482. case KO_HYOUHU_HUBUKI:
  11483. case KO_KAZEHU_SEIRAN:
  11484. case KO_DOHU_KOUKAI:
  11485. if (sd) {
  11486. int32 ele_type = skill_get_ele(skill_id,skill_lv);
  11487. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11488. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11489. }
  11490. break;
  11491. case KO_ZANZOU:
  11492. if(sd){
  11493. struct mob_data *md2;
  11494. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(*src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11495. if( md2 )
  11496. {
  11497. md2->master_id = src->id;
  11498. md2->special_state.ai = AI_ZANZOU;
  11499. if( md2->deletetimer != INVALID_TIMER )
  11500. delete_timer(md2->deletetimer, mob_timer_delete);
  11501. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11502. mob_spawn( md2 );
  11503. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11504. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11505. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11506. }
  11507. }
  11508. break;
  11509. case KO_KYOUGAKU:
  11510. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11511. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11512. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11513. }else if( sd )
  11514. clif_skill_fail( *sd, skill_id );
  11515. break;
  11516. case KO_JYUSATSU:
  11517. if( dstsd && tsc && !tsc->getSCE(type) &&
  11518. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int32 / 2)]%.
  11519. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11520. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11521. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11522. if( status_get_lv(bl) <= status_get_lv(src) )
  11523. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11524. }else if( sd )
  11525. clif_skill_fail( *sd, skill_id );
  11526. break;
  11527. case KO_GENWAKU:
  11528. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11529. int32 x = src->x, y = src->y;
  11530. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11531. clif_skill_fail( *sd, skill_id );
  11532. break;
  11533. }
  11534. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11535. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11536. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11537. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11538. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11539. clif_blown(src);
  11540. if (!unit_blown_immune(bl, 0x1)) {
  11541. unit_movepos(bl,x,y,0,0);
  11542. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11543. clif_sitting(*bl); //Avoid sitting sync problem
  11544. clif_blown(bl);
  11545. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11546. }
  11547. }
  11548. }
  11549. break;
  11550. case OB_AKAITSUKI:
  11551. case OB_OBOROGENSOU:
  11552. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11553. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11554. clif_skill_fail( *sd, skill_id );
  11555. break;
  11556. }
  11557. [[fallthrough]];
  11558. case KO_IZAYOI:
  11559. case OB_ZANGETSU:
  11560. case KG_KYOMU:
  11561. case KG_KAGEMUSYA:
  11562. case SP_SOULDIVISION:
  11563. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11564. if (bl->type != BL_PC) {
  11565. if (sd)
  11566. clif_skill_fail( *sd, skill_id );
  11567. break;
  11568. }
  11569. }
  11570. clif_skill_nodamage(src,*bl,skill_id,skill_lv,
  11571. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11572. clif_skill_damage( *src, *bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11573. break;
  11574. case KG_KAGEHUMI:
  11575. if( flag&1 ){
  11576. if (bl->type != BL_PC)
  11577. break;
  11578. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11579. status_change_end(bl, SC_HIDING);
  11580. status_change_end(bl, SC_CLOAKING);
  11581. status_change_end(bl, SC_CLOAKINGEXCEED);
  11582. status_change_end(bl, SC_CAMOUFLAGE);
  11583. status_change_end(bl, SC_NEWMOON);
  11584. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11585. status_change_end(bl, SC__SHADOWFORM);
  11586. status_change_end(bl, SC_MARIONETTE);
  11587. status_change_end(bl, SC_HARMONIZE);
  11588. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11589. }
  11590. }else{
  11591. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11592. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  11593. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11594. }
  11595. break;
  11596. case MH_SILENT_BREEZE:
  11597. {
  11598. int32 heal = 5 * status_get_lv(&hd->bl) +
  11599. #ifdef RENEWAL
  11600. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11601. #else
  11602. status_base_matk_min(&hd->battle_status);
  11603. #endif
  11604. //Silences the homunculus and target
  11605. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11606. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11607. //Recover the target's HP
  11608. status_heal(bl,heal,0,3);
  11609. //Removes these SC from target
  11610. if (tsc) {
  11611. const enum sc_type scs[] = {
  11612. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11613. };
  11614. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11615. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11616. }
  11617. }
  11618. break;
  11619. case MH_OVERED_BOOST:
  11620. if (hd && battle_get_master(src)) {
  11621. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11622. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11623. }
  11624. break;
  11625. case MH_GRANITIC_ARMOR:
  11626. case MH_PYROCLASTIC:
  11627. if(hd) {
  11628. struct block_list *s_bl = battle_get_master(src);
  11629. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  11630. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11631. }
  11632. break;
  11633. case MH_LIGHT_OF_REGENE: //self
  11634. if(hd) {
  11635. struct block_list *s_bl = battle_get_master(src);
  11636. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11637. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11638. }
  11639. break;
  11640. case MH_STYLE_CHANGE:
  11641. if(hd){
  11642. struct status_change_entry *sce;
  11643. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=nullptr){ //in preparation for other bl usage
  11644. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11645. else sce->val1 = MH_MD_FIGHTING;
  11646. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11647. // char output[128];
  11648. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11649. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11650. //}
  11651. }
  11652. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11653. }
  11654. break;
  11655. case MH_GOLDENE_TONE:
  11656. case MH_TEMPERING: {
  11657. block_list* master_bl = battle_get_master(src);
  11658. if (master_bl != nullptr){
  11659. clif_skill_nodamage(src,*master_bl,skill_id,skill_lv);
  11660. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11661. }
  11662. } break;
  11663. case MH_PAIN_KILLER:
  11664. bl = battle_get_master(src);
  11665. if (bl != nullptr)
  11666. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11667. break;
  11668. case MH_MAGMA_FLOW:
  11669. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11670. break;
  11671. case MH_SUMMON_LEGION: {
  11672. int32 summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11673. int32 qty[5] = {3 , 3 , 4 , 4 , 5};
  11674. struct mob_data *sum_md;
  11675. int32 i_slave,c=0;
  11676. int32 maxcount = qty[skill_lv-1];
  11677. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11678. if(c >= maxcount) {
  11679. map_freeblock_unlock();
  11680. return 0; //max qty already spawned
  11681. }
  11682. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11683. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(*src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  11684. if (sum_md) {
  11685. sum_md->master_id = src->id;
  11686. sum_md->special_state.ai = AI_LEGION;
  11687. if (sum_md->deletetimer != INVALID_TIMER)
  11688. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11689. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11690. mob_spawn(sum_md); //Now it is ready for spawning.
  11691. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11692. }
  11693. }
  11694. }
  11695. break;
  11696. case RL_RICHS_COIN:
  11697. if (sd) {
  11698. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11699. for (i = 0; i < 10; i++)
  11700. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11701. }
  11702. break;
  11703. case RL_C_MARKER:
  11704. if (sd) {
  11705. // If marked by someone else remove it
  11706. if (tsce && tsce->val2 != src->id)
  11707. status_change_end(bl, type);
  11708. // Check if marked before
  11709. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11710. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11711. // Find empty slot
  11712. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11713. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11714. clif_skill_fail( *sd, skill_id );
  11715. break;
  11716. }
  11717. }
  11718. sd->c_marker[i] = bl->id;
  11719. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11720. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11721. }
  11722. // If mob casts this, at least SC_C_MARKER as debuff
  11723. else {
  11724. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11725. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11726. }
  11727. break;
  11728. case RL_QD_SHOT:
  11729. if (sd) {
  11730. skill_area_temp[1] = bl->id;
  11731. // Check surrounding
  11732. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11733. if (skill_area_temp[0])
  11734. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11735. // Main target always receives damage
  11736. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11737. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11738. } else {
  11739. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  11740. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11741. }
  11742. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11743. skill_area_temp[0] = 0;
  11744. skill_area_temp[1] = 0;
  11745. break;
  11746. case RL_FLICKER:
  11747. if (sd) {
  11748. sd->flicker = true;
  11749. skill_area_temp[1] = 0;
  11750. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11751. // Detonate RL_B_TRAP
  11752. if (pc_checkskill(sd, RL_B_TRAP))
  11753. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11754. // Detonate RL_H_MINE
  11755. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11756. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11757. sd->flicker = false;
  11758. }
  11759. break;
  11760. case SO_ELEMENTAL_SHIELD:
  11761. if (!sd || sd->status.party_id == 0 || flag&1) {
  11762. if (sd && sd->status.party_id == 0) {
  11763. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11764. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11765. elemental_delete(sd->ed);
  11766. }
  11767. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11768. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11769. }
  11770. else {
  11771. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  11772. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11773. elemental_delete(sd->ed);
  11774. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11775. }
  11776. break;
  11777. case SU_HIDE:
  11778. if (tsce) {
  11779. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11780. status_change_end(bl, type);
  11781. map_freeblock_unlock();
  11782. return 0;
  11783. }
  11784. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11785. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11786. break;
  11787. case SU_STOOP:
  11788. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11789. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11790. break;
  11791. case SU_SV_ROOTTWIST:
  11792. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11793. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11794. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  11795. break;
  11796. }
  11797. if (tsc != nullptr && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11798. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11799. else {
  11800. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11801. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11802. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11803. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11804. }
  11805. break;
  11806. case SU_TUNABELLY:
  11807. {
  11808. uint32 heal = 0;
  11809. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11810. heal = 0;
  11811. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11812. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11813. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11814. status_heal(bl, heal, 0, 0);
  11815. }
  11816. break;
  11817. case SU_BUNCHOFSHRIMP:
  11818. case SU_HISS:
  11819. case SU_PURRING:
  11820. case SU_MEOWMEOW:
  11821. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11822. int32 duration = skill_get_time(skill_id, skill_lv);
  11823. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11824. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11825. clif_skill_nodamage(bl, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11826. } else if (sd) {
  11827. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11828. }
  11829. break;
  11830. case SU_SHRIMPARTY:
  11831. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11832. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11833. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11834. clif_skill_nodamage(bl, *bl, SU_FRESHSHRIMP, i, 1);
  11835. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11836. }
  11837. } else if (sd)
  11838. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11839. break;
  11840. case SU_POWEROFFLOCK:
  11841. if (flag&1) {
  11842. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11843. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11844. } else {
  11845. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11846. if (battle_config.skill_wall_check)
  11847. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11848. else
  11849. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11850. }
  11851. break;
  11852. case ALL_EQSWITCH:
  11853. if( sd ){
  11854. clif_equipswitch_reply( sd, false );
  11855. for( int32 i = 0, position = 0; i < EQI_MAX; i++ ){
  11856. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11857. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11858. }
  11859. }
  11860. }
  11861. break;
  11862. case AB_VITUPERATUM:
  11863. if (flag&1)
  11864. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11865. else {
  11866. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11867. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11868. }
  11869. break;
  11870. case AB_CONVENIO:
  11871. if (sd) {
  11872. party_data *p = party_search(sd->status.party_id);
  11873. int32 i = 0, count = 0;
  11874. // Only usable in party
  11875. if (p == nullptr) {
  11876. clif_skill_fail( *sd, skill_id );
  11877. break;
  11878. }
  11879. // Only usable as party leader.
  11880. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11881. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11882. clif_skill_fail( *sd, skill_id );
  11883. break;
  11884. }
  11885. // Do the teleport part
  11886. for (i = 0; i < MAX_PARTY; ++i) {
  11887. map_session_data *pl_sd = p->data[i].sd;
  11888. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11889. sd->bl.m != pl_sd->bl.m)
  11890. continue;
  11891. // Respect /call configuration
  11892. if( pl_sd->status.disable_call ){
  11893. continue;
  11894. }
  11895. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11896. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11897. count++;
  11898. }
  11899. }
  11900. if (!count)
  11901. clif_skill_fail( *sd, skill_id );
  11902. }
  11903. break;
  11904. case NPC_PULSESTRIKE2:
  11905. for (int32 i = 0; i < 3; i++)
  11906. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11907. break;
  11908. case BO_THE_WHOLE_PROTECTION:
  11909. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11910. uint32 equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11911. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11912. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11913. continue;
  11914. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11915. }
  11916. } else if (sd) {
  11917. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11918. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11919. }
  11920. break;
  11921. case TR_MUSICAL_INTERLUDE:
  11922. case TR_JAWAII_SERENADE:
  11923. case TR_PRON_MARCH:
  11924. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11925. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11926. else if (sd) {
  11927. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11928. sd->skill_id_song = skill_id;
  11929. sd->skill_lv_song = skill_lv;
  11930. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11931. flag |= 2;
  11932. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11933. }
  11934. break;
  11935. case TR_GEF_NOCTURN:
  11936. case TR_AIN_RHAPSODY:
  11937. if (flag & 1)
  11938. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11939. else if (sd) {
  11940. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11941. sd->skill_id_song = skill_id;
  11942. sd->skill_lv_song = skill_lv;
  11943. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11944. flag |= 2;
  11945. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11946. }
  11947. break;
  11948. case TR_ROKI_CAPRICCIO:
  11949. case TR_NIPELHEIM_REQUIEM:
  11950. if (flag & 1) { // Need official success chances.
  11951. uint16 success_chance = 5 * skill_lv;
  11952. if (flag & 2)
  11953. success_chance *= 2;
  11954. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11955. if (skill_id == TR_ROKI_CAPRICCIO) {
  11956. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11957. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11958. } else { // TR_NIPELHEIM_REQUIEM
  11959. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11960. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11961. }
  11962. } else if (sd) {
  11963. clif_skill_nodamage(bl, *bl, skill_id, skill_lv);
  11964. sd->skill_id_song = skill_id;
  11965. sd->skill_lv_song = skill_lv;
  11966. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11967. flag |= 2;
  11968. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11969. }
  11970. break;
  11971. case ABR_NET_REPAIR:
  11972. case ABR_NET_SUPPORT:
  11973. if (flag & 1) {
  11974. int32 heal_amount;
  11975. if (skill_id == ABR_NET_REPAIR) {
  11976. heal_amount = tstatus->max_hp * 10 / 100;
  11977. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal_amount);
  11978. status_heal(bl, heal_amount, 0, 0);
  11979. } else { // ABR_NET_SUPPORT
  11980. heal_amount = tstatus->max_sp * 3 / 100;
  11981. clif_skill_nodamage(nullptr, *bl, MG_SRECOVERY, heal_amount);
  11982. status_heal(bl, 0, heal_amount, 0);
  11983. }
  11984. } else {
  11985. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11986. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11987. }
  11988. break;
  11989. case WH_HAWK_M:
  11990. if (sd) {
  11991. if (!pc_isfalcon(sd))
  11992. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11993. else
  11994. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11995. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  11996. }
  11997. break;
  11998. case EM_SUMMON_ELEMENTAL_ARDOR:
  11999. case EM_SUMMON_ELEMENTAL_DILUVIO:
  12000. case EM_SUMMON_ELEMENTAL_PROCELLA:
  12001. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  12002. case EM_SUMMON_ELEMENTAL_SERPENS: {
  12003. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12004. if (sd == nullptr)
  12005. break;
  12006. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  12007. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  12008. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  12009. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  12010. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  12011. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  12012. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  12013. // Remove the old elemental before summoning the super one.
  12014. elemental_delete(sd->ed);
  12015. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  12016. clif_skill_fail( *sd, skill_id );
  12017. break;
  12018. } else // Elemental summoned. Buff the player with the bonus.
  12019. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12020. } else {
  12021. clif_skill_fail( *sd, skill_id );
  12022. break;
  12023. }
  12024. }
  12025. break;
  12026. case EM_ELEMENTAL_VEIL:
  12027. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12028. if (sd == nullptr)
  12029. break;
  12030. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  12031. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12032. else
  12033. clif_skill_fail( *sd, skill_id );
  12034. break;
  12035. case MT_M_MACHINE:
  12036. case BO_BIONIC_PHARMACY:
  12037. if (sd) {
  12038. sd->skill_id_old = skill_id;
  12039. sd->skill_lv_old = skill_lv;
  12040. if (skill_id == MT_M_MACHINE)
  12041. clif_cooking_list( *sd, 31, skill_id, 1, 7 );
  12042. else // BO_BIONIC_PHARMACY
  12043. clif_cooking_list( *sd, 32, skill_id, 1, 8 );
  12044. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12045. }
  12046. break;
  12047. case MT_SUMMON_ABR_BATTLE_WARIOR:
  12048. case MT_SUMMON_ABR_DUAL_CANNON:
  12049. case MT_SUMMON_ABR_MOTHER_NET:
  12050. case MT_SUMMON_ABR_INFINITY: {
  12051. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  12052. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12053. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12054. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  12055. if (md) {
  12056. md->master_id = src->id;
  12057. md->special_state.ai = AI_ABR;
  12058. if (md->deletetimer != INVALID_TIMER)
  12059. delete_timer(md->deletetimer, mob_timer_delete);
  12060. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12061. mob_spawn(md);
  12062. }
  12063. }
  12064. break;
  12065. case BO_WOODENWARRIOR:
  12066. case BO_WOODEN_FAIRY:
  12067. case BO_CREEPER:
  12068. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  12069. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  12070. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12071. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12072. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  12073. if (md) {
  12074. md->master_id = src->id;
  12075. md->special_state.ai = AI_BIONIC;
  12076. if (md->deletetimer != INVALID_TIMER)
  12077. delete_timer(md->deletetimer, mob_timer_delete);
  12078. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12079. mob_spawn(md);
  12080. }
  12081. }
  12082. break;
  12083. #ifdef RENEWAL
  12084. case CG_HERMODE:
  12085. skill_castend_song(src, skill_id, skill_lv, tick);
  12086. break;
  12087. #endif
  12088. case NPC_LEASH:
  12089. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12090. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  12091. return 0;
  12092. }
  12093. clif_blown( bl );
  12094. break;
  12095. case NPC_WIDELEASH:
  12096. if( flag & 1 ){
  12097. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  12098. return 0;
  12099. }
  12100. clif_blown( bl );
  12101. }else{
  12102. skill_area_temp[2] = 0; // For SD_PREAMBLE
  12103. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12104. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  12105. }
  12106. break;
  12107. case HN_HELLS_DRIVE:
  12108. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12109. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  12110. break;
  12111. case NW_THE_VIGILANTE_AT_NIGHT:
  12112. i = skill_get_splash(skill_id, skill_lv);
  12113. skill_area_temp[0] = 0;
  12114. skill_area_temp[1] = bl->id;
  12115. skill_area_temp[2] = 0;
  12116. if (sd && sd->weapontype1 == W_GATLING) {
  12117. i = 5; // 11x11
  12118. clif_skill_nodamage(src, *bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv);
  12119. } else
  12120. clif_skill_nodamage(src, *bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv);
  12121. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  12122. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  12123. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  12124. break;
  12125. case NW_INTENSIVE_AIM:
  12126. if (tsc && tsc->getSCE(type)) {
  12127. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  12128. status_change_end(bl, type);
  12129. } else {
  12130. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  12131. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12132. }
  12133. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12134. break;
  12135. case NW_HIDDEN_CARD:
  12136. case NW_AUTO_FIRING_LAUNCHER:
  12137. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12138. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12139. break;
  12140. case NW_GRENADE_FRAGMENT:
  12141. status_change_end(src, type);
  12142. if (skill_lv < 7)
  12143. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12144. else if (skill_lv == 7) {
  12145. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  12146. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  12147. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  12148. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  12149. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  12150. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  12151. }
  12152. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12153. break;
  12154. case ALL_EVENT_20TH_ANNIVERSARY:
  12155. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12156. break;
  12157. case SOA_SOUL_GATHERING:
  12158. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12159. if( sd != nullptr ){
  12160. int32 limit = 5 + pc_checkskill(sd, SP_SOULENERGY) * 3;
  12161. for (i = 0; i < limit; i++)
  12162. pc_addsoulball(*sd,limit);
  12163. }
  12164. break;
  12165. case SOA_TALISMAN_OF_WARRIOR:
  12166. case SOA_TALISMAN_OF_MAGICIAN:
  12167. case SOA_TALISMAN_OF_FIVE_ELEMENTS:
  12168. if( dstsd != nullptr ){
  12169. int16 index = dstsd->equip_index[EQI_HAND_R];
  12170. if (index >= 0 && dstsd->inventory_data[index] != nullptr && dstsd->inventory_data[index]->type == IT_WEAPON) {
  12171. clif_skill_nodamage(src, *bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  12172. break;
  12173. }
  12174. }
  12175. if( sd != nullptr ){
  12176. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_NEED_WEAPON );
  12177. }
  12178. break;
  12179. case SH_HOWLING_OF_CHUL_HO: {
  12180. int32 range = skill_get_splash(skill_id, skill_lv);
  12181. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  12182. range += 1;
  12183. }
  12184. skill_area_temp[0] = 0;
  12185. skill_area_temp[1] = bl->id;
  12186. skill_area_temp[2] = 0;
  12187. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12188. map_foreachinrange(skill_area_sub, bl, range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  12189. } break;
  12190. case SH_HOGOGONG_STRIKE:
  12191. if( pc_checkskill( sd, SH_COMMUNE_WITH_CHUL_HO ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12192. status_heal(src, 0, 0, 1, 0);
  12193. skill_area_temp[0] = 0;
  12194. skill_area_temp[1] = bl->id;
  12195. skill_area_temp[2] = 0;
  12196. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12197. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  12198. break;
  12199. case SH_KI_SUL_WATER_SPRAYING:
  12200. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  12201. // TODO: verify on official server, if this should be moved into skill_calc_heal
  12202. int32 heal = 500 * skill_lv + status_get_int(src) * 5;
  12203. heal += pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY) * 100;
  12204. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  12205. heal += 250 * skill_lv;
  12206. heal += pc_checkskill(sd, SH_MYSTICAL_CREATURE_MASTERY) * 50;
  12207. }
  12208. heal = heal * (100 + status_get_crt(src)) * status_get_lv(src) / 10000;
  12209. status_heal(bl, heal, 0, 0, 0);
  12210. clif_skill_nodamage(nullptr, *bl, AL_HEAL, heal);
  12211. }
  12212. else {
  12213. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12214. int32 range = skill_get_splash(skill_id, skill_lv);
  12215. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12216. range += 2;
  12217. party_foreachsamemap(skill_area_sub, sd, range, src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  12218. }
  12219. break;
  12220. case SH_MARINE_FESTIVAL_OF_KI_SUL:
  12221. case SH_SANDY_FESTIVAL_OF_KI_SUL:
  12222. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  12223. int32 time = skill_get_time(skill_id, skill_lv);
  12224. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12225. time *= 2;
  12226. sc_start(src, bl, type, 100, skill_lv, time);
  12227. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12228. }
  12229. else {
  12230. int32 range = skill_get_splash(skill_id, skill_lv);
  12231. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12232. range += 2;
  12233. party_foreachsamemap(skill_area_sub, sd, range, src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  12234. }
  12235. break;
  12236. case SH_KI_SUL_RAMPAGE:
  12237. if( flag&2 ){
  12238. if( src == bl ){
  12239. break;
  12240. }
  12241. int64 ap = 2;
  12242. if( flag&4 ){
  12243. ap += 4;
  12244. }
  12245. status_heal( bl, 0, 0, ap, 0 );
  12246. }else if( flag&1 ){
  12247. int32 range = skill_get_splash( skill_id, skill_lv );
  12248. if( pc_checkskill( sd, SH_COMMUNE_WITH_KI_SUL ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) ){
  12249. range += 2;
  12250. // Set a flag for AP increase
  12251. flag |= 4;
  12252. }
  12253. clif_skill_nodamage( src, *bl, skill_id, 0 );
  12254. map_foreachinrange( skill_area_sub, bl, range, BL_CHAR, bl, skill_id, skill_lv, tick, flag|BCT_PARTY|2, skill_castend_nodamage_id );
  12255. }else{
  12256. // No party check required
  12257. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12258. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12259. }
  12260. break;
  12261. case SH_COLORS_OF_HYUN_ROK:
  12262. if (skill_lv == 7) {
  12263. status_change_end(src, SC_COLORS_OF_HYUN_ROK_1);
  12264. status_change_end(src, SC_COLORS_OF_HYUN_ROK_2);
  12265. status_change_end(src, SC_COLORS_OF_HYUN_ROK_3);
  12266. status_change_end(src, SC_COLORS_OF_HYUN_ROK_4);
  12267. status_change_end(src, SC_COLORS_OF_HYUN_ROK_5);
  12268. status_change_end(src, SC_COLORS_OF_HYUN_ROK_6);
  12269. // The skill also ends the buff that increases Catnip Meteor damage
  12270. status_change_end(src, SC_COLORS_OF_HYUN_ROK_BUFF);
  12271. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12272. }
  12273. else {
  12274. // Buff to increase Catnip Meteor damage
  12275. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12276. sc_start(src, bl, SC_COLORS_OF_HYUN_ROK_BUFF, 100, 1, skill_get_time(skill_id, skill_lv));
  12277. // Endows elemental property to Catnip Meteor, Hyunrok Breeze and Hyunrok Cannon skills
  12278. switch (skill_lv) {
  12279. case 1:
  12280. type = SC_COLORS_OF_HYUN_ROK_1;
  12281. break;
  12282. case 2:
  12283. type = SC_COLORS_OF_HYUN_ROK_2;
  12284. break;
  12285. case 3:
  12286. type = SC_COLORS_OF_HYUN_ROK_3;
  12287. break;
  12288. case 4:
  12289. type = SC_COLORS_OF_HYUN_ROK_4;
  12290. break;
  12291. case 5:
  12292. type = SC_COLORS_OF_HYUN_ROK_5;
  12293. break;
  12294. case 6:
  12295. type = SC_COLORS_OF_HYUN_ROK_6;
  12296. break;
  12297. }
  12298. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  12299. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12300. }
  12301. break;
  12302. case SH_BLESSING_OF_MYSTICAL_CREATURES:
  12303. status_heal(bl, 0, 0, 200-status_get_ap(bl), 0);
  12304. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  12305. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  12306. break;
  12307. case SS_ANTENPOU:
  12308. case SS_KAGENOMAI:
  12309. skill_mirage_cast(*src, nullptr,skill_id, skill_lv, 0, 0, tick, flag | BCT_WOS);
  12310. [[fallthrough]];
  12311. case SS_KAGEAKUMU:
  12312. case SS_ANKOKURYUUAKUMU:
  12313. case SS_HITOUAKUMU: {
  12314. int32 range = skill_get_splash( skill_id, skill_lv );
  12315. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12316. map_foreachinrange( skill_area_sub, bl, range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id );
  12317. } break;
  12318. case SS_AKUMUKESU:
  12319. if (flag & 1) {
  12320. status_change_end(bl, SC_NIGHTMARE);
  12321. } else {
  12322. int32 range = skill_get_splash( skill_id, skill_lv );
  12323. clif_skill_nodamage(src, *bl, skill_id, skill_lv);
  12324. map_foreachinrange( skill_area_sub, bl, range, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id );
  12325. }
  12326. break;
  12327. default: {
  12328. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12329. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  12330. clif_skill_nodamage(src,*bl,skill_id,skill_lv);
  12331. map_freeblock_unlock();
  12332. return 1;
  12333. }
  12334. }
  12335. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  12336. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  12337. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12338. }
  12339. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  12340. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  12341. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  12342. }
  12343. if( sd && !(flag&1) )
  12344. {// ensure that the skill last-cast tick is recorded
  12345. sd->canskill_tick = gettick();
  12346. if( sd->state.arrow_atk )
  12347. {// consume arrow on last invocation to this skill.
  12348. battle_consume_ammo(sd, skill_id, skill_lv);
  12349. }
  12350. skill_onskillusage(sd, bl, skill_id, tick);
  12351. // perform skill requirement consumption
  12352. if (!(flag&SKILL_NOCONSUME_REQ))
  12353. skill_consume_requirement(sd,skill_id,skill_lv,2);
  12354. }
  12355. map_freeblock_unlock();
  12356. return 0;
  12357. }
  12358. /**
  12359. * Checking that causing skill failed
  12360. * @param src Caster
  12361. * @param target Target
  12362. * @param skill_id
  12363. * @param skill_lv
  12364. * @return -1 success, others are failed @see enum useskill_fail_cause.
  12365. **/
  12366. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  12367. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  12368. int32 inf = skill->inf;
  12369. status_change *tsc = status_get_sc(target);
  12370. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  12371. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  12372. switch (skill_id) {
  12373. case AL_HEAL:
  12374. case AL_INCAGI:
  12375. case AL_DECAGI:
  12376. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  12377. case AB_RENOVATIO:
  12378. case AB_HIGHNESSHEAL:
  12379. if (tsc && tsc->option&OPTION_MADOGEAR)
  12380. return USESKILL_FAIL_TOTARGET;
  12381. break;
  12382. case RG_BACKSTAP:
  12383. {
  12384. #ifndef RENEWAL
  12385. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  12386. if (map_check_dir(dir, t_dir))
  12387. return USESKILL_FAIL_MAX;
  12388. #endif
  12389. if (check_distance_bl(src, target, 0))
  12390. return USESKILL_FAIL_MAX;
  12391. }
  12392. break;
  12393. case PR_TURNUNDEAD:
  12394. {
  12395. status_data* tstatus = status_get_status_data(*target);
  12396. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  12397. return USESKILL_FAIL_MAX;
  12398. }
  12399. break;
  12400. case PR_LEXDIVINA:
  12401. case MER_LEXDIVINA:
  12402. {
  12403. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  12404. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  12405. return USESKILL_FAIL_LEVEL;
  12406. else
  12407. return -1; //Works on silenced allies
  12408. }
  12409. break;
  12410. case RA_WUGSTRIKE:
  12411. // Check if path can be reached
  12412. if (!path_search(nullptr,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  12413. return USESKILL_FAIL_MAX;
  12414. break;
  12415. case MG_NAPALMBEAT:
  12416. case MG_FIREBALL:
  12417. case HT_BLITZBEAT:
  12418. case AS_GRIMTOOTH:
  12419. case MO_COMBOFINISH:
  12420. case NC_VULCANARM:
  12421. case SR_TIGERCANNON:
  12422. // These can damage traps, but can't target traps directly
  12423. if (target->type == BL_SKILL) {
  12424. TBL_SKILL *su = (TBL_SKILL*)target;
  12425. if (!su || !su->group)
  12426. return USESKILL_FAIL_MAX;
  12427. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  12428. return USESKILL_FAIL_MAX;
  12429. }
  12430. break;
  12431. case IQ_SECOND_FLAME:
  12432. case IQ_SECOND_FAITH:
  12433. case IQ_SECOND_JUDGEMENT:
  12434. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  12435. return USESKILL_FAIL_LEVEL;
  12436. break;
  12437. case IQ_THIRD_PUNISH:
  12438. case IQ_THIRD_FLAME_BOMB:
  12439. case IQ_THIRD_CONSECRATION:
  12440. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  12441. return USESKILL_FAIL_LEVEL;
  12442. break;
  12443. case SH_BLESSING_OF_MYSTICAL_CREATURES:
  12444. if( src == target ){
  12445. return USESKILL_FAIL_TOTARGET;
  12446. }
  12447. if( battle_check_target( src, target, BCT_PARTY ) <= 0 ){
  12448. return USESKILL_FAIL_TOTARGET;
  12449. }
  12450. if( ( status_get_class_( target )&MAPID_BASEMASK ) == MAPID_SUMMONER ){
  12451. return USESKILL_FAIL_TOTARGET;
  12452. }
  12453. if( tsc != nullptr && tsc->getSCE( SC_BLESSING_OF_M_C_DEBUFF ) != nullptr ){
  12454. return USESKILL_FAIL_TOTARGET;
  12455. }
  12456. break;
  12457. case SKE_STAR_BURST:
  12458. case SKE_STAR_CANNON: {
  12459. unit_data* ud = unit_bl2ud( src );
  12460. if( ud == nullptr ){
  12461. return USESKILL_FAIL_NEED_TWINKLING_GALAXY;
  12462. }
  12463. bool ok = false;
  12464. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  12465. if( sug->skill_id != SKE_TWINKLING_GALAXY ){
  12466. continue;
  12467. }
  12468. skill_unit* su = sug->unit;
  12469. std::shared_ptr<s_skill_unit_group> sg = su->group;
  12470. if( distance_xy( src->x, src->y, su->bl.x, su->bl.y ) > skill_get_unit_range( sug->skill_id, sug->skill_lv ) ){
  12471. continue;
  12472. }
  12473. ok = true;
  12474. break;
  12475. }
  12476. if( !ok ){
  12477. return USESKILL_FAIL_NEED_TWINKLING_GALAXY;
  12478. }
  12479. } break;
  12480. }
  12481. if (inf&INF_ATTACK_SKILL ||
  12482. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  12483. ) // Casted through combo.
  12484. inf = BCT_ENEMY; //Offensive skill.
  12485. else if (skill->inf2[INF2_NOTARGETENEMY])
  12486. inf = BCT_NOENEMY;
  12487. else
  12488. inf = 0;
  12489. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  12490. inf |=
  12491. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  12492. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  12493. //Remove neutral targets (but allow enemy if skill is designed to be so)
  12494. inf &= ~BCT_NEUTRAL;
  12495. }
  12496. switch (skill_id) {
  12497. // Cannot be casted to Emperium
  12498. case WZ_ESTIMATION:
  12499. case SL_SKE:
  12500. case SL_SKA:
  12501. case RK_PHANTOMTHRUST:
  12502. case NPC_PHANTOMTHRUST:
  12503. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  12504. return USESKILL_FAIL_MAX;
  12505. break;
  12506. }
  12507. if (inf && battle_check_target(src, target, inf) <= 0) {
  12508. switch(skill_id) {
  12509. case RK_PHANTOMTHRUST:
  12510. case NPC_PHANTOMTHRUST:
  12511. case AB_CLEARANCE:
  12512. return USESKILL_FAIL_TOTARGET;
  12513. default:
  12514. return USESKILL_FAIL_LEVEL;
  12515. }
  12516. }
  12517. // Fogwall makes all offensive-type targetted skills fail at 75%
  12518. // Jump Kick can still fail even though you can jump to friendly targets.
  12519. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  12520. return USESKILL_FAIL_LEVEL;
  12521. return -1;
  12522. }
  12523. TIMER_FUNC( skill_keep_using ){
  12524. map_session_data* sd = map_id2sd( id );
  12525. if( sd && sd->skill_keep_using.skill_id ){
  12526. sd->skill_keep_using.tid = INVALID_TIMER;
  12527. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  12528. }
  12529. return 0;
  12530. }
  12531. /**
  12532. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  12533. * @param tid
  12534. * @param tick
  12535. * @param data
  12536. **/
  12537. TIMER_FUNC(skill_castend_id){
  12538. struct block_list *target, *src;
  12539. map_session_data *sd;
  12540. struct mob_data *md;
  12541. struct unit_data *ud;
  12542. int32 flag = 0;
  12543. src = map_id2bl(id);
  12544. if( src == nullptr )
  12545. {
  12546. ShowDebug("skill_castend_id: src == nullptr (tid=%d, id=%d)\n", tid, id);
  12547. return 0;// not found
  12548. }
  12549. ud = unit_bl2ud(src);
  12550. if( ud == nullptr )
  12551. {
  12552. ShowDebug("skill_castend_id: ud == nullptr (tid=%d, id=%d)\n", tid, id);
  12553. return 0;// ???
  12554. }
  12555. sd = BL_CAST(BL_PC, src);
  12556. md = BL_CAST(BL_MOB, src);
  12557. status_change *sc = status_get_sc(src);
  12558. if( src->prev == nullptr ) {
  12559. ud->skilltimer = INVALID_TIMER;
  12560. return 0;
  12561. }
  12562. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  12563. if( ud->skilltimer != tid ) {
  12564. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  12565. ud->skilltimer = INVALID_TIMER;
  12566. return 0;
  12567. }
  12568. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  12569. {// restore original walk speed
  12570. ud->skilltimer = INVALID_TIMER;
  12571. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12572. } else
  12573. ud->skilltimer = INVALID_TIMER;
  12574. }
  12575. if (ud->skilltarget == id)
  12576. target = src;
  12577. else
  12578. target = map_id2bl(ud->skilltarget);
  12579. // Use a do so that you can break out of it when the skill fails.
  12580. do {
  12581. bool fail = false;
  12582. int8 res = USESKILL_FAIL_LEVEL;
  12583. if (!target || target->prev == nullptr)
  12584. break;
  12585. if (src->m != target->m || status_isdead(*src))
  12586. break;
  12587. //These should become skill_castend_pos
  12588. switch (ud->skill_id) {
  12589. case WE_CALLPARTNER:
  12590. if (sd) {
  12591. map_session_data *p_sd = pc_get_partner(sd);
  12592. if (p_sd != nullptr && (p_sd->state.autotrade || p_sd->status.disable_call)) {
  12593. fail = true;
  12594. break;
  12595. } else
  12596. clif_callpartner(*sd);
  12597. }
  12598. break;
  12599. case WE_CALLPARENT:
  12600. if (sd) {
  12601. map_session_data *f_sd = pc_get_father(sd);
  12602. map_session_data *m_sd = pc_get_mother(sd);
  12603. if ((f_sd != nullptr && (f_sd->state.autotrade || f_sd->status.disable_call)) || (m_sd != nullptr && (m_sd->state.autotrade || m_sd->status.disable_call))) {
  12604. fail = true;
  12605. break;
  12606. }
  12607. }
  12608. break;
  12609. case WE_CALLBABY:
  12610. if (sd) {
  12611. map_session_data *c_sd = pc_get_child(sd);
  12612. if (c_sd != nullptr && (c_sd->state.autotrade || c_sd->status.disable_call)) {
  12613. fail = true;
  12614. break;
  12615. }
  12616. }
  12617. break;
  12618. case AM_RESURRECTHOMUN:
  12619. case PF_SPIDERWEB:
  12620. {
  12621. //Find a random spot to place the skill. [Skotlex]
  12622. int32 splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12623. ud->skillx = target->x + splash;
  12624. ud->skilly = target->y + splash;
  12625. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12626. ud->skillx = target->x;
  12627. ud->skilly = target->y;
  12628. }
  12629. ud->skilltimer = tid;
  12630. return skill_castend_pos(tid,tick,id,data);
  12631. }
  12632. case GN_WALLOFTHORN:
  12633. case SC_ESCAPE:
  12634. case WL_FROSTMISTY:
  12635. case SU_CN_POWDERING:
  12636. case AG_RAIN_OF_CRYSTAL:
  12637. ud->skillx = target->x;
  12638. ud->skilly = target->y;
  12639. ud->skilltimer = tid;
  12640. return skill_castend_pos(tid,tick,id,data);
  12641. }
  12642. // Failing
  12643. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12644. if (sd && res != USESKILL_FAIL_MAX)
  12645. clif_skill_fail( *sd, ud->skill_id, (enum useskill_fail_cause)res );
  12646. break;
  12647. }
  12648. //Avoid doing double checks for instant-cast skills.
  12649. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12650. break;
  12651. if(md) {
  12652. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12653. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12654. clif_emotion( *src, static_cast<emotion_type>( md->db->skill[md->skill_idx]->emotion ) );
  12655. }
  12656. if (src != target && battle_config.skill_add_range &&
  12657. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12658. {
  12659. if (sd) {
  12660. clif_skill_fail( *sd, ud->skill_id);
  12661. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12662. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12663. }
  12664. break;
  12665. }
  12666. #ifdef OFFICIAL_WALKPATH
  12667. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(nullptr, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12668. {
  12669. if (sd) {
  12670. clif_skill_fail( *sd, ud->skill_id );
  12671. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12672. }
  12673. break;
  12674. }
  12675. #endif
  12676. if( sd )
  12677. {
  12678. if( !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12679. break;
  12680. else {
  12681. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12682. int32 add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12683. // Give AP
  12684. if (add_ap > 0) {
  12685. switch (ud->skill_id) {
  12686. case TR_ROSEBLOSSOM:
  12687. case TR_RHYTHMSHOOTING:
  12688. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12689. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12690. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12691. break;
  12692. case TR_GEF_NOCTURN:
  12693. case TR_ROKI_CAPRICCIO:
  12694. case TR_AIN_RHAPSODY:
  12695. case TR_MUSICAL_INTERLUDE:
  12696. case TR_JAWAII_SERENADE:
  12697. case TR_NIPELHEIM_REQUIEM:
  12698. case TR_PRON_MARCH:
  12699. if (sd->skill_id_old == TR_RETROSPECTION) {
  12700. add_ap += add_ap * 50 / 100;
  12701. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12702. }
  12703. break;
  12704. case WH_CRESCIVE_BOLT:
  12705. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12706. add_ap += 2;
  12707. }
  12708. break;
  12709. case SH_HYUN_ROK_CANNON:
  12710. if( pc_checkskill( sd, SH_COMMUNE_WITH_HYUN_ROK ) > 0 || ( sc != nullptr && sc->getSCE( SC_TEMPORARY_COMMUNION ) != nullptr ) )
  12711. add_ap += 1;
  12712. break;
  12713. }
  12714. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12715. }
  12716. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  12717. clif_skill_fail( *sd, ud->skill_id );
  12718. break; // Show a skill fail message (Damage type consumes requirements)
  12719. }
  12720. }
  12721. }
  12722. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12723. break;
  12724. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12725. ud->state.running = 0;
  12726. status_change_end(src, SC_RUN);
  12727. flag = 1;
  12728. }
  12729. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12730. unit_stop_walking( src, USW_FIXPOS );
  12731. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12732. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12733. // Cooldown application
  12734. switch (src->type) {
  12735. case BL_PC:
  12736. {
  12737. // Increases/Decreases cooldown of a skill by item/card bonuses.
  12738. int32 cooldown = pc_get_skillcooldown(sd, ud->skill_id, ud->skill_lv);
  12739. if (cooldown > 0)
  12740. skill_blockpc_start(*sd, ud->skill_id, cooldown);
  12741. }
  12742. break;
  12743. case BL_HOM:
  12744. {
  12745. homun_data &hd = reinterpret_cast<homun_data &>(*src);
  12746. #ifdef RENEWAL
  12747. skill_blockhomun_start(hd, ud->skill_id, skill_get_cooldown(ud->skill_id, ud->skill_lv));
  12748. #else
  12749. skill_blockhomun_start(hd, ud->skill_id, skill_get_delay(ud->skill_id, ud->skill_lv));
  12750. #endif
  12751. }
  12752. break;
  12753. case BL_MER:
  12754. {
  12755. s_mercenary_data &mc = reinterpret_cast<s_mercenary_data &>(*src);
  12756. skill_blockmerc_start(mc, ud->skill_id, skill_get_cooldown(ud->skill_id, ud->skill_lv));
  12757. }
  12758. break;
  12759. }
  12760. if( battle_config.display_status_timers && sd )
  12761. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12762. if( sd )
  12763. {
  12764. switch( ud->skill_id )
  12765. {
  12766. case GS_DESPERADO:
  12767. case RL_FIREDANCE:
  12768. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12769. break;
  12770. case KN_BRANDISHSPEAR:
  12771. case CR_GRANDCROSS: {
  12772. sc_type type;
  12773. if (ud->skill_id == KN_BRANDISHSPEAR)
  12774. type = SC_STRIPWEAPON;
  12775. else
  12776. type = SC_STRIPSHIELD;
  12777. if (sc && sc->getSCE(type)) {
  12778. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12779. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12780. break;
  12781. }
  12782. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12783. // During Grand Cross you are in ankle state (cannot move or teleport)
  12784. if (ud->skill_id == CR_GRANDCROSS)
  12785. sc_start(src, src, SC_ANKLE, 100, 0, skill_get_time(ud->skill_id, ud->skill_lv));
  12786. break;
  12787. }
  12788. }
  12789. }
  12790. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) {
  12791. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12792. // This is also important for monster skill usage behavior
  12793. if (src->type == BL_MOB)
  12794. unit_set_walkdelay(src, tick, max((int32)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12795. else
  12796. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12797. }
  12798. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12799. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12800. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12801. map_freeblock_lock();
  12802. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12803. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12804. else
  12805. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12806. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, *sd) && skill_check_condition_castbegin(*sd, ud->skill_id, ud->skill_lv) ){
  12807. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12808. }
  12809. if(sc != nullptr && !sc->empty()) {
  12810. if (ud->skill_id != RA_CAMOUFLAGE)
  12811. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12812. if(sc->getSCE(SC_SPIRIT) &&
  12813. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12814. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12815. ud->skill_id != WZ_WATERBALL)
  12816. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12817. #ifndef RENEWAL
  12818. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12819. skill_blockpc_start(*sd,BD_ADAPTATION,3000);
  12820. #endif
  12821. }
  12822. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12823. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12824. if (ud->skilltimer == INVALID_TIMER) {
  12825. if(md) md->skill_idx = -1;
  12826. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12827. ud->skill_lv = ud->skilltarget = 0;
  12828. }
  12829. map_freeblock_unlock();
  12830. return 1;
  12831. } while(0);
  12832. //Skill failed.
  12833. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12834. { //When Asura fails... (except when it fails from Wall of Fog)
  12835. //Consume SP/spheres
  12836. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12837. status_set_sp(src, 0, 0);
  12838. sc_start(src, src, SC_EXTREMITYFIST, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12839. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12840. status_change_end(src, SC_BLADESTOP);
  12841. if( target && target->m == src->m ) { //Move character to target anyway.
  12842. int16 x, y;
  12843. int16 dir = map_calc_dir(src,target->x,target->y);
  12844. //Move 3 cells (From Caster)
  12845. if( dir > 0 && dir < 4 )
  12846. x = -3;
  12847. else if( dir > 4 )
  12848. x = 3;
  12849. else
  12850. x = 0;
  12851. if( dir > 2 && dir < 6 )
  12852. y = -3;
  12853. else if( dir == 7 || dir < 2 )
  12854. y = 3;
  12855. else
  12856. y = 0;
  12857. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12858. clif_blown(src);
  12859. clif_spiritball(src);
  12860. }
  12861. clif_skill_damage( *src, *target, tick, sd->battle_status.amotion, 0, 0, 1, ud->skill_id, ud->skill_lv, DMG_SPLASH );
  12862. }
  12863. }
  12864. ud->skill_id = ud->skilltarget = 0;
  12865. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12866. ud->canact_tick = tick;
  12867. //You can't place a skill failed packet here because it would be
  12868. //sent in ALL cases, even cases where skill_check_condition fails
  12869. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12870. if (sd) {
  12871. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12872. if (sd->skill_keep_using.skill_id > 0) {
  12873. sd->skill_keep_using.skill_id = 0;
  12874. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12875. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12876. sd->skill_keep_using.tid = INVALID_TIMER;
  12877. }
  12878. }
  12879. } else if (md)
  12880. md->skill_idx = -1;
  12881. return 0;
  12882. }
  12883. /*==========================================
  12884. *
  12885. *------------------------------------------*/
  12886. TIMER_FUNC(skill_castend_pos){
  12887. struct block_list* src = map_id2bl(id);
  12888. map_session_data *sd;
  12889. struct unit_data *ud = unit_bl2ud(src);
  12890. struct mob_data *md;
  12891. nullpo_ret(ud);
  12892. sd = BL_CAST(BL_PC , src);
  12893. md = BL_CAST(BL_MOB, src);
  12894. if( src->prev == nullptr ) {
  12895. ud->skilltimer = INVALID_TIMER;
  12896. return 0;
  12897. }
  12898. if( ud->skilltimer != tid )
  12899. {
  12900. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12901. ud->skilltimer = INVALID_TIMER;
  12902. return 0;
  12903. }
  12904. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12905. {// restore original walk speed
  12906. ud->skilltimer = INVALID_TIMER;
  12907. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12908. } else
  12909. ud->skilltimer = INVALID_TIMER;
  12910. do {
  12911. if( status_isdead(*src) )
  12912. break;
  12913. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12914. break;
  12915. if(tid != INVALID_TIMER)
  12916. { //Avoid double checks on instant cast skills. [Skotlex]
  12917. if (!status_check_skilluse(src, nullptr, ud->skill_id, 1))
  12918. break;
  12919. if (battle_config.skill_add_range &&
  12920. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12921. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12922. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12923. break;
  12924. }
  12925. }
  12926. if( sd )
  12927. {
  12928. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12929. break;
  12930. else {
  12931. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12932. int32 add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12933. // Give AP
  12934. if (add_ap > 0) {
  12935. switch (ud->skill_id) {
  12936. case WH_DEEPBLINDTRAP:
  12937. case WH_SOLIDTRAP:
  12938. case WH_SWIFTTRAP:
  12939. case WH_FLAMETRAP:
  12940. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12941. add_ap += 1;
  12942. break;
  12943. }
  12944. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12945. }
  12946. }
  12947. }
  12948. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12949. break;
  12950. if(md) {
  12951. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12952. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12953. clif_emotion( *src, static_cast<emotion_type>( md->db->skill[md->skill_idx]->emotion ) );
  12954. }
  12955. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12956. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12957. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12958. if (ud->walktimer != INVALID_TIMER)
  12959. unit_stop_walking( src, USW_FIXPOS );
  12960. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12961. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12962. if (sd) { //Cooldown application
  12963. int32 cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12964. if(cooldown) skill_blockpc_start(*sd, ud->skill_id, cooldown);
  12965. }
  12966. if( battle_config.display_status_timers && sd )
  12967. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12968. // if( sd )
  12969. // {
  12970. // switch( ud->skill_id )
  12971. // {
  12972. // case ????:
  12973. // sd->canequip_tick = tick + ????;
  12974. // break;
  12975. // }
  12976. // }
  12977. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12978. // This is also important for monster skill usage behavior
  12979. if (src->type == BL_MOB)
  12980. unit_set_walkdelay(src, tick, max((int32)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12981. else
  12982. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12983. map_freeblock_lock();
  12984. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12985. if (ud->skill_id != RA_CAMOUFLAGE)
  12986. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12987. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12988. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12989. if (ud->skilltimer == INVALID_TIMER) {
  12990. if (md) md->skill_idx = -1;
  12991. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12992. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12993. }
  12994. map_freeblock_unlock();
  12995. return 1;
  12996. } while(0);
  12997. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12998. ud->canact_tick = tick;
  12999. ud->skill_id = ud->skill_lv = 0;
  13000. if(sd)
  13001. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  13002. else if(md)
  13003. md->skill_idx = -1;
  13004. return 0;
  13005. }
  13006. /* skill count without self */
  13007. static int32 skill_count_wos(struct block_list *bl,va_list ap) {
  13008. struct block_list* src = va_arg(ap, struct block_list*);
  13009. if( src->id != bl->id ) {
  13010. return 1;
  13011. }
  13012. return 0;
  13013. }
  13014. /*==========================================
  13015. *
  13016. *------------------------------------------*/
  13017. int32 skill_castend_pos2(struct block_list* src, int32 x, int32 y, uint16 skill_id, uint16 skill_lv, t_tick tick, int32 flag)
  13018. {
  13019. map_session_data* sd;
  13020. status_change* sc;
  13021. struct status_change_entry *sce;
  13022. std::shared_ptr<s_skill_unit_group> sg;
  13023. enum sc_type type;
  13024. int32 i;
  13025. //if(skill_lv <= 0) return 0;
  13026. if(skill_id > 0 && !skill_lv) return 0; // celest
  13027. nullpo_ret(src);
  13028. if(status_isdead(*src))
  13029. return 0;
  13030. sd = BL_CAST(BL_PC, src);
  13031. sc = status_get_sc(src);
  13032. type = skill_get_sc(skill_id);
  13033. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  13034. switch (skill_id) { //Skill effect.
  13035. case WZ_METEOR:
  13036. case WZ_ICEWALL:
  13037. case MO_BODYRELOCATION:
  13038. case CR_CULTIVATION:
  13039. case HW_GANBANTEIN:
  13040. case LG_EARTHDRIVE:
  13041. case SC_ESCAPE:
  13042. case SU_CN_METEOR:
  13043. case NPC_RAINOFMETEOR:
  13044. case HN_METEOR_STORM_BUSTER:
  13045. case NW_GRENADES_DROPPING:
  13046. break; //Effect is displayed on respective switch case.
  13047. default:
  13048. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  13049. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13050. else
  13051. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13052. }
  13053. switch(skill_id)
  13054. {
  13055. case PR_BENEDICTIO:
  13056. skill_area_temp[1] = src->id;
  13057. i = skill_get_splash(skill_id, skill_lv);
  13058. map_foreachinallarea(skill_area_sub,
  13059. src->m, x-i, y-i, x+i, y+i, BL_PC,
  13060. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  13061. skill_castend_nodamage_id);
  13062. map_foreachinallarea(skill_area_sub,
  13063. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13064. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  13065. skill_castend_damage_id);
  13066. break;
  13067. case BS_HAMMERFALL:
  13068. i = skill_get_splash(skill_id, skill_lv);
  13069. map_foreachinallarea(skill_area_sub,
  13070. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13071. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  13072. skill_castend_nodamage_id);
  13073. break;
  13074. case HT_DETECTING:
  13075. i = skill_get_splash(skill_id, skill_lv);
  13076. map_foreachinallarea( status_change_timer_sub,
  13077. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  13078. src,nullptr,SC_SIGHT,tick);
  13079. skill_reveal_trap_inarea(src, i, x, y);
  13080. break;
  13081. case SR_RIDEINLIGHTNING:
  13082. case NW_BASIC_GRENADE:
  13083. i = skill_get_splash(skill_id, skill_lv);
  13084. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13085. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13086. break;
  13087. case NPC_LEX_AETERNA:
  13088. i = skill_get_splash(skill_id, skill_lv);
  13089. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  13090. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  13091. break;
  13092. case SA_VOLCANO:
  13093. case SA_DELUGE:
  13094. case SA_VIOLENTGALE:
  13095. { //Does not consumes if the skill is already active. [Skotlex]
  13096. std::shared_ptr<s_skill_unit_group> sg2;
  13097. if ((sg2= skill_locate_element_field(src)) != nullptr && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  13098. {
  13099. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  13100. {
  13101. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13102. return 0; // not to consume items
  13103. }
  13104. else
  13105. sg2->limit = 0; //Disable it.
  13106. }
  13107. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13108. break;
  13109. }
  13110. // Skill Unit Setting
  13111. case MG_SAFETYWALL: {
  13112. int32 dummy = 1;
  13113. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  13114. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13115. return 0; // Don't consume gems if cast on Land Protector
  13116. }
  13117. }
  13118. [[fallthrough]];
  13119. case MG_FIREWALL:
  13120. case MG_THUNDERSTORM:
  13121. case AL_PNEUMA:
  13122. case WZ_FIREPILLAR:
  13123. case WZ_QUAGMIRE:
  13124. case WZ_VERMILION:
  13125. case WZ_STORMGUST:
  13126. case WZ_HEAVENDRIVE:
  13127. case NPC_GROUNDDRIVE:
  13128. case PR_SANCTUARY:
  13129. case PR_MAGNUS:
  13130. case CR_GRANDCROSS:
  13131. case NPC_GRANDDARKNESS:
  13132. case HT_SKIDTRAP:
  13133. case MA_SKIDTRAP:
  13134. case HT_LANDMINE:
  13135. case MA_LANDMINE:
  13136. case HT_ANKLESNARE:
  13137. case HT_SHOCKWAVE:
  13138. case HT_SANDMAN:
  13139. case MA_SANDMAN:
  13140. case HT_FLASHER:
  13141. case HT_FREEZINGTRAP:
  13142. case MA_FREEZINGTRAP:
  13143. case HT_BLASTMINE:
  13144. case HT_CLAYMORETRAP:
  13145. case AS_VENOMDUST:
  13146. case AM_DEMONSTRATION:
  13147. case PF_FOGWALL:
  13148. case PF_SPIDERWEB:
  13149. case HT_TALKIEBOX:
  13150. case WE_CALLPARTNER:
  13151. case WE_CALLPARENT:
  13152. case WE_CALLBABY:
  13153. case SA_LANDPROTECTOR:
  13154. #ifndef RENEWAL
  13155. case BD_LULLABY:
  13156. case BD_RICHMANKIM:
  13157. case BD_ETERNALCHAOS:
  13158. case BD_DRUMBATTLEFIELD:
  13159. case BD_RINGNIBELUNGEN:
  13160. case BD_ROKISWEIL:
  13161. case BD_INTOABYSS:
  13162. case BD_SIEGFRIED:
  13163. case BA_DISSONANCE:
  13164. case BA_POEMBRAGI:
  13165. case BA_WHISTLE:
  13166. case BA_ASSASSINCROSS:
  13167. case BA_APPLEIDUN:
  13168. case DC_UGLYDANCE:
  13169. case DC_HUMMING:
  13170. case DC_DONTFORGETME:
  13171. case DC_FORTUNEKISS:
  13172. case DC_SERVICEFORYOU:
  13173. #endif
  13174. case CG_MOONLIT:
  13175. case GS_DESPERADO:
  13176. case NJ_KAENSIN:
  13177. case NJ_BAKUENRYU:
  13178. case NJ_SUITON:
  13179. case NJ_HYOUSYOURAKU:
  13180. case NJ_RAIGEKISAI:
  13181. case NJ_KAMAITACHI:
  13182. #ifdef RENEWAL
  13183. case HW_GRAVITATION:
  13184. #endif
  13185. case NPC_EVILLAND:
  13186. case NPC_VENOMFOG:
  13187. case NPC_COMET:
  13188. case NPC_WIDESUCK:
  13189. case NPC_ICEMINE:
  13190. case NPC_FLAMECROSS:
  13191. case NPC_HELLBURNING:
  13192. case NPC_REVERBERATION:
  13193. case WL_COMET:
  13194. case RA_ELECTRICSHOCKER:
  13195. case RA_CLUSTERBOMB:
  13196. case RA_MAGENTATRAP:
  13197. case RA_COBALTTRAP:
  13198. case RA_MAIZETRAP:
  13199. case RA_VERDURETRAP:
  13200. case RA_FIRINGTRAP:
  13201. case RA_ICEBOUNDTRAP:
  13202. case SC_MANHOLE:
  13203. case SC_DIMENSIONDOOR:
  13204. case SC_CHAOSPANIC:
  13205. case SC_MAELSTROM:
  13206. case SC_BLOODYLUST:
  13207. case WM_POEMOFNETHERWORLD:
  13208. case SO_PSYCHIC_WAVE:
  13209. case NPC_PSYCHIC_WAVE:
  13210. case SO_VACUUM_EXTREME:
  13211. case GN_THORNS_TRAP:
  13212. case SO_EARTHGRAVE:
  13213. case SO_DIAMONDDUST:
  13214. case SO_FIRE_INSIGNIA:
  13215. case SO_WATER_INSIGNIA:
  13216. case SO_WIND_INSIGNIA:
  13217. case SO_EARTH_INSIGNIA:
  13218. case KO_ZENKAI:
  13219. case MH_LAVA_SLIDE:
  13220. case MH_VOLCANIC_ASH:
  13221. case MH_BLAST_FORGE:
  13222. case MH_POISON_MIST:
  13223. case MH_STEINWAND:
  13224. case MH_XENO_SLASHER:
  13225. case LG_KINGS_GRACE:
  13226. case SJ_BOOKOFCREATINGSTAR:
  13227. case RL_B_TRAP:
  13228. case NPC_STORMGUST2:
  13229. case AG_RAIN_OF_CRYSTAL:
  13230. case AG_MYSTERY_ILLUSION:
  13231. case AG_STRANTUM_TREMOR:
  13232. case AG_TORNADO_STORM:
  13233. case AG_FLORAL_FLARE_ROAD:
  13234. case IG_CROSS_RAIN:
  13235. case CD_PNEUMATICUS_PROCELLA:
  13236. case ABC_ABYSS_STRIKE:
  13237. case ABC_ABYSS_SQUARE:
  13238. case WH_DEEPBLINDTRAP:
  13239. case WH_SOLIDTRAP:
  13240. case WH_SWIFTTRAP:
  13241. case WH_FLAMETRAP:
  13242. case BO_ACIDIFIED_ZONE_WATER:
  13243. case BO_ACIDIFIED_ZONE_GROUND:
  13244. case BO_ACIDIFIED_ZONE_WIND:
  13245. case BO_ACIDIFIED_ZONE_FIRE:
  13246. case EM_DIAMOND_STORM:
  13247. case EM_LIGHTNING_LAND:
  13248. case EM_VENOM_SWAMP:
  13249. case EM_CONFLAGRATION:
  13250. case EM_TERRA_DRIVE:
  13251. case SOA_TOTEM_OF_TUTELARY:
  13252. case SH_HYUN_ROKS_BREEZE:
  13253. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  13254. [[fallthrough]];
  13255. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  13256. case GN_WALLOFTHORN:
  13257. case GN_DEMONIC_FIRE:
  13258. case SS_FUUMASHOUAKU:
  13259. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13260. break;
  13261. case WZ_ICEWALL:
  13262. case NPC_CANE_OF_EVIL_EYE:
  13263. flag|=1;
  13264. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  13265. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13266. break;
  13267. case RG_GRAFFITI: /* Graffiti [Valaris] */
  13268. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13269. flag|=1;
  13270. break;
  13271. case NPC_EARTHQUAKE:
  13272. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  13273. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13274. break;
  13275. #ifndef RENEWAL
  13276. case HP_BASILICA:
  13277. if( sc->getSCE(SC_BASILICA) ) {
  13278. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  13279. return 0;
  13280. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  13281. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13282. if (sd)
  13283. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13284. return 0;
  13285. }
  13286. skill_clear_unitgroup(src);
  13287. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13288. flag|=1;
  13289. }
  13290. break;
  13291. #endif
  13292. #ifndef RENEWAL
  13293. case CG_HERMODE:
  13294. skill_clear_unitgroup(src);
  13295. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  13296. sc_start4(src,src,SC_DANCING,100,
  13297. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  13298. flag|=1;
  13299. #endif
  13300. break;
  13301. case RG_CLEANER: // [Valaris]
  13302. i = skill_get_splash(skill_id, skill_lv);
  13303. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  13304. break;
  13305. case SO_WARMER:
  13306. case SO_CLOUD_KILL:
  13307. case NPC_CLOUD_KILL:
  13308. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  13309. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13310. break;
  13311. case SU_CN_POWDERING:
  13312. case SU_NYANGGRASS:
  13313. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  13314. if (skill_id == SU_CN_POWDERING)
  13315. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  13316. else
  13317. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  13318. }
  13319. flag |= 1;
  13320. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13321. break;
  13322. case SU_CN_METEOR:
  13323. if (sd) {
  13324. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  13325. skill_id = SU_CN_METEOR2;
  13326. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  13327. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  13328. }
  13329. [[fallthrough]];
  13330. case WZ_METEOR:
  13331. {
  13332. int32 area = skill_get_splash(skill_id, skill_lv);
  13333. int16 tmpx = 0, tmpy = 0;
  13334. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  13335. // Creates a random Cell in the Splash Area
  13336. tmpx = x - area + rnd() % (area * 2 + 1);
  13337. tmpy = y - area + rnd() % (area * 2 + 1);
  13338. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  13339. }
  13340. }
  13341. break;
  13342. case AL_WARP:
  13343. if(sd != nullptr) {
  13344. std::vector<std::string> maps( MAX_MEMOPOINTS + 1 );
  13345. maps.push_back( sd->status.save_point.map );
  13346. if( skill_lv >= 2 ){
  13347. maps.push_back( sd->status.memo_point[0].map );
  13348. if( skill_lv >= 3 ){
  13349. maps.push_back( sd->status.memo_point[1].map );
  13350. if( skill_lv >= 4 ){
  13351. maps.push_back( sd->status.memo_point[2].map );
  13352. }
  13353. }
  13354. }
  13355. clif_skill_warppoint( *sd, skill_id, skill_lv, maps );
  13356. }
  13357. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13358. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13359. return 0; // not to consume item.
  13360. case MO_BODYRELOCATION:
  13361. if (unit_movepos(src, x, y, 2, 1)) {
  13362. #if PACKETVER >= 20111005
  13363. clif_snap(src, src->x, src->y);
  13364. #else
  13365. clif_skill_poseffect( *src, skill_id, skill_lv, src->x, src->y, tick );
  13366. #endif
  13367. if (sd)
  13368. skill_blockpc_start (*sd, MO_EXTREMITYFIST, 2000);
  13369. }
  13370. break;
  13371. case NJ_SHADOWJUMP:
  13372. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  13373. clif_blown(src);
  13374. status_change_end(src, SC_HIDING);
  13375. break;
  13376. case AM_SPHEREMINE:
  13377. case AM_CANNIBALIZE:
  13378. {
  13379. int32 summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  13380. int32 class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  13381. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  13382. struct mob_data *md;
  13383. // Correct info, don't change any of this! [celest]
  13384. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(*src), class_, "", SZ_SMALL, ai);
  13385. if (md) {
  13386. md->master_id = src->id;
  13387. md->special_state.ai = ai;
  13388. if( md->deletetimer != INVALID_TIMER )
  13389. delete_timer(md->deletetimer, mob_timer_delete);
  13390. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  13391. mob_spawn (md); //Now it is ready for spawning.
  13392. }
  13393. }
  13394. break;
  13395. // Slim Pitcher [Celest]
  13396. case CR_SLIMPITCHER:
  13397. if (sd) {
  13398. int32 i_lv = 0, j = 0;
  13399. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  13400. i_lv = skill_lv%11 - 1;
  13401. j = pc_search_inventory(sd, require.itemid[i_lv]);
  13402. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  13403. {
  13404. clif_skill_fail( *sd, skill_id );
  13405. return 1;
  13406. }
  13407. potion_flag = 1;
  13408. potion_hp = 0;
  13409. potion_sp = 0;
  13410. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  13411. potion_flag = 0;
  13412. //Apply skill bonuses
  13413. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  13414. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  13415. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  13416. + pc_skillheal_bonus(sd, skill_id);
  13417. potion_hp = potion_hp * (100+i_lv)/100;
  13418. potion_sp = potion_sp * (100+i_lv)/100;
  13419. // Final heal increased by HPlus.
  13420. // Is this the right place for this??? [Rytech]
  13421. // Can HPlus also affect SP recovery???
  13422. status_data* sstatus = status_get_status_data(*src);
  13423. if (sstatus && sstatus->hplus > 0) {
  13424. potion_hp += potion_hp * sstatus->hplus / 100;
  13425. potion_sp += potion_sp * sstatus->hplus / 100;
  13426. }
  13427. if(potion_hp > 0 || potion_sp > 0) {
  13428. i_lv = skill_get_splash(skill_id, skill_lv);
  13429. map_foreachinallarea(skill_area_sub,
  13430. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  13431. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  13432. skill_castend_nodamage_id);
  13433. }
  13434. } else {
  13435. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  13436. int32 id = skill_get_max(CR_SLIMPITCHER) * 10;
  13437. potion_flag = 1;
  13438. potion_hp = 0;
  13439. potion_sp = 0;
  13440. run_script(item->script,0,src->id,0);
  13441. potion_flag = 0;
  13442. potion_hp = potion_hp * (100+id)/100;
  13443. potion_sp = potion_sp * (100+id)/100;
  13444. if(potion_hp > 0 || potion_sp > 0) {
  13445. id = skill_get_splash(skill_id, skill_lv);
  13446. map_foreachinallarea(skill_area_sub,
  13447. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  13448. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  13449. skill_castend_nodamage_id);
  13450. }
  13451. }
  13452. break;
  13453. case HW_GANBANTEIN:
  13454. if (rnd()%100 < 80) {
  13455. int32 dummy = 1;
  13456. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13457. i = skill_get_splash(skill_id, skill_lv);
  13458. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  13459. } else {
  13460. if (sd) clif_skill_fail( *sd, skill_id );
  13461. return 1;
  13462. }
  13463. break;
  13464. #ifndef RENEWAL
  13465. case HW_GRAVITATION:
  13466. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  13467. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  13468. flag|=1;
  13469. break;
  13470. #endif
  13471. // Plant Cultivation [Celest]
  13472. case CR_CULTIVATION:
  13473. if (sd) {
  13474. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  13475. {
  13476. clif_skill_fail( *sd, skill_id );
  13477. return 1;
  13478. }
  13479. clif_skill_poseffect( *src, skill_id, skill_lv, x, y, tick );
  13480. if (rnd()%100 < 50) {
  13481. clif_skill_fail( *sd, skill_id );
  13482. } else {
  13483. TBL_MOB* md = nullptr;
  13484. int32 t, mob_id;
  13485. if (skill_lv == 1)
  13486. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  13487. else {
  13488. int32 rand_val = rnd() % 100;
  13489. if (rand_val < 30)
  13490. mob_id = MOBID_GREEN_PLANT;
  13491. else if (rand_val < 55)
  13492. mob_id = MOBID_RED_PLANT;
  13493. else if (rand_val < 80)
  13494. mob_id = MOBID_YELLOW_PLANT;
  13495. else if (rand_val < 90)
  13496. mob_id = MOBID_WHITE_PLANT;
  13497. else if (rand_val < 98)
  13498. mob_id = MOBID_BLUE_PLANT;
  13499. else
  13500. mob_id = MOBID_SHINING_PLANT;
  13501. }
  13502. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  13503. if (!md)
  13504. break;
  13505. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  13506. {
  13507. if( md->deletetimer != INVALID_TIMER )
  13508. delete_timer(md->deletetimer, mob_timer_delete);
  13509. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  13510. }
  13511. mob_spawn(md);
  13512. }
  13513. }
  13514. break;
  13515. case SG_SUN_WARM:
  13516. case SG_MOON_WARM:
  13517. case SG_STAR_WARM:
  13518. skill_clear_unitgroup(src);
  13519. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  13520. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13521. flag|=1;
  13522. break;
  13523. case PA_GOSPEL:
  13524. if (sce && sce->val4 == BCT_SELF)
  13525. {
  13526. status_change_end(src, SC_GOSPEL);
  13527. return 0;
  13528. }
  13529. else
  13530. {
  13531. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  13532. if (!sg) break;
  13533. if (sce)
  13534. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  13535. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  13536. clif_skill_poseffect( *src, skill_id, skill_lv, 0, 0, tick ); // PA_GOSPEL music packet
  13537. }
  13538. break;
  13539. case NJ_TATAMIGAESHI:
  13540. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  13541. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  13542. break;
  13543. case AM_RESURRECTHOMUN: //[orn]
  13544. if (sd)
  13545. {
  13546. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  13547. {
  13548. clif_skill_fail( *sd, skill_id );
  13549. break;
  13550. }
  13551. }
  13552. break;
  13553. case AC_SHOWER:
  13554. status_change_end(src, SC_CAMOUFLAGE);
  13555. [[fallthrough]];
  13556. case MA_SHOWER:
  13557. case NC_COLDSLOWER:
  13558. case RK_DRAGONBREATH:
  13559. case RK_DRAGONBREATH_WATER:
  13560. case NPC_DRAGONBREATH:
  13561. case WL_FROSTMISTY:
  13562. case RL_HAMMER_OF_GOD:
  13563. // Cast center might be relevant later (e.g. for knockback direction)
  13564. skill_area_temp[4] = x;
  13565. skill_area_temp[5] = y;
  13566. i = skill_get_splash(skill_id,skill_lv);
  13567. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13568. break;
  13569. case SO_ARRULLO:
  13570. i = skill_get_splash(skill_id,skill_lv);
  13571. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  13572. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  13573. break;
  13574. case GC_POISONSMOKE:
  13575. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  13576. if( sd )
  13577. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON );
  13578. return 0;
  13579. }
  13580. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  13581. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13582. break;
  13583. case AB_EPICLESIS:
  13584. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  13585. i = skill_get_splash(skill_id, skill_lv);
  13586. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  13587. }
  13588. break;
  13589. case WL_EARTHSTRAIN:
  13590. {
  13591. int32 w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  13592. int32 sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  13593. for( w = 1; w <= wave; w++ )
  13594. {
  13595. switch( dir ){
  13596. case 0: case 1: case 7: sy = y + w; break;
  13597. case 3: case 4: case 5: sy = y - w; break;
  13598. case 2: sx = x - w; break;
  13599. case 6: sx = x + w; break;
  13600. }
  13601. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  13602. }
  13603. }
  13604. break;
  13605. case RA_DETONATOR:
  13606. i = skill_get_splash(skill_id, skill_lv);
  13607. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  13608. clif_skill_damage( *src, *src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE );
  13609. break;
  13610. case NC_NEUTRALBARRIER:
  13611. case NC_STEALTHFIELD:
  13612. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  13613. skill_clear_unitgroup(src);
  13614. return 0;
  13615. }
  13616. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  13617. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr ) {
  13618. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  13619. }
  13620. break;
  13621. case NC_SILVERSNIPER:
  13622. {
  13623. struct mob_data *md;
  13624. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(*src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  13625. if( md ) {
  13626. md->master_id = src->id;
  13627. md->special_state.ai = AI_FAW;
  13628. if( md->deletetimer != INVALID_TIMER )
  13629. delete_timer(md->deletetimer, mob_timer_delete);
  13630. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  13631. mob_spawn(md);
  13632. }
  13633. }
  13634. break;
  13635. case NC_MAGICDECOY:
  13636. if( sd ) clif_magicdecoy_list( *sd, skill_lv, x, y );
  13637. break;
  13638. case SC_FEINTBOMB: {
  13639. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  13640. if( group == nullptr || group->unit == nullptr ) {
  13641. if (sd)
  13642. clif_skill_fail( *sd, skill_id );
  13643. return 1;
  13644. }
  13645. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  13646. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13647. clif_skill_nodamage(src, *src, skill_id, skill_lv, false);
  13648. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  13649. }
  13650. break;
  13651. case SC_ESCAPE:
  13652. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13653. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13654. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13655. flag |= 1;
  13656. break;
  13657. case LG_BANDING:
  13658. if( sc && sc->getSCE(SC_BANDING) )
  13659. status_change_end(src,SC_BANDING);
  13660. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr )
  13661. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13662. clif_skill_nodamage(src,*src,skill_id,skill_lv);
  13663. break;
  13664. case WM_DOMINION_IMPULSE:
  13665. i = skill_get_splash(skill_id, skill_lv);
  13666. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13667. break;
  13668. case WM_GREAT_ECHO:
  13669. i = skill_get_splash(skill_id,skill_lv);
  13670. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13671. break;
  13672. case WM_SEVERE_RAINSTORM:
  13673. flag |= 1;
  13674. if (sd)
  13675. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13676. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13677. break;
  13678. case GN_CRAZYWEED: {
  13679. int32 area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13680. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13681. int32 x1 = x - area + rnd()%(area * 2 + 1);
  13682. int32 y1 = y - area + rnd()%(area * 2 + 1);
  13683. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13684. }
  13685. }
  13686. break;
  13687. case GN_FIRE_EXPANSION: {
  13688. struct unit_data* ud = unit_bl2ud(src);
  13689. if (!ud) break;
  13690. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  13691. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13692. if (it != ud->skillunits.end()) {
  13693. auto* unit_group = it->get();
  13694. skill_unit* su = unit_group->unit;
  13695. switch (skill_lv) {
  13696. case 1: {
  13697. // TODO:
  13698. int32 duration = (int32)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13699. skill_delunit(su);
  13700. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13701. flag |= 1;
  13702. }
  13703. break;
  13704. case 2:
  13705. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13706. if (su != nullptr)
  13707. skill_delunit(su);
  13708. break;
  13709. case 3:
  13710. skill_delunit(su);
  13711. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13712. flag |= 1;
  13713. break;
  13714. case 4:
  13715. skill_delunit(su);
  13716. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13717. flag |= 1;
  13718. break;
  13719. case 5: {
  13720. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13721. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13722. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13723. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13724. if (su != nullptr)
  13725. skill_delunit(su);
  13726. }
  13727. break;
  13728. }
  13729. }
  13730. }
  13731. break;
  13732. case SO_FIREWALK:
  13733. case SO_ELECTRICWALK:
  13734. case NPC_FIREWALK:
  13735. case NPC_ELECTRICWALK:
  13736. if( sc && sc->getSCE(type) )
  13737. status_change_end(src,type);
  13738. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13739. break;
  13740. case KO_MAKIBISHI:
  13741. for( i = 0; i < (skill_lv+2); i++ ) {
  13742. x = src->x - 1 + rnd()%3;
  13743. y = src->y - 1 + rnd()%3;
  13744. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13745. }
  13746. break;
  13747. case KO_MUCHANAGE: {
  13748. int32 rate = 0;
  13749. status_data* sstatus = status_get_status_data(*src);
  13750. i = skill_get_splash(skill_id,skill_lv);
  13751. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13752. if( rate < 0 )
  13753. rate = 0;
  13754. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  13755. if( rnd()%100 < rate )
  13756. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13757. }
  13758. break;
  13759. case RL_FALLEN_ANGEL:
  13760. if (unit_movepos(src,x,y,1,1)) {
  13761. clif_snap(src, src->x, src->y);
  13762. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13763. } else {
  13764. if (sd)
  13765. clif_skill_fail( *sd, skill_id );
  13766. }
  13767. break;
  13768. case RL_FIRE_RAIN: {
  13769. int32 w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13770. int32 sx = x = src->x, sy = y = src->y;
  13771. for (w = 0; w <= wave; w++) {
  13772. switch (dir) {
  13773. case DIR_NORTH:
  13774. case DIR_NORTHWEST:
  13775. case DIR_NORTHEAST:
  13776. sy = y + w;
  13777. break;
  13778. case DIR_WEST:
  13779. sx = x - w;
  13780. break;
  13781. case DIR_SOUTHWEST:
  13782. case DIR_SOUTH:
  13783. case DIR_SOUTHEAST:
  13784. sy = y - w;
  13785. break;
  13786. case DIR_EAST:
  13787. sx = x + w;
  13788. break;
  13789. }
  13790. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13791. }
  13792. }
  13793. break;
  13794. case NPC_MAGMA_ERUPTION:
  13795. case NC_MAGMA_ERUPTION:
  13796. // 1st, AoE 'slam' damage
  13797. i = skill_get_splash(skill_id, skill_lv);
  13798. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13799. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13800. // 2nd, AoE 'eruption' unit
  13801. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13802. break;
  13803. case SU_LOPE:
  13804. {
  13805. uint8 dir = map_calc_dir(src, x, y);
  13806. // Fails on noteleport maps, except for GvG and BG maps
  13807. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13808. x = src->x;
  13809. y = src->y;
  13810. }
  13811. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  13812. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  13813. clif_blown(src);
  13814. }
  13815. break;
  13816. case AG_ASTRAL_STRIKE:
  13817. i = skill_get_splash(skill_id, skill_lv);
  13818. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13819. flag |= 1;
  13820. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13821. break;
  13822. case AG_VIOLENT_QUAKE:
  13823. case AG_ALL_BLOOM: {
  13824. int32 area = skill_get_splash(skill_id, skill_lv);
  13825. int32 unit_time = skill_get_time(skill_id, skill_lv);
  13826. int32 unit_interval = skill_get_unit_interval(skill_id);
  13827. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13828. // Grab Climax's effect level if active.
  13829. // This affects the behavior of certain skills in certain ways.
  13830. if (sc && sc->getSCE(SC_CLIMAX))
  13831. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13832. if (skill_id == AG_VIOLENT_QUAKE) {
  13833. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13834. // Fixes rising rocks spawn area to 7x7.
  13835. if (climax_lv == 5)
  13836. area = 3;
  13837. } else { // AG_ALL_BLOOM
  13838. sub_skill = AG_ALL_BLOOM_ATK;
  13839. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13840. unit_time /= 2;
  13841. unit_interval /= 2;
  13842. }
  13843. }
  13844. // Displays the earthquake / flower garden.
  13845. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13846. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13847. i = skill_get_splash(skill_id, skill_lv);
  13848. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13849. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13850. tmpx = x - area + rnd() % (area * 2 + 1);
  13851. tmpy = y - area + rnd() % (area * 2 + 1);
  13852. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13853. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13854. tmpx = x - area + rnd() % (area * 2 + 1);
  13855. tmpy = y - area + rnd() % (area * 2 + 1);
  13856. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13857. }
  13858. }
  13859. // One final attack the size of the flower garden is dealt after
  13860. // all rose buds explode if Climax level 5 is active.
  13861. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13862. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13863. }
  13864. break;
  13865. case NPC_RAINOFMETEOR:
  13866. {
  13867. int32 area = skill_get_splash(skill_id, skill_lv);
  13868. int16 tmpx = 0, tmpy = 0;
  13869. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13870. // Casts a double meteor in the first interval.
  13871. if (i == 1) {
  13872. // The first meteor is at the center
  13873. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13874. // The second meteor is near the first
  13875. tmpx = x - 1 + rnd()%3;
  13876. tmpy = y - 1 + rnd()%3;
  13877. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13878. }
  13879. else { // Casts 1 meteor per interval in the splash area
  13880. tmpx = x - area + rnd()%(area * 2 + 1);
  13881. tmpy = y - area + rnd()%(area * 2 + 1);
  13882. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13883. }
  13884. }
  13885. }
  13886. break;
  13887. case HN_JACK_FROST_NOVA:
  13888. case HN_GROUND_GRAVITATION: {
  13889. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13890. if( sd != nullptr ){
  13891. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13892. }
  13893. return 0;
  13894. }
  13895. int32 splash = skill_get_splash(skill_id, skill_lv);
  13896. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13897. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13898. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13899. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13900. }
  13901. }
  13902. break;
  13903. case HN_METEOR_STORM_BUSTER: {
  13904. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13905. if( sd != nullptr ){
  13906. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13907. }
  13908. return 0;
  13909. }
  13910. int32 splash = skill_get_splash(skill_id, skill_lv);
  13911. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13912. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13913. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13914. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13915. }
  13916. }
  13917. break;
  13918. case NW_WILD_FIRE:
  13919. i = skill_get_splash(skill_id, skill_lv);
  13920. if (sd && sd->status.weapon == W_GRENADE)
  13921. i += 2;
  13922. map_foreachinallarea(skill_area_sub,
  13923. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13924. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13925. skill_castend_damage_id);
  13926. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13927. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13928. break;
  13929. case NW_HASTY_FIRE_IN_THE_HOLE:
  13930. i = skill_get_splash(skill_id, skill_lv);
  13931. if (flag & 1){
  13932. i++;
  13933. }
  13934. if (flag & 2){
  13935. i++;
  13936. }
  13937. map_foreachinallarea(skill_area_sub,
  13938. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13939. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13940. skill_castend_damage_id);
  13941. if (!(flag & 1)) {
  13942. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13943. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13944. }
  13945. break;
  13946. case NW_GRENADES_DROPPING: {
  13947. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13948. uint16 tmpx = rnd_value( x - splash, x + splash );
  13949. uint16 tmpy = rnd_value( y - splash, y + splash );
  13950. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13951. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13952. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13953. }
  13954. } break;
  13955. case NW_MISSION_BOMBARD:
  13956. i = skill_get_splash(skill_id,skill_lv);
  13957. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13958. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13959. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13960. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13961. }
  13962. break;
  13963. case SOA_TALISMAN_OF_BLACK_TORTOISE:
  13964. if (sc != nullptr && sc->getSCE(SC_T_THIRD_GOD) != nullptr){
  13965. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  13966. }
  13967. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13968. break;
  13969. case SKE_TWINKLING_GALAXY:
  13970. for (i = 0; i < skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++)
  13971. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13972. flag |= 1;
  13973. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13974. break;
  13975. case SKE_STAR_BURST:
  13976. flag |= 1;
  13977. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13978. break;
  13979. case SKE_STAR_CANNON: {
  13980. unit_data* ud = unit_bl2ud( src );
  13981. if( ud == nullptr ){
  13982. break;
  13983. }
  13984. for( const std::shared_ptr<s_skill_unit_group>& sug : ud->skillunits ){
  13985. if( sug->skill_id != SKE_TWINKLING_GALAXY ){
  13986. continue;
  13987. }
  13988. skill_unit* su = sug->unit;
  13989. if( distance_xy( x, y, su->bl.x, su->bl.y ) > skill_get_unit_range( sug->skill_id, sug->skill_lv ) ){
  13990. continue;
  13991. }
  13992. std::shared_ptr<s_skill_unit_group> sg = su->group;
  13993. for( int32 i = 0; i< MAX_SKILLTIMERSKILL; i++ ){
  13994. if( ud->skilltimerskill[i] == nullptr ){
  13995. continue;
  13996. }
  13997. if( ud->skilltimerskill[i]->skill_id != SKE_TWINKLING_GALAXY ){
  13998. continue;
  13999. }
  14000. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  14001. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  14002. ud->skilltimerskill[i] = nullptr;
  14003. }
  14004. skill_delunitgroup(sg);
  14005. for (i = 0; i < skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++)
  14006. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  14007. flag |= 1;
  14008. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  14009. }
  14010. } break;
  14011. case SS_KUNAIKUSSETSU:
  14012. map_foreachinallrange(skill_detonator, src, skill_get_splash(skill_id, skill_lv), BL_SKILL, src, skill_lv);
  14013. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  14014. break;
  14015. case SS_RAIDENPOU:
  14016. case SS_SEKIENHOU:
  14017. skill_area_temp[1] = 0;
  14018. skill_mirage_cast(*src, nullptr, SS_ANTENPOU, skill_lv, x, y, tick, flag | BCT_WOS);
  14019. if (map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR)) {
  14020. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  14021. return 0;
  14022. }
  14023. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  14024. if (battle_config.skill_eightpath_algorithm) {
  14025. //Use official AoE algorithm
  14026. map_foreachindir(skill_attack_area, src->m, src->x, src->y, x, y,
  14027. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  14028. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  14029. }
  14030. else {
  14031. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, x, y,
  14032. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  14033. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  14034. }
  14035. break;
  14036. case SS_SHINKIROU:
  14037. flag |= 1;
  14038. clif_skill_nodamage(src, *src, skill_id, skill_lv);
  14039. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  14040. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  14041. break;
  14042. case SS_KAGEGARI:
  14043. i = skill_get_splash(skill_id, skill_lv);
  14044. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  14045. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  14046. break;
  14047. case SS_REIKETSUHOU:
  14048. skill_mirage_cast(*src, nullptr, SS_ANTENPOU, skill_lv, 0, 0, tick, flag | BCT_WOS);
  14049. if (map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR)) {
  14050. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  14051. return 0;
  14052. }
  14053. i = skill_get_splash(skill_id, skill_lv);
  14054. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  14055. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  14056. break;
  14057. case SS_KUNAIWAIKYOKU:
  14058. skill_mirage_cast(*src, nullptr, skill_id, skill_lv, x, y, tick, flag | BCT_WOS);
  14059. i = skill_get_splash(skill_id, skill_lv);
  14060. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  14061. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  14062. skill_unitsetting(src, skill_id, skill_lv, x, y, UNIT_NOCONSUME_AMMO);
  14063. break;
  14064. case SS_KUNAIKAITEN:
  14065. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  14066. skill_unitsetting(src, skill_id, skill_lv, x, y, UNIT_NOCONSUME_AMMO);
  14067. skill_unitsetting(src, SS_KUNAIWAIKYOKU, skill_lv, x, y, UNIT_NOCONSUME_AMMO);
  14068. break;
  14069. case SS_FUUMAKOUCHIKU:
  14070. skill_area_temp[1] = 0;
  14071. if (battle_config.skill_eightpath_algorithm) {
  14072. //Use official AoE algorithm
  14073. map_foreachindir(skill_attack_area, src->m, src->x, src->y, x, y,
  14074. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, BL_CHAR | BL_SKILL,
  14075. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  14076. }
  14077. else {
  14078. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, x, y,
  14079. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), BL_CHAR | BL_SKILL,
  14080. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  14081. }
  14082. break;
  14083. case SS_TOKEDASU:
  14084. i = skill_get_splash(skill_id, skill_lv);
  14085. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  14086. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  14087. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  14088. unit_setdir(src, map_calc_dir_xy(src->x, src->y, x, y, unit_getdir(src)));
  14089. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK | BLOWN_DONT_SEND_PACKET));
  14090. clif_blown(src);
  14091. break;
  14092. default:
  14093. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  14094. return 1;
  14095. }
  14096. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  14097. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  14098. if( sd )
  14099. {// ensure that the skill last-cast tick is recorded
  14100. sd->canskill_tick = gettick();
  14101. if( sd->state.arrow_atk && !(flag&1) )
  14102. {// consume arrow if this is a ground skill
  14103. battle_consume_ammo(sd, skill_id, skill_lv);
  14104. }
  14105. skill_onskillusage(sd, nullptr, skill_id, tick);
  14106. // perform skill requirement consumption
  14107. if (!(flag&SKILL_NOCONSUME_REQ))
  14108. skill_consume_requirement(sd,skill_id,skill_lv,2);
  14109. }
  14110. return 0;
  14111. }
  14112. /*==========================================
  14113. *
  14114. *------------------------------------------*/
  14115. int32 skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  14116. {
  14117. nullpo_ret(sd);
  14118. //Simplify skill_failed code.
  14119. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  14120. if(skill_id != sd->menuskill_id)
  14121. return 0;
  14122. if( sd->bl.prev == nullptr || pc_isdead(sd) ) {
  14123. skill_failed(sd);
  14124. return 0;
  14125. }
  14126. if( sd->sc.cant.cast ) {
  14127. skill_failed(sd);
  14128. return 0;
  14129. }
  14130. unit_stop_attack( &sd->bl );
  14131. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  14132. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  14133. if(strcmp(mapname,"cancel")==0) {
  14134. skill_failed(sd);
  14135. return 0;
  14136. }
  14137. switch(skill_id)
  14138. {
  14139. case AL_TELEPORT:
  14140. case ALL_ODINS_RECALL:
  14141. //The storage window is closed automatically by the client when there's
  14142. //any kind of map change, so we need to restore it automatically
  14143. //bugreport:8027
  14144. if(strcmp(mapname,"Random") == 0)
  14145. pc_randomwarp(sd,CLR_TELEPORT);
  14146. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  14147. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  14148. clif_refresh_storagewindow(sd);
  14149. break;
  14150. case AL_WARP:
  14151. if( sd != nullptr ){
  14152. const struct s_point_str *p[4];
  14153. std::shared_ptr<s_skill_unit_group> group;
  14154. int32 i, lv, wx, wy;
  14155. int32 maxcount=0;
  14156. int32 x,y;
  14157. uint16 mapindex;
  14158. mapindex = mapindex_name2id((char*)mapname);
  14159. if(!mapindex) { //Given map not found?
  14160. clif_skill_fail( *sd, skill_id );
  14161. skill_failed(sd);
  14162. return 0;
  14163. }
  14164. p[0] = &sd->status.save_point;
  14165. p[1] = &sd->status.memo_point[0];
  14166. p[2] = &sd->status.memo_point[1];
  14167. p[3] = &sd->status.memo_point[2];
  14168. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  14169. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  14170. if (maxcount == 0) {
  14171. clif_skill_fail( *sd, skill_id );
  14172. skill_failed(sd);
  14173. return 0;
  14174. }
  14175. }
  14176. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  14177. wx = sd->menuskill_val>>16;
  14178. wy = sd->menuskill_val&0xffff;
  14179. if( lv <= 0 ) return 0;
  14180. if( lv > 4 ) lv = 4; // crash prevention
  14181. // check if the chosen map exists in the memo list
  14182. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  14183. if( i < lv ) {
  14184. x=p[i]->x;
  14185. y=p[i]->y;
  14186. } else {
  14187. skill_failed(sd);
  14188. return 0;
  14189. }
  14190. if(!skill_check_condition_castend(*sd, sd->menuskill_id, lv))
  14191. { // This checks versus skill_id/skill_lv...
  14192. skill_failed(sd);
  14193. return 0;
  14194. }
  14195. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  14196. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  14197. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  14198. skill_failed(sd);
  14199. return 0;
  14200. }
  14201. group->val1 = (group->val1<<16)|(int16)0;
  14202. // record the destination coordinates
  14203. group->val2 = (x<<16)|y;
  14204. group->val3 = mapindex;
  14205. }
  14206. break;
  14207. }
  14208. sd->menuskill_id = sd->menuskill_val = 0;
  14209. return 0;
  14210. #undef skill_failed
  14211. }
  14212. /// transforms 'target' skill unit into dissonance (if conditions are met)
  14213. static int32 skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  14214. {
  14215. struct skill_unit* target = (struct skill_unit*)bl;
  14216. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  14217. int32 flag = va_arg(ap, int32);
  14218. if (src == target)
  14219. return 0;
  14220. if (!target->group || !(target->group->state.song_dance&0x1))
  14221. return 0;
  14222. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  14223. return 0;
  14224. if (flag) //Set dissonance
  14225. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  14226. else //Remove dissonance
  14227. target->val2 &= ~(1 << UF_ENSEMBLE);
  14228. skill_getareachar_skillunit_visibilty(target, AREA);
  14229. return 1;
  14230. }
  14231. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  14232. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  14233. //When 1, this unit has been positioned, so start the cancel effect.
  14234. int32 skill_dance_overlap(struct skill_unit* unit, int32 flag)
  14235. {
  14236. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  14237. return 0;
  14238. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  14239. return 0; //Nothing to remove, this unit is not overlapped.
  14240. if (unit->val1 != unit->group->skill_id)
  14241. { //Reset state
  14242. unit->val1 = unit->group->skill_id;
  14243. unit->val2 &= ~(1 << UF_ENSEMBLE);
  14244. }
  14245. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  14246. }
  14247. /**
  14248. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  14249. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  14250. * @param flag 0 Convert
  14251. * @param flag 1 Revert
  14252. * @return true success
  14253. * @TODO: This should be completely removed later and rewritten
  14254. * The entire execution of the overlapping songs instances is dirty and hacked together
  14255. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  14256. */
  14257. static bool skill_dance_switch(struct skill_unit* unit, int32 flag)
  14258. {
  14259. static int32 prevflag = 1; // by default the backup is empty
  14260. static s_skill_unit_group backup;
  14261. std::shared_ptr<s_skill_unit_group> group;
  14262. if( unit == nullptr || (group = unit->group) == nullptr )
  14263. return false;
  14264. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  14265. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  14266. return false;
  14267. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  14268. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  14269. flag ? "read an empty backup" : "write to a full backup",
  14270. group->skill_id, group->skill_lv, group->src_id);
  14271. return false;
  14272. }
  14273. prevflag = flag;
  14274. if (!flag) { //Transform
  14275. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  14276. // backup
  14277. backup.skill_id = group->skill_id;
  14278. backup.skill_lv = group->skill_lv;
  14279. backup.unit_id = group->unit_id;
  14280. backup.target_flag = group->target_flag;
  14281. backup.bl_flag = group->bl_flag;
  14282. backup.interval = group->interval;
  14283. // replace
  14284. group->skill_id = skill_id;
  14285. group->skill_lv = 1;
  14286. group->unit_id = skill_get_unit_id(skill_id);
  14287. group->target_flag = skill_get_unit_target(skill_id);
  14288. group->bl_flag = skill_get_unit_bl_target(skill_id);
  14289. group->interval = skill_get_unit_interval(skill_id);
  14290. } else { //Restore
  14291. group->skill_id = backup.skill_id;
  14292. group->skill_lv = backup.skill_lv;
  14293. group->unit_id = backup.unit_id;
  14294. group->target_flag = backup.target_flag;
  14295. group->bl_flag = backup.bl_flag;
  14296. group->interval = backup.interval;
  14297. }
  14298. return true;
  14299. }
  14300. /**
  14301. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  14302. * @param src Object that triggers the skill
  14303. * @param skill_id Skill ID
  14304. * @param skill_lv Skill level of used skill
  14305. * @param x Position x
  14306. * @param y Position y
  14307. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  14308. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  14309. * @return s_skill_unit_group
  14310. */
  14311. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int32 flag)
  14312. {
  14313. std::shared_ptr<s_skill_unit_group> group;
  14314. int32 i, val1 = 0, val2 = 0, val3 = 0;
  14315. t_tick limit;
  14316. int32 link_group_id = 0;
  14317. int32 target, interval, range;
  14318. t_itemid req_item = 0;
  14319. struct s_skill_unit_layout *layout;
  14320. map_session_data *sd;
  14321. status_change *sc;
  14322. int32 active_flag = 1;
  14323. int32 subunt = 0;
  14324. bool hidden = false;
  14325. struct map_data *mapdata;
  14326. nullpo_retr(nullptr, src);
  14327. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  14328. mapdata = map_getmapdata(src->m);
  14329. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  14330. range = skill_get_unit_range(skill_id,skill_lv);
  14331. interval = skill->unit_interval;
  14332. target = skill_get_unit_target(skill_id);
  14333. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  14334. sd = BL_CAST(BL_PC, src);
  14335. status_data* status = status_get_status_data(*src);
  14336. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  14337. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  14338. switch( skill_id ) {
  14339. case MH_STEINWAND:
  14340. val2 = 4 + skill_lv;
  14341. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  14342. break;
  14343. case MG_SAFETYWALL:
  14344. val2 = skill_lv + 1;
  14345. #ifdef RENEWAL
  14346. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  14347. #endif
  14348. break;
  14349. case MG_FIREWALL:
  14350. if(sc && sc->getSCE(SC_VIOLENTGALE))
  14351. limit = limit*3/2;
  14352. val2 = 4+skill_lv;
  14353. break;
  14354. case AL_WARP:
  14355. val1=skill_lv+6;
  14356. if(!(flag&1))
  14357. limit=2000;
  14358. else // previous implementation (not used anymore)
  14359. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  14360. if( src->type != BL_SKILL ) return nullptr;
  14361. group = ((TBL_SKILL*)src)->group;
  14362. src = map_id2bl(group->src_id);
  14363. if( !src ) return nullptr;
  14364. val2 = group->val2; //Copy the (x,y) position you warp to
  14365. val3 = group->val3; //as well as the mapindex to warp to.
  14366. }
  14367. break;
  14368. #ifndef RENEWAL
  14369. case HP_BASILICA:
  14370. val1 = src->id; // Store caster id.
  14371. break;
  14372. #endif
  14373. case PR_SANCTUARY:
  14374. case NPC_EVILLAND:
  14375. val1=skill_lv+3;
  14376. break;
  14377. case WZ_METEOR:
  14378. case SU_CN_METEOR:
  14379. case SU_CN_METEOR2:
  14380. case NPC_RAINOFMETEOR:
  14381. case HN_METEOR_STORM_BUSTER:
  14382. limit = flag;
  14383. flag = 0; // Flag should not influence anything else for these skills
  14384. break;
  14385. case WZ_FIREPILLAR:
  14386. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  14387. return nullptr;
  14388. if((flag&1)!=0)
  14389. limit=1000;
  14390. val1=skill_lv+2;
  14391. break;
  14392. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  14393. case AM_DEMONSTRATION:
  14394. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  14395. target = BCT_ALL;
  14396. break;
  14397. case HT_SKIDTRAP:
  14398. case MA_SKIDTRAP:
  14399. //Save position of caster
  14400. val1 = ((src->x)<<16)|(src->y);
  14401. [[fallthrough]];
  14402. case HT_ANKLESNARE:
  14403. case HT_SHOCKWAVE:
  14404. case HT_SANDMAN:
  14405. case MA_SANDMAN:
  14406. case HT_CLAYMORETRAP:
  14407. case HT_LANDMINE:
  14408. case MA_LANDMINE:
  14409. case HT_FLASHER:
  14410. case HT_FREEZINGTRAP:
  14411. case MA_FREEZINGTRAP:
  14412. case HT_BLASTMINE:
  14413. case RA_ELECTRICSHOCKER:
  14414. case RA_CLUSTERBOMB:
  14415. case RA_MAGENTATRAP:
  14416. case RA_COBALTTRAP:
  14417. case RA_MAIZETRAP:
  14418. case RA_VERDURETRAP:
  14419. case RA_FIRINGTRAP:
  14420. case RA_ICEBOUNDTRAP:
  14421. case RL_B_TRAP:
  14422. case SC_ESCAPE:
  14423. {
  14424. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  14425. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  14426. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  14427. req_item = req.itemid[i];
  14428. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  14429. break;
  14430. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  14431. target = BCT_ALL;
  14432. }
  14433. break;
  14434. case SA_LANDPROTECTOR:
  14435. case SA_VOLCANO:
  14436. case SA_DELUGE:
  14437. case SA_VIOLENTGALE:
  14438. case SC_CHAOSPANIC:
  14439. case SOA_TOTEM_OF_TUTELARY:
  14440. {
  14441. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  14442. if (old_sg != nullptr)
  14443. { //HelloKitty confirmed that these are interchangeable,
  14444. //so you can change element and not consume gemstones.
  14445. if ((
  14446. old_sg->skill_id == SA_VOLCANO ||
  14447. old_sg->skill_id == SA_DELUGE ||
  14448. old_sg->skill_id == SA_VIOLENTGALE
  14449. ) && old_sg->limit > 0)
  14450. { //Use the previous limit (minus the elapsed time) [Skotlex]
  14451. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  14452. if (limit < 0) //This can happen...
  14453. limit = skill_get_time(skill_id,skill_lv);
  14454. }
  14455. skill_clear_group(src,1);
  14456. }
  14457. break;
  14458. }
  14459. case BA_WHISTLE:
  14460. val1 = skill_lv + status->agi / 10; // Flee increase
  14461. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  14462. if (sd) {
  14463. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  14464. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  14465. }
  14466. break;
  14467. case DC_HUMMING:
  14468. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  14469. if (sd)
  14470. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  14471. break;
  14472. case BA_POEMBRAGI:
  14473. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  14474. //For some reason at level 10 the base delay reduction is 50%.
  14475. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  14476. if (sd) {
  14477. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  14478. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  14479. }
  14480. break;
  14481. case DC_DONTFORGETME:
  14482. #ifdef RENEWAL
  14483. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  14484. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  14485. #else
  14486. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  14487. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  14488. #endif
  14489. if (sd) {
  14490. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  14491. #ifdef RENEWAL
  14492. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  14493. #else
  14494. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  14495. #endif
  14496. }
  14497. val1 *= 10; //Because 10 is actually 1% aspd
  14498. break;
  14499. case DC_SERVICEFORYOU:
  14500. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  14501. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  14502. if (sd) {
  14503. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  14504. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  14505. }
  14506. break;
  14507. case BA_ASSASSINCROSS:
  14508. if (sd)
  14509. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  14510. val1 += 5 + skill_lv + (status->agi / 20);
  14511. val1 *= 10; // ASPD works with 1000 as 100%
  14512. break;
  14513. case DC_FORTUNEKISS:
  14514. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  14515. val1 *= 10; //Because every 10 crit is an actual cri point.
  14516. if (sd)
  14517. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  14518. break;
  14519. case BD_DRUMBATTLEFIELD:
  14520. val1 = (skill_lv+1)*25; //Atk increase
  14521. val2 = (skill_lv+1)*2; //Def increase
  14522. break;
  14523. case BD_RINGNIBELUNGEN:
  14524. val1 = (skill_lv+2)*25; //Atk increase
  14525. break;
  14526. case BD_RICHMANKIM:
  14527. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  14528. break;
  14529. case BD_SIEGFRIED:
  14530. val1 = 55 + skill_lv*5; //Elemental Resistance
  14531. val2 = skill_lv*10; //Status ailment resistance
  14532. break;
  14533. case WE_CALLPARTNER:
  14534. if (sd) val1 = sd->status.partner_id;
  14535. break;
  14536. case WE_CALLPARENT:
  14537. if (sd) {
  14538. val1 = sd->status.father;
  14539. val2 = sd->status.mother;
  14540. }
  14541. break;
  14542. case WE_CALLBABY:
  14543. if (sd) val1 = sd->status.child;
  14544. break;
  14545. case NJ_KAENSIN:
  14546. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  14547. val2 = (skill_lv+1)/2 + 4;
  14548. break;
  14549. case NJ_SUITON:
  14550. skill_clear_group(src, 1);
  14551. break;
  14552. case GS_GROUNDDRIFT:
  14553. {
  14554. // Ground Drift Element is decided when it's placed.
  14555. int32 ele = skill_get_ele(skill_id, skill_lv);
  14556. int32 element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  14557. if (ele == ELE_RANDOM)
  14558. val1 = element[rnd()%5]; // Use random from available unit visual?
  14559. else if (ele == ELE_ENDOWED)
  14560. val1 = status_get_attack_sc_element(src,sc);
  14561. else if (ele == ELE_WEAPON) {
  14562. val1 = status->rhw.ele;
  14563. if (sc && sc->getSCE(SC_ENCHANTARMS))
  14564. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  14565. }
  14566. switch (val1) {
  14567. case ELE_FIRE:
  14568. subunt++;
  14569. [[fallthrough]];
  14570. case ELE_WATER:
  14571. subunt++;
  14572. [[fallthrough]];
  14573. case ELE_POISON:
  14574. subunt++;
  14575. [[fallthrough]];
  14576. case ELE_DARK:
  14577. subunt++;
  14578. [[fallthrough]];
  14579. case ELE_WIND:
  14580. break;
  14581. default:
  14582. subunt = rnd()%5;
  14583. break;
  14584. }
  14585. break;
  14586. }
  14587. case GC_POISONSMOKE:
  14588. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  14589. return nullptr;
  14590. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  14591. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  14592. limit = skill_get_time(skill_id, skill_lv);
  14593. break;
  14594. case NPC_COMET:
  14595. case WL_COMET:
  14596. if (sc) {
  14597. sc->comet_x = x;
  14598. sc->comet_y = y;
  14599. }
  14600. break;
  14601. case GD_LEADERSHIP:
  14602. case GD_GLORYWOUNDS:
  14603. case GD_SOULCOLD:
  14604. case GD_HAWKEYES:
  14605. limit = 1000000;//it doesn't matter
  14606. break;
  14607. case LG_BANDING:
  14608. limit = -1;
  14609. break;
  14610. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  14611. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  14612. target = BCT_ALL;
  14613. [[fallthrough]];
  14614. case WM_SEVERE_RAINSTORM:
  14615. case SO_WATER_INSIGNIA:
  14616. case SO_FIRE_INSIGNIA:
  14617. case SO_WIND_INSIGNIA:
  14618. case SO_EARTH_INSIGNIA:
  14619. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  14620. return nullptr;
  14621. break;
  14622. case SO_CLOUD_KILL:
  14623. case NPC_CLOUD_KILL:
  14624. skill_clear_group(src, 4);
  14625. break;
  14626. case SO_WARMER:
  14627. skill_clear_group(src, 8);
  14628. break;
  14629. case SO_FIREWALK:
  14630. case SO_ELECTRICWALK:
  14631. limit = skill_get_time2(skill_id, skill_lv);
  14632. break;
  14633. case GN_WALLOFTHORN:
  14634. // Turns to Firewall
  14635. if( flag&1 )
  14636. limit = 3000;
  14637. val3 = (x<<16)|y;
  14638. break;
  14639. case GN_DEMONIC_FIRE:
  14640. if (flag) { // Fire Expansion level 1
  14641. limit = flag + 10000;
  14642. flag = 0;
  14643. }
  14644. break;
  14645. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  14646. case GN_FIRE_EXPANSION_TEAR_GAS:
  14647. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  14648. break;
  14649. case KO_ZENKAI:
  14650. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  14651. val1 = sd->spiritcharm;
  14652. val2 = sd->spiritcharm_type;
  14653. limit = 6000 * val1;
  14654. subunt = sd->spiritcharm_type - 1;
  14655. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  14656. }
  14657. break;
  14658. #ifndef RENEWAL
  14659. case HW_GRAVITATION:
  14660. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  14661. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  14662. break;
  14663. #endif
  14664. case SO_VACUUM_EXTREME:
  14665. // Coordinates
  14666. val1 = x;
  14667. val2 = y;
  14668. val3 = 0; // Suck target at n seconds.
  14669. break;
  14670. case MH_POISON_MIST:
  14671. case MH_BLAST_FORGE:
  14672. case MH_LAVA_SLIDE:
  14673. skill_clear_group(src, 1);
  14674. break;
  14675. case MH_VOLCANIC_ASH:
  14676. if (!map_flag_vs(src->m))
  14677. target = BCT_ENEMY;
  14678. break;
  14679. case AG_VIOLENT_QUAKE:
  14680. case AG_ALL_BLOOM:
  14681. if (sc && sc->getSCE(SC_CLIMAX)) {
  14682. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  14683. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  14684. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  14685. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  14686. }
  14687. break;
  14688. case AG_VIOLENT_QUAKE_ATK:
  14689. case AG_ALL_BLOOM_ATK:
  14690. case AG_ALL_BLOOM_ATK2:
  14691. limit = flag;
  14692. flag = 0;
  14693. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  14694. range = 4; // Rising rocks splash is increased to 9x9.
  14695. break;
  14696. case WH_DEEPBLINDTRAP:
  14697. case WH_SOLIDTRAP:
  14698. case WH_SWIFTTRAP:
  14699. case WH_FLAMETRAP:
  14700. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  14701. break;
  14702. case NW_GRENADES_DROPPING:
  14703. limit = skill_get_time2(skill_id,skill_lv);
  14704. break;
  14705. }
  14706. // Init skill unit group
  14707. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  14708. if (group == nullptr)
  14709. return nullptr;
  14710. group->val1 = val1;
  14711. group->val2 = val2;
  14712. group->val3 = val3;
  14713. group->link_group_id = link_group_id;
  14714. group->target_flag = target;
  14715. group->bl_flag = skill_get_unit_bl_target(skill_id);
  14716. // Store if this skill needs to consume ammo.
  14717. group->state.ammo_consume = ( sd != nullptr && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT && !( flag&UNIT_NOCONSUME_AMMO ) );
  14718. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  14719. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  14720. group->item_id = req_item;
  14721. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  14722. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  14723. active_flag = 0;
  14724. // Put message for Talkie Box & Graffiti
  14725. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  14726. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  14727. if (sd)
  14728. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  14729. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  14730. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  14731. }
  14732. // Dance skill
  14733. if (group->state.song_dance) {
  14734. if(sd) {
  14735. sd->skill_id_dance = skill_id;
  14736. sd->skill_lv_dance = skill_lv;
  14737. }
  14738. if (
  14739. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  14740. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  14741. )
  14742. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  14743. }
  14744. // Set skill unit
  14745. limit = group->limit;
  14746. for( i = 0; i < layout->count; i++ ) {
  14747. struct skill_unit *unit;
  14748. int32 ux = x + layout->dx[i];
  14749. int32 uy = y + layout->dy[i];
  14750. int32 unit_val1 = skill_lv;
  14751. int32 unit_val2 = 0;
  14752. int32 alive = 1;
  14753. // are the coordinates out of range?
  14754. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  14755. continue;
  14756. }
  14757. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  14758. continue; // don't place skill units on walls (except for songs/dances/encores)
  14759. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(nullptr,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  14760. continue; // no path between cell and caster
  14761. switch( skill_id ) {
  14762. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  14763. case HT_LANDMINE:
  14764. case MA_LANDMINE:
  14765. case HT_ANKLESNARE:
  14766. case HT_SHOCKWAVE:
  14767. case HT_SANDMAN:
  14768. case MA_SANDMAN:
  14769. case HT_FLASHER:
  14770. case HT_FREEZINGTRAP:
  14771. case MA_FREEZINGTRAP:
  14772. case HT_SKIDTRAP:
  14773. case MA_SKIDTRAP:
  14774. case HT_CLAYMORETRAP:
  14775. case HT_BLASTMINE:
  14776. case SC_ESCAPE:
  14777. unit_val1 = 3500;
  14778. break;
  14779. case MG_FIREWALL:
  14780. case NJ_KAENSIN:
  14781. unit_val2 = group->val2;
  14782. break;
  14783. case CR_GRANDCROSS:
  14784. case NPC_GRANDDARKNESS:
  14785. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  14786. break;
  14787. case WZ_ICEWALL:
  14788. unit_val1 = 200 + 200*skill_lv;
  14789. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  14790. break;
  14791. case WZ_WATERBALL:
  14792. //Check if there are cells that can be turned into waterball units
  14793. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  14794. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, nullptr, 1)) != nullptr || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, nullptr, 1)) != nullptr)
  14795. break; //Turn water, deluge or suiton into waterball cell
  14796. continue;
  14797. case GS_DESPERADO:
  14798. unit_val1 = abs(layout->dx[i]);
  14799. unit_val2 = abs(layout->dy[i]);
  14800. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14801. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14802. if (unit_val1) unit_val1--;
  14803. unit_val1 = 36 -12*unit_val1;
  14804. } else //Diagonal edges
  14805. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14806. if (unit_val1 < 1) unit_val1 = 1;
  14807. unit_val2 = 0;
  14808. break;
  14809. case NPC_REVERBERATION:
  14810. unit_val1 = 1 + skill_lv;
  14811. break;
  14812. case WM_POEMOFNETHERWORLD:
  14813. unit_val1 = 1 + skill_lv;
  14814. break;
  14815. case GN_WALLOFTHORN:
  14816. if (flag&1) // Turned become Firewall
  14817. break;
  14818. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14819. unit_val2 = 20; // Max hits
  14820. break;
  14821. case RL_B_TRAP:
  14822. unit_val1 = 3500;
  14823. unit_val2 = 0;
  14824. break;
  14825. default:
  14826. if (group->state.song_dance&0x1)
  14827. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  14828. break;
  14829. }
  14830. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14831. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14832. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14833. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14834. // Check active cell to failing or remove current unit
  14835. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14836. if( !alive )
  14837. continue;
  14838. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14839. unit->limit = limit;
  14840. unit->range = range;
  14841. if (skill_id == PF_FOGWALL && alive == 2)
  14842. { //Double duration of cells on top of Deluge/Suiton
  14843. unit->limit *= 2;
  14844. group->limit = unit->limit;
  14845. }
  14846. // Execute on all targets standing on this cell
  14847. if (range == 0 && active_flag)
  14848. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14849. }
  14850. if (!group->alive_count)
  14851. { //No cells? Something that was blocked completely by Land Protector?
  14852. skill_delunitgroup(group);
  14853. return nullptr;
  14854. }
  14855. //success, unit created.
  14856. switch( skill_id ) {
  14857. case NJ_TATAMIGAESHI: //Store number of tiles.
  14858. group->val1 = group->alive_count;
  14859. break;
  14860. }
  14861. return group;
  14862. }
  14863. /*==========================================
  14864. *
  14865. *------------------------------------------*/
  14866. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14867. {
  14868. skill_unit_onplace(unit, bl, tick);
  14869. }
  14870. /**
  14871. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14872. * while skill unit initialized or moved (such by knock back).
  14873. * As a follow of skill_unit_effect flag &1
  14874. * @param unit
  14875. * @param bl Target
  14876. * @param tick
  14877. */
  14878. static int32 skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14879. {
  14880. struct block_list *ss; // Actual source that cast the skill unit
  14881. status_change *sc;
  14882. struct status_change_entry *sce;
  14883. enum sc_type type;
  14884. uint16 skill_id;
  14885. nullpo_ret(unit);
  14886. nullpo_ret(bl);
  14887. if(bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  14888. return 0;
  14889. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14890. if (sg == nullptr)
  14891. return 0;
  14892. nullpo_ret(ss = map_id2bl(sg->src_id));
  14893. status_data* tstatus = status_get_status_data(*bl);
  14894. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  14895. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14896. return 0; //AoE skills are ineffective. [Skotlex]
  14897. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14898. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14899. return 0; //Songs don't work in Basilica
  14900. sc = status_get_sc(bl);
  14901. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14902. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14903. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14904. status_change_end(bl, SC_VACUUM_EXTREME);
  14905. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14906. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14907. type = skill_get_sc(sg->skill_id);
  14908. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : nullptr;
  14909. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14910. switch (sg->unit_id) {
  14911. case UNT_SPIDERWEB:
  14912. if (sc) {
  14913. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14914. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14915. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14916. const struct TimerData* td;
  14917. struct map_data *mapdata = map_getmapdata(bl->m);
  14918. if (mapdata_flag_vs(mapdata))
  14919. sec /= 2;
  14920. if (sc->getSCE(type)) {
  14921. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14922. //Already triple affected, immune
  14923. sg->limit = DIFF_TICK(tick, sg->tick);
  14924. break;
  14925. }
  14926. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14927. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14928. sec *= (sc->getSCE(type)->val1 + 1);
  14929. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14930. sec *= (sc->getSCE(type)->val1 + 1);
  14931. //Add group id to status change
  14932. if (sc->getSCE(type)->val2 == 0)
  14933. sc->getSCE(type)->val2 = sg->group_id;
  14934. else if (sc->getSCE(type)->val3 == 0)
  14935. sc->getSCE(type)->val3 = sg->group_id;
  14936. else if (sc->getSCE(type)->val4 == 0)
  14937. sc->getSCE(type)->val4 = sg->group_id;
  14938. //Overwrite status change with new duration
  14939. if ((td = get_timer(sc->getSCE(type)->timer))!=nullptr)
  14940. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14941. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14942. }
  14943. else {
  14944. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14945. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : nullptr;
  14946. if (td)
  14947. sec = DIFF_TICK(td->tick, tick);
  14948. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14949. clif_fixpos( *bl );
  14950. }
  14951. else
  14952. sec = 3000; //Couldn't trap it?
  14953. }
  14954. sg->val2 = bl->id;
  14955. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14956. }
  14957. break;
  14958. case UNT_SAFETYWALL:
  14959. if (!sce)
  14960. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14961. break;
  14962. case UNT_BLOODYLUST:
  14963. if (sg->src_id == bl->id)
  14964. break; //Does not affect the caster.
  14965. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14966. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14967. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14968. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14969. break;
  14970. case UNT_PNEUMA:
  14971. if (!sce)
  14972. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14973. break;
  14974. case UNT_CHAOSPANIC:
  14975. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14976. break;
  14977. case UNT_WARP_WAITING: {
  14978. int32 working = sg->val1&0xffff;
  14979. if(bl->type==BL_PC && !working){
  14980. map_session_data *sd = (map_session_data *)bl;
  14981. if((!sd->chatID || battle_config.chat_warpportal)
  14982. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  14983. {
  14984. int32 x = sg->val2>>16;
  14985. int32 y = sg->val2&0xffff;
  14986. int32 count = sg->val1>>16;
  14987. uint16 m = sg->val3;
  14988. if( --count <= 0 )
  14989. skill_delunitgroup(sg);
  14990. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  14991. working = 1;/* we break it because officials break it, lovely stuff. */
  14992. sg->val1 = (count<<16)|working;
  14993. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  14994. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  14995. }
  14996. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  14997. int16 m = map_mapindex2mapid(sg->val3);
  14998. if (m < 0) break; //Map not available on this map-server.
  14999. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  15000. }
  15001. }
  15002. break;
  15003. case UNT_QUAGMIRE:
  15004. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  15005. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  15006. break;
  15007. case UNT_VOLCANO:
  15008. case UNT_DELUGE:
  15009. case UNT_VIOLENTGALE:
  15010. case UNT_FIRE_INSIGNIA:
  15011. case UNT_WATER_INSIGNIA:
  15012. case UNT_WIND_INSIGNIA:
  15013. case UNT_EARTH_INSIGNIA:
  15014. if(!sce)
  15015. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  15016. break;
  15017. case UNT_WATER_BARRIER:
  15018. case UNT_ZEPHYR:
  15019. case UNT_POWER_OF_GAIA:
  15020. if (bl->id == ss->id)
  15021. break; // Doesn't affect the Elemental
  15022. if (!sce)
  15023. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  15024. break;
  15025. case UNT_SUITON:
  15026. if(!sce)
  15027. sc_start4(ss, bl,type,100,sg->skill_lv,
  15028. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  15029. 0,0,sg->limit);
  15030. break;
  15031. case UNT_HERMODE:
  15032. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  15033. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  15034. [[fallthrough]];
  15035. case UNT_RICHMANKIM:
  15036. case UNT_ETERNALCHAOS:
  15037. case UNT_DRUMBATTLEFIELD:
  15038. case UNT_RINGNIBELUNGEN:
  15039. case UNT_ROKISWEIL:
  15040. case UNT_INTOABYSS:
  15041. case UNT_SIEGFRIED:
  15042. //Needed to check when a dancer/bard leaves their ensemble area.
  15043. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15044. return skill_id;
  15045. if (!sce)
  15046. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  15047. break;
  15048. case UNT_WHISTLE:
  15049. case UNT_ASSASSINCROSS:
  15050. case UNT_POEMBRAGI:
  15051. case UNT_APPLEIDUN:
  15052. case UNT_HUMMING:
  15053. case UNT_DONTFORGETME:
  15054. case UNT_FORTUNEKISS:
  15055. case UNT_SERVICEFORYOU:
  15056. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15057. return 0;
  15058. if (!sc) return 0;
  15059. if (!sce)
  15060. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  15061. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  15062. sce->val4 = 0; //remove the mark that we stepped out
  15063. delete_timer(sce->timer, status_change_timer);
  15064. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  15065. }
  15066. break;
  15067. case UNT_FOGWALL:
  15068. if (!sce)
  15069. {
  15070. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  15071. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  15072. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  15073. }
  15074. break;
  15075. #ifndef RENEWAL
  15076. case UNT_GRAVITATION:
  15077. if (!sce)
  15078. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  15079. break;
  15080. case UNT_BASILICA:
  15081. {
  15082. int32 i = battle_check_target(bl, bl, BCT_ENEMY);
  15083. if (i > 0) {
  15084. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  15085. break;
  15086. }
  15087. if (!sce && i <= 0)
  15088. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  15089. }
  15090. break;
  15091. #endif
  15092. case UNT_MOONLIT:
  15093. //Knockback out of area if affected char isn't in Moonlit effect
  15094. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  15095. break;
  15096. if (ss == bl) //Also needed to prevent infinite loop crash.
  15097. break;
  15098. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  15099. break;
  15100. case UNT_REVERBERATION:
  15101. if (sg->src_id == bl->id)
  15102. break; //Does not affect the caster.
  15103. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  15104. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  15105. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  15106. sg->unit_id = UNT_USED_TRAPS;
  15107. break;
  15108. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  15109. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  15110. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  15111. break;
  15112. case UNT_FIRE_EXPANSION_TEAR_GAS:
  15113. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  15114. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  15115. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  15116. break;
  15117. case UNT_VOLCANIC_ASH:
  15118. if (!sce)
  15119. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  15120. break;
  15121. case UNT_KINGS_GRACE:
  15122. if (!sce) {
  15123. int32 state = 0;
  15124. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  15125. state |= BCT_GUILD;
  15126. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  15127. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  15128. }
  15129. break;
  15130. case UNT_STEALTHFIELD:
  15131. if( bl->id == sg->src_id )
  15132. break; // Doesn't work on self (video shows that)
  15133. if (!sce)
  15134. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  15135. break;
  15136. case UNT_NEUTRALBARRIER:
  15137. if (!sce)
  15138. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  15139. break;
  15140. case UNT_WARMER:
  15141. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  15142. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  15143. break;
  15144. case UNT_CATNIPPOWDER:
  15145. if (sg->src_id == bl->id)
  15146. break; // Does not affect the caster or Boss.
  15147. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  15148. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  15149. break;
  15150. case UNT_NYANGGRASS:
  15151. if (!sce)
  15152. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  15153. break;
  15154. case UNT_CREATINGSTAR:
  15155. if (!sce)
  15156. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  15157. break;
  15158. case UNT_GD_LEADERSHIP:
  15159. case UNT_GD_GLORYWOUNDS:
  15160. case UNT_GD_SOULCOLD:
  15161. case UNT_GD_HAWKEYES:
  15162. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  15163. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  15164. break;
  15165. }
  15166. return skill_id;
  15167. }
  15168. /**
  15169. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  15170. * @param unit Skill unit
  15171. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  15172. * @param tick
  15173. */
  15174. int32 skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  15175. {
  15176. struct block_list *ss;
  15177. TBL_PC* tsd;
  15178. status_change *sc, *tsc;
  15179. struct skill_unit_group_tickset *ts;
  15180. enum sc_type type;
  15181. uint16 skill_id;
  15182. t_tick diff = 0;
  15183. nullpo_ret(unit);
  15184. nullpo_ret(bl);
  15185. if (bl->prev == nullptr || !unit->alive || status_isdead(*bl))
  15186. return 0;
  15187. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15188. if (sg == nullptr)
  15189. return 0;
  15190. nullpo_ret(ss = map_id2bl(sg->src_id));
  15191. tsd = BL_CAST(BL_PC, bl);
  15192. tsc = status_get_sc(bl);
  15193. sc = status_get_sc(ss);
  15194. status_data* tstatus = status_get_status_data(*bl);
  15195. type = skill_get_sc(sg->skill_id);
  15196. skill_id = sg->skill_id;
  15197. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15198. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  15199. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  15200. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  15201. return 0; // Under Hovering characters are immune to trap and ground target skills.
  15202. if (sg->interval == -1) {
  15203. switch (sg->unit_id) {
  15204. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  15205. case UNT_FIREPILLAR_ACTIVE:
  15206. case UNT_ELECTRICSHOCKER:
  15207. case UNT_MANHOLE:
  15208. return 0;
  15209. default:
  15210. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  15211. return 0;
  15212. }
  15213. }
  15214. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  15215. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  15216. diff = DIFF_TICK(tick,ts->tick);
  15217. if (diff < 0)
  15218. return 0;
  15219. ts->tick = tick+sg->interval;
  15220. }
  15221. // Wall of Thorn damaged by Fire element unit [Cydh]
  15222. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  15223. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  15224. struct skill_unit *su = (struct skill_unit *)bl;
  15225. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  15226. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  15227. su->group->limit = sg->limit = 0;
  15228. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  15229. return skill_id;
  15230. }
  15231. }
  15232. switch (sg->unit_id) {
  15233. // Units that deals simple attack
  15234. #ifndef RENEWAL
  15235. case UNT_GRAVITATION:
  15236. #endif
  15237. case UNT_EARTHSTRAIN:
  15238. case UNT_FIREWALK:
  15239. case UNT_ELECTRICWALK:
  15240. case UNT_PSYCHIC_WAVE:
  15241. case UNT_LAVA_SLIDE:
  15242. case UNT_MAKIBISHI:
  15243. case UNT_VENOMFOG:
  15244. case UNT_ICEMINE:
  15245. case UNT_FLAMECROSS:
  15246. case UNT_HELLBURNING:
  15247. case UNT_CANE_OF_EVIL_EYE:
  15248. case UNT_RAIN_OF_CRYSTAL:
  15249. case UNT_MYSTERY_ILLUSION:
  15250. case UNT_STRANTUM_TREMOR:
  15251. case UNT_TORNADO_STORM:
  15252. case UNT_FLORAL_FLARE_ROAD:
  15253. case UNT_CROSS_RAIN:
  15254. case UNT_PNEUMATICUS_PROCELLA:
  15255. case UNT_LIGHTNING_LAND:
  15256. case UNT_VENOM_SWAMP:
  15257. case UNT_CONFLAGRATION:
  15258. case UNT_DEEPBLINDTRAP:
  15259. case UNT_SOLIDTRAP:
  15260. case UNT_SWIFTTRAP:
  15261. case UNT_FLAMETRAP:
  15262. case UNT_STAR_BURST:
  15263. case UNT_GRENADES_DROPPING:
  15264. case UNT_MISSION_BOMBARD:
  15265. case UNT_FUUMASHOUAKU:
  15266. case UNT_KUNAIKAITEN:
  15267. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15268. break;
  15269. #ifdef RENEWAL
  15270. case UNT_GRAVITATION:
  15271. #endif
  15272. case UNT_GROUND_GRAVITATION:
  15273. case UNT_JACK_FROST_NOVA:
  15274. skill_attack( skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, 0 );
  15275. break;
  15276. case UNT_DUMMYSKILL:
  15277. switch (sg->skill_id) {
  15278. case SG_SUN_WARM: //SG skills [Komurka]
  15279. case SG_MOON_WARM:
  15280. case SG_STAR_WARM: {
  15281. int32 count = 0;
  15282. const int32 x = bl->x, y = bl->y;
  15283. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  15284. do {
  15285. if( bl->type == BL_PC )
  15286. status_zap(bl, 0, 10); // sp damage to players
  15287. else { // mobs
  15288. // Bosses trigger the effect only 1 out of 5 times
  15289. if (status_get_class_(bl) == CLASS_BOSS && rnd_chance(4, 5))
  15290. continue;
  15291. // costs 2 SP per hit
  15292. if (!status_charge(ss, 0, 2)) {
  15293. //should end when out of sp.
  15294. sg->limit = DIFF_TICK(tick, sg->tick);
  15295. break;
  15296. }
  15297. skill_attack(BF_WEAPON, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick + (t_tick)count * sg->interval, 0);
  15298. }
  15299. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  15300. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl) );
  15301. }
  15302. break;
  15303. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  15304. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  15305. if (tsc)
  15306. tsc->sg_counter++; //SG hit counter.
  15307. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  15308. tsc->sg_counter=0; //Attack absorbed.
  15309. break;
  15310. #endif
  15311. case GS_DESPERADO:
  15312. if (rnd()%100 < unit->val1)
  15313. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15314. break;
  15315. case NPC_COMET:
  15316. case WL_COMET:
  15317. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  15318. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15319. break;
  15320. case NPC_WIDESUCK: {
  15321. int32 heal = (int32)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15322. if (heal > 0) {
  15323. clif_skill_nodamage(ss,*bl,sg->skill_id,sg->skill_lv);
  15324. clif_skill_nodamage(nullptr,*ss,AL_HEAL,heal);
  15325. status_heal(ss,heal,0,0);
  15326. }
  15327. }
  15328. break;
  15329. case CR_GRANDCROSS:
  15330. case NPC_GRANDDARKNESS:
  15331. if(!battle_config.gx_allhit)
  15332. unit->val1--;
  15333. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15334. break;
  15335. case HN_METEOR_STORM_BUSTER:
  15336. case SOA_TALISMAN_OF_BLACK_TORTOISE:
  15337. skill_attack( skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, 0 );
  15338. break;
  15339. default:
  15340. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15341. }
  15342. break;
  15343. case UNT_FIREWALL:
  15344. case UNT_KAEN: {
  15345. int32 count = 0;
  15346. const int32 x = bl->x, y = bl->y;
  15347. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  15348. break;
  15349. //Take into account these hit more times than the timer interval can handle.
  15350. do
  15351. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  15352. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  15353. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(*bl));
  15354. if (unit->val2 <= 0)
  15355. skill_delunit(unit);
  15356. }
  15357. break;
  15358. case UNT_SANCTUARY:
  15359. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  15360. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  15361. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  15362. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  15363. } else {
  15364. int32 heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  15365. struct mob_data *md = BL_CAST(BL_MOB, bl);
  15366. #ifdef RENEWAL
  15367. if (md && md->mob_id == MOBID_EMPERIUM)
  15368. break;
  15369. #endif
  15370. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  15371. break;
  15372. if( tstatus->hp >= tstatus->max_hp )
  15373. break;
  15374. if( status_isimmune(bl) )
  15375. heal = 0;
  15376. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  15377. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  15378. heal = ~heal + 1;
  15379. status_heal(bl, heal, 0, 0);
  15380. }
  15381. break;
  15382. case UNT_EVILLAND:
  15383. //Will heal demon and undead element monsters, but not players.
  15384. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  15385. { //Damage enemies
  15386. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  15387. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15388. } else {
  15389. int32 heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  15390. if (tstatus->hp >= tstatus->max_hp)
  15391. break;
  15392. if (status_isimmune(bl))
  15393. heal = 0;
  15394. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  15395. status_heal(bl, heal, 0, 0);
  15396. }
  15397. break;
  15398. case UNT_MAGNUS:
  15399. #ifndef RENEWAL
  15400. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  15401. break;
  15402. #endif
  15403. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15404. break;
  15405. case UNT_FIREPILLAR_WAITING:
  15406. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  15407. skill_delunit(unit);
  15408. break;
  15409. case UNT_SKIDTRAP: {
  15410. //Knockback away from position of user during placement [Playtester]
  15411. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  15412. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  15413. sg->unit_id = UNT_USED_TRAPS;
  15414. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  15415. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  15416. #ifdef RENEWAL
  15417. // In renewal, target will be stopped for 3 seconds
  15418. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  15419. #else
  15420. // In pre-renewal, if target was a monster, it will unlock target and become idle
  15421. struct mob_data* md = BL_CAST(BL_MOB, bl);
  15422. if (md)
  15423. mob_unlocktarget(md, tick);
  15424. #endif
  15425. }
  15426. break;
  15427. case UNT_ANKLESNARE:
  15428. case UNT_MANHOLE:
  15429. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  15430. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  15431. if (sg->unit_id == UNT_ANKLESNARE) {
  15432. t_tick mintime = 30 * (status_get_lv(ss) + 100);
  15433. #ifndef RENEWAL
  15434. // Bosses cannot activate Ankle Snare in renewal so we don't need this code
  15435. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  15436. sec /= 5;
  15437. #endif
  15438. sec = std::max((sec * status_get_agi(bl)) / -200 + sec, mintime);
  15439. }
  15440. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  15441. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  15442. if( td )
  15443. sec = DIFF_TICK(td->tick, tick);
  15444. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  15445. || !unit_blown_immune(bl,0x1) )
  15446. {
  15447. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  15448. clif_fixpos( *bl );
  15449. }
  15450. sg->val2 = bl->id;
  15451. } else
  15452. sec = 3000; //Couldn't trap it?
  15453. if (sg->unit_id == UNT_ANKLESNARE) {
  15454. clif_skillunit_update( unit->bl );
  15455. /**
  15456. * If you're snared from a trap that was invisible this makes the trap be
  15457. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  15458. * bugreport:3961
  15459. **/
  15460. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  15461. }
  15462. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  15463. sg->interval = -1;
  15464. unit->range = 0;
  15465. }
  15466. break;
  15467. case UNT_EARTHQUAKE:
  15468. sg->val1++; // Hit count
  15469. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  15470. break;
  15471. case UNT_ELECTRICSHOCKER:
  15472. if( bl->id != ss->id ) {
  15473. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  15474. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  15475. clif_fixpos( *bl );
  15476. }
  15477. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  15478. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  15479. }
  15480. break;
  15481. case UNT_VENOMDUST:
  15482. if(tsc && !tsc->getSCE(type))
  15483. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  15484. break;
  15485. case UNT_LANDMINE:
  15486. //Land Mine only hits single target
  15487. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15488. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  15489. sg->limit = 1500;
  15490. break;
  15491. case UNT_MAGENTATRAP:
  15492. case UNT_COBALTTRAP:
  15493. case UNT_MAIZETRAP:
  15494. case UNT_VERDURETRAP:
  15495. if( bl->type == BL_PC )// it won't work on players
  15496. break;
  15497. [[fallthrough]];
  15498. case UNT_FIRINGTRAP:
  15499. case UNT_ICEBOUNDTRAP:
  15500. case UNT_CLUSTERBOMB:
  15501. if( bl->id == ss->id )// it won't trigger on caster
  15502. break;
  15503. [[fallthrough]];
  15504. case UNT_BLASTMINE:
  15505. case UNT_SHOCKWAVE:
  15506. case UNT_SANDMAN:
  15507. case UNT_FLASHER:
  15508. case UNT_FREEZINGTRAP:
  15509. case UNT_FIREPILLAR_ACTIVE:
  15510. case UNT_CLAYMORETRAP:
  15511. {
  15512. int32 bl_flag = sg->bl_flag;
  15513. if (tsc && tsc->getSCE(SC__MANHOLE))
  15514. break;
  15515. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  15516. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  15517. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  15518. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  15519. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  15520. sg->limit = DIFF_TICK(tick, sg->tick) +
  15521. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  15522. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  15523. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  15524. }
  15525. break;
  15526. case UNT_TALKIEBOX:
  15527. if (sg->src_id == bl->id)
  15528. break;
  15529. if (sg->val2 == 0) {
  15530. clif_talkiebox(&unit->bl, sg->valstr);
  15531. sg->unit_id = UNT_USED_TRAPS;
  15532. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  15533. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  15534. sg->val2 = -1;
  15535. }
  15536. break;
  15537. case UNT_LULLABY:
  15538. if (ss->id == bl->id)
  15539. break;
  15540. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  15541. break;
  15542. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  15543. if (ss->id != bl->id)
  15544. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  15545. break;
  15546. case UNT_DISSONANCE:
  15547. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15548. break;
  15549. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  15550. int32 heal;
  15551. #ifdef RENEWAL
  15552. struct mob_data *md = BL_CAST(BL_MOB, bl);
  15553. if (md && md->mob_id == MOBID_EMPERIUM)
  15554. break;
  15555. #endif
  15556. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15557. break; // affects self only when soullinked
  15558. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  15559. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  15560. heal = ~heal + 1;
  15561. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, heal);
  15562. status_heal(bl, heal, 0, 0);
  15563. }
  15564. break;
  15565. case UNT_TATAMIGAESHI:
  15566. case UNT_DEMONSTRATION:
  15567. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15568. break;
  15569. case UNT_GOSPEL:
  15570. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  15571. break;
  15572. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  15573. { // Support Effect only on party, not guild
  15574. int32 heal;
  15575. int32 i = rnd() % 13; // Positive buff count
  15576. int32 time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  15577. switch (i)
  15578. {
  15579. case 0: // Heal 1000~9999 HP
  15580. heal = rnd() % 9000 + 1000;
  15581. clif_skill_nodamage(ss, *bl, AL_HEAL, heal);
  15582. status_heal(bl, heal, 0, 0);
  15583. break;
  15584. case 1: // End all negative status
  15585. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  15586. if( tsd != nullptr ){
  15587. clif_gospel_info( *tsd, 0x15 );
  15588. }
  15589. break;
  15590. case 2: // Immunity to all status
  15591. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  15592. if( tsd != nullptr ){
  15593. clif_gospel_info( *tsd, 0x16 );
  15594. }
  15595. break;
  15596. case 3: // MaxHP +100%
  15597. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  15598. if( tsd != nullptr ){
  15599. clif_gospel_info( *tsd, 0x17 );
  15600. }
  15601. break;
  15602. case 4: // MaxSP +100%
  15603. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  15604. if( tsd != nullptr ){
  15605. clif_gospel_info( *tsd, 0x18 );
  15606. }
  15607. break;
  15608. case 5: // All stats +20
  15609. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  15610. if( tsd != nullptr ){
  15611. clif_gospel_info( *tsd, 0x19 );
  15612. }
  15613. break;
  15614. case 6: // Level 10 Blessing
  15615. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  15616. break;
  15617. case 7: // Level 10 Increase AGI
  15618. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  15619. break;
  15620. case 8: // Enchant weapon with Holy element
  15621. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  15622. if( tsd != nullptr ){
  15623. clif_gospel_info( *tsd, 0x1c );
  15624. }
  15625. break;
  15626. case 9: // Enchant armor with Holy element
  15627. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  15628. if( tsd != nullptr ){
  15629. clif_gospel_info( *tsd, 0x1d );
  15630. }
  15631. break;
  15632. case 10: // DEF +25%
  15633. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  15634. if( tsd != nullptr ){
  15635. clif_gospel_info( *tsd, 0x1e );
  15636. }
  15637. break;
  15638. case 11: // ATK +100%
  15639. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  15640. if( tsd != nullptr ){
  15641. clif_gospel_info( *tsd, 0x1f );
  15642. }
  15643. break;
  15644. case 12: // HIT/Flee +50
  15645. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  15646. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  15647. if( tsd != nullptr ){
  15648. clif_gospel_info( *tsd, 0x20 );
  15649. }
  15650. break;
  15651. }
  15652. }
  15653. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  15654. { // Offensive Effect
  15655. int32 i = rnd() % 10; // Negative buff count
  15656. switch (i)
  15657. {
  15658. case 0: // Deal 3000~7999 damage reduced by DEF
  15659. case 1: // Deal 1500~5499 damage unreducable
  15660. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  15661. break;
  15662. case 2: // Curse
  15663. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  15664. break;
  15665. case 3: // Blind
  15666. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  15667. break;
  15668. case 4: // Poison
  15669. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  15670. break;
  15671. case 5: // Level 10 Provoke
  15672. clif_skill_nodamage(nullptr, *bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  15673. break;
  15674. case 6: // DEF -100%
  15675. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  15676. break;
  15677. case 7: // ATK -100%
  15678. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  15679. break;
  15680. case 8: // Flee -100%
  15681. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  15682. break;
  15683. case 9: // Speed/ASPD -25%
  15684. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  15685. break;
  15686. }
  15687. }
  15688. break;
  15689. #ifndef RENEWAL
  15690. case UNT_BASILICA:
  15691. {
  15692. int32 i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  15693. if (i > 0) {
  15694. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  15695. break;
  15696. }
  15697. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  15698. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  15699. }
  15700. break;
  15701. #endif
  15702. case UNT_GROUNDDRIFT_WIND:
  15703. case UNT_GROUNDDRIFT_DARK:
  15704. case UNT_GROUNDDRIFT_POISON:
  15705. case UNT_GROUNDDRIFT_WATER:
  15706. case UNT_GROUNDDRIFT_FIRE:
  15707. map_foreachinrange(skill_trap_splash,&unit->bl,
  15708. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  15709. &unit->bl,tick);
  15710. sg->unit_id = UNT_USED_TRAPS;
  15711. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  15712. sg->limit=DIFF_TICK(tick,sg->tick);
  15713. break;
  15714. case UNT_POISONSMOKE:
  15715. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  15716. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  15717. break;
  15718. case UNT_EPICLESIS:
  15719. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  15720. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  15721. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  15722. int32 hp, sp;
  15723. switch( sg->skill_lv ) {
  15724. case 1: case 2: hp = 3; sp = 2; break;
  15725. case 3: case 4: hp = 4; sp = 3; break;
  15726. case 5: default: hp = 5; sp = 4; break;
  15727. }
  15728. hp = tstatus->max_hp * hp / 100;
  15729. sp = tstatus->max_sp * sp / 100;
  15730. if (tstatus->hp < tstatus->max_hp)
  15731. clif_skill_nodamage(&unit->bl, *bl, AL_HEAL, hp);
  15732. if (tstatus->sp < tstatus->max_sp)
  15733. clif_skill_nodamage(&unit->bl, *bl, MG_SRECOVERY, sp);
  15734. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  15735. hp = ~hp + 1;
  15736. status_heal(bl, hp, sp, 3);
  15737. }
  15738. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  15739. // Doesn't remove Invisibility or Chase Walk.
  15740. status_change_end(bl,SC_HIDING);
  15741. status_change_end(bl,SC_CLOAKING);
  15742. status_change_end(bl,SC_CLOAKINGEXCEED);
  15743. status_change_end(bl,SC_CAMOUFLAGE);
  15744. status_change_end(bl,SC_NEWMOON);
  15745. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  15746. status_change_end(bl, SC__SHADOWFORM);
  15747. }
  15748. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  15749. }
  15750. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  15751. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  15752. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  15753. break;
  15754. case UNT_DIMENSIONDOOR:
  15755. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  15756. pc_randomwarp(tsd,CLR_TELEPORT);
  15757. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  15758. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  15759. break;
  15760. case UNT_REVERBERATION:
  15761. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  15762. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  15763. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  15764. sg->unit_id = UNT_USED_TRAPS;
  15765. break;
  15766. case UNT_SEVERE_RAINSTORM:
  15767. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15768. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  15769. break;
  15770. case UNT_NETHERWORLD:
  15771. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  15772. if (!(tsc && tsc->getSCE(type))) {
  15773. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15774. sg->limit = DIFF_TICK(tick,sg->tick);
  15775. sg->unit_id = UNT_USED_TRAPS;
  15776. }
  15777. }
  15778. break;
  15779. case UNT_THORNS_TRAP:
  15780. if( tsc ) {
  15781. if( !sg->val2 ) {
  15782. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  15783. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  15784. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  15785. if( td )
  15786. sec = DIFF_TICK(td->tick, tick);
  15787. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  15788. clif_fixpos( *bl );
  15789. sg->val2 = bl->id;
  15790. } else
  15791. sec = 3000; // Couldn't trap it?
  15792. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  15793. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  15794. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  15795. }
  15796. break;
  15797. case UNT_WALLOFTHORN:
  15798. if (unit->val2-- <= 0) // Max hit reached
  15799. break;
  15800. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  15801. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  15802. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  15803. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  15804. break;
  15805. case UNT_DEMONIC_FIRE:
  15806. switch( sg->val2 ) {
  15807. case 1:
  15808. default:
  15809. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15810. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  15811. break;
  15812. }
  15813. break;
  15814. case UNT_ZEPHYR:
  15815. if (ss == bl)
  15816. break; // Doesn't affect the Elemental
  15817. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  15818. break;
  15819. case UNT_CLOUD_KILL:
  15820. skill_attack(skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL);
  15821. break;
  15822. case UNT_VACUUM_EXTREME:
  15823. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  15824. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  15825. return 0;
  15826. // Apply effect and suck targets one-by-one each n seconds
  15827. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  15828. break;
  15829. case UNT_BANDING:
  15830. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  15831. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  15832. break;
  15833. case UNT_FIRE_MANTLE:
  15834. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15835. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15836. break;
  15837. case UNT_ZENKAI_WATER:
  15838. case UNT_ZENKAI_LAND:
  15839. case UNT_ZENKAI_FIRE:
  15840. case UNT_ZENKAI_WIND:
  15841. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  15842. switch( sg->unit_id ) {
  15843. case UNT_ZENKAI_WATER:
  15844. switch (rnd()%2 + 1) {
  15845. case 1:
  15846. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15847. break;
  15848. case 2:
  15849. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15850. break;
  15851. }
  15852. break;
  15853. case UNT_ZENKAI_LAND:
  15854. switch (rnd()%2 + 1) {
  15855. case 1:
  15856. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  15857. break;
  15858. case 2:
  15859. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15860. break;
  15861. }
  15862. break;
  15863. case UNT_ZENKAI_FIRE:
  15864. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15865. break;
  15866. case UNT_ZENKAI_WIND:
  15867. switch (rnd()%3 + 1) {
  15868. case 1:
  15869. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15870. break;
  15871. case 2:
  15872. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15873. break;
  15874. case 3:
  15875. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15876. break;
  15877. }
  15878. break;
  15879. }
  15880. } else
  15881. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15882. break;
  15883. case UNT_POISON_MIST:
  15884. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15885. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  15886. break;
  15887. case UNT_CHAOSPANIC:
  15888. if (tsc && tsc->getSCE(type))
  15889. break;
  15890. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15891. break;
  15892. case UNT_B_TRAP:
  15893. if (tsc && tsc->getSCE(type))
  15894. break;
  15895. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15896. unit->val2++; // Mark as ever been used
  15897. break;
  15898. case UNT_FIRE_RAIN:
  15899. clif_skill_damage( *ss, *bl, tick, status_get_amotion(ss), 0,
  15900. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15901. 1, sg->skill_id, sg->skill_lv, DMG_SINGLE );
  15902. break;
  15903. case UNT_MAGMA_ERUPTION:
  15904. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15905. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15906. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15907. else
  15908. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15909. break;
  15910. case UNT_ACIDIFIED_ZONE_WATER:
  15911. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15912. break;
  15913. case UNT_ACIDIFIED_ZONE_GROUND:
  15914. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15915. break;
  15916. case UNT_ACIDIFIED_ZONE_WIND:
  15917. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15918. break;
  15919. case UNT_ACIDIFIED_ZONE_FIRE:
  15920. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15921. break;
  15922. case UNT_ASTRAL_STRIKE:
  15923. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15924. break;
  15925. case UNT_ABYSS_SQUARE: {
  15926. int16 flag = 0;
  15927. // Check to see if the caster is in the AoE.
  15928. if (distance_bl(ss, &unit->bl) <= unit->range)
  15929. flag |= 2; // If yes, skill hits twice.
  15930. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15931. }
  15932. break;
  15933. case UNT_TOTEM_OF_TUTELARY:
  15934. if( bl->type == BL_PC ) {
  15935. if (tsc != nullptr && tsc->option&OPTION_MADOGEAR)
  15936. break;
  15937. int32 hp = 500;
  15938. hp += 500 * sg->skill_lv;
  15939. hp += 50 * pc_checkskill( BL_CAST( BL_PC, ss ), SOA_TALISMAN_MASTERY ) * sg->skill_lv;
  15940. hp += 5 * status_get_crt( ss ) * sg->skill_lv;
  15941. hp *= status_get_lv( ss ) / 100;
  15942. int32 sp = 0;
  15943. sp += 50 * sg->skill_lv;
  15944. sp += 5 * pc_checkskill( BL_CAST( BL_PC, ss ), SOA_TALISMAN_MASTERY ) * sg->skill_lv;
  15945. sp += 5 * status_get_crt( ss ) * sg->skill_lv;
  15946. sp *= status_get_lv( ss ) / 100;
  15947. status_heal( bl, hp, sp, 0, 2 );
  15948. sc_start( ss, bl, skill_get_sc( sg->skill_id ), 100, sg->skill_lv, sg->interval + 100 );
  15949. }
  15950. break;
  15951. case UNT_HYUN_ROKS_BREEZE:
  15952. skill_attack(skill_get_type(sg->skill_id), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION);
  15953. break;
  15954. }
  15955. if (bl->type == BL_MOB && ss != bl)
  15956. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15957. return skill_id;
  15958. }
  15959. /**
  15960. * Triggered when a char steps out of a skill unit
  15961. * @param src Skill unit from char moved out
  15962. * @param bl Char
  15963. * @param tick
  15964. */
  15965. int32 skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15966. {
  15967. status_change *sc;
  15968. struct status_change_entry *sce;
  15969. enum sc_type type;
  15970. nullpo_ret(src);
  15971. nullpo_ret(bl);
  15972. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15973. if (sg == nullptr)
  15974. return 0;
  15975. sc = status_get_sc(bl);
  15976. type = skill_get_sc(sg->skill_id);
  15977. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15978. if (bl->prev == nullptr || (status_isdead(*bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  15979. return 0;
  15980. switch(sg->unit_id){
  15981. case UNT_SAFETYWALL:
  15982. case UNT_PNEUMA:
  15983. case UNT_EPICLESIS://Arch Bishop
  15984. case UNT_TOTEM_OF_TUTELARY:
  15985. if (sce)
  15986. status_change_end(bl, type);
  15987. break;
  15988. #ifndef RENEWAL
  15989. case UNT_BASILICA:
  15990. if (sce && sce->val4 != bl->id)
  15991. status_change_end(bl, type);
  15992. break;
  15993. #endif
  15994. case UNT_HERMODE: //Clear Hermode if the owner moved.
  15995. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  15996. status_change_end(bl, type);
  15997. break;
  15998. case UNT_DISSONANCE:
  15999. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  16000. {
  16001. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  16002. if(skill_get_inf2(i, INF2_ISSONG)) {
  16003. type = skill_get_sc(i);
  16004. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  16005. if(sce)
  16006. return i;
  16007. }
  16008. }
  16009. }
  16010. [[fallthrough]];
  16011. case UNT_WHISTLE:
  16012. case UNT_ASSASSINCROSS:
  16013. case UNT_POEMBRAGI:
  16014. case UNT_APPLEIDUN:
  16015. case UNT_HUMMING:
  16016. case UNT_DONTFORGETME:
  16017. case UNT_FORTUNEKISS:
  16018. case UNT_SERVICEFORYOU:
  16019. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  16020. return -1;
  16021. }
  16022. return sg->skill_id;
  16023. }
  16024. /**
  16025. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  16026. * @param skill_id Skill ID
  16027. * @param bl A char
  16028. * @param tick
  16029. */
  16030. int32 skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  16031. {
  16032. status_change *sc;
  16033. struct status_change_entry *sce;
  16034. enum sc_type type;
  16035. sc = status_get_sc(bl);
  16036. if (sc != nullptr && sc->empty())
  16037. sc = nullptr;
  16038. type = skill_get_sc(skill_id);
  16039. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  16040. switch (skill_id)
  16041. {
  16042. case WZ_QUAGMIRE:
  16043. if (bl->type==BL_MOB)
  16044. break;
  16045. if (sce)
  16046. status_change_end(bl, type);
  16047. break;
  16048. case BD_LULLABY:
  16049. case BD_RICHMANKIM:
  16050. case BD_ETERNALCHAOS:
  16051. case BD_DRUMBATTLEFIELD:
  16052. case BD_RINGNIBELUNGEN:
  16053. case BD_ROKISWEIL:
  16054. case BD_INTOABYSS:
  16055. case BD_SIEGFRIED:
  16056. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  16057. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  16058. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  16059. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  16060. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  16061. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  16062. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  16063. status_change_end(bl, SC_DANCING);
  16064. }
  16065. // Sleep effect of Lullaby doesn't end even if song ends
  16066. if (skill_id == BD_LULLABY)
  16067. break;
  16068. [[fallthrough]];
  16069. case MH_STEINWAND:
  16070. case MG_SAFETYWALL:
  16071. case AL_PNEUMA:
  16072. case SA_VOLCANO:
  16073. case SA_DELUGE:
  16074. case SA_VIOLENTGALE:
  16075. case CG_HERMODE:
  16076. #ifndef RENEWAL
  16077. case HW_GRAVITATION:
  16078. case HP_BASILICA:
  16079. #endif
  16080. case NJ_SUITON:
  16081. case SC_MAELSTROM:
  16082. case EL_WATER_BARRIER:
  16083. case EL_ZEPHYR:
  16084. case EL_POWER_OF_GAIA:
  16085. case SO_WARMER:
  16086. case SO_FIRE_INSIGNIA:
  16087. case SO_WATER_INSIGNIA:
  16088. case SO_WIND_INSIGNIA:
  16089. case SO_EARTH_INSIGNIA:
  16090. case SJ_BOOKOFCREATINGSTAR:
  16091. case SC_BLOODYLUST:
  16092. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  16093. case GN_FIRE_EXPANSION_TEAR_GAS:
  16094. case LG_KINGS_GRACE:
  16095. case NC_STEALTHFIELD:
  16096. case NC_NEUTRALBARRIER:
  16097. case SU_NYANGGRASS:
  16098. if (sce)
  16099. status_change_end(bl, type);
  16100. break;
  16101. case BA_DISSONANCE:
  16102. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  16103. {
  16104. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  16105. if(skill_get_inf2(i, INF2_ISSONG)){
  16106. type = skill_get_sc(i);
  16107. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  16108. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  16109. delete_timer(sce->timer, status_change_timer);
  16110. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  16111. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  16112. }
  16113. }
  16114. }
  16115. }
  16116. break;
  16117. case BA_POEMBRAGI:
  16118. case BA_WHISTLE:
  16119. case BA_ASSASSINCROSS:
  16120. case BA_APPLEIDUN:
  16121. case DC_HUMMING:
  16122. case DC_DONTFORGETME:
  16123. case DC_FORTUNEKISS:
  16124. case DC_SERVICEFORYOU:
  16125. if (sce)
  16126. {
  16127. delete_timer(sce->timer, status_change_timer);
  16128. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  16129. //not possible on our current implementation.
  16130. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  16131. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  16132. }
  16133. break;
  16134. case PF_FOGWALL:
  16135. if (sce)
  16136. {
  16137. status_change_end(bl, type);
  16138. if ((sce=sc->getSCE(SC_BLIND)))
  16139. {
  16140. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  16141. status_change_end(bl, SC_BLIND);
  16142. else {
  16143. delete_timer(sce->timer, status_change_timer);
  16144. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  16145. }
  16146. }
  16147. }
  16148. break;
  16149. case GD_LEADERSHIP:
  16150. case GD_GLORYWOUNDS:
  16151. case GD_SOULCOLD:
  16152. case GD_HAWKEYES:
  16153. if( !(sce && sce->val4) )
  16154. status_change_end(bl, type);
  16155. break;
  16156. }
  16157. return skill_id;
  16158. }
  16159. /*==========================================
  16160. * Invoked when a unit cell has been placed/removed/deleted.
  16161. * flag values:
  16162. * flag&1: Invoke onplace function (otherwise invoke onout)
  16163. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  16164. * flag&8: Recursive
  16165. *------------------------------------------*/
  16166. static int32 skill_unit_effect(struct block_list* bl, va_list ap)
  16167. {
  16168. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  16169. t_tick tick = va_arg(ap,t_tick);
  16170. uint32 flag = va_arg(ap,uint32);
  16171. uint16 skill_id;
  16172. bool dissonance = false;
  16173. bool isTarget = false;
  16174. if( (!unit->alive && !(flag&4)) || bl->prev == nullptr )
  16175. return 0;
  16176. std::shared_ptr<s_skill_unit_group> group = unit->group;
  16177. if (group == nullptr)
  16178. return 0;
  16179. if( !(flag&8) ) {
  16180. dissonance = skill_dance_switch(unit, 0);
  16181. //Target-type check.
  16182. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  16183. }
  16184. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  16185. skill_id = group->skill_id;
  16186. if( isTarget ){
  16187. if( flag&1 )
  16188. skill_unit_onplace(unit,bl,tick);
  16189. else {
  16190. if( skill_unit_onout(unit,bl,tick) == -1 )
  16191. return 0; // Don't let a Bard/Dancer update their own song timer
  16192. }
  16193. if( flag&4 )
  16194. skill_unit_onleft(skill_id, bl, tick);
  16195. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  16196. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  16197. if( dissonance ) {
  16198. skill_dance_switch(unit, 1);
  16199. //we placed a dissonance, let's update
  16200. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  16201. }
  16202. return 0;
  16203. }
  16204. /**
  16205. * Check skill unit while receiving damage
  16206. * @param unit Skill unit
  16207. * @param damage Received damage
  16208. * @return Damage
  16209. */
  16210. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  16211. {
  16212. nullpo_ret(unit);
  16213. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  16214. if (sg == nullptr)
  16215. return 0;
  16216. switch( sg->unit_id ) {
  16217. case UNT_BLASTMINE:
  16218. case UNT_SKIDTRAP:
  16219. case UNT_LANDMINE:
  16220. case UNT_SHOCKWAVE:
  16221. case UNT_SANDMAN:
  16222. case UNT_FLASHER:
  16223. case UNT_CLAYMORETRAP:
  16224. case UNT_FREEZINGTRAP:
  16225. case UNT_ANKLESNARE:
  16226. case UNT_ICEWALL:
  16227. case UNT_WALLOFTHORN:
  16228. case UNT_REVERBERATION:
  16229. case UNT_NETHERWORLD:
  16230. unit->val1 -= (int32)cap_value(damage,INT_MIN,INT_MAX);
  16231. break;
  16232. default:
  16233. damage = 0;
  16234. break;
  16235. }
  16236. return damage;
  16237. }
  16238. /**
  16239. * Check char condition around the skill caster
  16240. * @param bl Char around area
  16241. * @param *c Counter for 'valid' condition found
  16242. * @param *p_sd Stores 'rid' of char found
  16243. * @param skill_id Skill ID
  16244. * @param skill_lv Level of used skill
  16245. */
  16246. int32 skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  16247. {
  16248. int32 *c, skill_id;
  16249. struct block_list *src;
  16250. map_session_data *sd;
  16251. map_session_data *tsd;
  16252. int32 *p_sd; //Contains the list of characters found.
  16253. nullpo_ret(bl);
  16254. nullpo_ret(tsd=(map_session_data*)bl);
  16255. nullpo_ret(src=va_arg(ap,struct block_list *));
  16256. nullpo_ret(sd=(map_session_data*)src);
  16257. c=va_arg(ap,int32 *);
  16258. p_sd = va_arg(ap, int32 *);
  16259. skill_id = va_arg(ap,int32);
  16260. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  16261. if (skill_id == PR_BENEDICTIO) {
  16262. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  16263. return 0;
  16264. }
  16265. else if (is_chorus) {
  16266. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  16267. return 0;
  16268. }
  16269. else if (*c >= 1) // Check for one companion for all other cases.
  16270. return 0;
  16271. if (bl == src)
  16272. return 0;
  16273. if(pc_isdead(tsd))
  16274. return 0;
  16275. if (tsd->sc.cant.cast)
  16276. return 0;
  16277. if( is_chorus ) {
  16278. if( tsd->status.party_id && sd->status.party_id &&
  16279. tsd->status.party_id == sd->status.party_id &&
  16280. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  16281. p_sd[(*c)++] = tsd->bl.id;
  16282. return 1;
  16283. } else {
  16284. switch(skill_id) {
  16285. case PR_BENEDICTIO: {
  16286. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  16287. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  16288. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  16289. && sd->status.sp >= 10)
  16290. p_sd[(*c)++]=tsd->bl.id;
  16291. return 1;
  16292. }
  16293. case AB_ADORAMUS:
  16294. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  16295. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  16296. p_sd[(*c)++] = tsd->bl.id;
  16297. return 1;
  16298. case TR_GEF_NOCTURN:
  16299. case TR_ROKI_CAPRICCIO:
  16300. case TR_AIN_RHAPSODY:
  16301. case TR_MUSICAL_INTERLUDE:
  16302. case TR_JAWAII_SERENADE:
  16303. case TR_NIPELHEIM_REQUIEM:
  16304. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  16305. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  16306. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  16307. p_sd[(*c)++] = tsd->bl.id;
  16308. return 1;
  16309. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  16310. {
  16311. uint16 skill_lv;
  16312. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  16313. return 0;
  16314. if (sd->status.sex != tsd->status.sex &&
  16315. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  16316. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  16317. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  16318. sd->status.party_id && tsd->status.party_id &&
  16319. sd->status.party_id == tsd->status.party_id &&
  16320. !tsd->sc.getSCE(SC_DANCING))
  16321. {
  16322. p_sd[(*c)++]=tsd->bl.id;
  16323. return skill_lv;
  16324. }
  16325. }
  16326. break;
  16327. }
  16328. }
  16329. return 0;
  16330. }
  16331. /**
  16332. * Checks and stores partners for ensemble skills [Skotlex]
  16333. * Max partners is 2.
  16334. * @param sd Caster
  16335. * @param skill_id
  16336. * @param skill_lv
  16337. * @param range Area range to check
  16338. * @param cast_flag Special handle
  16339. */
  16340. int32 skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int32 range, int32 cast_flag)
  16341. {
  16342. static int32 c=0;
  16343. static int32 p_sd[MAX_PARTY];
  16344. int32 i;
  16345. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  16346. if (!sd)
  16347. return 0;
  16348. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  16349. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  16350. if (cast_flag) { //Execute the skill on the partners.
  16351. map_session_data* tsd;
  16352. switch (skill_id) {
  16353. case PR_BENEDICTIO:
  16354. case WM_GREAT_ECHO:
  16355. for (i = 0; i < c; i++) {
  16356. if ((tsd = map_id2sd(p_sd[i])) != nullptr)
  16357. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  16358. }
  16359. return c;
  16360. case AB_ADORAMUS:
  16361. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != nullptr ) {
  16362. i = 2 * (*skill_lv);
  16363. status_charge(&tsd->bl, 0, i);
  16364. }
  16365. break;
  16366. default:
  16367. if( is_chorus )
  16368. break;//Chorus skills are not to be parsed as ensembles
  16369. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  16370. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != nullptr) {
  16371. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  16372. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  16373. clif_skill_nodamage(&tsd->bl, sd->bl, skill_id, *skill_lv);
  16374. tsd->skill_id_dance = skill_id;
  16375. tsd->skill_lv_dance = *skill_lv;
  16376. #ifdef RENEWAL
  16377. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  16378. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  16379. #endif
  16380. }
  16381. }
  16382. return c;
  16383. }
  16384. }
  16385. //Else: new search for partners.
  16386. c = 0;
  16387. memset (p_sd, 0, sizeof(p_sd));
  16388. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  16389. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  16390. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  16391. *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.
  16392. return c;
  16393. }
  16394. /**
  16395. * Sub function to count how many spawned mob is around.
  16396. * Some skills check with matched AI.
  16397. * @param rid Source ID
  16398. * @param mob_class Monster ID
  16399. * @param skill_id Used skill
  16400. * @param *c Counter for found monster
  16401. */
  16402. static int32 skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  16403. {
  16404. int32 *c,src_id,mob_class,skill;
  16405. uint16 ai;
  16406. struct mob_data *md;
  16407. md=(struct mob_data*)bl;
  16408. src_id=va_arg(ap,int32);
  16409. mob_class=va_arg(ap,int32);
  16410. skill=va_arg(ap,int32);
  16411. c=va_arg(ap,int32 *);
  16412. switch (skill) {
  16413. case AM_SPHEREMINE:
  16414. ai = AI_SPHERE;
  16415. break;
  16416. case AM_CANNIBALIZE:
  16417. ai = AI_FLORA;
  16418. break;
  16419. case KO_ZANZOU:
  16420. ai = AI_ZANZOU;
  16421. break;
  16422. case MH_SUMMON_LEGION:
  16423. ai = AI_LEGION;
  16424. break;
  16425. case NC_SILVERSNIPER:
  16426. case NC_MAGICDECOY:
  16427. ai = AI_FAW;
  16428. break;
  16429. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16430. case MT_SUMMON_ABR_DUAL_CANNON:
  16431. case MT_SUMMON_ABR_MOTHER_NET:
  16432. case MT_SUMMON_ABR_INFINITY:
  16433. ai = AI_ABR;
  16434. break;
  16435. case BO_WOODENWARRIOR:
  16436. case BO_WOODEN_FAIRY:
  16437. case BO_CREEPER:
  16438. case BO_HELLTREE:
  16439. ai = AI_BIONIC;
  16440. break;
  16441. default:
  16442. ai = AI_FLORA;
  16443. break;
  16444. }
  16445. if( md->master_id != src_id || md->special_state.ai != ai)
  16446. return 0; //Non alchemist summoned mobs have nothing to do here.
  16447. if(md->mob_id==mob_class)
  16448. (*c)++;
  16449. return 1;
  16450. }
  16451. /**
  16452. * Determines if a given skill should be made to consume ammo
  16453. * when used by the player. [Skotlex]
  16454. * @param sd Player
  16455. * @param skill_id Skill ID
  16456. * @return True if skill is need ammo; False otherwise.
  16457. */
  16458. int32 skill_isammotype(map_session_data *sd, uint16 skill_id)
  16459. {
  16460. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  16461. return (
  16462. battle_config.arrow_decrement == 2 &&
  16463. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  16464. skill_id != HT_PHANTASMIC &&
  16465. skill->skill_type == BF_WEAPON &&
  16466. !skill->nk[NK_NODAMAGE] &&
  16467. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  16468. );
  16469. }
  16470. /**
  16471. * Check SC required to cast a skill
  16472. * @param sc
  16473. * @param skill_id
  16474. * @return True if condition is met, False otherwise
  16475. **/
  16476. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require ){
  16477. if (require.status.empty())
  16478. return true;
  16479. status_change *sc = &sd.sc;
  16480. if (sc == nullptr) {
  16481. clif_skill_fail( sd, skill_id );
  16482. return false;
  16483. }
  16484. // May have multiple requirements
  16485. for (const auto &reqStatus : require.status) {
  16486. if (reqStatus == SC_NONE)
  16487. continue;
  16488. useskill_fail_cause cause;
  16489. switch (reqStatus) {
  16490. // Official fail message
  16491. case SC_PUSH_CART:
  16492. cause = USESKILL_FAIL_CART;
  16493. break;
  16494. case SC_POISONINGWEAPON:
  16495. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  16496. break;
  16497. case SC_WEAPONBLOCK_ON:
  16498. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  16499. break;
  16500. default:
  16501. cause = USESKILL_FAIL_LEVEL;
  16502. break;
  16503. }
  16504. if (!sc->getSCE(reqStatus)) {
  16505. clif_skill_fail( sd, skill_id, cause );
  16506. return false;
  16507. }
  16508. }
  16509. return true;
  16510. }
  16511. /**
  16512. * Check SC of BL
  16513. * @param sc
  16514. * @param skill_id
  16515. * @return 1 if condition is met, 0 otherwise
  16516. **/
  16517. int32 skill_check_bl_sc(struct block_list *target, va_list ap) {
  16518. nullpo_ret(target);
  16519. int32 sc_id = va_arg(ap,int32);
  16520. status_change *sc = status_get_sc(target);
  16521. if (sc && sc->getSCE(sc_id))
  16522. return 1;
  16523. return 0;
  16524. }
  16525. /**
  16526. * Check skill condition when cast begin
  16527. * For ammo, only check if the skill need ammo
  16528. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  16529. * @param sd Player who uses skill
  16530. * @param skill_id ID of used skill
  16531. * @param skill_lv Level of used skill
  16532. * @return true: All condition passed, false: Failed
  16533. */
  16534. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  16535. struct s_skill_condition require;
  16536. int32 i;
  16537. if (sd.chatID)
  16538. return false;
  16539. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id )
  16540. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16541. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16542. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  16543. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  16544. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  16545. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  16546. return true;
  16547. }
  16548. switch( sd.menuskill_id ) {
  16549. case AM_PHARMACY:
  16550. switch( skill_id ) {
  16551. case AM_PHARMACY:
  16552. case AC_MAKINGARROW:
  16553. case BS_REPAIRWEAPON:
  16554. case AM_TWILIGHT1:
  16555. case AM_TWILIGHT2:
  16556. case AM_TWILIGHT3:
  16557. return false;
  16558. }
  16559. break;
  16560. case GN_MIX_COOKING:
  16561. case GN_MAKEBOMB:
  16562. case GN_S_PHARMACY:
  16563. case GN_CHANGEMATERIAL:
  16564. case MT_M_MACHINE:
  16565. case BO_BIONIC_PHARMACY:
  16566. if( sd.menuskill_id != skill_id )
  16567. return false;
  16568. break;
  16569. }
  16570. struct status_data* status = &sd.battle_status;
  16571. status_change* sc = &sd.sc;
  16572. if( sc->empty() )
  16573. sc = nullptr;
  16574. if( sd.skillitem == skill_id )
  16575. {
  16576. if( sd.state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  16577. sd.state.abra_flag = 0;
  16578. else
  16579. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  16580. if( (i = sd.itemindex) == -1 ||
  16581. sd.inventory.u.items_inventory[i].nameid != sd.itemid ||
  16582. sd.inventory_data[i] == nullptr ||
  16583. sd.inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  16584. sd.inventory.u.items_inventory[i].amount < 1
  16585. )
  16586. { //Something went wrong, item exploit?
  16587. sd.itemid = 0;
  16588. sd.itemindex = -1;
  16589. return false;
  16590. }
  16591. //Consume
  16592. sd.itemid = 0;
  16593. sd.itemindex = -1;
  16594. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd.inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  16595. ; //Do not consume item.
  16596. else if( sd.inventory.u.items_inventory[i].expire_time == 0 )
  16597. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  16598. }
  16599. if(!sd.skillitem_keep_requirement)
  16600. return true;
  16601. }
  16602. if( pc_is90overweight(&sd) ) {
  16603. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  16604. return false;
  16605. }
  16606. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  16607. return false;
  16608. //Checks if disabling skill - in which case no SP requirements are necessary
  16609. if( sc && skill_disable_check(*sc,skill_id))
  16610. return true;
  16611. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  16612. // Check the skills that can be used while mounted on a warg
  16613. if( pc_isridingwug(&sd) ) {
  16614. if(!inf2[INF2_ALLOWONWARG])
  16615. return false; // in official there is no message.
  16616. }
  16617. if( pc_ismadogear(&sd) ) {
  16618. // Skills that are unusable when Mado is equipped. [Jobbie]
  16619. if(!inf2[INF2_ALLOWONMADO]){
  16620. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR_RIDE );
  16621. return false;
  16622. }
  16623. }
  16624. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  16625. // return false;
  16626. require = skill_get_requirement(&sd,skill_id,skill_lv);
  16627. //Can only update state when weapon/arrow info is checked.
  16628. sd.state.arrow_atk = require.ammo?1:0;
  16629. // perform skill-group checks
  16630. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  16631. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  16632. clif_skill_fail( sd, skill_id );
  16633. return false;
  16634. }
  16635. }
  16636. else if(inf2[INF2_ISENSEMBLE]) {
  16637. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  16638. clif_skill_fail( sd, skill_id );
  16639. return false;
  16640. }
  16641. }
  16642. // perform skill-specific checks (and actions)
  16643. switch( skill_id ) {
  16644. case RG_GRAFFITI:
  16645. if (map_foreachinmap(skill_graffitiremover,sd.bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  16646. clif_skill_fail( sd, skill_id );
  16647. return false;
  16648. }
  16649. break;
  16650. case SO_SPELLFIST:
  16651. if(sd.skill_id_old != MG_FIREBOLT && sd.skill_id_old != MG_COLDBOLT && sd.skill_id_old != MG_LIGHTNINGBOLT) {
  16652. clif_skill_fail( sd, skill_id );
  16653. return false;
  16654. }
  16655. [[fallthrough]];
  16656. case SA_CASTCANCEL:
  16657. if(sd.ud.skilltimer == INVALID_TIMER) {
  16658. clif_skill_fail( sd, skill_id );
  16659. return false;
  16660. }
  16661. break;
  16662. case AS_CLOAKING:
  16663. {
  16664. if( skill_lv < 3 && ((sd.bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  16665. || (sd.bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  16666. int32 dir;
  16667. ARR_FIND( 0, DIR_MAX, dir, map_getcell(sd.bl.m, sd.bl.x+dirx[dir], sd.bl.y+diry[dir], CELL_CHKNOPASS) != 0 );
  16668. if( dir == DIR_MAX ) {
  16669. clif_skill_fail( sd, skill_id );
  16670. return false;
  16671. }
  16672. }
  16673. break;
  16674. }
  16675. case AL_WARP:
  16676. if(!battle_config.duel_allow_teleport && sd.duel_group) { // duel restriction [LuzZza]
  16677. char output[128];
  16678. sprintf(output, msg_txt(&sd,365), skill_get_name(AL_WARP));
  16679. clif_displaymessage(sd.fd, output); //"Duel: Can't use %s in duel."
  16680. return false;
  16681. }
  16682. break;
  16683. case AL_HOLYWATER:
  16684. if(pc_search_inventory(&sd,ITEMID_EMPTY_BOTTLE) < 0) {
  16685. clif_skill_fail( sd, skill_id );
  16686. return false;
  16687. }
  16688. break;
  16689. case MO_CALLSPIRITS:
  16690. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  16691. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  16692. if(sd.spiritball >= skill_lv) {
  16693. clif_skill_fail( sd, skill_id );
  16694. return false;
  16695. }
  16696. break;
  16697. case MO_FINGEROFFENSIVE:
  16698. case GS_FLING:
  16699. case SR_RIDEINLIGHTNING:
  16700. if( sd.spiritball > 0 && sd.spiritball < require.spiritball )
  16701. sd.spiritball_old = require.spiritball = sd.spiritball;
  16702. else
  16703. sd.spiritball_old = require.spiritball;
  16704. break;
  16705. case MO_CHAINCOMBO:
  16706. if(!sc)
  16707. return false;
  16708. if(sc->getSCE(SC_BLADESTOP))
  16709. break;
  16710. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  16711. break;
  16712. return false;
  16713. case MO_COMBOFINISH:
  16714. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  16715. return false;
  16716. break;
  16717. case CH_TIGERFIST:
  16718. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  16719. return false;
  16720. break;
  16721. case CH_CHAINCRUSH:
  16722. if(!(sc && sc->getSCE(SC_COMBO)))
  16723. return false;
  16724. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  16725. return false;
  16726. break;
  16727. case SJ_SOLARBURST:
  16728. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  16729. return 0;
  16730. break;
  16731. case MO_EXTREMITYFIST:
  16732. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  16733. // return false;
  16734. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  16735. break;
  16736. if( sc && sc->getSCE(SC_COMBO) ) {
  16737. switch(sc->getSCE(SC_COMBO)->val1) {
  16738. case MO_COMBOFINISH:
  16739. case CH_TIGERFIST:
  16740. case CH_CHAINCRUSH:
  16741. break;
  16742. default:
  16743. return false;
  16744. }
  16745. }
  16746. else if( !unit_can_move(&sd.bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  16747. clif_skill_fail( sd, skill_id );
  16748. return false;
  16749. }
  16750. sd.spiritball_old = sd.spiritball;
  16751. break;
  16752. case TK_MISSION:
  16753. if( (sd.class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  16754. clif_skill_fail( sd, skill_id );
  16755. return false;
  16756. }
  16757. break;
  16758. case ASC_EDP:
  16759. #ifdef RENEWAL
  16760. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  16761. #else
  16762. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  16763. #endif
  16764. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16765. return false;
  16766. }
  16767. break;
  16768. case TK_READYCOUNTER:
  16769. case TK_READYDOWN:
  16770. case TK_READYSTORM:
  16771. case TK_READYTURN:
  16772. case TK_JUMPKICK:
  16773. if( (sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  16774. clif_skill_fail( sd, skill_id );
  16775. return false;
  16776. }
  16777. break;
  16778. case TK_TURNKICK:
  16779. case TK_STORMKICK:
  16780. case TK_DOWNKICK:
  16781. case TK_COUNTER:
  16782. if ((sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  16783. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  16784. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  16785. return false; //Combo needs to be ready
  16786. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  16787. //Do not repeat a kick.
  16788. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  16789. break;
  16790. status_change_end(&sd.bl, SC_COMBO);
  16791. return false;
  16792. }
  16793. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(&sd)) { //Cancel combo wait.
  16794. unit_cancel_combo(&sd.bl);
  16795. return false;
  16796. }
  16797. break; //Combo ready.
  16798. #ifndef RENEWAL
  16799. case BD_ADAPTATION:
  16800. {
  16801. int32 time;
  16802. if(!(sc && sc->getSCE(SC_DANCING))) {
  16803. clif_skill_fail( sd, skill_id );
  16804. return false;
  16805. }
  16806. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  16807. if (skill_get_time(
  16808. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  16809. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  16810. - time < skill_get_time2(skill_id,skill_lv))
  16811. {
  16812. clif_skill_fail( sd, skill_id );
  16813. return false;
  16814. }
  16815. }
  16816. break;
  16817. #endif
  16818. case PR_BENEDICTIO:
  16819. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 2) {
  16820. clif_skill_fail( sd, skill_id );
  16821. return false;
  16822. }
  16823. break;
  16824. case SL_SMA:
  16825. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  16826. return false;
  16827. break;
  16828. case HT_POWER:
  16829. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  16830. return false;
  16831. break;
  16832. #ifndef RENEWAL
  16833. case CG_HERMODE:
  16834. if(!npc_check_areanpc(1,sd.bl.m,sd.bl.x,sd.bl.y,skill_get_splash(skill_id, skill_lv))) {
  16835. clif_skill_fail( sd, skill_id );
  16836. return false;
  16837. }
  16838. break;
  16839. #endif
  16840. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  16841. {
  16842. int32 s,range = skill_get_splash(skill_id, skill_lv)+1;
  16843. int32 size = range*2+1;
  16844. for (s=0;s<size*size;s++) {
  16845. int32 x = sd.bl.x+(s%size-range);
  16846. int32 y = sd.bl.y+(s/size-range);
  16847. if (map_getcell(sd.bl.m,x,y,CELL_CHKWALL)) {
  16848. clif_skill_fail( sd, skill_id );
  16849. return false;
  16850. }
  16851. }
  16852. }
  16853. break;
  16854. #ifndef RENEWAL
  16855. case PR_REDEMPTIO:
  16856. {
  16857. t_exp exp = pc_nextbaseexp(&sd);
  16858. uint32 exp_needp = battle_config.exp_cost_redemptio;
  16859. if (exp_needp && (exp > 0 && get_percentage_exp(sd.status.base_exp, exp) < exp_needp)) {
  16860. clif_skill_fail( sd, skill_id ); //Not enough exp.
  16861. return false;
  16862. }
  16863. break;
  16864. }
  16865. case HP_BASILICA:
  16866. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  16867. // When castbegin, needs 7x7 clear area
  16868. int32 s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16869. int32 size = range*2+1;
  16870. for( s=0;s<size*size;s++ ) {
  16871. int32 x = sd.bl.x+(s%size-range);
  16872. int32 y = sd.bl.y+(s/size-range);
  16873. if( map_getcell(sd.bl.m,x,y,CELL_CHKWALL) ) {
  16874. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16875. return false;
  16876. }
  16877. }
  16878. if( map_foreachinallrange(skill_count_wos, &sd.bl, range, BL_MOB|BL_PC, &sd.bl) ) {
  16879. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16880. return false;
  16881. }
  16882. }
  16883. break;
  16884. #endif
  16885. case AM_TWILIGHT2:
  16886. case AM_TWILIGHT3:
  16887. if (!party_skill_check(&sd, sd.status.party_id, skill_id, skill_lv)) {
  16888. clif_skill_fail( sd, skill_id );
  16889. return false;
  16890. }
  16891. break;
  16892. case SG_SUN_COMFORT:
  16893. case SG_MOON_COMFORT:
  16894. case SG_STAR_COMFORT:
  16895. if (sc && sc->getSCE(SC_MIRACLE))
  16896. break;
  16897. i = skill_id-SG_SUN_COMFORT;
  16898. if (sd.bl.m == sd.feel_map[i].m &&
  16899. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16900. break;
  16901. clif_skill_fail( sd, skill_id );
  16902. return false;
  16903. case SG_FUSION:
  16904. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16905. break;
  16906. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16907. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16908. if( require.sp > 0 ) {
  16909. if (status->sp < (uint32)require.sp)
  16910. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16911. else
  16912. status_zap(&sd.bl, 0, require.sp);
  16913. }
  16914. return false;
  16915. case GD_BATTLEORDER:
  16916. case GD_REGENERATION:
  16917. case GD_RESTORE:
  16918. case GD_CHARGESHOUT_FLAG:
  16919. case GD_CHARGESHOUT_BEATING:
  16920. case GD_EMERGENCY_MOVE:
  16921. if (!map_flag_gvg2(sd.bl.m)) {
  16922. clif_skill_fail( sd, skill_id );
  16923. return false;
  16924. }
  16925. [[fallthrough]];
  16926. case GD_EMERGENCYCALL:
  16927. case GD_ITEMEMERGENCYCALL:
  16928. // other checks were already done in skill_isNotOk()
  16929. if (!sd.status.guild_id || (sd.state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16930. return false;
  16931. break;
  16932. case GS_GLITTERING:
  16933. case RL_RICHS_COIN:
  16934. if(sd.spiritball >= 10) {
  16935. clif_skill_fail( sd, skill_id );
  16936. return false;
  16937. }
  16938. break;
  16939. case NJ_ISSEN:
  16940. #ifdef RENEWAL
  16941. if (status->hp < (status->hp/100)) {
  16942. #else
  16943. if (status->hp < 2) {
  16944. #endif
  16945. clif_skill_fail( sd, skill_id );
  16946. return false;
  16947. }
  16948. [[fallthrough]];
  16949. case NJ_BUNSINJYUTSU:
  16950. if (!(sc && sc->getSCE(SC_NEN))) {
  16951. clif_skill_fail( sd, skill_id );
  16952. return false;
  16953. }
  16954. break;
  16955. case NJ_ZENYNAGE:
  16956. case KO_MUCHANAGE:
  16957. if(sd.status.zeny < require.zeny) {
  16958. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16959. return false;
  16960. }
  16961. break;
  16962. case PF_HPCONVERSION:
  16963. if (status->sp == status->max_sp)
  16964. return false; //Unusable when at full SP.
  16965. break;
  16966. case SP_KAUTE: // Fail if below 30% MaxHP.
  16967. if (status->hp < 30 * status->max_hp / 100) {
  16968. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16969. return false;
  16970. }
  16971. break;
  16972. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16973. if (sd.status.hom_id && sd.hd && !sd.hd->homunculus.vaporize) {
  16974. clif_skill_fail( sd, skill_id );
  16975. return false;
  16976. }
  16977. break;
  16978. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  16979. if (!hom_is_active(sd.hd) || sd.hd->battle_status.hp < (sd.hd->battle_status.max_hp*80/100)) {
  16980. clif_skill_fail( sd, skill_id );
  16981. return false;
  16982. }
  16983. break;
  16984. case AB_ANCILLA: {
  16985. int32 count = 0;
  16986. for( i = 0; i < MAX_INVENTORY; i++ )
  16987. if( sd.inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  16988. count += sd.inventory.u.items_inventory[i].amount;
  16989. if( count >= 3 ) {
  16990. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER );
  16991. return false;
  16992. }
  16993. }
  16994. break;
  16995. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  16996. if( skill_check_pc_partner(&sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  16997. && sd.special_state.no_gemstone == 0
  16998. && ((i = pc_search_inventory(&sd,require.itemid[0])) < 0 || sd.inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  16999. clif_skill_fail( sd, skill_id );
  17000. return false;
  17001. }
  17002. break;
  17003. case WL_SUMMONFB:
  17004. case WL_SUMMONBL:
  17005. case WL_SUMMONWB:
  17006. case WL_SUMMONSTONE:
  17007. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  17008. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  17009. if (i == SC_SPHERE_5 + 1) { // No more free slots
  17010. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  17011. return false;
  17012. }
  17013. }
  17014. break;
  17015. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  17016. case WL_RELEASE: {
  17017. int32 active_spheres = 0, req_spheres = 0;
  17018. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  17019. if (sc && sc->getSCE(i))
  17020. active_spheres++;
  17021. }
  17022. // Cast requirement
  17023. if (skill_id == WL_TETRAVORTEX)
  17024. req_spheres = 4;
  17025. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  17026. req_spheres = 1;
  17027. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  17028. clif_skill_fail( sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL );
  17029. return false;
  17030. }
  17031. }
  17032. break;
  17033. case GC_HALLUCINATIONWALK:
  17034. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  17035. clif_skill_fail( sd, skill_id );
  17036. return false;
  17037. }
  17038. break;
  17039. case NPC_HALLUCINATIONWALK:
  17040. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  17041. return false;
  17042. }
  17043. break;
  17044. case RA_WUGMASTERY:
  17045. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(&sd) || sd.sc.getSCE(SC__GROOMY)) {
  17046. clif_skill_fail( sd, skill_id );
  17047. return false;
  17048. }
  17049. break;
  17050. case RA_WUGSTRIKE:
  17051. if( !pc_iswug(&sd) && !pc_isridingwug(&sd) ) {
  17052. clif_skill_fail( sd, skill_id );
  17053. return false;
  17054. }
  17055. break;
  17056. case RA_WUGRIDER:
  17057. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(&sd) && !pc_iswug(&sd) ) ) {
  17058. clif_skill_fail( sd, skill_id );
  17059. return false;
  17060. }
  17061. break;
  17062. case RA_WUGDASH:
  17063. if(!pc_isridingwug(&sd)) {
  17064. clif_skill_fail( sd, skill_id );
  17065. return false;
  17066. }
  17067. else {
  17068. int16 sx = sd.bl.x;
  17069. int16 sy = sd.bl.y;
  17070. uint8 dir = unit_getdir(&sd.bl) % DIR_MAX;
  17071. switch (dir) {
  17072. case DIR_NORTH: sy++; break;
  17073. case DIR_NORTHWEST: sx--; sy++; break;
  17074. case DIR_WEST: sx--; break;
  17075. case DIR_SOUTHWEST: sx--; sy--; break;
  17076. case DIR_SOUTH: sy--; break;
  17077. case DIR_SOUTHEAST: sx++; sy--; break;
  17078. case DIR_EAST: sx++; break;
  17079. case DIR_NORTHEAST: sx++; sy++; break;
  17080. }
  17081. if (map_count_oncell(sd.bl.m, sx, sy, BL_CHAR, 1) > 0) {
  17082. return false;
  17083. }
  17084. }
  17085. break;
  17086. case LG_RAYOFGENESIS:
  17087. case LG_BANDING:
  17088. if( sc && sc->getSCE(SC_INSPIRATION) )
  17089. return true; // Don't check for partner.
  17090. break;
  17091. case LG_PRESTIGE:
  17092. if( sc && sc->getSCE(SC_INSPIRATION) )
  17093. return true; // Don't check for partner.
  17094. if( sc && sc->getSCE(SC_BANDING) ) {
  17095. clif_skill_fail( sd, skill_id );
  17096. return false;
  17097. }
  17098. break;
  17099. case LG_RAGEBURST:
  17100. if( sd.spiritball == 0 ) {
  17101. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  17102. return false;
  17103. }
  17104. sd.spiritball_old = require.spiritball = sd.spiritball;
  17105. break;
  17106. case SR_FALLENEMPIRE:
  17107. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  17108. return false;
  17109. break;
  17110. case SR_CRESCENTELBOW:
  17111. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  17112. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DUPLICATE );
  17113. return false;
  17114. }
  17115. break;
  17116. case SR_CURSEDCIRCLE:
  17117. if (map_flag_gvg2(sd.bl.m)) {
  17118. if (map_foreachinallrange(mob_count_sub, &sd.bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  17119. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  17120. char output[128];
  17121. sprintf(output,"%s",msg_txt(&sd,382)); // You're too close to a stone or emperium to use this skill.
  17122. clif_messagecolor(&sd.bl,color_table[COLOR_RED], output, false, SELF);
  17123. return false;
  17124. }
  17125. }
  17126. if( sd.spiritball > 0 )
  17127. sd.spiritball_old = require.spiritball = sd.spiritball;
  17128. else {
  17129. clif_skill_fail( sd, skill_id );
  17130. return false;
  17131. }
  17132. break;
  17133. case SR_GATEOFHELL:
  17134. if( sd.spiritball > 0 )
  17135. sd.spiritball_old = require.spiritball;
  17136. break;
  17137. case SC_MANHOLE:
  17138. case SC_DIMENSIONDOOR:
  17139. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  17140. clif_skill_fail( sd, skill_id );
  17141. return false;
  17142. }
  17143. break;
  17144. case SC_FEINTBOMB:
  17145. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKMAELSTROM) ) {
  17146. clif_skill_fail( sd, skill_id );
  17147. return false;
  17148. }
  17149. break;
  17150. case WM_GREAT_ECHO: {
  17151. int32 count = skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 1);
  17152. if (count > 0)
  17153. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  17154. }
  17155. break;
  17156. case SO_FIREWALK:
  17157. case SO_ELECTRICWALK:
  17158. case NPC_FIREWALK:
  17159. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  17160. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  17161. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  17162. clif_skill_fail( sd, skill_id );
  17163. return false;
  17164. }
  17165. break;
  17166. case SO_EL_CONTROL:
  17167. if( !sd.status.ele_id || !sd.ed ) {
  17168. clif_skill_fail( sd, skill_id );
  17169. return false;
  17170. }
  17171. break;
  17172. case KO_JYUMONJIKIRI:
  17173. if (sd.weapontype1 != W_FIST && (sd.weapontype2 != W_FIST || sd.status.shield != W_FIST))
  17174. return true;
  17175. else {
  17176. clif_skill_fail( sd, skill_id );
  17177. return false;
  17178. }
  17179. break;
  17180. case KO_KAHU_ENTEN:
  17181. case KO_HYOUHU_HUBUKI:
  17182. case KO_KAZEHU_SEIRAN:
  17183. case KO_DOHU_KOUKAI:
  17184. if (sd.spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd.spiritcharm >= MAX_SPIRITCHARM) {
  17185. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  17186. return false;
  17187. }
  17188. break;
  17189. case KO_KAIHOU:
  17190. case KO_ZENKAI:
  17191. if (sd.spiritcharm_type == CHARM_TYPE_NONE || sd.spiritcharm <= 0) {
  17192. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON_NONE );
  17193. return false;
  17194. }
  17195. break;
  17196. case SJ_FULLMOONKICK:
  17197. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  17198. clif_skill_fail( sd, skill_id );
  17199. return false;
  17200. }
  17201. break;
  17202. case SJ_STAREMPEROR:
  17203. case SJ_NOVAEXPLOSING:
  17204. case SJ_GRAVITYCONTROL:
  17205. case SJ_BOOKOFDIMENSION:
  17206. case SJ_BOOKOFCREATINGSTAR:
  17207. case SP_SOULDIVISION:
  17208. case SP_SOULEXPLOSION:
  17209. if (!map_flag_vs(sd.bl.m)) {
  17210. clif_skill_fail( sd, skill_id );
  17211. return false;
  17212. }
  17213. break;
  17214. case SP_SWHOO:
  17215. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  17216. return false;
  17217. break;
  17218. case DK_SERVANT_W_PHANTOM:
  17219. case DK_SERVANT_W_DEMOL:
  17220. if (sd.servantball > 0 && sd.servantball < require.spiritball)
  17221. sd.servantball_old = require.spiritball = sd.servantball;
  17222. else
  17223. sd.servantball_old = require.spiritball;
  17224. break;
  17225. case IQ_SECOND_FAITH:
  17226. case IQ_THIRD_PUNISH:
  17227. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  17228. return false;
  17229. break;
  17230. case IQ_SECOND_JUDGEMENT:
  17231. case IQ_THIRD_CONSECRATION:
  17232. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  17233. return false;
  17234. break;
  17235. case IQ_SECOND_FLAME:
  17236. case IQ_THIRD_FLAME_BOMB:
  17237. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17238. return false;
  17239. break;
  17240. case SOA_SOUL_GATHERING:
  17241. if (!(sc != nullptr && sc->getSCE(SC_SOULCOLLECT) != nullptr)){
  17242. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  17243. return false;
  17244. }
  17245. break;
  17246. case SOA_CIRCLE_OF_DIRECTIONS_AND_ELEMENTALS:
  17247. if (!(sc != nullptr && (sc->getSCE(SC_T_FOURTH_GOD) != nullptr || sc->getSCE(SC_T_FIFTH_GOD) != nullptr))) {
  17248. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION,0);
  17249. return false;
  17250. }
  17251. break;
  17252. case SH_TEMPORARY_COMMUNION:
  17253. if (pc_checkskill(&sd, SH_COMMUNE_WITH_CHUL_HO) == 0 && pc_checkskill(&sd, SH_COMMUNE_WITH_HYUN_ROK) == 0 && pc_checkskill(&sd, SH_COMMUNE_WITH_KI_SUL) == 0) {
  17254. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SH_TEMPORARY_COMMUNION );
  17255. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17256. return false;
  17257. }
  17258. break;
  17259. case SKE_NOON_BLAST:
  17260. if( sc == nullptr || ( sc->getSCE( SC_RISING_SUN ) == nullptr && sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  17261. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  17262. return false;
  17263. }
  17264. break;
  17265. case SKE_SUNSET_BLAST:
  17266. if( sc == nullptr || ( sc->getSCE( SC_SUNSET_SUN ) == nullptr && sc->getSCE( SC_NOON_SUN ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  17267. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  17268. return false;
  17269. }
  17270. break;
  17271. case SKE_MIDNIGHT_KICK:
  17272. if( sc == nullptr || ( sc->getSCE( SC_RISING_MOON ) == nullptr && sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  17273. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  17274. return false;
  17275. }
  17276. break;
  17277. case SKE_DAWN_BREAK:
  17278. if( sc == nullptr || ( sc->getSCE( SC_DAWN_MOON ) == nullptr && sc->getSCE( SC_MIDNIGHT_MOON ) == nullptr && sc->getSCE( SC_SKY_ENCHANT ) == nullptr ) ){
  17279. clif_skill_fail(sd,skill_id,USESKILL_FAIL_CONDITION);
  17280. return false;
  17281. }
  17282. break;
  17283. }
  17284. /* check state required */
  17285. switch (require.state) {
  17286. case ST_HIDDEN:
  17287. if(!pc_ishiding(&sd)) {
  17288. clif_skill_fail( sd, skill_id );
  17289. return false;
  17290. }
  17291. break;
  17292. case ST_RIDING:
  17293. if(!pc_isriding(&sd) && !pc_isridingdragon(&sd)) {
  17294. clif_skill_fail( sd, skill_id );
  17295. return false;
  17296. }
  17297. break;
  17298. case ST_FALCON:
  17299. if(!pc_isfalcon(&sd)) {
  17300. clif_skill_fail( sd, skill_id );
  17301. return false;
  17302. }
  17303. break;
  17304. case ST_CART:
  17305. if(!pc_iscarton(&sd)) {
  17306. clif_skill_fail( sd, skill_id, USESKILL_FAIL_CART );
  17307. return false;
  17308. }
  17309. break;
  17310. case ST_SHIELD:
  17311. if(sd.status.shield <= 0) {
  17312. clif_skill_fail( sd, skill_id );
  17313. return false;
  17314. }
  17315. break;
  17316. case ST_RECOVER_WEIGHT_RATE:
  17317. #ifdef RENEWAL
  17318. if(pc_is70overweight(&sd)) {
  17319. #else
  17320. if(pc_is50overweight(&sd)) {
  17321. #endif
  17322. clif_skill_fail( sd, skill_id );
  17323. return false;
  17324. }
  17325. break;
  17326. case ST_MOVE_ENABLE:
  17327. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  17328. sd.ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  17329. if (!unit_can_move(&sd.bl)) {
  17330. clif_skill_fail( sd, skill_id );
  17331. return false;
  17332. }
  17333. break;
  17334. case ST_WATER:
  17335. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  17336. break;
  17337. if (map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKWATER) && !map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR))
  17338. break;
  17339. clif_skill_fail( sd, skill_id );
  17340. return false;
  17341. case ST_RIDINGDRAGON:
  17342. if( !pc_isridingdragon(&sd) ) {
  17343. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DRAGON );
  17344. return false;
  17345. }
  17346. break;
  17347. case ST_WUG:
  17348. if( !pc_iswug(&sd) ) {
  17349. clif_skill_fail( sd, skill_id );
  17350. return false;
  17351. }
  17352. break;
  17353. case ST_RIDINGWUG:
  17354. if( !pc_isridingwug(&sd) ) {
  17355. clif_skill_fail( sd, skill_id );
  17356. return false;
  17357. }
  17358. break;
  17359. case ST_MADO:
  17360. if( !pc_ismadogear(&sd) ) {
  17361. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR );
  17362. return false;
  17363. }
  17364. break;
  17365. case ST_ELEMENTALSPIRIT:
  17366. case ST_ELEMENTALSPIRIT2:
  17367. if(!sd.ed) {
  17368. clif_skill_fail( sd, skill_id, USESKILL_FAIL_EL_SUMMON );
  17369. return false;
  17370. }
  17371. break;
  17372. case ST_PECO:
  17373. if(!pc_isriding(&sd)) {
  17374. clif_skill_fail( sd, skill_id );
  17375. return false;
  17376. }
  17377. break;
  17378. case ST_SUNSTANCE:
  17379. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  17380. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17381. return false;
  17382. }
  17383. break;
  17384. case ST_MOONSTANCE:
  17385. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  17386. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17387. return false;
  17388. }
  17389. break;
  17390. case ST_STARSTANCE:
  17391. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  17392. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17393. return false;
  17394. }
  17395. break;
  17396. case ST_UNIVERSESTANCE:
  17397. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  17398. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  17399. return false;
  17400. }
  17401. break;
  17402. }
  17403. /* check the status required */
  17404. if (!require.status.empty()) {
  17405. switch (skill_id) {
  17406. // Being checked later in skill_check_condition_castend()
  17407. case WZ_SIGHTRASHER:
  17408. break;
  17409. default:
  17410. if (!skill_check_condition_sc_required(sd, skill_id, require))
  17411. return false;
  17412. break;
  17413. }
  17414. }
  17415. // Check for equipped item(s)
  17416. if (!require.eqItem.empty()) {
  17417. size_t count = require.eqItem.size();
  17418. for (const auto &it : require.eqItem) {
  17419. t_itemid reqeqit = it;
  17420. if (!reqeqit)
  17421. break; // Skill has no required item(s); get out of here
  17422. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  17423. case NC_PILEBUNKER:
  17424. case RL_P_ALTER:
  17425. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  17426. count--;
  17427. if (!count) {
  17428. if( skill_id == RL_P_ALTER ){
  17429. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_PROPERTY_SAINT_BULLET );
  17430. }else{
  17431. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17432. }
  17433. return false;
  17434. } else
  17435. continue;
  17436. }
  17437. break;
  17438. case NC_ACCELERATION:
  17439. case NC_SELFDESTRUCTION:
  17440. case NC_SHAPESHIFT:
  17441. case NC_EMERGENCYCOOL:
  17442. case NC_MAGNETICFIELD:
  17443. case NC_NEUTRALBARRIER:
  17444. case NC_STEALTHFIELD:
  17445. if (pc_search_inventory(&sd, reqeqit) == -1) {
  17446. count--;
  17447. if (!count) {
  17448. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0] );
  17449. return false;
  17450. } else
  17451. continue;
  17452. }
  17453. break;
  17454. default:
  17455. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  17456. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit );
  17457. return false;
  17458. }
  17459. break;
  17460. }
  17461. }
  17462. }
  17463. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  17464. //mhp is the max-hp-requirement, that is,
  17465. //you must have this % or less of HP to cast it.
  17466. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  17467. return false;
  17468. }
  17469. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  17470. switch(skill_id) {
  17471. case RA_AIMEDBOLT:
  17472. break;
  17473. default:
  17474. switch((uint32)log2(require.weapon)) {
  17475. case W_REVOLVER:
  17476. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_HANDGUN );
  17477. break;
  17478. case W_RIFLE:
  17479. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_RIFLE );
  17480. break;
  17481. case W_GATLING:
  17482. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_GATLING );
  17483. break;
  17484. case W_SHOTGUN:
  17485. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_SHOTGUN );
  17486. break;
  17487. case W_GRENADE:
  17488. clif_msg( sd, MSI_FAIL_NEED_EQUIPPED_GUN_GRANADE );
  17489. break;
  17490. default:
  17491. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17492. break;
  17493. }
  17494. return false;
  17495. }
  17496. }
  17497. if( require.sp > 0 && status->sp < (uint32)require.sp) {
  17498. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  17499. return false;
  17500. }
  17501. if (require.ap > 0 && status->ap < (uint32)require.ap) {
  17502. clif_skill_fail( sd, skill_id, USESKILL_FAIL_AP_INSUFFICIENT );
  17503. return false;
  17504. }
  17505. if( require.zeny > 0 && sd.status.zeny < require.zeny ) {
  17506. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  17507. return false;
  17508. }
  17509. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  17510. switch (skill_id) { // Skills that require soul spheres.
  17511. case SP_SOULGOLEM:
  17512. case SP_SOULSHADOW:
  17513. case SP_SOULFALCON:
  17514. case SP_SOULFAIRY:
  17515. case SP_SOULCURSE:
  17516. case SP_SPA:
  17517. case SP_SHA:
  17518. case SP_SWHOO:
  17519. case SP_SOULUNITY:
  17520. case SP_SOULDIVISION:
  17521. case SP_SOULREAPER:
  17522. case SP_SOULEXPLOSION:
  17523. case SP_KAUTE:
  17524. case SOA_EXORCISM_OF_MALICIOUS_SOUL:
  17525. if (sd.soulball < require.spiritball) {
  17526. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  17527. return false;
  17528. }
  17529. break;
  17530. // Skills that requires servants.
  17531. case DK_SERVANT_W_SIGN:
  17532. case DK_SERVANT_W_PHANTOM:
  17533. case DK_SERVANT_W_DEMOL:
  17534. if (sd.servantball < require.spiritball) {
  17535. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  17536. return false;
  17537. }
  17538. break;
  17539. default: // Skills that require spirit/coin spheres.
  17540. if (sd.spiritball < require.spiritball) {
  17541. if ((sd.class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd.class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  17542. clif_skill_fail( sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball );
  17543. else
  17544. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball );
  17545. return false;
  17546. }
  17547. break;
  17548. }
  17549. }
  17550. return true;
  17551. }
  17552. /**
  17553. * Check skill condition when cast end.
  17554. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  17555. * @param sd Player who uses skill
  17556. * @param skill_id ID of used skill
  17557. * @param skill_lv Level of used skill
  17558. * @return true: All condition passed, false: Failed
  17559. */
  17560. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  17561. struct s_skill_condition require;
  17562. struct status_data *status;
  17563. int32 i;
  17564. int16 index[MAX_SKILL_ITEM_REQUIRE];
  17565. if( sd.chatID )
  17566. return false;
  17567. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id ) {
  17568. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  17569. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  17570. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  17571. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  17572. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  17573. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  17574. return true;
  17575. }
  17576. switch( sd.menuskill_id ) { // Cast start or cast end??
  17577. case AM_PHARMACY:
  17578. switch( skill_id ) {
  17579. case AM_PHARMACY:
  17580. case AC_MAKINGARROW:
  17581. case BS_REPAIRWEAPON:
  17582. case AM_TWILIGHT1:
  17583. case AM_TWILIGHT2:
  17584. case AM_TWILIGHT3:
  17585. return false;
  17586. }
  17587. break;
  17588. case GN_MIX_COOKING:
  17589. case GN_MAKEBOMB:
  17590. case GN_S_PHARMACY:
  17591. case GN_CHANGEMATERIAL:
  17592. case MT_M_MACHINE:
  17593. case BO_BIONIC_PHARMACY:
  17594. if( sd.menuskill_id != skill_id )
  17595. return false;
  17596. break;
  17597. }
  17598. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  17599. return true;
  17600. if( pc_is90overweight(&sd) ) {
  17601. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  17602. return false;
  17603. }
  17604. status_change* sc = &sd.sc;
  17605. if (sc->empty())
  17606. sc = nullptr;
  17607. // perform skill-specific checks (and actions)
  17608. switch( skill_id ) {
  17609. case PR_BENEDICTIO:
  17610. skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 1);
  17611. break;
  17612. case AM_CANNIBALIZE:
  17613. case AM_SPHEREMINE: {
  17614. int32 c=0;
  17615. int32 summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  17616. int32 maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  17617. int32 mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  17618. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  17619. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  17620. if(c >= maxcount ||
  17621. (skill_id==AM_CANNIBALIZE && c != i && battle_config.alchemist_summon_setting&4))
  17622. { //Fails when: exceed max limit. There are other plant types already out.
  17623. clif_skill_fail( sd, skill_id );
  17624. return false;
  17625. }
  17626. }
  17627. break;
  17628. }
  17629. case SG_SUN_WARM:
  17630. case SG_MOON_WARM:
  17631. case SG_STAR_WARM:
  17632. if (sc != nullptr) {
  17633. // Skill fails when already active
  17634. if (sc->getSCE(SC_WARM)) {
  17635. clif_skill_nodamage(&sd.bl, sd.bl, skill_id, skill_lv, 0);
  17636. return false;
  17637. }
  17638. // When having Miracle, skill succeeds regardless of map
  17639. if (sc->getSCE(SC_MIRACLE))
  17640. break;
  17641. }
  17642. if (sd.bl.m == sd.feel_map[skill_id - SG_SUN_WARM].m)
  17643. break;
  17644. clif_skill_nodamage(&sd.bl, sd.bl, skill_id, skill_lv, 0);
  17645. return false;
  17646. case NC_SILVERSNIPER:
  17647. case NC_MAGICDECOY: {
  17648. int32 c = 0;
  17649. int32 maxcount = skill_get_maxcount(skill_id,skill_lv);
  17650. int32 mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  17651. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  17652. if( skill_id == NC_MAGICDECOY ) {
  17653. int32 j;
  17654. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  17655. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, j, skill_id, &c);
  17656. } else
  17657. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  17658. if( c >= maxcount ) {
  17659. clif_skill_fail( sd, skill_id );
  17660. return false;
  17661. }
  17662. }
  17663. }
  17664. break;
  17665. case KO_ZANZOU: {
  17666. int32 c = 0;
  17667. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, MOBID_ZANZOU, skill_id, &c);
  17668. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  17669. clif_skill_fail( sd , skill_id );
  17670. return false;
  17671. }
  17672. }
  17673. break;
  17674. case MT_SUMMON_ABR_BATTLE_WARIOR:
  17675. case MT_SUMMON_ABR_DUAL_CANNON:
  17676. case MT_SUMMON_ABR_MOTHER_NET:
  17677. case MT_SUMMON_ABR_INFINITY: {
  17678. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  17679. int32 maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  17680. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  17681. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  17682. if (c >= maxcount) {
  17683. clif_skill_fail( sd, skill_id );
  17684. return false;
  17685. }
  17686. }
  17687. break;
  17688. }
  17689. case BO_WOODENWARRIOR:
  17690. case BO_WOODEN_FAIRY:
  17691. case BO_CREEPER:
  17692. case BO_HELLTREE: {
  17693. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  17694. int32 maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  17695. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  17696. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  17697. if (c >= maxcount) {
  17698. clif_skill_fail( sd, skill_id );
  17699. return false;
  17700. }
  17701. }
  17702. break;
  17703. }
  17704. #ifdef RENEWAL
  17705. case ASC_EDP:
  17706. int16 item_edp = itemdb_group.item_exists_pc(&sd, IG_EDP);
  17707. if (item_edp < 0) {
  17708. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  17709. return false;
  17710. } else
  17711. pc_delitem(&sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  17712. break;
  17713. #endif
  17714. }
  17715. status = &sd.battle_status;
  17716. require = skill_get_requirement(&sd,skill_id,skill_lv);
  17717. if( require.hp > 0 && status->hp <= (uint32)require.hp) {
  17718. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  17719. return false;
  17720. }
  17721. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  17722. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17723. return false;
  17724. }
  17725. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  17726. uint8 extra_ammo = 0;
  17727. #ifdef RENEWAL
  17728. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  17729. case WM_SEVERE_RAINSTORM:
  17730. case RL_FIREDANCE:
  17731. case RL_R_TRIP:
  17732. case RL_FIRE_RAIN:
  17733. extra_ammo = 1;
  17734. break;
  17735. default:
  17736. break;
  17737. }
  17738. #endif
  17739. if((i=sd.equip_index[EQI_AMMO]) < 0 || !sd.inventory_data[i] ) {
  17740. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO );
  17741. return false;
  17742. } else if( sd.inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  17743. char e_msg[100];
  17744. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  17745. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_MORE_BULLET );
  17746. return false;
  17747. }
  17748. else if (require.ammo&(1<<AMMO_KUNAI)) {
  17749. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT_KUNAI );
  17750. return false;
  17751. }
  17752. sprintf(e_msg,msg_txt(&sd,381), //Skill Failed. [%s] requires %dx %s.
  17753. skill_get_desc(skill_id),
  17754. require.ammo_qty,
  17755. itemdb_ename(sd.inventory.u.items_inventory[i].nameid));
  17756. clif_messagecolor(&sd.bl,color_table[COLOR_RED],e_msg,false,SELF);
  17757. return false;
  17758. }
  17759. if (!(require.ammo&1<<sd.inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  17760. //which is the closest we have to wrong ammo type. [Skotlex]
  17761. clif_arrow_fail( sd, ARROWFAIL_NO_AMMO ); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  17762. //clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  17763. return false;
  17764. }
  17765. }
  17766. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  17767. if( !require.itemid[i] )
  17768. continue;
  17769. index[i] = pc_search_inventory(&sd,require.itemid[i]);
  17770. if( index[i] < 0 || sd.inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  17771. if( require.itemid[i] == ITEMID_HOLY_WATER )
  17772. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HOLYWATER ); //Holy water is required.
  17773. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  17774. clif_skill_fail( sd, skill_id, USESKILL_FAIL_REDJAMSTONE ); //Red gemstone is required.
  17775. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  17776. clif_skill_fail( sd, skill_id, USESKILL_FAIL_BLUEJAMSTONE ); //Blue gemstone is required.
  17777. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  17778. clif_skill_fail( sd, skill_id, USESKILL_FAIL_PAINTBRUSH ); //Paint32 brush is required.
  17779. else if( require.itemid[i] == ITEMID_ANCILLA )
  17780. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA ); //Ancilla is required.
  17781. else
  17782. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  17783. return false;
  17784. }
  17785. }
  17786. /* check the status required */
  17787. if (!require.status.empty()) {
  17788. switch (skill_id) {
  17789. case WZ_SIGHTRASHER:
  17790. if (!skill_check_condition_sc_required(sd, skill_id, require))
  17791. return false;
  17792. break;
  17793. default:
  17794. break;
  17795. }
  17796. }
  17797. return true;
  17798. }
  17799. /** Consume skill requirement
  17800. * @param sd Player who uses the skill
  17801. * @param skill_id ID of used skill
  17802. * @param skill_lv Level of used skill
  17803. * @param type Consume type
  17804. * type&1: consume the others (before skill was used);
  17805. * type&2: consume items (after skill was used)
  17806. */
  17807. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, int16 type)
  17808. {
  17809. struct s_skill_condition require;
  17810. nullpo_retv(sd);
  17811. require = skill_get_requirement(sd,skill_id,skill_lv);
  17812. if( type&1 ) {
  17813. switch( skill_id ) {
  17814. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  17815. case MC_IDENTIFY:
  17816. require.sp = 0;
  17817. break;
  17818. case MO_KITRANSLATION:
  17819. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  17820. require.spiritball = 0;
  17821. [[fallthrough]];
  17822. default:
  17823. if(sd->state.autocast)
  17824. require.sp = 0;
  17825. break;
  17826. }
  17827. if(require.hp || require.sp || require.ap)
  17828. skill_consume_hpspap(&sd->bl, skill_id, require.hp, require.sp, require.ap);
  17829. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  17830. switch (skill_id) { // Skills that require soul spheres.
  17831. case SP_SOULGOLEM:
  17832. case SP_SOULSHADOW:
  17833. case SP_SOULFALCON:
  17834. case SP_SOULFAIRY:
  17835. case SP_SOULCURSE:
  17836. case SP_SPA:
  17837. case SP_SHA:
  17838. case SP_SWHOO:
  17839. case SP_SOULUNITY:
  17840. case SP_SOULDIVISION:
  17841. case SP_SOULREAPER:
  17842. case SP_SOULEXPLOSION:
  17843. case SP_KAUTE:
  17844. pc_delsoulball( *sd, require.spiritball );
  17845. break;
  17846. // Skills that require servants.
  17847. // Note: We don't update the servants display here
  17848. // since using these skills auto trigger an animation
  17849. // with them in unique ways that makes them vanish.
  17850. case DK_SERVANT_W_SIGN:
  17851. case DK_SERVANT_W_PHANTOM:
  17852. case DK_SERVANT_W_DEMOL:
  17853. pc_delservantball( *sd, require.spiritball );
  17854. break;
  17855. default: // Skills that require spirit/coin spheres.
  17856. pc_delspiritball(sd, require.spiritball, 0);
  17857. break;
  17858. }
  17859. }
  17860. else if(require.spiritball == -1) {
  17861. sd->spiritball_old = sd->spiritball;
  17862. pc_delspiritball(sd,sd->spiritball,0);
  17863. }
  17864. if(require.zeny > 0)
  17865. {
  17866. if( skill_id == NJ_ZENYNAGE )
  17867. require.zeny = 0; //Zeny is reduced on skill_attack.
  17868. if( sd->status.zeny < require.zeny )
  17869. require.zeny = sd->status.zeny;
  17870. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  17871. }
  17872. }
  17873. if( type&2 ) {
  17874. status_change *sc = &sd->sc;
  17875. int32 n,i;
  17876. if( sc->empty() )
  17877. sc = nullptr;
  17878. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  17879. {
  17880. if( !require.itemid[i] )
  17881. continue;
  17882. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  17883. continue; //Gemstones are checked, but not substracted from inventory.
  17884. switch( skill_id ){
  17885. case SA_SEISMICWEAPON:
  17886. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  17887. continue;
  17888. break;
  17889. case SA_FLAMELAUNCHER:
  17890. case SA_VOLCANO:
  17891. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  17892. continue;
  17893. break;
  17894. case SA_FROSTWEAPON:
  17895. case SA_DELUGE:
  17896. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  17897. continue;
  17898. break;
  17899. case SA_LIGHTNINGLOADER:
  17900. case SA_VIOLENTGALE:
  17901. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  17902. continue;
  17903. break;
  17904. }
  17905. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  17906. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  17907. }
  17908. }
  17909. }
  17910. /**
  17911. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  17912. * @param sd Player's that will be checked
  17913. * @param skill_id Skill that's being used
  17914. * @param skill_lv Skill level of used skill
  17915. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17916. */
  17917. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17918. {
  17919. struct s_skill_condition req;
  17920. struct status_data *status;
  17921. status_change *sc;
  17922. int32 i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17923. memset(&req,0,sizeof(req));
  17924. if( !sd )
  17925. return req;
  17926. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17927. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17928. sc = &sd->sc;
  17929. if( sc->empty() )
  17930. sc = nullptr;
  17931. //Checks if disabling skill - in which case no SP requirements are necessary
  17932. if( sc && skill_disable_check(*sc,skill_id) )
  17933. return req;
  17934. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17935. status = &sd->battle_status;
  17936. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17937. req.hp = skill->require.hp[skill_lv - 1];
  17938. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17939. if(hp_rate > 0)
  17940. req.hp += (status->hp * hp_rate)/100;
  17941. else
  17942. req.hp += (status->max_hp * (-hp_rate))/100;
  17943. req.sp = skill->require.sp[skill_lv-1];
  17944. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17945. req.sp /= 2;
  17946. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17947. req.sp -= req.sp * 30 / 100;
  17948. sp_rate = skill->require.sp_rate[skill_lv-1];
  17949. if(sp_rate > 0)
  17950. req.sp += (status->sp * sp_rate)/100;
  17951. else
  17952. req.sp += (status->max_sp * (-sp_rate))/100;
  17953. if( sd->dsprate != 100 )
  17954. req.sp = req.sp * sd->dsprate / 100;
  17955. for (auto &it : sd->skillusesprate) {
  17956. if (it.id == skill_id) {
  17957. sp_skill_rate_bonus -= it.val;
  17958. break;
  17959. }
  17960. }
  17961. for (auto &it : sd->skillusesp) {
  17962. if (it.id == skill_id) {
  17963. req.sp -= it.val;
  17964. break;
  17965. }
  17966. }
  17967. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17968. req.sp += req.sp * 30 / 100;
  17969. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17970. if( sc ) {
  17971. if( sc->getSCE(SC__LAZINESS) )
  17972. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17973. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17974. req.sp += req.sp / 4;
  17975. if( sc->getSCE(SC_OFFERTORIUM))
  17976. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  17977. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  17978. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  17979. #ifdef RENEWAL
  17980. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  17981. req.sp -= req.sp * 20 / 100;
  17982. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  17983. req.sp -= req.sp * 30 / 100;
  17984. #endif
  17985. if (sc->getSCE(SC_GLOOMYDAY))
  17986. req.sp += req.sp * (skill_lv * 10) / 100;
  17987. if (sc->getSCE(SC_CRESCIVEBOLT))
  17988. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  17989. }
  17990. req.ap = skill->require.ap[skill_lv - 1];
  17991. ap_rate = skill->require.ap_rate[skill_lv - 1];
  17992. if (ap_rate > 0)
  17993. req.ap += (status->ap * ap_rate) / 100;
  17994. else
  17995. req.ap += (status->max_ap * (-ap_rate)) / 100;
  17996. req.zeny = skill->require.zeny[skill_lv-1];
  17997. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  17998. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  17999. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  18000. else
  18001. req.zeny += 1000;
  18002. }
  18003. req.spiritball = skill->require.spiritball[skill_lv-1];
  18004. req.state = skill->require.state;
  18005. req.mhp = skill->require.mhp[skill_lv-1];
  18006. req.weapon = skill->require.weapon;
  18007. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  18008. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  18009. req.ammo_qty += 4;
  18010. if (req.ammo_qty)
  18011. req.ammo = skill->require.ammo;
  18012. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  18013. { //Assume this skill is using the weapon, therefore it requires arrows.
  18014. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  18015. req.ammo_qty = 1;
  18016. }
  18017. req.status = skill->require.status;
  18018. req.eqItem = skill->require.eqItem;
  18019. // Level dependence flag is determined based on the ItemCost Level label
  18020. bool level_dependent = skill->require.itemid_level_dependent;
  18021. switch( skill_id ) {
  18022. /* Skill level-dependent checks */
  18023. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  18024. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  18025. req.itemid[1] = skill->require.itemid[skill->max];
  18026. req.amount[1] = skill->require.amount[skill->max];
  18027. [[fallthrough]];
  18028. /* Normal skill requirements and gemstone checks */
  18029. default:
  18030. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  18031. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  18032. if (!level_dependent) {
  18033. switch( skill_id ) {
  18034. case AM_POTIONPITCHER:
  18035. case CR_SLIMPITCHER:
  18036. case CR_CULTIVATION:
  18037. if (i != skill_lv%11 - 1)
  18038. continue;
  18039. break;
  18040. #ifdef RENEWAL
  18041. case AM_CALLHOMUN:
  18042. // Player has no homunculus, only requires first item
  18043. if (i > 0 && sd->hd == nullptr) {
  18044. i = MAX_SKILL_ITEM_REQUIRE;
  18045. continue;
  18046. }
  18047. // Recalling from Rest state has a different consume item (stored as second item)
  18048. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  18049. req.itemid[0] = skill->require.itemid[1];
  18050. req.amount[0] = skill->require.amount[1];
  18051. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  18052. skill_area_temp[0] = 0;
  18053. i = MAX_SKILL_ITEM_REQUIRE;
  18054. continue;
  18055. }
  18056. break;
  18057. #else
  18058. case AM_CALLHOMUN:
  18059. if (sd->status.hom_id) //Don't delete items when hom is already out.
  18060. continue;
  18061. break;
  18062. #endif
  18063. case AB_ADORAMUS:
  18064. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  18065. continue;
  18066. break;
  18067. }
  18068. req.itemid[i] = skill->require.itemid[i];
  18069. req.amount[i] = skill->require.amount[i];
  18070. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  18071. int16 itIndex;
  18072. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  18073. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  18074. req.itemid[i] = ITEMID_TRAP;
  18075. else
  18076. req.itemid[i] = ITEMID_TRAP_ALLOY;
  18077. req.amount[i] = 1;
  18078. }
  18079. break;
  18080. }
  18081. }
  18082. else {
  18083. // Process level_dependent requirement
  18084. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  18085. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  18086. req.amount[0] = skill->require.amount[skill_lv - 1];
  18087. }
  18088. }
  18089. // Check requirement for gemstone.
  18090. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  18091. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  18092. req.itemid[i] = req.amount[i] = 0;
  18093. else {
  18094. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  18095. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  18096. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  18097. req.itemid[i] = req.amount[i] = 0;
  18098. else if( --req.amount[i] < 1 )
  18099. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  18100. }
  18101. }
  18102. }
  18103. // Check requirement for Magic Gear Fuel
  18104. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  18105. req.itemid[i] = req.amount[i] = 0;
  18106. }
  18107. break;
  18108. }
  18109. // Check for cost reductions due to skills & SCs
  18110. switch(skill_id) {
  18111. case MC_MAMMONITE:
  18112. #ifdef RENEWAL
  18113. case WS_CARTTERMINATION:
  18114. #endif
  18115. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  18116. #ifdef RENEWAL
  18117. req.zeny -= req.zeny*20/100;
  18118. #else
  18119. req.zeny -= req.zeny*10/100;
  18120. #endif
  18121. break;
  18122. case AL_HOLYLIGHT:
  18123. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  18124. req.sp *= 5;
  18125. break;
  18126. case SL_SMA:
  18127. case SL_STUN:
  18128. case SL_STIN:
  18129. {
  18130. int32 kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  18131. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  18132. break;
  18133. if(sd->status.base_level>=90)
  18134. req.sp -= req.sp*7*kaina_lv/100;
  18135. else if(sd->status.base_level>=80)
  18136. req.sp -= req.sp*5*kaina_lv/100;
  18137. else if(sd->status.base_level>=70)
  18138. req.sp -= req.sp*3*kaina_lv/100;
  18139. }
  18140. break;
  18141. case MO_CHAINCOMBO:
  18142. case MO_COMBOFINISH:
  18143. case CH_TIGERFIST:
  18144. case CH_CHAINCRUSH:
  18145. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  18146. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  18147. break;
  18148. case MO_BODYRELOCATION:
  18149. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  18150. req.spiritball = 0;
  18151. break;
  18152. case MO_EXTREMITYFIST:
  18153. if( sc ) {
  18154. if( sc->getSCE(SC_BLADESTOP) )
  18155. req.spiritball--;
  18156. else if( sc->getSCE(SC_COMBO) ) {
  18157. #ifndef RENEWAL
  18158. switch( sc->getSCE(SC_COMBO)->val1 ) {
  18159. case MO_COMBOFINISH:
  18160. req.spiritball = 4;
  18161. break;
  18162. case CH_TIGERFIST:
  18163. req.spiritball = 3;
  18164. break;
  18165. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  18166. req.spiritball = sd->spiritball?sd->spiritball:1;
  18167. break;
  18168. }
  18169. #else
  18170. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  18171. #endif
  18172. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  18173. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  18174. }
  18175. break;
  18176. case LG_RAGEBURST:
  18177. req.spiritball = sd->spiritball?sd->spiritball:1;
  18178. break;
  18179. case SR_FALLENEMPIRE:
  18180. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  18181. req.spiritball = 0;
  18182. break;
  18183. case SR_TIGERCANNON:
  18184. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  18185. req.spiritball = 0;
  18186. break;
  18187. case SR_RAMPAGEBLASTER:
  18188. case SR_RIDEINLIGHTNING:
  18189. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  18190. req.spiritball = 0;
  18191. break;
  18192. case SR_GATEOFHELL:
  18193. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  18194. req.sp -= req.sp * 10 / 100;
  18195. break;
  18196. case SR_FLASHCOMBO:
  18197. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  18198. req.spiritball = 0;
  18199. break;
  18200. case SO_SUMMON_AGNI:
  18201. case SO_SUMMON_AQUA:
  18202. case SO_SUMMON_VENTUS:
  18203. case SO_SUMMON_TERA: {
  18204. int32 spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  18205. if( spirit_sympathy )
  18206. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  18207. }
  18208. break;
  18209. case NPC_PSYCHIC_WAVE:
  18210. case SO_PSYCHIC_WAVE:
  18211. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  18212. req.sp += req.sp / 2; // 1.5x SP cost
  18213. break;
  18214. }
  18215. //Check if player is using the copied skill [Cydh]
  18216. uint16 idx = skill_get_index(skill_id);
  18217. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  18218. uint16 req_opt = skill->copyable.req_opt;
  18219. if (req_opt & SKILL_REQ_HPCOST)
  18220. req.hp = 0;
  18221. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  18222. req.mhp = 0;
  18223. if (req_opt & SKILL_REQ_SPCOST)
  18224. req.sp = 0;
  18225. if (req_opt & SKILL_REQ_HPRATECOST)
  18226. req.hp_rate = 0;
  18227. if (req_opt & SKILL_REQ_SPRATECOST)
  18228. req.sp_rate = 0;
  18229. if (req_opt & SKILL_REQ_ZENYCOST)
  18230. req.zeny = 0;
  18231. if (req_opt & SKILL_REQ_WEAPON)
  18232. req.weapon = 0;
  18233. if (req_opt & SKILL_REQ_AMMO) {
  18234. req.ammo = 0;
  18235. req.ammo_qty = 0;
  18236. }
  18237. if (req_opt & SKILL_REQ_STATE)
  18238. req.state = ST_NONE;
  18239. if (req_opt & SKILL_REQ_STATUS) {
  18240. req.status.clear();
  18241. req.status.shrink_to_fit();
  18242. }
  18243. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  18244. req.spiritball = 0;
  18245. if (req_opt & SKILL_REQ_ITEMCOST) {
  18246. memset(req.itemid, 0, sizeof(req.itemid));
  18247. memset(req.amount, 0, sizeof(req.amount));
  18248. }
  18249. if (req_opt & SKILL_REQ_EQUIPMENT) {
  18250. req.eqItem.clear();
  18251. req.eqItem.shrink_to_fit();
  18252. }
  18253. if (req_opt & SKILL_REQ_APCOST)
  18254. req.ap = 0;
  18255. if (req_opt & SKILL_REQ_APRATECOST)
  18256. req.ap_rate = 0;
  18257. }
  18258. return req;
  18259. }
  18260. /*==========================================
  18261. * Does cast-time reductions based on dex, item bonuses and config setting
  18262. *------------------------------------------*/
  18263. int32 skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  18264. nullpo_ret(bl);
  18265. double time = skill_get_cast(skill_id, skill_lv);
  18266. #ifndef RENEWAL_CAST
  18267. {
  18268. map_session_data *sd = BL_CAST(BL_PC, bl);
  18269. status_change *sc = status_get_sc(bl);
  18270. int32 reduce_cast_rate = 0;
  18271. uint8 flag = skill_get_castnodex(skill_id);
  18272. // Calculate base cast time (reduced by dex)
  18273. if (!(flag&1)) {
  18274. int32 scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  18275. if (scale > 0) // not instant cast
  18276. time = time * (float)scale / battle_config.castrate_dex_scale;
  18277. else
  18278. return 0; // instant cast
  18279. }
  18280. // Calculate cast time reduced by item/card bonuses
  18281. if (sd) {
  18282. if (!(flag&4)) {
  18283. if (sd->castrate != 100)
  18284. reduce_cast_rate += 100 - sd->castrate;
  18285. if (sd->bonus.add_varcast != 0)
  18286. time += sd->bonus.add_varcast; // bonus bVariableCast
  18287. }
  18288. // Skill-specific reductions work regardless of flag
  18289. for (const auto &it : sd->skillcastrate) {
  18290. if (it.id == skill_id) {
  18291. time += time * it.val / 100;
  18292. break;
  18293. }
  18294. }
  18295. for (const auto &it : sd->skillvarcast) {
  18296. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  18297. time += it.val;
  18298. break;
  18299. }
  18300. }
  18301. }
  18302. // These cast time reductions are processed even if the skill fails
  18303. if (sc != nullptr && !sc->empty()) {
  18304. // Magic Strings stacks additively with item bonuses
  18305. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  18306. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  18307. // Foresight halves the cast time, it does not stack additively
  18308. if (sc->getSCE(SC_MEMORIZE)) {
  18309. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  18310. if(!(flag&2))
  18311. time -= time * 50 / 100;
  18312. // Foresight counter gets reduced even if the skill is not affected by it
  18313. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  18314. status_change_end(bl, SC_MEMORIZE);
  18315. }
  18316. }
  18317. }
  18318. time = time * (1 - (float)reduce_cast_rate / 100);
  18319. }
  18320. #endif
  18321. // config cast time multiplier
  18322. if (battle_config.cast_rate != 100)
  18323. time = time * battle_config.cast_rate / 100;
  18324. // return final cast time
  18325. time = max((int32)time, 0);
  18326. //ShowInfo("Castime castfix = %f\n",time);
  18327. return (int32)time;
  18328. }
  18329. #ifndef RENEWAL_CAST
  18330. /**
  18331. * Get the skill cast time for Pre-Re cast
  18332. * @param bl: The caster
  18333. * @param time: Cast time before Status Change addition or reduction
  18334. * @return time: Modified castime after status change addition or reduction
  18335. */
  18336. int32 skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  18337. {
  18338. if (time < 0)
  18339. return 0;
  18340. if (bl->type == BL_MOB || bl->type == BL_NPC)
  18341. return (int32)time;
  18342. status_change *sc = status_get_sc(bl);
  18343. if (sc != nullptr && !sc->empty()) {
  18344. if (!(flag&2)) {
  18345. if (sc->getSCE(SC_SLOWCAST))
  18346. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  18347. if (sc->getSCE(SC_PARALYSIS))
  18348. time += sc->getSCE(SC_PARALYSIS)->val3;
  18349. if (sc->getSCE(SC_IZAYOI))
  18350. time -= time * 50 / 100;
  18351. }
  18352. if (sc->getSCE(SC_SUFFRAGIUM)) {
  18353. if(!(flag&2))
  18354. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  18355. //Suffragium ends even if the skill is not affected by it
  18356. status_change_end(bl, SC_SUFFRAGIUM);
  18357. }
  18358. }
  18359. time = std::max(time, 0.0);
  18360. //ShowInfo("Castime castfix_sc = %f\n",time);
  18361. return (int32)time;
  18362. }
  18363. #else
  18364. /**
  18365. * Get the skill cast time for RENEWAL_CAST.
  18366. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  18367. * Additive value:
  18368. * Variable CastTime : time += value
  18369. * Fixed CastTime : fixed += value
  18370. * Multipicative value
  18371. * Variable CastTime : VARCAST_REDUCTION(value)
  18372. * Fixed CastTime : FIXEDCASTRATE2(value)
  18373. * @param bl: The caster
  18374. * @param time: Cast time without reduction
  18375. * @param skill_id: Skill ID of the casted skill
  18376. * @param skill_lv: Skill level of the casted skill
  18377. * @return time: Modified castime after status and bonus addition or reduction
  18378. */
  18379. int32 skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  18380. {
  18381. nullpo_ret(bl);
  18382. if (time < 0)
  18383. return 0;
  18384. if (bl->type == BL_MOB || bl->type == BL_NPC)
  18385. return (int32)time;
  18386. status_change *sc = status_get_sc(bl);
  18387. map_session_data *sd = BL_CAST(BL_PC, bl);
  18388. int32 fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  18389. uint8 flag = skill_get_castnodex(skill_id);
  18390. if (fixed < 0) {
  18391. if (battle_config.default_fixed_castrate > 0) {
  18392. fixed = (int32)time * battle_config.default_fixed_castrate / 100; // fixed time
  18393. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  18394. } else
  18395. fixed = 0;
  18396. }
  18397. // Additive Variable Cast bonus adjustments by items
  18398. if (sd && !(flag&4)) {
  18399. if (sd->bonus.varcastrate != 0)
  18400. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  18401. if (sd->bonus.fixcastrate != 0)
  18402. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  18403. if (sd->bonus.add_varcast != 0)
  18404. time += sd->bonus.add_varcast; // bonus bVariableCast
  18405. if (sd->bonus.add_fixcast != 0)
  18406. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  18407. for (const auto &it : sd->skillfixcast) {
  18408. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  18409. fixed += it.val;
  18410. break;
  18411. }
  18412. }
  18413. for (const auto &it : sd->skillvarcast) {
  18414. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  18415. time += it.val;
  18416. break;
  18417. }
  18418. }
  18419. for (const auto &it : sd->skillcastrate) {
  18420. if (it.id == skill_id) { // bonus2 bVariableCastrate
  18421. reduce_cast_rate += it.val;
  18422. break;
  18423. }
  18424. }
  18425. for (const auto &it : sd->skillfixcastrate) {
  18426. if (it.id == skill_id) { // bonus2 bFixedCastrate
  18427. fixcast_r = max(fixcast_r, it.val);
  18428. break;
  18429. }
  18430. }
  18431. }
  18432. // Adjusted by active statuses
  18433. if (sc != nullptr && !sc->empty() && !(flag&2)) {
  18434. // Multiplicative Variable CastTime values
  18435. if (sc->getSCE(SC_SLOWCAST))
  18436. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  18437. if (sc->getSCE(SC__LAZINESS))
  18438. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  18439. if (sc->getSCE(SC_SUFFRAGIUM)) {
  18440. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  18441. #ifndef RENEWAL
  18442. status_change_end( bl, SC_SUFFRAGIUM );
  18443. #endif
  18444. }
  18445. if (sc->getSCE(SC_MEMORIZE)) {
  18446. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  18447. reduce_cast_rate += 50;
  18448. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  18449. status_change_end(bl, SC_MEMORIZE);
  18450. }
  18451. }
  18452. if (sc->getSCE(SC_POEMBRAGI))
  18453. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  18454. if (sc->getSCE(SC_IZAYOI))
  18455. VARCAST_REDUCTION(50);
  18456. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  18457. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  18458. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  18459. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  18460. if (sc->getSCE(SC_SOULFAIRY))
  18461. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  18462. // Multiplicative Fixed CastTime values
  18463. if (sc->getSCE(SC_SECRAMENT))
  18464. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  18465. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  18466. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  18467. if (sc->getSCE(SC_DANCEWITHWUG))
  18468. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  18469. if (sc->getSCE(SC_HEAT_BARREL))
  18470. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  18471. if (sc->getSCE(SC_FREEZING))
  18472. fixcast_r -= 50;
  18473. if (sc->getSCE(SC_SWINGDANCE))
  18474. fixcast_r = max(fixcast_r, skill_lv * 6);
  18475. // Additive Fixed CastTime values
  18476. if (sc->getSCE(SC_MANDRAGORA))
  18477. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  18478. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  18479. fixed -= 1000;
  18480. if (sc->getSCE(SC_IZAYOI))
  18481. fixed = 0;
  18482. if (sc->getSCE(SC_GLOOMYDAY))
  18483. fixed += skill_lv * 500;
  18484. }
  18485. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  18486. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  18487. if (varcast_r < 0)
  18488. time = time * (1 - (float)min(varcast_r, 100) / 100);
  18489. // Apply Variable CastTime calculation by INT & DEX
  18490. if (!(flag&1))
  18491. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  18492. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  18493. time = max((int32)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  18494. return (int32)time;
  18495. }
  18496. #endif
  18497. /*==========================================
  18498. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  18499. *------------------------------------------*/
  18500. int32 skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  18501. {
  18502. nullpo_ret(bl);
  18503. if (skill_id == SA_ABRACADABRA)
  18504. return 0; //Will use picked skill's delay.
  18505. if (bl->type&battle_config.no_skill_delay)
  18506. return battle_config.min_skill_delay_limit;
  18507. int32 delaynodex = skill_get_delaynodex(skill_id);
  18508. double time = skill_get_delay(skill_id, skill_lv);
  18509. if (time < 0)
  18510. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  18511. status_change* sc = status_get_sc(bl);
  18512. // Delay reductions
  18513. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  18514. case MO_TRIPLEATTACK:
  18515. case MO_CHAINCOMBO:
  18516. case MO_COMBOFINISH:
  18517. case CH_TIGERFIST:
  18518. case CH_CHAINCRUSH:
  18519. case SR_DRAGONCOMBO:
  18520. case SR_FALLENEMPIRE:
  18521. case SJ_PROMINENCEKICK:
  18522. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  18523. if (time == 0)
  18524. time = 1000;
  18525. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  18526. break;
  18527. #ifndef RENEWAL
  18528. case HP_BASILICA:
  18529. if (sc && !sc->getSCE(SC_BASILICA))
  18530. time = 0; // There is no Delay on Basilica creation, only on cancel
  18531. break;
  18532. #endif
  18533. default:
  18534. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  18535. int32 scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  18536. if (scale > 0)
  18537. time = time * scale / battle_config.castrate_dex_scale;
  18538. else //To be capped later to minimum.
  18539. time = 0;
  18540. }
  18541. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  18542. int32 scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  18543. if (scale > 0)
  18544. time = time * scale / battle_config.castrate_dex_scale;
  18545. else //To be capped later to minimum.
  18546. time = 0;
  18547. }
  18548. }
  18549. if (sc != nullptr && !sc->empty()) {
  18550. if (sc->getSCE(SC_SPIRIT)) {
  18551. switch (skill_id) {
  18552. case CR_SHIELDBOOMERANG:
  18553. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  18554. time /= 2;
  18555. break;
  18556. case AS_SONICBLOW:
  18557. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  18558. time /= 2;
  18559. break;
  18560. }
  18561. }
  18562. }
  18563. int32 delay = 0;
  18564. if (!(delaynodex&2)) {
  18565. if (sc != nullptr && !sc->empty()) {
  18566. if (sc->getSCE(SC_POEMBRAGI))
  18567. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  18568. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  18569. delay += 50; // After Delay of Wind element spells reduced by 50%.
  18570. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  18571. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  18572. }
  18573. }
  18574. if (!(delaynodex&4) && bl->type == BL_PC) {
  18575. map_session_data* sd = (map_session_data*)bl;
  18576. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  18577. delay += sd->bonus.delayrate;
  18578. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  18579. if (it.id == skill_id) {
  18580. time += it.val;
  18581. break;
  18582. }
  18583. }
  18584. }
  18585. if (delay != 0)
  18586. time = time * (1 - (float)min(delay, 100) / 100);
  18587. if (battle_config.delay_rate != 100)
  18588. time = time * battle_config.delay_rate / 100;
  18589. //ShowInfo("Delay delayfix = %f\n",time);
  18590. return max((int32)time,0);
  18591. }
  18592. /*==========================================
  18593. * Weapon Repair [Celest/DracoRPG]
  18594. *------------------------------------------*/
  18595. void skill_repairweapon( map_session_data& sd, int32 idx ){
  18596. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  18597. ITEMID_IRON_ORE,
  18598. ITEMID_IRON,
  18599. ITEMID_STEEL,
  18600. ITEMID_ORIDECON_STONE,
  18601. #ifdef RENEWAL
  18602. 0
  18603. #endif
  18604. };
  18605. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  18606. ITEMID_STEEL,
  18607. #ifdef RENEWAL
  18608. 0
  18609. #endif
  18610. };
  18611. t_itemid material = 0;
  18612. struct item *item;
  18613. map_session_data *target_sd;
  18614. if ( !( target_sd = map_id2sd(sd.menuskill_val) ) ) //Failed....
  18615. return;
  18616. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  18617. return;
  18618. if( idx < 0 || idx >= MAX_INVENTORY )
  18619. return; //Invalid index??
  18620. item = &target_sd->inventory.u.items_inventory[idx];
  18621. if( !item->nameid || !item->attribute )
  18622. return; //Again invalid item....
  18623. if (itemdb_ishatched_egg(item))
  18624. return;
  18625. if (sd.status.char_id != target_sd->status.char_id && !battle_check_range(&sd.bl, &target_sd->bl, skill_get_range2(&sd.bl, sd.menuskill_id, sd.menuskill_val2, true))) {
  18626. clif_item_repaireffect( sd, idx, true );
  18627. return;
  18628. }
  18629. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  18630. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  18631. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  18632. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  18633. }
  18634. if( material == 0 || pc_search_inventory( &sd, material ) < 0 ){
  18635. clif_skill_fail( sd, sd.menuskill_id );
  18636. return;
  18637. }
  18638. clif_skill_nodamage(&sd.bl,target_sd->bl,sd.menuskill_id,1);
  18639. item->attribute = 0;/* clear broken state */
  18640. clif_equiplist(target_sd);
  18641. pc_delitem(&sd,pc_search_inventory(&sd,material),1,0,0,LOG_TYPE_CONSUME);
  18642. clif_item_repaireffect( sd, idx, false );
  18643. if( sd.status.char_id != target_sd->status.char_id )
  18644. clif_item_repaireffect( *target_sd, idx, false );
  18645. }
  18646. /*==========================================
  18647. * Item Appraisal
  18648. *------------------------------------------*/
  18649. void skill_identify(map_session_data *sd, int32 idx)
  18650. {
  18651. bool failure = true;
  18652. nullpo_retv(sd);
  18653. sd->state.workinprogress = WIP_DISABLE_NONE;
  18654. if(idx >= 0 && idx < MAX_INVENTORY) {
  18655. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  18656. failure = false;
  18657. sd->inventory.u.items_inventory[idx].identify = 1;
  18658. }
  18659. }
  18660. clif_item_identified( *sd, idx, failure );
  18661. }
  18662. /*==========================================
  18663. * Weapon Refine [Celest]
  18664. *------------------------------------------*/
  18665. void skill_weaponrefine( map_session_data& sd, int32 idx ){
  18666. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  18667. ITEMID_PHRACON,
  18668. ITEMID_EMVERETARCON,
  18669. ITEMID_ORIDECON,
  18670. ITEMID_ORIDECON,
  18671. #ifdef RENEWAL
  18672. 0
  18673. #endif
  18674. };
  18675. if (idx >= 0 && idx < MAX_INVENTORY)
  18676. {
  18677. struct item_data *ditem = sd.inventory_data[idx];
  18678. struct item* item = &sd.inventory.u.items_inventory[idx];
  18679. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  18680. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  18681. clif_skill_fail( sd, sd.menuskill_id );
  18682. return;
  18683. }
  18684. if( item->refine >= sd.menuskill_val || item->refine >= 10 ) {
  18685. clif_upgrademessage(&sd, 2, item->nameid);
  18686. return;
  18687. }
  18688. int32 i = pc_search_inventory( &sd, material[ditem->weapon_level - 1] );
  18689. if( i < 0 ) {
  18690. clif_upgrademessage( &sd, 3, material[ditem->weapon_level - 1] );
  18691. return;
  18692. }
  18693. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  18694. if( info == nullptr ){
  18695. clif_skill_fail( sd, sd.menuskill_id );
  18696. return;
  18697. }
  18698. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  18699. if( cost == nullptr ){
  18700. clif_skill_fail( sd, sd.menuskill_id );
  18701. return;
  18702. }
  18703. if( cost->nameid != material[ditem->weapon_level - 1] ){
  18704. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  18705. clif_skill_fail( sd, sd.menuskill_id );
  18706. return;
  18707. }
  18708. int32 per = ( cost->chance / 100 );
  18709. if( sd.class_&JOBL_THIRD )
  18710. per += 10;
  18711. else
  18712. per += (((int32)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  18713. pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  18714. if (per > rnd() % 100) {
  18715. int32 ep=0;
  18716. log_pick_pc(&sd, LOG_TYPE_OTHER, -1, item);
  18717. item->refine++;
  18718. log_pick_pc(&sd, LOG_TYPE_OTHER, 1, item);
  18719. if(item->equip) {
  18720. ep = item->equip;
  18721. pc_unequipitem(&sd,idx,3);
  18722. }
  18723. clif_delitem(sd,idx,1,3);
  18724. clif_upgrademessage(&sd, 0, item->nameid);
  18725. clif_inventorylist(&sd);
  18726. clif_refine( sd, idx, ITEMREFINING_SUCCESS );
  18727. if( ditem->type == IT_WEAPON ){
  18728. achievement_update_objective(&sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  18729. }
  18730. if (ep)
  18731. pc_equipitem(&sd,idx,ep);
  18732. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_SUCCESS );
  18733. if(item->refine == 10 &&
  18734. item->card[0] == CARD0_FORGE &&
  18735. (int32)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
  18736. { // Fame point system [DracoRPG]
  18737. switch(ditem->weapon_level){
  18738. case 1:
  18739. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  18740. break;
  18741. case 2:
  18742. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  18743. break;
  18744. case 3:
  18745. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  18746. break;
  18747. }
  18748. }
  18749. } else {
  18750. item->refine = 0;
  18751. if(item->equip)
  18752. pc_unequipitem(&sd,idx,3);
  18753. clif_upgrademessage(&sd, 1, item->nameid);
  18754. clif_refine( sd, idx, ITEMREFINING_FAILURE );
  18755. achievement_update_objective(&sd, AG_ENCHANT_FAIL, 1, 1);
  18756. pc_delitem(&sd,idx,1,0,2, LOG_TYPE_OTHER);
  18757. clif_misceffect( sd.bl, NOTIFYEFFECT_REFINE_FAILURE );
  18758. clif_emotion( sd.bl, ET_HUK );
  18759. }
  18760. }
  18761. }
  18762. }
  18763. /*==========================================
  18764. *
  18765. *------------------------------------------*/
  18766. int32 skill_autospell(map_session_data *sd, uint16 skill_id)
  18767. {
  18768. nullpo_ret(sd);
  18769. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  18770. return 0;
  18771. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  18772. uint16 maxlv = 1;
  18773. if (skill_lv == 0 || lv == 0)
  18774. return 0; // Player must learn the skill before doing auto-spell [Lance]
  18775. #ifdef RENEWAL
  18776. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  18777. maxlv = 10; //Soul Linker bonus. [Skotlex]
  18778. else
  18779. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  18780. #else
  18781. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  18782. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  18783. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  18784. maxlv = 10; //Soul Linker bonus. [Skotlex]
  18785. else if(skill_lv==2) maxlv=1;
  18786. else if(skill_lv==3) maxlv=2;
  18787. else if(skill_lv>=4) maxlv=3;
  18788. }
  18789. else if(skill_id==MG_SOULSTRIKE){
  18790. if(skill_lv==5) maxlv=1;
  18791. else if(skill_lv==6) maxlv=2;
  18792. else if(skill_lv>=7) maxlv=3;
  18793. }
  18794. else if(skill_id==MG_FIREBALL){
  18795. if(skill_lv==8) maxlv=1;
  18796. else if(skill_lv>=9) maxlv=2;
  18797. }
  18798. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  18799. else return 0;
  18800. #endif
  18801. maxlv = min(lv, maxlv);
  18802. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  18803. skill_get_time(SA_AUTOSPELL,skill_lv));
  18804. return 0;
  18805. }
  18806. /**
  18807. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  18808. * @param bl: Player object
  18809. * @param ap: va_arg list
  18810. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  18811. */
  18812. static int32 skill_sit_count(struct block_list *bl, va_list ap)
  18813. {
  18814. map_session_data *sd = (map_session_data*)bl;
  18815. int32 flag = va_arg(ap, int32);
  18816. if (!pc_issit(sd))
  18817. return 0;
  18818. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  18819. return 1;
  18820. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  18821. return 1;
  18822. return 0;
  18823. }
  18824. /**
  18825. * Triggered when a player sits down to activate bonus states.
  18826. * @param bl: Player object
  18827. * @param ap: va_arg list
  18828. * @return 0
  18829. */
  18830. static int32 skill_sit_in(struct block_list *bl, va_list ap)
  18831. {
  18832. map_session_data *sd = (map_session_data*)bl;
  18833. int32 flag = va_arg(ap, int32);
  18834. if (!pc_issit(sd))
  18835. return 0;
  18836. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  18837. sd->state.gangsterparadise = 1;
  18838. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  18839. sd->state.rest = 1;
  18840. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  18841. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  18842. }
  18843. return 0;
  18844. }
  18845. /**
  18846. * Triggered when a player stands up to deactivate bonus states.
  18847. * @param bl: Player object
  18848. * @param ap: va_arg list
  18849. * @return 0
  18850. */
  18851. static int32 skill_sit_out(struct block_list *bl, va_list ap)
  18852. {
  18853. map_session_data *sd = (map_session_data*)bl;
  18854. int32 flag = va_arg(ap, int32), range = va_arg(ap, int32);
  18855. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18856. return 0;
  18857. if (flag&1 && sd->state.gangsterparadise)
  18858. sd->state.gangsterparadise = 0;
  18859. if (flag&2 && sd->state.rest) {
  18860. sd->state.rest = 0;
  18861. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  18862. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  18863. }
  18864. return 0;
  18865. }
  18866. /**
  18867. * Toggle Sit icon and player bonuses when sitting/standing.
  18868. * @param sd: Player data
  18869. * @param sitting: True when sitting or false when standing
  18870. * @return 0
  18871. */
  18872. int32 skill_sit(map_session_data *sd, bool sitting)
  18873. {
  18874. int32 flag = 0, range = 0, lv;
  18875. nullpo_ret(sd);
  18876. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  18877. flag |= 1;
  18878. range = skill_get_splash(RG_GANGSTER, lv);
  18879. }
  18880. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  18881. flag |= 2;
  18882. range = skill_get_splash(TK_HPTIME, lv);
  18883. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  18884. flag |= 2;
  18885. range = skill_get_splash(TK_SPTIME, lv);
  18886. }
  18887. if (sitting)
  18888. clif_status_load(&sd->bl, EFST_SIT, 1);
  18889. else
  18890. clif_status_load(&sd->bl, EFST_SIT, 0);
  18891. if (!flag) // No need to count area if no skills are learned.
  18892. return 0;
  18893. if (sitting) {
  18894. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18895. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  18896. } else
  18897. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  18898. return 0;
  18899. }
  18900. /*==========================================
  18901. * Do Forstjoke/Scream effect
  18902. *------------------------------------------*/
  18903. int32 skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18904. {
  18905. struct block_list *src;
  18906. uint16 skill_id,skill_lv;
  18907. t_tick tick;
  18908. nullpo_ret(bl);
  18909. nullpo_ret(src = va_arg(ap,struct block_list*));
  18910. skill_id = va_arg(ap,int32);
  18911. skill_lv = va_arg(ap,int32);
  18912. if(!skill_lv)
  18913. return 0;
  18914. tick = va_arg(ap,t_tick);
  18915. if (src == bl || status_isdead(*bl))
  18916. return 0;
  18917. if (bl->type == BL_PC) {
  18918. map_session_data *sd = (map_session_data *)bl;
  18919. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18920. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18921. }
  18922. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18923. if(battle_check_target(src,bl,BCT_ENEMY|BCT_PARTY) > 0)
  18924. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18925. return 0;
  18926. }
  18927. /**
  18928. * Set map cell flag as skill unit effect
  18929. * @param src Skill unit
  18930. * @param skill_id
  18931. * @param skill_lv
  18932. * @param cell Cell type cell_t
  18933. * @param flag 0/1
  18934. */
  18935. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18936. {
  18937. int32 range = skill_get_unit_range(skill_id,skill_lv);
  18938. int32 x, y;
  18939. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18940. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18941. map_setcell(src->bl.m, x, y, cell, flag);
  18942. }
  18943. /**
  18944. * Do skill attack area (such splash effect) around the 'first' target.
  18945. * First target will skip skill condition, always receive damage. But,
  18946. * around it, still need target/condition validation by
  18947. * battle_check_target and status_check_skilluse
  18948. * @param bl
  18949. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18950. */
  18951. int32 skill_attack_area(struct block_list *bl, va_list ap)
  18952. {
  18953. struct block_list *src,*dsrc;
  18954. int32 atk_type,skill_id,skill_lv,flag,type;
  18955. t_tick tick;
  18956. if(status_isdead(*bl))
  18957. return 0;
  18958. atk_type = va_arg(ap,int32);
  18959. src = va_arg(ap,struct block_list*);
  18960. dsrc = va_arg(ap,struct block_list*);
  18961. skill_id = va_arg(ap,int32);
  18962. skill_lv = va_arg(ap,int32);
  18963. tick = va_arg(ap,t_tick);
  18964. flag = va_arg(ap,int32);
  18965. type = va_arg(ap,int32);
  18966. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18967. return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18968. }
  18969. if (skill_id == SS_FUUMAKOUCHIKU && bl->type == BL_SKILL) {
  18970. skill_unit* unit = reinterpret_cast<skill_unit*>( bl );
  18971. if( unit->group == nullptr ){
  18972. return 0;
  18973. }
  18974. if (unit->group->skill_id == SS_FUUMASHOUAKU) {
  18975. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(SS_FUUMAKOUCHIKU,skill_lv), BL_CHAR,
  18976. src, SS_FUUMAKOUCHIKU, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  18977. skill_delunit(unit);
  18978. return 1;
  18979. }
  18980. }
  18981. if(battle_check_target(dsrc,bl,type) <= 0 ||
  18982. !status_check_skilluse(nullptr, bl, skill_id, 2))
  18983. return 0;
  18984. switch (skill_id) {
  18985. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  18986. if (src->x == bl->x && src->y == bl->y)
  18987. return 0; //Does not hit current cell
  18988. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  18989. return 0;
  18990. [[fallthrough]];
  18991. case NPC_ACIDBREATH:
  18992. case NPC_DARKNESSBREATH:
  18993. case NPC_FIREBREATH:
  18994. case NPC_ICEBREATH:
  18995. case NPC_ICEBREATH2:
  18996. case NPC_THUNDERBREATH:
  18997. return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18998. default:
  18999. //Area-splash, disable skill animation.
  19000. return (int32)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  19001. }
  19002. }
  19003. /**
  19004. * Clear skill unit group
  19005. * @param bl: Unit to check
  19006. * @param flag: Skill group to clear
  19007. */
  19008. int32 skill_clear_group(block_list *bl, uint8 flag)
  19009. {
  19010. nullpo_ret(bl);
  19011. unit_data *ud = unit_bl2ud(bl);
  19012. if (ud == nullptr)
  19013. return 0;
  19014. size_t count = 0;
  19015. bool deleted = false;
  19016. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19017. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  19018. switch ((*it)->skill_id) {
  19019. case SA_DELUGE:
  19020. case SA_VOLCANO:
  19021. case SA_VIOLENTGALE:
  19022. case SA_LANDPROTECTOR:
  19023. case NJ_SUITON:
  19024. case NJ_KAENSIN:
  19025. case SC_CHAOSPANIC:
  19026. case MH_POISON_MIST:
  19027. case MH_LAVA_SLIDE:
  19028. case SOA_TOTEM_OF_TUTELARY:
  19029. if (flag & 1) {
  19030. skill_delunitgroup(*it);
  19031. count++;
  19032. deleted = true;
  19033. }
  19034. break;
  19035. case SO_CLOUD_KILL:
  19036. case NPC_CLOUD_KILL:
  19037. if (flag & 4) {
  19038. skill_delunitgroup(*it);
  19039. count++;
  19040. deleted = true;
  19041. }
  19042. break;
  19043. case SO_WARMER:
  19044. if (flag & 8) {
  19045. skill_delunitgroup(*it);
  19046. count++;
  19047. deleted = true;
  19048. }
  19049. break;
  19050. default:
  19051. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  19052. skill_delunitgroup(*it);
  19053. count++;
  19054. deleted = true;
  19055. }
  19056. break;
  19057. }
  19058. }
  19059. return static_cast<int32>(count);
  19060. }
  19061. /**
  19062. * Returns the first element field found [Skotlex]
  19063. * @param bl
  19064. * @return s_skill_unit_group
  19065. */
  19066. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  19067. {
  19068. nullpo_ret(bl);
  19069. unit_data *ud = unit_bl2ud(bl);
  19070. if (ud == nullptr)
  19071. return nullptr;
  19072. for (const auto su : ud->skillunits) {
  19073. switch (su->skill_id) {
  19074. case SA_DELUGE:
  19075. case SA_VOLCANO:
  19076. case SA_VIOLENTGALE:
  19077. case SA_LANDPROTECTOR:
  19078. case NJ_SUITON:
  19079. case SO_CLOUD_KILL:
  19080. case NPC_CLOUD_KILL:
  19081. case SO_WARMER:
  19082. case SC_CHAOSPANIC:
  19083. case MH_POISON_MIST:
  19084. case MH_LAVA_SLIDE:
  19085. case SOA_TOTEM_OF_TUTELARY:
  19086. return su;
  19087. }
  19088. }
  19089. return nullptr;
  19090. }
  19091. /// Graffiti cleaner [Valaris]
  19092. int32 skill_graffitiremover(struct block_list *bl, va_list ap)
  19093. {
  19094. struct skill_unit *unit = nullptr;
  19095. int32 remove = va_arg(ap, int32);
  19096. nullpo_retr(0, bl);
  19097. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == nullptr)
  19098. return 0;
  19099. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  19100. if (remove == 1)
  19101. skill_delunit(unit);
  19102. return 1;
  19103. }
  19104. return 0;
  19105. }
  19106. /// Greed effect
  19107. int32 skill_greed(struct block_list *bl, va_list ap)
  19108. {
  19109. struct block_list *src;
  19110. map_session_data *sd = nullptr;
  19111. struct flooritem_data *fitem = nullptr;
  19112. nullpo_ret(bl);
  19113. nullpo_ret(src = va_arg(ap, struct block_list *));
  19114. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  19115. pc_takeitem(sd, fitem);
  19116. return 0;
  19117. }
  19118. /// Ranger's Detonator [Jobbie/3CeAM]
  19119. int32 skill_detonator(struct block_list *bl, va_list ap)
  19120. {
  19121. nullpo_ret(bl);
  19122. if (bl->type != BL_SKILL)
  19123. return 0;
  19124. block_list *src = va_arg(ap, block_list *);
  19125. skill_unit *unit = (skill_unit *)bl;
  19126. int32 flag = va_arg( ap, int32 );
  19127. if (unit == nullptr)
  19128. return 0;
  19129. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19130. if (group == nullptr || group->src_id != src->id)
  19131. return 0;
  19132. int32 unit_id = group->unit_id;
  19133. switch( unit_id )
  19134. { //List of Hunter and Ranger Traps that can be detonate.
  19135. case UNT_BLASTMINE:
  19136. case UNT_SANDMAN:
  19137. case UNT_CLAYMORETRAP:
  19138. case UNT_TALKIEBOX:
  19139. case UNT_CLUSTERBOMB:
  19140. case UNT_FIRINGTRAP:
  19141. case UNT_ICEBOUNDTRAP:
  19142. switch(unit_id) {
  19143. case UNT_TALKIEBOX:
  19144. clif_talkiebox(bl,group->valstr);
  19145. group->val2 = -1;
  19146. break;
  19147. case UNT_CLAYMORETRAP:
  19148. case UNT_FIRINGTRAP:
  19149. case UNT_ICEBOUNDTRAP:
  19150. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  19151. break;
  19152. default:
  19153. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  19154. break;
  19155. }
  19156. if (unit->group == nullptr)
  19157. return 0;
  19158. clif_changetraplook(bl, UNT_USED_TRAPS);
  19159. group->unit_id = UNT_USED_TRAPS;
  19160. group->limit = DIFF_TICK(gettick(),group->tick) +
  19161. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  19162. break;
  19163. case UNT_KUNAIWAIKYOKU:
  19164. skill_delunit(unit);
  19165. skill_unitsetting(src, SS_KUNAIKUSSETSU, flag, bl->x, bl->y, UNIT_NOCONSUME_AMMO);
  19166. break;
  19167. }
  19168. return 0;
  19169. }
  19170. /**
  19171. * Calculate Royal Guard's Banding bonus
  19172. * @param sd: Player data
  19173. * @return Number of Royal Guard
  19174. */
  19175. int32 skill_banding_count(map_session_data *sd)
  19176. {
  19177. nullpo_ret(sd);
  19178. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  19179. }
  19180. /**
  19181. * Rebellion's Bind Trap explosion
  19182. * @author [Cydh]
  19183. */
  19184. static int32 skill_bind_trap(struct block_list *bl, va_list ap) {
  19185. struct skill_unit *su = nullptr;
  19186. struct block_list *src = nullptr;
  19187. nullpo_ret(bl);
  19188. src = va_arg(ap,struct block_list *);
  19189. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  19190. return 0;
  19191. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  19192. return 0;
  19193. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  19194. clif_changetraplook(bl, UNT_USED_TRAPS);
  19195. su->group->unit_id = UNT_USED_TRAPS;
  19196. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  19197. return 1;
  19198. }
  19199. /*==========================================
  19200. * Check new skill unit cell when overlapping in other skill unit cell.
  19201. * Catched skill in cell value pushed to *unit pointer.
  19202. * Set (*alive) to 0 will ends 'new unit' check
  19203. *------------------------------------------*/
  19204. static int32 skill_cell_overlap(struct block_list *bl, va_list ap)
  19205. {
  19206. uint16 skill_id;
  19207. int32 *alive;
  19208. struct skill_unit *unit;
  19209. skill_id = va_arg(ap,int32);
  19210. alive = va_arg(ap,int32 *);
  19211. unit = (struct skill_unit *)bl;
  19212. if (unit == nullptr || unit->group == nullptr || (*alive) == 0)
  19213. return 0;
  19214. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  19215. return 0;
  19216. switch (skill_id) {
  19217. case SA_LANDPROTECTOR: {
  19218. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  19219. (*alive) = 0;
  19220. skill_delunit(unit);
  19221. return 1;
  19222. }
  19223. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  19224. //It deletes everything except traps and barriers
  19225. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  19226. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  19227. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  19228. skill_delunitgroup(unit->group);
  19229. } else
  19230. skill_delunit(unit);
  19231. return 1;
  19232. }
  19233. }
  19234. break;
  19235. case GN_CRAZYWEED_ATK:
  19236. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  19237. break;
  19238. [[fallthrough]];
  19239. case HW_GANBANTEIN:
  19240. case LG_EARTHDRIVE:
  19241. // Officially songs/dances are removed
  19242. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  19243. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  19244. skill_delunitgroup(unit->group);
  19245. } else
  19246. skill_delunit(unit);
  19247. return 1;
  19248. case SA_VOLCANO:
  19249. case SA_DELUGE:
  19250. case SA_VIOLENTGALE:
  19251. // The official implementation makes them fail to appear when casted on top of ANYTHING
  19252. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  19253. // hence, I leave the alternate implementation here, commented. [Skotlex]
  19254. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  19255. {
  19256. (*alive) = 0;
  19257. return 1;
  19258. }
  19259. /*
  19260. switch (unit->group->skill_id)
  19261. { //These cannot override each other.
  19262. case SA_VOLCANO:
  19263. case SA_DELUGE:
  19264. case SA_VIOLENTGALE:
  19265. (*alive) = 0;
  19266. return 1;
  19267. }
  19268. */
  19269. break;
  19270. case PF_FOGWALL:
  19271. switch(unit->group->skill_id) {
  19272. case SA_VOLCANO: //Can't be placed on top of these
  19273. case SA_VIOLENTGALE:
  19274. (*alive) = 0;
  19275. return 1;
  19276. case SA_DELUGE:
  19277. case NJ_SUITON:
  19278. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  19279. (*alive) = 2;
  19280. break;
  19281. }
  19282. break;
  19283. case WZ_WATERBALL:
  19284. switch (unit->group->skill_id) {
  19285. case SA_DELUGE:
  19286. case NJ_SUITON:
  19287. //Consumes deluge/suiton
  19288. skill_delunit(unit);
  19289. return 1;
  19290. }
  19291. break;
  19292. case WZ_ICEWALL:
  19293. #ifndef RENEWAL
  19294. case HP_BASILICA:
  19295. case HW_GRAVITATION:
  19296. #endif
  19297. //These can't be placed on top of themselves (duration can't be refreshed)
  19298. if (unit->group->skill_id == skill_id)
  19299. {
  19300. (*alive) = 0;
  19301. return 1;
  19302. }
  19303. break;
  19304. case RL_FIRE_RAIN: {
  19305. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  19306. if (uf[UF_REMOVEDBYFIRERAIN]) {
  19307. if (uf[UF_RANGEDSINGLEUNIT]) {
  19308. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  19309. skill_delunitgroup(unit->group);
  19310. } else
  19311. skill_delunit(unit);
  19312. return 1;
  19313. }
  19314. }
  19315. break;
  19316. case SS_KUNAIWAIKYOKU:
  19317. if (unit->group->skill_id == skill_id) {
  19318. skill_delunit(unit);
  19319. return 1;
  19320. }
  19321. break;
  19322. }
  19323. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  19324. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  19325. (*alive) = 0;
  19326. return 1;
  19327. }
  19328. return 0;
  19329. }
  19330. /*==========================================
  19331. * Splash effect for skill unit 'trap type'.
  19332. * Chance triggered when damaged, timeout, or char step on it.
  19333. *------------------------------------------*/
  19334. static int32 skill_trap_splash(struct block_list *bl, va_list ap)
  19335. {
  19336. struct block_list *src = va_arg(ap,struct block_list *);
  19337. struct skill_unit *unit = nullptr;
  19338. t_tick tick = va_arg(ap,t_tick);
  19339. struct block_list *ss; //Skill src bl
  19340. nullpo_ret(src);
  19341. unit = (struct skill_unit *)src;
  19342. if (!unit || !unit->alive || bl->prev == nullptr)
  19343. return 0;
  19344. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  19345. if (sg == nullptr)
  19346. return 0;
  19347. nullpo_ret(ss = map_id2bl(sg->src_id));
  19348. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  19349. return 0;
  19350. switch (sg->unit_id) {
  19351. case UNT_B_TRAP:
  19352. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  19353. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  19354. break;
  19355. case UNT_SHOCKWAVE:
  19356. case UNT_SANDMAN:
  19357. case UNT_FLASHER:
  19358. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  19359. break;
  19360. case UNT_GROUNDDRIFT_WIND:
  19361. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19362. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  19363. break;
  19364. case UNT_GROUNDDRIFT_DARK:
  19365. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19366. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  19367. break;
  19368. case UNT_GROUNDDRIFT_POISON:
  19369. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19370. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  19371. break;
  19372. case UNT_GROUNDDRIFT_WATER:
  19373. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19374. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  19375. break;
  19376. case UNT_GROUNDDRIFT_FIRE:
  19377. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  19378. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  19379. break;
  19380. case UNT_ELECTRICSHOCKER:
  19381. if (bl->id != ss->id) {
  19382. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  19383. break;
  19384. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  19385. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  19386. clif_fixpos( *bl );
  19387. clif_skill_damage( *src, *bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH );
  19388. }
  19389. }
  19390. break;
  19391. case UNT_MAGENTATRAP:
  19392. case UNT_COBALTTRAP:
  19393. case UNT_MAIZETRAP:
  19394. case UNT_VERDURETRAP:
  19395. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  19396. status_data* status = status_get_status_data(*bl);
  19397. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  19398. status->ele_lv = (unsigned char)sg->skill_lv;
  19399. }
  19400. break;
  19401. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  19402. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  19403. break;
  19404. case UNT_FIRINGTRAP:
  19405. case UNT_ICEBOUNDTRAP:
  19406. if( src->id == bl->id ) break;
  19407. if( bl->type == BL_SKILL ) {
  19408. struct skill_unit *su = (struct skill_unit *)bl;
  19409. if (su && su->group->unit_id == UNT_USED_TRAPS)
  19410. break;
  19411. }
  19412. [[fallthrough]];
  19413. case UNT_CLUSTERBOMB:
  19414. if( ss != bl )
  19415. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  19416. break;
  19417. case UNT_CLAYMORETRAP:
  19418. if( src->id == bl->id ) break;
  19419. if( bl->type == BL_SKILL ) {
  19420. struct skill_unit *su = (struct skill_unit *)bl;
  19421. if (!su)
  19422. return 0;
  19423. switch(su->group->unit_id) {
  19424. case UNT_CLAYMORETRAP:
  19425. case UNT_LANDMINE:
  19426. case UNT_BLASTMINE:
  19427. case UNT_SHOCKWAVE:
  19428. case UNT_SANDMAN:
  19429. case UNT_FLASHER:
  19430. case UNT_FREEZINGTRAP:
  19431. case UNT_FIRINGTRAP:
  19432. case UNT_ICEBOUNDTRAP:
  19433. clif_changetraplook(bl, UNT_USED_TRAPS);
  19434. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  19435. su->group->unit_id = UNT_USED_TRAPS;
  19436. break;
  19437. }
  19438. }
  19439. [[fallthrough]];
  19440. default: {
  19441. int32 split_count = 0;
  19442. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  19443. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  19444. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  19445. }
  19446. break;
  19447. }
  19448. return 1;
  19449. }
  19450. int32 skill_maelstrom_suction(struct block_list *bl, va_list ap)
  19451. {
  19452. uint16 skill_id, skill_lv;
  19453. struct skill_unit *unit;
  19454. nullpo_ret(bl);
  19455. skill_id = va_arg(ap,int32);
  19456. skill_lv = va_arg(ap,int32);
  19457. unit = (struct skill_unit *)bl;
  19458. if( unit == nullptr || unit->group == nullptr )
  19459. return 0;
  19460. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  19461. return 0;
  19462. if( unit->group->skill_id == SC_MAELSTROM ) {
  19463. struct block_list *src;
  19464. if( (src = map_id2bl(unit->group->src_id)) ){
  19465. int32 sp = unit->group->skill_lv * skill_lv;
  19466. if( src->type == BL_PC )
  19467. sp += ((TBL_PC*)src)->status.job_level / 5;
  19468. status_heal(src, 0, sp/2, 1);
  19469. }
  19470. }
  19471. return 0;
  19472. }
  19473. /**
  19474. * Check cloaking condition
  19475. * @param bl
  19476. * @param sce
  19477. * @return True if near wall; False otherwise
  19478. */
  19479. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  19480. {
  19481. bool wall = true;
  19482. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  19483. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  19484. { //Check for walls.
  19485. static int32 dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  19486. static int32 dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  19487. int32 i;
  19488. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  19489. if( i == 8 )
  19490. wall = false;
  19491. }
  19492. if( sce ) {
  19493. if( !wall ) {
  19494. if( sce->val1 < 3 ) //End cloaking.
  19495. status_change_end(bl, SC_CLOAKING);
  19496. else if( sce->val4&1 ) { //Remove wall bonus
  19497. sce->val4&=~1;
  19498. status_calc_bl(bl, { SCB_SPEED });
  19499. }
  19500. } else {
  19501. if( !(sce->val4&1) ) { //Add wall speed bonus
  19502. sce->val4|=1;
  19503. status_calc_bl(bl, { SCB_SPEED });
  19504. }
  19505. }
  19506. }
  19507. return wall;
  19508. }
  19509. /** Check Shadow Form on the target
  19510. * @param bl: Target
  19511. * @param damage: Damage amount
  19512. * @param hit
  19513. * @return true - in Shadow Form state; false - otherwise
  19514. */
  19515. bool skill_check_shadowform(struct block_list *bl, int64 damage, int32 hit)
  19516. {
  19517. status_change *sc;
  19518. nullpo_retr(false,bl);
  19519. if (!damage)
  19520. return false;
  19521. sc = status_get_sc(bl);
  19522. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  19523. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  19524. if( !src || src->m != bl->m ) {
  19525. status_change_end(bl, SC__SHADOWFORM);
  19526. return false;
  19527. }
  19528. if( src && (status_isdead(*src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  19529. if( src->type == BL_PC )
  19530. ((TBL_PC*)src)->shadowform_id = 0;
  19531. status_change_end(bl, SC__SHADOWFORM);
  19532. return false;
  19533. }
  19534. status_damage(bl, src, damage, 0, clif_damage(*src, *src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  19535. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  19536. status_change_end(bl, SC__SHADOWFORM);
  19537. if( src->type == BL_PC )
  19538. ((TBL_PC*)src)->shadowform_id = 0;
  19539. }
  19540. return true;
  19541. }
  19542. return false;
  19543. }
  19544. /**
  19545. * Check camouflage condition
  19546. * @param bl
  19547. * @param sce
  19548. * @return True if near wall; False otherwise
  19549. * @TODO: Seems wrong
  19550. */
  19551. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  19552. {
  19553. bool wall = true;
  19554. if( bl->type == BL_PC ) { //Check for walls.
  19555. static int32 dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  19556. static int32 dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  19557. int32 i;
  19558. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  19559. if( i == 8 )
  19560. wall = false;
  19561. }
  19562. if( sce ) {
  19563. if( !wall && sce->val1 < 3 ) //End camouflage.
  19564. status_change_end(bl, SC_CAMOUFLAGE);
  19565. status_calc_bl(bl, { SCB_SPEED });
  19566. }
  19567. return wall;
  19568. }
  19569. /**
  19570. * Process skill unit visibilty for single BL in area
  19571. * @param bl
  19572. * @param ap
  19573. * @author [Cydh]
  19574. **/
  19575. int32 skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  19576. struct skill_unit *su = nullptr;
  19577. struct block_list *src = nullptr;
  19578. bool visible = true;
  19579. nullpo_ret(bl);
  19580. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  19581. nullpo_ret((src = va_arg(ap, struct block_list*)));
  19582. uint32 party1 = va_arg(ap, uint32);
  19583. if (src != bl) {
  19584. uint32 party2 = status_get_party_id(bl);
  19585. if (!party1 || !party2 || party1 != party2)
  19586. visible = false;
  19587. }
  19588. clif_getareachar_skillunit(bl, su, SELF, visible);
  19589. return 1;
  19590. }
  19591. /**
  19592. * Check for skill unit visibilty in area on
  19593. * - skill first placement
  19594. * - skill moved (knocked back, moved dance)
  19595. * @param su Skill unit
  19596. * @param target Affected target for this visibility @see enum send_target
  19597. * @author [Cydh]
  19598. **/
  19599. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  19600. nullpo_retv(su);
  19601. if (!su->hidden) // It's not hidden, just do this!
  19602. clif_getareachar_skillunit(&su->bl, su, target, true);
  19603. else {
  19604. struct block_list *src = battle_get_master(&su->bl);
  19605. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  19606. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  19607. }
  19608. }
  19609. /**
  19610. * Check for skill unit visibilty on single BL on insight/spawn action
  19611. * @param su Skill unit
  19612. * @param bl Block list
  19613. * @author [Cydh]
  19614. **/
  19615. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  19616. bool visible = true;
  19617. struct block_list *src = nullptr;
  19618. nullpo_retv(bl);
  19619. nullpo_retv(su);
  19620. nullpo_retv((src = battle_get_master(&su->bl)));
  19621. if (su->hidden && src != bl) {
  19622. uint32 party1 = status_get_party_id(src);
  19623. uint32 party2 = status_get_party_id(bl);
  19624. if (!party1 || !party2 || party1 != party2)
  19625. visible = false;
  19626. }
  19627. clif_getareachar_skillunit(bl, su, SELF, visible);
  19628. }
  19629. /**
  19630. * Initialize new skill unit for skill unit group.
  19631. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  19632. * @param group Skill unit group
  19633. * @param idx
  19634. * @param x
  19635. * @param y
  19636. * @param val1
  19637. * @param val2
  19638. */
  19639. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int32 idx, int32 x, int32 y, int32 val1, int32 val2, bool hidden)
  19640. {
  19641. if (group == nullptr || group->unit == nullptr)
  19642. return nullptr;
  19643. skill_unit *unit = &group->unit[idx];
  19644. if (unit == nullptr)
  19645. return nullptr;
  19646. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  19647. return unit;
  19648. if(!unit->alive)
  19649. group->alive_count++;
  19650. unit->bl.id = map_get_new_object_id();
  19651. unit->bl.type = BL_SKILL;
  19652. unit->bl.m = group->map;
  19653. unit->bl.x = x;
  19654. unit->bl.y = y;
  19655. unit->group = group;
  19656. unit->alive = 1;
  19657. unit->val1 = val1;
  19658. unit->val2 = val2;
  19659. unit->hidden = hidden;
  19660. // Stores new skill unit
  19661. idb_put(skillunit_db, unit->bl.id, unit);
  19662. map_addiddb(&unit->bl);
  19663. if(map_addblock(&unit->bl))
  19664. return nullptr;
  19665. // Perform oninit actions
  19666. switch (group->skill_id) {
  19667. case WZ_ICEWALL:
  19668. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  19669. clif_changemapcell( unit->bl.m, unit->bl.x, unit->bl.y, 5, AREA, &unit->bl );
  19670. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  19671. break;
  19672. case SA_LANDPROTECTOR:
  19673. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  19674. break;
  19675. #ifndef RENEWAL
  19676. case HP_BASILICA:
  19677. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  19678. break;
  19679. #endif
  19680. case SC_MAELSTROM:
  19681. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  19682. break;
  19683. default:
  19684. if (group->state.song_dance&0x1) //Check for dissonance.
  19685. skill_dance_overlap(unit, 1);
  19686. break;
  19687. }
  19688. skill_getareachar_skillunit_visibilty(unit, AREA);
  19689. return unit;
  19690. }
  19691. /**
  19692. * Remove unit
  19693. * @param unit
  19694. */
  19695. int32 skill_delunit(struct skill_unit* unit)
  19696. {
  19697. nullpo_ret(unit);
  19698. if( !unit->alive )
  19699. return 0;
  19700. unit->alive = 0;
  19701. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19702. if (group == nullptr)
  19703. return 0;
  19704. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  19705. skill_dance_overlap(unit, 0);
  19706. // invoke onout event
  19707. if( !unit->range )
  19708. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  19709. // perform ondelete actions
  19710. switch (group->skill_id) {
  19711. case HT_ANKLESNARE:
  19712. case SC_ESCAPE:
  19713. {
  19714. struct block_list* target = map_id2bl(group->val2);
  19715. if( target )
  19716. status_change_end(target, SC_ANKLE);
  19717. }
  19718. break;
  19719. case WZ_ICEWALL:
  19720. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  19721. // Hack to avoid clientside cell bug
  19722. clif_changemapcell( unit->bl.m, unit->bl.x, unit->bl.y, unit->val2, ALL_SAMEMAP, &unit->bl );
  19723. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  19724. break;
  19725. case SA_LANDPROTECTOR:
  19726. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  19727. break;
  19728. #ifndef RENEWAL
  19729. case HP_BASILICA:
  19730. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  19731. break;
  19732. #endif
  19733. case RA_ELECTRICSHOCKER: {
  19734. struct block_list* target = map_id2bl(group->val2);
  19735. if( target )
  19736. status_change_end(target, SC_ELECTRICSHOCKER);
  19737. }
  19738. break;
  19739. case SC_MAELSTROM:
  19740. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  19741. break;
  19742. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  19743. if( group->val2 ) { // Someone Traped
  19744. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  19745. if( tsc && tsc->getSCE(SC__MANHOLE) )
  19746. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  19747. }
  19748. break;
  19749. }
  19750. clif_skill_delunit( *unit );
  19751. unit->group=nullptr;
  19752. map_delblock(&unit->bl); // don't free yet
  19753. map_deliddb(&unit->bl);
  19754. idb_remove(skillunit_db, unit->bl.id);
  19755. if(--group->alive_count==0)
  19756. skill_delunitgroup(group);
  19757. return 0;
  19758. }
  19759. static std::unordered_map<int32, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int32 group_id -> struct s_skill_unit_group*
  19760. /// Returns the target s_skill_unit_group or nullptr if not found.
  19761. std::shared_ptr<s_skill_unit_group> skill_id2group(int32 group_id) {
  19762. return util::umap_find(skillunit_group_db, group_id);
  19763. }
  19764. static int32 skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  19765. /**
  19766. * Returns a new group_id that isn't being used in skillunit_group_db.
  19767. * Fatal error if nothing is available.
  19768. */
  19769. static int32 skill_get_new_group_id(void)
  19770. {
  19771. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == nullptr )
  19772. return skill_unit_group_newid++;// available
  19773. {// find next id
  19774. int32 base_id = skill_unit_group_newid;
  19775. while( base_id != ++skill_unit_group_newid )
  19776. {
  19777. if( skill_unit_group_newid < MAX_SKILL )
  19778. skill_unit_group_newid = MAX_SKILL;
  19779. if( skill_id2group(skill_unit_group_newid) == nullptr )
  19780. return skill_unit_group_newid++;// available
  19781. }
  19782. // full loop, nothing available
  19783. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  19784. exit(1);
  19785. }
  19786. }
  19787. /**
  19788. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  19789. * @param src Object that cast the skill
  19790. * @param count How many 'cells' used that needed. Related with skill layout
  19791. * @param skill_id ID of used skill
  19792. * @param skill_lv Skill level of used skill
  19793. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  19794. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  19795. * @param interval Time interval
  19796. * @return s_skill_unit_group
  19797. */
  19798. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int32 count, uint16 skill_id, uint16 skill_lv, int32 unit_id, t_tick limit, int32 interval)
  19799. {
  19800. nullpo_retr(nullptr, src);
  19801. unit_data *ud = unit_bl2ud(src);
  19802. nullpo_retr(nullptr, ud);
  19803. if (skill_id == 0 || skill_lv == 0)
  19804. return 0;
  19805. auto group = std::make_shared<s_skill_unit_group>();
  19806. group->src_id = src->id;
  19807. group->party_id = status_get_party_id(src);
  19808. group->guild_id = status_get_guild_id(src);
  19809. group->bg_id = bg_team_get_id(src);
  19810. group->group_id = skill_get_new_group_id();
  19811. group->link_group_id = 0;
  19812. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  19813. group->unit_count = count;
  19814. group->alive_count = 0;
  19815. group->val1 = 0;
  19816. group->val2 = 0;
  19817. group->val3 = 0;
  19818. group->skill_id = skill_id;
  19819. group->skill_lv = skill_lv;
  19820. group->unit_id = unit_id;
  19821. group->map = src->m;
  19822. group->limit = limit;
  19823. group->interval = interval;
  19824. group->tick = gettick();
  19825. group->valstr = nullptr;
  19826. ud->skillunits.push_back(group);
  19827. // Stores this new group
  19828. skillunit_group_db.insert({ group->group_id, group });
  19829. return group;
  19830. }
  19831. /**
  19832. * Remove skill unit group
  19833. * @param group
  19834. * @param file
  19835. * @param line
  19836. * @param *func
  19837. */
  19838. int32 skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int32 line, const char* func)
  19839. {
  19840. struct block_list* src;
  19841. struct unit_data *ud;
  19842. int16 i;
  19843. int32 link_group_id;
  19844. if( group == nullptr ) {
  19845. ShowDebug("skill_delunitgroup: group is nullptr (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  19846. return 0;
  19847. }
  19848. src = map_id2bl(group->src_id);
  19849. ud = unit_bl2ud(src);
  19850. if (!src || !ud) {
  19851. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19852. return 0;
  19853. }
  19854. if( !status_isdead(*src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  19855. switch( group->skill_id ) {
  19856. case BA_DISSONANCE:
  19857. case BA_POEMBRAGI:
  19858. case BA_WHISTLE:
  19859. case BA_ASSASSINCROSS:
  19860. case BA_APPLEIDUN:
  19861. case DC_UGLYDANCE:
  19862. case DC_HUMMING:
  19863. case DC_DONTFORGETME:
  19864. case DC_FORTUNEKISS:
  19865. case DC_SERVICEFORYOU:
  19866. case NC_NEUTRALBARRIER:
  19867. case NC_STEALTHFIELD:
  19868. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  19869. break;
  19870. }
  19871. }
  19872. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  19873. status_change* sc = status_get_sc(src);
  19874. if (sc && sc->getSCE(SC_DANCING)) {
  19875. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  19876. status_change_end(src, SC_DANCING);
  19877. }
  19878. }
  19879. // End SC from the master when the skill group is deleted
  19880. i = SC_NONE;
  19881. switch (group->unit_id) {
  19882. case UNT_GOSPEL: i = SC_GOSPEL; break;
  19883. #ifndef RENEWAL
  19884. case UNT_BASILICA: i = SC_BASILICA; break;
  19885. #endif
  19886. }
  19887. if (i != SC_NONE) {
  19888. status_change *sc = status_get_sc(src);
  19889. if (sc && sc->getSCE(i)) {
  19890. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  19891. status_change_end(src, (sc_type)i);
  19892. }
  19893. }
  19894. switch( group->skill_id ) {
  19895. case PF_SPIDERWEB:
  19896. {
  19897. struct block_list* target = map_id2bl(group->val2);
  19898. status_change *sc;
  19899. bool removed = true;
  19900. //Clear group id from status change
  19901. if (target && (sc = status_get_sc(target)) != nullptr && sc->getSCE(SC_SPIDERWEB)) {
  19902. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  19903. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  19904. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  19905. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  19906. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  19907. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  19908. else //Group was already removed in status_change_end, don't call it again!
  19909. removed = false;
  19910. //The last group was cleared, end status change
  19911. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  19912. status_change_end(target, SC_SPIDERWEB);
  19913. }
  19914. }
  19915. break;
  19916. case SG_SUN_WARM:
  19917. case SG_MOON_WARM:
  19918. case SG_STAR_WARM: {
  19919. status_change *sc = status_get_sc(src);
  19920. if (sc && sc->getSCE(SC_WARM)) {
  19921. sc->getSCE(SC_WARM)->val4 = 0;
  19922. status_change_end(src, SC_WARM);
  19923. }
  19924. }
  19925. break;
  19926. case LG_BANDING: {
  19927. status_change *sc = status_get_sc(src);
  19928. if (sc && sc->getSCE(SC_BANDING)) {
  19929. sc->getSCE(SC_BANDING)->val4 = 0;
  19930. status_change_end(src, SC_BANDING);
  19931. }
  19932. }
  19933. break;
  19934. case NC_NEUTRALBARRIER:
  19935. {
  19936. status_change *sc = nullptr;
  19937. if( (sc = status_get_sc(src)) != nullptr ) {
  19938. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19939. {
  19940. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19941. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19942. }
  19943. status_change_end(src,SC_NEUTRALBARRIER);
  19944. }
  19945. }
  19946. break;
  19947. case NC_STEALTHFIELD:
  19948. {
  19949. status_change *sc = nullptr;
  19950. if( (sc = status_get_sc(src)) != nullptr && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19951. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19952. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19953. }
  19954. }
  19955. break;
  19956. }
  19957. if (src->type==BL_PC && group->state.ammo_consume)
  19958. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19959. group->alive_count=0;
  19960. // remove all unit cells
  19961. if(group->unit != nullptr)
  19962. for( int32 j = 0; j < group->unit_count; j++ )
  19963. skill_delunit(&group->unit[j]);
  19964. // clear Talkie-box string
  19965. if( group->valstr != nullptr ) {
  19966. aFree(group->valstr);
  19967. group->valstr = nullptr;
  19968. }
  19969. link_group_id = group->link_group_id;
  19970. if (skillunit_group_db.erase(group->group_id) != 1)
  19971. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19972. util::vector_erase_if_exists(ud->skillunits, group);
  19973. if(link_group_id) {
  19974. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  19975. if(group_cur)
  19976. skill_delunitgroup(group_cur);
  19977. }
  19978. return 1;
  19979. }
  19980. /**
  19981. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  19982. * @param src
  19983. */
  19984. void skill_clear_unitgroup(struct block_list *src)
  19985. {
  19986. nullpo_retv(src);
  19987. unit_data *ud = unit_bl2ud(src);
  19988. nullpo_retv(ud);
  19989. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19990. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  19991. skill_delunitgroup(*it);
  19992. }
  19993. }
  19994. /**
  19995. * Search tickset for skill unit in skill unit group
  19996. * @param bl Block List for skill_unit
  19997. * @param group Skill unit group
  19998. * @param tick
  19999. * @return skill_unit_group_tickset if found
  20000. */
  20001. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  20002. {
  20003. int32 i, j = -1, s, id;
  20004. struct unit_data *ud;
  20005. struct skill_unit_group_tickset *set;
  20006. nullpo_ret(bl);
  20007. if (group->interval == -1)
  20008. return nullptr;
  20009. ud = unit_bl2ud(bl);
  20010. if (!ud)
  20011. return nullptr;
  20012. set = ud->skillunittick;
  20013. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  20014. id = s = group->skill_id;
  20015. else
  20016. id = s = group->group_id;
  20017. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  20018. int32 k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  20019. if (set[k].id == id)
  20020. return &set[k];
  20021. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  20022. j=k;
  20023. }
  20024. if (j == -1) {
  20025. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  20026. j = id % MAX_SKILLUNITGROUPTICKSET;
  20027. }
  20028. set[j].id = id;
  20029. set[j].tick = tick;
  20030. return &set[j];
  20031. }
  20032. /*==========================================
  20033. * Check for validity skill unit that triggered by skill_unit_timer_sub
  20034. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  20035. *------------------------------------------*/
  20036. int32 skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  20037. {
  20038. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  20039. t_tick tick = va_arg(ap,t_tick);
  20040. nullpo_ret(unit);
  20041. if( !unit->alive || bl->prev == nullptr )
  20042. return 0;
  20043. std::shared_ptr<s_skill_unit_group> group = unit->group;
  20044. if (group == nullptr)
  20045. return 0;
  20046. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  20047. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  20048. return 0; //AoE skills are ineffective. [Skotlex]
  20049. #ifdef RENEWAL
  20050. // Ankle Snare and Skid Trap can no longer trap bosses in renewal
  20051. if ((group->unit_id == UNT_ANKLESNARE || group->unit_id == UNT_SKIDTRAP) && status_bl_has_mode(bl, MD_STATUSIMMUNE))
  20052. return 0;
  20053. #endif
  20054. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  20055. return 0;
  20056. skill_unit_onplace_timer(unit,bl,tick);
  20057. return 1;
  20058. }
  20059. /**
  20060. * @see DBApply
  20061. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  20062. */
  20063. static int32 skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  20064. {
  20065. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  20066. t_tick tick = va_arg(ap,t_tick);
  20067. bool dissonance;
  20068. struct block_list* bl = &unit->bl;
  20069. nullpo_ret(unit);
  20070. if( !unit->alive )
  20071. return 0;
  20072. std::shared_ptr<s_skill_unit_group> group = unit->group;
  20073. if (group == nullptr)
  20074. return 0;
  20075. // Check for expiration
  20076. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  20077. {// skill unit expired (inlined from skill_unit_onlimit())
  20078. switch( group->unit_id ) {
  20079. case UNT_ICEWALL:
  20080. unit->val1 -= 50; // icewall loses 50 hp every second
  20081. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  20082. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  20083. if( unit->val1 <= 0 )
  20084. skill_delunit(unit);
  20085. break;
  20086. case UNT_BLASTMINE:
  20087. #ifdef RENEWAL
  20088. case UNT_CLAYMORETRAP:
  20089. #endif
  20090. case UNT_GROUNDDRIFT_WIND:
  20091. case UNT_GROUNDDRIFT_DARK:
  20092. case UNT_GROUNDDRIFT_POISON:
  20093. case UNT_GROUNDDRIFT_WATER:
  20094. case UNT_GROUNDDRIFT_FIRE:
  20095. group->unit_id = UNT_USED_TRAPS;
  20096. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  20097. group->limit=DIFF_TICK(tick+1500,group->tick);
  20098. unit->limit=DIFF_TICK(tick+1500,group->tick);
  20099. break;
  20100. case UNT_ANKLESNARE:
  20101. case UNT_ELECTRICSHOCKER:
  20102. if (group->val2 > 0) { //Used Trap doesn't return back to item
  20103. skill_delunit(unit);
  20104. break;
  20105. }
  20106. [[fallthrough]];
  20107. case UNT_SKIDTRAP:
  20108. case UNT_LANDMINE:
  20109. case UNT_SHOCKWAVE:
  20110. case UNT_SANDMAN:
  20111. case UNT_FLASHER:
  20112. case UNT_FREEZINGTRAP:
  20113. #ifndef RENEWAL
  20114. case UNT_CLAYMORETRAP:
  20115. #endif
  20116. case UNT_TALKIEBOX:
  20117. case UNT_CLUSTERBOMB:
  20118. case UNT_MAGENTATRAP:
  20119. case UNT_COBALTTRAP:
  20120. case UNT_MAIZETRAP:
  20121. case UNT_VERDURETRAP:
  20122. case UNT_FIRINGTRAP:
  20123. case UNT_ICEBOUNDTRAP:
  20124. {
  20125. struct block_list* src;
  20126. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != nullptr && src->type == BL_PC )
  20127. { // revert unit back into a trap
  20128. struct item item_tmp;
  20129. memset(&item_tmp,0,sizeof(item_tmp));
  20130. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  20131. item_tmp.identify = 1;
  20132. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  20133. }
  20134. skill_delunit(unit);
  20135. }
  20136. break;
  20137. case UNT_WARP_ACTIVE:
  20138. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  20139. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  20140. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  20141. // restart timers
  20142. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  20143. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  20144. // apply effect to all units standing on it
  20145. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  20146. break;
  20147. case UNT_CALLFAMILY:
  20148. {
  20149. map_session_data *sd = nullptr;
  20150. if(group->val1) {
  20151. sd = map_charid2sd(group->val1);
  20152. group->val1 = 0;
  20153. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  20154. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  20155. }
  20156. if(group->val2) {
  20157. sd = map_charid2sd(group->val2);
  20158. group->val2 = 0;
  20159. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  20160. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  20161. }
  20162. skill_delunit(unit);
  20163. }
  20164. break;
  20165. case UNT_REVERBERATION:
  20166. case UNT_NETHERWORLD:
  20167. if( unit->val1 <= 0 ) { // If it was deactivated.
  20168. skill_delunit(unit);
  20169. break;
  20170. }
  20171. clif_changetraplook(bl,UNT_USED_TRAPS);
  20172. if (group->unit_id == UNT_REVERBERATION)
  20173. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  20174. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  20175. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  20176. group->unit_id = UNT_USED_TRAPS;
  20177. break;
  20178. case UNT_FEINTBOMB: {
  20179. struct block_list *src = map_id2bl(group->src_id);
  20180. if (src)
  20181. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  20182. skill_delunit(unit);
  20183. }
  20184. break;
  20185. case UNT_BANDING:
  20186. {
  20187. struct block_list *src = map_id2bl(group->src_id);
  20188. status_change *sc;
  20189. if( !src || (sc = status_get_sc(src)) == nullptr || !sc->getSCE(SC_BANDING) ) {
  20190. skill_delunit(unit);
  20191. break;
  20192. }
  20193. // This unit isn't removed while SC_BANDING is active.
  20194. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  20195. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  20196. }
  20197. break;
  20198. case UNT_B_TRAP:
  20199. {
  20200. struct block_list* src;
  20201. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  20202. struct item item_tmp;
  20203. memset(&item_tmp, 0, sizeof(item_tmp));
  20204. item_tmp.nameid = group->item_id;
  20205. item_tmp.identify = 1;
  20206. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  20207. }
  20208. skill_delunit(unit);
  20209. }
  20210. break;
  20211. default:
  20212. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  20213. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  20214. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  20215. // Deal damage before expiration
  20216. break;
  20217. }
  20218. skill_delunit(unit);
  20219. break;
  20220. }
  20221. } else {// skill unit is still active
  20222. switch( group->unit_id ) {
  20223. case UNT_BLASTMINE:
  20224. case UNT_SKIDTRAP:
  20225. case UNT_LANDMINE:
  20226. case UNT_SHOCKWAVE:
  20227. case UNT_SANDMAN:
  20228. case UNT_FLASHER:
  20229. case UNT_CLAYMORETRAP:
  20230. case UNT_FREEZINGTRAP:
  20231. case UNT_TALKIEBOX:
  20232. case UNT_ANKLESNARE:
  20233. case UNT_B_TRAP:
  20234. if( unit->val1 <= 0 ) {
  20235. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  20236. skill_delunit(unit);
  20237. else {
  20238. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  20239. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  20240. group->unit_id = UNT_USED_TRAPS;
  20241. }
  20242. }
  20243. break;
  20244. case UNT_REVERBERATION:
  20245. case UNT_NETHERWORLD:
  20246. if (unit->val1 <= 0) {
  20247. clif_changetraplook(bl,UNT_USED_TRAPS);
  20248. if (group->unit_id == UNT_REVERBERATION)
  20249. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  20250. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  20251. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  20252. group->unit_id = UNT_USED_TRAPS;
  20253. }
  20254. break;
  20255. case UNT_WALLOFTHORN:
  20256. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  20257. skill_delunitgroup(group);
  20258. break;
  20259. }
  20260. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  20261. skill_delunit(unit);
  20262. break;
  20263. case UNT_SANCTUARY:
  20264. if (group->val1 <= 0) {
  20265. skill_delunitgroup(group);
  20266. }
  20267. break;
  20268. default:
  20269. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  20270. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  20271. group->skill_id == HN_METEOR_STORM_BUSTER) {
  20272. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  20273. // Unit will expire the next interval, start dropping Meteor
  20274. block_list *src = map_id2bl(group->src_id);
  20275. if (src != nullptr) {
  20276. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  20277. clif_skill_poseffect( *src, group->skill_id, -1, bl->x, bl->y, tick ); // Don't yell a blank skill name.
  20278. else
  20279. clif_skill_poseffect( *src, group->skill_id, group->skill_lv, bl->x, bl->y, tick );
  20280. group->val2 = 1;
  20281. }
  20282. }
  20283. // No damage until expiration
  20284. return 0;
  20285. }
  20286. break;
  20287. }
  20288. }
  20289. //Don't continue if unit or even group is expired and has been deleted.
  20290. if( !group || !unit->alive )
  20291. return 0;
  20292. dissonance = skill_dance_switch(unit, 0);
  20293. if( unit->range >= 0 && group->interval != -1 )
  20294. {
  20295. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  20296. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  20297. group->unit_id = UNT_USED_TRAPS;
  20298. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  20299. unit->range = -1; //Disable processed cell.
  20300. if (--group->val1 <= 0) { // number of live cells
  20301. //All tiles were processed, disable skill.
  20302. group->target_flag=BCT_NOONE;
  20303. group->bl_flag= BL_NUL;
  20304. }
  20305. }
  20306. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  20307. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  20308. group->skill_id == HN_METEOR_STORM_BUSTER ||
  20309. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  20310. skill_delunit(unit);
  20311. return 0;
  20312. }
  20313. }
  20314. if( dissonance )
  20315. skill_dance_switch(unit, 1);
  20316. return 0;
  20317. }
  20318. /*==========================================
  20319. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  20320. *------------------------------------------*/
  20321. TIMER_FUNC(skill_unit_timer){
  20322. map_freeblock_lock();
  20323. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  20324. map_freeblock_unlock();
  20325. return 0;
  20326. }
  20327. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  20328. /*==========================================
  20329. * flag :
  20330. * 1 : store that skill_unit in array
  20331. * 2 : clear that skill_unit
  20332. * 4 : call_on_left
  20333. *------------------------------------------*/
  20334. int32 skill_unit_move_sub(struct block_list* bl, va_list ap)
  20335. {
  20336. struct skill_unit* unit = (struct skill_unit *)bl;
  20337. struct block_list* target = va_arg(ap,struct block_list*);
  20338. t_tick tick = va_arg(ap,t_tick);
  20339. int32 flag = va_arg(ap,int32);
  20340. bool dissonance;
  20341. uint16 skill_id;
  20342. nullpo_ret(unit);
  20343. nullpo_ret(target);
  20344. if( !unit->alive || target->prev == nullptr )
  20345. return 0;
  20346. std::shared_ptr<s_skill_unit_group> group = unit->group;
  20347. if (group == nullptr)
  20348. return 0;
  20349. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  20350. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  20351. dissonance = skill_dance_switch(unit, 0);
  20352. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  20353. skill_id = group->skill_id;
  20354. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  20355. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  20356. if( dissonance ) {
  20357. skill_dance_switch(unit, 1);
  20358. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  20359. }
  20360. return 0;
  20361. }
  20362. //Target-type check.
  20363. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  20364. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  20365. if( flag&1 ) {
  20366. if( flag&2 ) { //Clear this skill id.
  20367. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  20368. }
  20369. } else {
  20370. if( flag&2 ) { //Store this skill id.
  20371. skill_unit_cell.push_back(skill_id);
  20372. }
  20373. }
  20374. if( flag&4 )
  20375. skill_unit_onleft(skill_id,target,tick);
  20376. }
  20377. if( dissonance )
  20378. skill_dance_switch(unit, 1);
  20379. return 0;
  20380. } else {
  20381. if( flag&1 ) {
  20382. int32 result = skill_unit_onplace(unit,target,tick);
  20383. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  20384. util::vector_erase_if_exists(skill_unit_cell, result);
  20385. }
  20386. } else {
  20387. int32 result = skill_unit_onout(unit,target,tick);
  20388. if( flag&2 && result > 0 ) { //Store this unit id.
  20389. skill_unit_cell.push_back(skill_id);
  20390. }
  20391. }
  20392. //TODO: Normally, this is dangerous since the unit and group could be freed
  20393. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  20394. //cells do not get deleted within them. [Skotlex]
  20395. if( dissonance )
  20396. skill_dance_switch(unit, 1);
  20397. if( flag&4 )
  20398. skill_unit_onleft(skill_id,target,tick);
  20399. return 1;
  20400. }
  20401. }
  20402. /*==========================================
  20403. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  20404. * Flag values:
  20405. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  20406. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  20407. * units to figure out when they have left a group.
  20408. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  20409. *------------------------------------------*/
  20410. int32 skill_unit_move(struct block_list *bl, t_tick tick, int32 flag)
  20411. {
  20412. nullpo_ret(bl);
  20413. if( bl->prev == nullptr )
  20414. return 0;
  20415. if( flag&2 && !(flag&1) ) //Onout, clear data
  20416. skill_unit_cell.clear();
  20417. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  20418. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  20419. for (const auto &it : skill_unit_cell) {
  20420. skill_unit_onleft(it, bl, tick);
  20421. }
  20422. }
  20423. return 0;
  20424. }
  20425. /*==========================================
  20426. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  20427. * @param bl Skill unit
  20428. * @param m Map
  20429. * @param dx
  20430. * @param dy
  20431. *------------------------------------------*/
  20432. void skill_unit_move_unit(struct block_list *bl, int32 dx, int32 dy) {
  20433. t_tick tick = gettick();
  20434. struct skill_unit *su;
  20435. if (bl->type != BL_SKILL)
  20436. return;
  20437. if (!(su = (struct skill_unit *)bl))
  20438. return;
  20439. if (!su->alive)
  20440. return;
  20441. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  20442. return; //Ensembles may not be moved around.
  20443. if (!bl->prev) {
  20444. bl->x = dx;
  20445. bl->y = dy;
  20446. return;
  20447. }
  20448. map_moveblock(bl, dx, dy, tick);
  20449. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  20450. skill_getareachar_skillunit_visibilty(su, AREA);
  20451. return;
  20452. }
  20453. /**
  20454. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  20455. * @param group Skill Group
  20456. * @param m Map
  20457. * @param dx
  20458. * @param dy
  20459. */
  20460. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  20461. {
  20462. int32 i, j;
  20463. t_tick tick = gettick();
  20464. int32 *m_flag;
  20465. struct skill_unit *unit1;
  20466. struct skill_unit *unit2;
  20467. if (group == nullptr)
  20468. return;
  20469. if (group->unit_count <= 0)
  20470. return;
  20471. if (group->unit == nullptr)
  20472. return;
  20473. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  20474. return; //Ensembles may not be moved around.
  20475. m_flag = (int32 *) aCalloc(group->unit_count, sizeof(int32));
  20476. // m_flag
  20477. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  20478. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  20479. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  20480. // 3: Both 1+2.
  20481. for(i = 0; i < group->unit_count; i++) {
  20482. unit1 =& group->unit[i];
  20483. if (!unit1->alive || unit1->bl.m != m)
  20484. continue;
  20485. for(j = 0; j < group->unit_count; j++) {
  20486. unit2 = &group->unit[j];
  20487. if (!unit2->alive)
  20488. continue;
  20489. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  20490. m_flag[i] |= 0x1;
  20491. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  20492. m_flag[i] |= 0x2;
  20493. }
  20494. }
  20495. j = 0;
  20496. for (i = 0; i < group->unit_count; i++) {
  20497. unit1 = &group->unit[i];
  20498. if (!unit1->alive)
  20499. continue;
  20500. if (!(m_flag[i]&0x2)) {
  20501. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  20502. skill_dance_overlap(unit1, 0);
  20503. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  20504. }
  20505. //Move Cell using "smart" criteria (avoid useless moving around)
  20506. switch(m_flag[i]) {
  20507. case 0:
  20508. //Cell moves independently, safely move it.
  20509. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  20510. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  20511. break;
  20512. case 1:
  20513. //Cell moves unto another cell, look for a replacement cell that won't collide
  20514. //and has no cell moving into it (flag == 2)
  20515. for(; j < group->unit_count; j++) {
  20516. int32 dx2, dy2;
  20517. if(m_flag[j] != 2 || !group->unit[j].alive)
  20518. continue;
  20519. //Move to where this cell would had moved.
  20520. unit2 = &group->unit[j];
  20521. dx2 = unit2->bl.x + dx - unit1->bl.x;
  20522. dy2 = unit2->bl.y + dy - unit1->bl.y;
  20523. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  20524. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  20525. j++; //Skip this cell as we have used it.
  20526. break;
  20527. }
  20528. break;
  20529. case 2:
  20530. case 3:
  20531. break; //Don't move the cell as a cell will end on this tile anyway.
  20532. }
  20533. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  20534. if (group->state.song_dance&0x1) //Check for dissonance effect.
  20535. skill_dance_overlap(unit1, 1);
  20536. skill_getareachar_skillunit_visibilty(unit1, AREA);
  20537. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  20538. }
  20539. }
  20540. aFree(m_flag);
  20541. }
  20542. /**
  20543. * Checking product requirement in player's inventory.
  20544. * Checking if player has the item or not, the amount, and the weight limit.
  20545. * @param sd Player
  20546. * @param nameid Product requested
  20547. * @param trigger Trigger criteria to match will 'ItemLv'
  20548. * @param qty Amount of item will be created
  20549. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  20550. */
  20551. int16 skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int32 trigger, int32 qty)
  20552. {
  20553. nullpo_ret(sd);
  20554. if (!item_db.exists(nameid))
  20555. return 0;
  20556. int16 i, j;
  20557. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  20558. if (skill_produce_db[i].nameid == nameid) {
  20559. if ((j = skill_produce_db[i].req_skill) > 0 &&
  20560. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  20561. continue; // must iterate again to check other skills that produce it. [malufett]
  20562. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  20563. continue; // special case
  20564. break;
  20565. }
  20566. }
  20567. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  20568. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  20569. return 0;
  20570. }
  20571. if (i >= MAX_SKILL_PRODUCE_DB)
  20572. return 0;
  20573. // Cannot carry the produced stuff
  20574. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  20575. return 0;
  20576. // Matching the requested produce list
  20577. if (trigger >= 0) {
  20578. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  20579. if (skill_produce_db[i].itemlv != trigger)
  20580. return 0;
  20581. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  20582. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  20583. return 0;
  20584. } else { // Weapon (itemlv must be higher or equal)
  20585. if (skill_produce_db[i].itemlv > trigger)
  20586. return 0;
  20587. }
  20588. }
  20589. // Check on player's inventory
  20590. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  20591. t_itemid nameid_produce;
  20592. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  20593. continue;
  20594. if (skill_produce_db[i].mat_amount[j] == 0) {
  20595. if (pc_search_inventory(sd,nameid_produce) < 0)
  20596. return 0;
  20597. } else {
  20598. uint16 idx, amt;
  20599. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  20600. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  20601. amt += sd->inventory.u.items_inventory[idx].amount;
  20602. if (amt < qty * skill_produce_db[i].mat_amount[j])
  20603. return 0;
  20604. }
  20605. }
  20606. return i + 1;
  20607. }
  20608. /**
  20609. * Attempt to produce an item
  20610. * @param sd Player
  20611. * @param skill_id Skill used
  20612. * @param nameid Requested product
  20613. * @param slot1
  20614. * @param slot2
  20615. * @param slot3
  20616. * @param qty Amount of requested item
  20617. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  20618. * @return True is success, False if failed
  20619. */
  20620. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int32 slot1, int32 slot2, int32 slot3, int32 qty, int16 produce_idx)
  20621. {
  20622. int32 slot[3];
  20623. int32 i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  20624. int32 num = -1; // exclude the recipe
  20625. nullpo_ret(sd);
  20626. status_data* status = status_get_status_data(sd->bl);
  20627. if( sd->skill_id_old == skill_id )
  20628. skill_lv = sd->skill_lv_old;
  20629. if (produce_idx == -1) {
  20630. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  20631. return false;
  20632. idx--;
  20633. }
  20634. else
  20635. idx = produce_idx;
  20636. if (qty < 1)
  20637. qty = 1;
  20638. if (!skill_id) //A skill can be specified for some override cases.
  20639. skill_id = skill_produce_db[idx].req_skill;
  20640. if( skill_id == GC_RESEARCHNEWPOISON )
  20641. skill_id = GC_CREATENEWPOISON;
  20642. slot[0] = slot1;
  20643. slot[1] = slot2;
  20644. slot[2] = slot3;
  20645. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  20646. int16 j;
  20647. if (slot[i] <= 0)
  20648. continue;
  20649. j = pc_search_inventory(sd,slot[i]);
  20650. if (j < 0)
  20651. continue;
  20652. if (slot[i] == ITEMID_STAR_CRUMB) {
  20653. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  20654. sc++;
  20655. }
  20656. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  20657. static const int32 ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  20658. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  20659. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  20660. }
  20661. }
  20662. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  20663. int16 x, j;
  20664. t_itemid id = skill_produce_db[idx].mat_id[i];
  20665. if (!item_db.exists(id))
  20666. continue;
  20667. num++;
  20668. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  20669. do {
  20670. int32 y = 0;
  20671. j = pc_search_inventory(sd,id);
  20672. if (j >= 0) {
  20673. y = sd->inventory.u.items_inventory[j].amount;
  20674. if (y > x)
  20675. y = x;
  20676. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  20677. } else {
  20678. ShowError("skill_produce_mix: material item error\n");
  20679. return false;
  20680. }
  20681. x -= y;
  20682. } while( j >= 0 && x > 0 );
  20683. }
  20684. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  20685. wlv = itemdb_wlv(nameid);
  20686. else
  20687. wlv = 0;
  20688. if (!equip) {
  20689. switch (skill_id) {
  20690. case BS_IRON:
  20691. case BS_STEEL:
  20692. case BS_ENCHANTEDSTONE:
  20693. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  20694. i = pc_checkskill(sd,skill_id);
  20695. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  20696. switch (nameid) {
  20697. case ITEMID_IRON:
  20698. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  20699. break;
  20700. case ITEMID_STEEL:
  20701. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  20702. break;
  20703. case ITEMID_STAR_CRUMB:
  20704. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  20705. break;
  20706. default: // Enchanted Stones
  20707. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  20708. break;
  20709. }
  20710. break;
  20711. case ASC_CDP:
  20712. make_per = (2000 + 40*status->dex + 20*status->luk);
  20713. break;
  20714. case AL_HOLYWATER:
  20715. case AB_ANCILLA:
  20716. make_per = 100000; //100% success
  20717. break;
  20718. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  20719. case AM_TWILIGHT1:
  20720. case AM_TWILIGHT2:
  20721. case AM_TWILIGHT3:
  20722. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  20723. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  20724. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  20725. if (hom_is_active(sd->hd)) {//Player got a homun
  20726. int32 skill;
  20727. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  20728. make_per += skill*100; //+1% bonus per level
  20729. }
  20730. switch(nameid){
  20731. case ITEMID_RED_POTION:
  20732. case ITEMID_YELLOW_POTION:
  20733. case ITEMID_WHITE_POTION:
  20734. make_per += (1+rnd()%100)*10 + 2000;
  20735. break;
  20736. case ITEMID_ALCOHOL:
  20737. make_per += (1+rnd()%100)*10 + 1000;
  20738. break;
  20739. case ITEMID_FIRE_BOTTLE:
  20740. case ITEMID_ACID_BOTTLE:
  20741. case ITEMID_MAN_EATER_BOTTLE:
  20742. case ITEMID_MINI_BOTTLE:
  20743. make_per += (1+rnd()%100)*10;
  20744. break;
  20745. case ITEMID_YELLOW_SLIM_POTION:
  20746. make_per -= (1+rnd()%50)*10;
  20747. break;
  20748. case ITEMID_WHITE_SLIM_POTION:
  20749. case ITEMID_COATING_BOTTLE:
  20750. make_per -= (1+rnd()%100)*10;
  20751. break;
  20752. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  20753. case ITEMID_BLUE_POTION:
  20754. case ITEMID_RED_SLIM_POTION:
  20755. case ITEMID_ANODYNE:
  20756. case ITEMID_ALOEBERA:
  20757. default:
  20758. break;
  20759. }
  20760. if (battle_config.pp_rate != 100)
  20761. make_per = make_per * battle_config.pp_rate / 100;
  20762. break;
  20763. case SA_CREATECON: // Elemental Converter Creation
  20764. make_per = 100000; // should be 100% success rate
  20765. break;
  20766. case RK_RUNEMASTERY: {
  20767. int32 A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  20768. int32 B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  20769. int32 C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  20770. int32 D = 0;
  20771. switch (nameid) { //rune rank it_diff 9 craftable rune
  20772. case ITEMID_BERKANA:
  20773. D = -2000;
  20774. break; //Rank S
  20775. case ITEMID_NAUTHIZ:
  20776. case ITEMID_URUZ:
  20777. D = -1500;
  20778. break; //Rank A
  20779. case ITEMID_ISA:
  20780. case ITEMID_WYRD:
  20781. D = -1000;
  20782. break; //Rank B
  20783. case ITEMID_RAIDO:
  20784. case ITEMID_THURISAZ:
  20785. case ITEMID_HAGALAZ:
  20786. case ITEMID_OTHILA:
  20787. D = -500;
  20788. break; //Rank C
  20789. default:
  20790. D = -1500;
  20791. break; //not specified =-15%
  20792. }
  20793. make_per = A + B + C + D;
  20794. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  20795. if (runemastery_skill_lv > 9)
  20796. qty = 2 + rnd() % 5; // 2~6
  20797. else if (runemastery_skill_lv > 4)
  20798. qty = 2 + rnd() % 3; // 2~4
  20799. else
  20800. qty = 2;
  20801. }
  20802. break;
  20803. case GC_CREATENEWPOISON:
  20804. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  20805. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  20806. break;
  20807. case GN_CHANGEMATERIAL:
  20808. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20809. if (skill_changematerial_db[i].nameid == nameid) {
  20810. make_per = skill_changematerial_db[i].rate * 10;
  20811. break;
  20812. }
  20813. }
  20814. break;
  20815. case GN_S_PHARMACY:
  20816. {
  20817. int32 difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  20818. const int32 production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  20819. switch (nameid) { // Item difficulty factor
  20820. case ITEMID_HP_INCREASE_POTION_SMALL:
  20821. case ITEMID_SP_INCREASE_POTION_SMALL:
  20822. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  20823. difficulty += 10;
  20824. break;
  20825. case ITEMID_BOMB_MUSHROOM_SPORE:
  20826. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  20827. difficulty += 15;
  20828. break;
  20829. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  20830. case ITEMID_SP_INCREASE_POTION_LARGE:
  20831. case ITEMID_VITATA500:
  20832. difficulty += 20;
  20833. break;
  20834. case ITEMID_SEED_OF_HORNY_PLANT:
  20835. case ITEMID_BLOODSUCK_PLANT_SEED:
  20836. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  20837. difficulty += 30;
  20838. break;
  20839. case ITEMID_HP_INCREASE_POTION_LARGE:
  20840. case ITEMID_CURE_FREE:
  20841. difficulty += 40;
  20842. break;
  20843. }
  20844. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  20845. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  20846. make_per -= difficulty;
  20847. qty = production_count[skill_lv - 1];
  20848. // Determine quantity from difficulty
  20849. if (make_per < 1)
  20850. qty -= 6;
  20851. else if (make_per < 100)
  20852. qty -= 5;
  20853. else if (make_per < 300)
  20854. qty -= 4;
  20855. else if (make_per < 400)
  20856. qty -= 3;
  20857. make_per = 100000; // Adjust success back to 100% for crafting
  20858. }
  20859. break;
  20860. case GN_MAKEBOMB:
  20861. case GN_MIX_COOKING:
  20862. {
  20863. int32 difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  20864. switch (nameid) { // Item difficulty factor
  20865. // GN_MAKEBOMB
  20866. case ITEMID_APPLE_BOMB:
  20867. difficulty += 5;
  20868. break;
  20869. case ITEMID_COCONUT_BOMB:
  20870. case ITEMID_MELON_BOMB:
  20871. difficulty += 10;
  20872. break;
  20873. case ITEMID_PINEAPPLE_BOMB:
  20874. difficulty += 15;
  20875. break;
  20876. case ITEMID_BANANA_BOMB:
  20877. difficulty += 20;
  20878. break;
  20879. // GN_MIX_COOKING
  20880. case ITEMID_SAVAGE_FULL_ROAST:
  20881. case ITEMID_COCKTAIL_WARG_BLOOD:
  20882. case ITEMID_MINOR_STEW:
  20883. case ITEMID_SIROMA_ICED_TEA:
  20884. case ITEMID_DROSERA_HERB_SALAD:
  20885. case ITEMID_PETITE_TAIL_NOODLES:
  20886. difficulty += 15;
  20887. break;
  20888. }
  20889. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  20890. if (skill_lv > 1) {
  20891. make_per -= difficulty;
  20892. // Determine quantity from difficulty
  20893. if (make_per >= 30)
  20894. qty = 10 + rnd() % 2;
  20895. else if (make_per >= 10)
  20896. qty = 10;
  20897. else if (make_per >= -10)
  20898. qty = 8;
  20899. else if (make_per >= -30)
  20900. qty = 5;
  20901. else
  20902. qty = 0;
  20903. } else {
  20904. if (make_per < difficulty)
  20905. qty = 0;
  20906. }
  20907. make_per = 100000; // Adjust success back to 100% for crafting
  20908. }
  20909. break;
  20910. case MT_M_MACHINE:
  20911. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  20912. if (skill_id == MT_M_MACHINE)
  20913. qty = 7 + skill_lv;
  20914. else // BO_BIONIC_PHARMACY
  20915. qty = 10 + skill_lv;
  20916. make_per = 100000;
  20917. break;
  20918. default:
  20919. if (sd->menuskill_id == AM_PHARMACY &&
  20920. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  20921. { //Assume Cooking Dish
  20922. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  20923. make_per = 10000; //100% Success
  20924. else
  20925. make_per = 1200 * (sd->menuskill_val - 10)
  20926. + 20 * (sd->status.base_level + 1)
  20927. + 20 * (status->dex + 1)
  20928. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  20929. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  20930. - 10 * (100 - status->luk + 1)
  20931. - 500 * (num - 1)
  20932. - 100 * (rnd()%4 + 1);
  20933. break;
  20934. }
  20935. make_per = 5000;
  20936. break;
  20937. }
  20938. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20939. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20940. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20941. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20942. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20943. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20944. if( wlv >= 3 ){
  20945. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20946. }
  20947. // Element Stone: -20%
  20948. if( ele ){
  20949. make_per -= 2000;
  20950. }
  20951. // Star Crumb: -15% each
  20952. make_per -= sc * 1500;
  20953. // Weapon level malus: -0/-10/-20/-30
  20954. if( wlv > 1 ){
  20955. make_per -= ( wlv * 1000 );
  20956. }
  20957. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20958. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20959. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20960. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20961. if (battle_config.wp_rate != 100)
  20962. make_per = make_per * battle_config.wp_rate / 100;
  20963. }
  20964. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20965. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20966. if (make_per < 1) make_per = 1;
  20967. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20968. struct item tmp_item;
  20969. memset(&tmp_item,0,sizeof(tmp_item));
  20970. tmp_item.nameid = nameid;
  20971. tmp_item.amount = 1;
  20972. tmp_item.identify = 1;
  20973. if (equip) {
  20974. tmp_item.card[0] = CARD0_FORGE;
  20975. tmp_item.card[1] = ((sc*5)<<8)+ele;
  20976. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20977. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20978. } else {
  20979. //Flag is only used on the end, so it can be used here. [Skotlex]
  20980. switch (skill_id) {
  20981. case BS_DAGGER:
  20982. case BS_SWORD:
  20983. case BS_TWOHANDSWORD:
  20984. case BS_AXE:
  20985. case BS_MACE:
  20986. case BS_KNUCKLE:
  20987. case BS_SPEAR:
  20988. flag = battle_config.produce_item_name_input&0x1;
  20989. break;
  20990. case AM_PHARMACY:
  20991. case AM_TWILIGHT1:
  20992. case AM_TWILIGHT2:
  20993. case AM_TWILIGHT3:
  20994. flag = battle_config.produce_item_name_input&0x2;
  20995. break;
  20996. case AL_HOLYWATER:
  20997. case AB_ANCILLA:
  20998. flag = battle_config.produce_item_name_input&0x8;
  20999. break;
  21000. case ASC_CDP:
  21001. flag = battle_config.produce_item_name_input&0x10;
  21002. break;
  21003. default:
  21004. flag = battle_config.produce_item_name_input&0x80;
  21005. break;
  21006. }
  21007. if (flag) {
  21008. tmp_item.card[0] = CARD0_CREATE;
  21009. tmp_item.card[1] = 0;
  21010. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  21011. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  21012. }
  21013. }
  21014. // if(log_config.produce > 0)
  21015. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  21016. //TODO update PICKLOG
  21017. if (equip) {
  21018. clif_produceeffect(sd,0,nameid);
  21019. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  21020. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  21021. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  21022. } else {
  21023. int32 fame = 0;
  21024. tmp_item.amount = 0;
  21025. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  21026. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  21027. tmp_item.amount = qty;
  21028. break;
  21029. }
  21030. if (qty == 1 || rnd()%10000 < make_per) { //Success
  21031. tmp_item.amount++;
  21032. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  21033. continue;
  21034. if (skill_id != AM_PHARMACY &&
  21035. skill_id != AM_TWILIGHT1 &&
  21036. skill_id != AM_TWILIGHT2 &&
  21037. skill_id != AM_TWILIGHT3)
  21038. continue;
  21039. //Add fame as needed.
  21040. switch(++sd->potion_success_counter) {
  21041. case 3:
  21042. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  21043. break;
  21044. case 5:
  21045. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  21046. break;
  21047. case 7:
  21048. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  21049. break;
  21050. case 10:
  21051. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  21052. sd->potion_success_counter = 0;
  21053. break;
  21054. }
  21055. } else //Failure
  21056. sd->potion_success_counter = 0;
  21057. }
  21058. if (fame)
  21059. pc_addfame(*sd, fame);
  21060. //Visual effects and the like.
  21061. switch (skill_id) {
  21062. case AM_PHARMACY:
  21063. case AM_TWILIGHT1:
  21064. case AM_TWILIGHT2:
  21065. case AM_TWILIGHT3:
  21066. case ASC_CDP:
  21067. case GC_CREATENEWPOISON:
  21068. clif_produceeffect(sd,2,nameid);
  21069. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21070. break;
  21071. case BS_IRON:
  21072. case BS_STEEL:
  21073. case BS_ENCHANTEDSTONE:
  21074. clif_produceeffect(sd,0,nameid);
  21075. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  21076. break;
  21077. default: //Those that don't require a skill?
  21078. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  21079. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  21080. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  21081. }
  21082. break;
  21083. }
  21084. }
  21085. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  21086. int32 j, k = 0, l;
  21087. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  21088. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  21089. if (skill_changematerial_db[i].nameid == nameid){
  21090. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  21091. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  21092. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  21093. tmp_item.amount = (isStackable ? total_qty : 1);
  21094. for (l = 0; l < total_qty; l += tmp_item.amount) {
  21095. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  21096. clif_additem(sd,0,0,flag);
  21097. if( battle_config.skill_drop_items_full ){
  21098. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  21099. }
  21100. }
  21101. }
  21102. k++;
  21103. }
  21104. }
  21105. break;
  21106. }
  21107. }
  21108. if (k) {
  21109. clif_produceeffect(sd,6,nameid);
  21110. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21111. clif_msg_skill( *sd, skill_id, MSI_SKILL_SUCCESS );
  21112. return true;
  21113. }
  21114. } else if (tmp_item.amount) { //Success
  21115. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  21116. clif_additem(sd,0,0,flag);
  21117. if( battle_config.skill_drop_items_full ){
  21118. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  21119. }
  21120. }
  21121. switch (skill_id) {
  21122. case RK_RUNEMASTERY:
  21123. clif_produceeffect(sd, 4, nameid);
  21124. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21125. break;
  21126. case GN_MIX_COOKING:
  21127. case GN_MAKEBOMB:
  21128. case GN_S_PHARMACY:
  21129. clif_produceeffect(sd, 6, nameid);
  21130. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21131. clif_msg_skill( *sd, skill_id, MSI_SKILL_SUCCESS );
  21132. break;
  21133. case MT_M_MACHINE:
  21134. clif_produceeffect(sd, 0, nameid);
  21135. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_SUCCESS );
  21136. clif_msg_skill( *sd, skill_id, MSI_SKILL_SUCCESS );
  21137. break;
  21138. case BO_BIONIC_PHARMACY:
  21139. clif_produceeffect(sd, 2, nameid);
  21140. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_SUCCESS );
  21141. clif_msg_skill( *sd, skill_id, MSI_SKILL_SUCCESS );
  21142. break;
  21143. }
  21144. return true;
  21145. }
  21146. }
  21147. //Failure
  21148. // if(log_config.produce)
  21149. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  21150. //TODO update PICKLOG
  21151. if (equip) {
  21152. clif_produceeffect(sd,1,nameid);
  21153. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  21154. } else {
  21155. switch (skill_id) {
  21156. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  21157. status_percent_damage(nullptr, &sd->bl, -25, 0, true);
  21158. [[fallthrough]];
  21159. case AM_PHARMACY:
  21160. case AM_TWILIGHT1:
  21161. case AM_TWILIGHT2:
  21162. case AM_TWILIGHT3:
  21163. case GC_CREATENEWPOISON:
  21164. clif_produceeffect(sd,3,nameid);
  21165. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21166. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  21167. break;
  21168. case BS_IRON:
  21169. case BS_STEEL:
  21170. case BS_ENCHANTEDSTONE:
  21171. clif_produceeffect(sd,1,nameid);
  21172. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  21173. break;
  21174. case RK_RUNEMASTERY:
  21175. clif_produceeffect(sd,5,nameid);
  21176. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21177. break;
  21178. case GN_MIX_COOKING:
  21179. if (qty == 0) {
  21180. item tmp_item;
  21181. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  21182. int32 rate = rnd() % 1000 + 1;
  21183. memset(&tmp_item, 0, sizeof(tmp_item));
  21184. if (rate < 500)
  21185. i = 0;
  21186. else if (rate < 750)
  21187. i = 1;
  21188. else if (rate < 850)
  21189. i = 2;
  21190. else if (rate < 950)
  21191. i = 3;
  21192. else
  21193. i = 4;
  21194. tmp_item.nameid = compensation[i];
  21195. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  21196. tmp_item.identify = 1;
  21197. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  21198. clif_additem(sd,0,0,flag);
  21199. if( battle_config.skill_drop_items_full ){
  21200. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  21201. }
  21202. }
  21203. clif_produceeffect(sd,7,nameid);
  21204. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21205. clif_msg_skill( *sd, skill_id, MSI_SKILL_FAIL );
  21206. }
  21207. break;
  21208. case GN_MAKEBOMB:
  21209. case GN_S_PHARMACY:
  21210. case GN_CHANGEMATERIAL:
  21211. clif_produceeffect(sd,7,nameid);
  21212. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21213. clif_msg_skill( *sd, skill_id, MSI_SKILL_FAIL );
  21214. break;
  21215. case MT_M_MACHINE:
  21216. clif_produceeffect(sd, 1, nameid);
  21217. clif_misceffect( sd->bl, NOTIFYEFFECT_REFINE_FAILURE );
  21218. clif_msg_skill( *sd, skill_id, MSI_SKILL_FAIL );
  21219. break;
  21220. case BO_BIONIC_PHARMACY:
  21221. clif_produceeffect(sd, 3, nameid);
  21222. clif_misceffect( sd->bl, NOTIFYEFFECT_PHARMACY_FAILURE );
  21223. clif_msg_skill( *sd, skill_id, MSI_SKILL_FAIL );
  21224. break;
  21225. default:
  21226. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  21227. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  21228. // todo: What in the world is this calculation
  21229. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  21230. }
  21231. break;
  21232. }
  21233. }
  21234. return false;
  21235. }
  21236. /**
  21237. * Attempt to create arrow by specified material
  21238. * @param sd Player
  21239. * @param nameid Item ID of material
  21240. * @return True if created, False is failed
  21241. */
  21242. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  21243. {
  21244. nullpo_ret(sd);
  21245. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  21246. return false;
  21247. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  21248. for (const auto &it : skill_arrow_db) {
  21249. if (nameid == it.second->nameid) {
  21250. arrow = it.second;
  21251. break;
  21252. }
  21253. }
  21254. int16 j;
  21255. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  21256. return false;
  21257. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  21258. for (const auto &it : arrow->created) {
  21259. char flag = 0;
  21260. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  21261. continue;
  21262. struct item tmp_item = { 0 };
  21263. tmp_item.identify = 1;
  21264. tmp_item.nameid = it.first;
  21265. tmp_item.amount = it.second;
  21266. if (battle_config.produce_item_name_input&0x4) {
  21267. tmp_item.card[0] = CARD0_CREATE;
  21268. tmp_item.card[1] = 0;
  21269. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  21270. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  21271. }
  21272. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  21273. clif_additem(sd,0,0,flag);
  21274. if( battle_config.skill_drop_items_full )
  21275. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  21276. }
  21277. }
  21278. return true;
  21279. }
  21280. /**
  21281. * Enchant weapon with poison
  21282. * @param sd Player
  21283. * @nameid Item ID of poison type
  21284. */
  21285. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid ){
  21286. if( !nameid || pc_delitem(&sd,pc_search_inventory(&sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  21287. clif_skill_fail( sd, GC_POISONINGWEAPON );
  21288. return;
  21289. }
  21290. sc_type type;
  21291. int32 chance;
  21292. //uint16 msg = 1443; //Official is using msgstringtable.txt
  21293. char output[CHAT_SIZE_MAX];
  21294. const char *msg;
  21295. switch( nameid ) {
  21296. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  21297. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  21298. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  21299. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  21300. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  21301. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  21302. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  21303. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  21304. default:
  21305. clif_skill_fail( sd, GC_POISONINGWEAPON );
  21306. return;
  21307. }
  21308. status_change_end(&sd.bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  21309. chance = 2 + 2 * sd.menuskill_val; // 2 + 2 * skill_lv
  21310. sc_start4(&sd.bl,&sd.bl, SC_POISONINGWEAPON, 100, pc_checkskill(&sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  21311. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val));
  21312. status_change_start(&sd.bl, &sd.bl, type, 10000, sd.menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  21313. sprintf(output, msg_txt(&sd,721), msg);
  21314. clif_messagecolor(&sd.bl,color_table[COLOR_WHITE],output,false,SELF);
  21315. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  21316. clif_msg( sd, msg );
  21317. #endif*/
  21318. }
  21319. /**
  21320. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  21321. * @param bl: Object
  21322. * @param skill_id: Skill invoking to determine if Magic type
  21323. */
  21324. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  21325. {
  21326. status_change *sc = status_get_sc(bl);
  21327. // non-offensive and non-magic skills do not affect the status
  21328. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  21329. return;
  21330. if (sc != nullptr && !sc->empty() && sc->getSCE(SC_MAGICPOWER)) {
  21331. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  21332. status_change_end(bl, SC_MAGICPOWER);
  21333. } else {
  21334. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  21335. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  21336. if(bl->type == BL_PC){// update current display.
  21337. clif_updatestatus(*((map_session_data *)bl),SP_MATK1);
  21338. clif_updatestatus(*((map_session_data *)bl),SP_MATK2);
  21339. }
  21340. }
  21341. }
  21342. }
  21343. void skill_magicdecoy( map_session_data& sd, t_itemid nameid ){
  21344. int32 x, y, i, class_, skill;
  21345. struct mob_data *md;
  21346. skill = sd.menuskill_val;
  21347. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(&sd,nameid)) < 0 || !skill || pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  21348. clif_skill_fail( sd, NC_MAGICDECOY );
  21349. return;
  21350. }
  21351. // Spawn Position
  21352. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME);
  21353. x = sd.sc.comet_x;
  21354. y = sd.sc.comet_y;
  21355. sd.sc.comet_x = 0;
  21356. sd.sc.comet_y = 0;
  21357. sd.menuskill_val = 0;
  21358. // Item picked decides the mob class
  21359. switch(nameid) {
  21360. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  21361. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  21362. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  21363. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  21364. default:
  21365. clif_skill_fail( sd, NC_MAGICDECOY );
  21366. return;
  21367. }
  21368. md = mob_once_spawn_sub(&sd.bl, sd.bl.m, x, y, sd.status.name, class_, "", SZ_SMALL, AI_NONE);
  21369. if( md ) {
  21370. struct unit_data *ud = unit_bl2ud(&md->bl);
  21371. md->master_id = sd.bl.id;
  21372. md->special_state.ai = AI_FAW;
  21373. if(ud) {
  21374. ud->skill_id = NC_MAGICDECOY;
  21375. ud->skill_lv = skill;
  21376. }
  21377. if( md->deletetimer != INVALID_TIMER )
  21378. delete_timer(md->deletetimer, mob_timer_delete);
  21379. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  21380. mob_spawn(md);
  21381. }
  21382. }
  21383. /**
  21384. * Process Warlock Spellbooks
  21385. * @param sd: Player data
  21386. * @param nameid: Spellbook item used
  21387. */
  21388. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  21389. if (reading_spellbook_db.empty())
  21390. return;
  21391. status_change *sc = status_get_sc(&sd.bl);
  21392. for (int32 i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  21393. if (sc == nullptr || sc->getSCE(i) == nullptr)
  21394. break;
  21395. if (i == SC_MAXSPELLBOOK) {
  21396. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING );
  21397. return;
  21398. }
  21399. }
  21400. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  21401. if (spell == nullptr)
  21402. return;
  21403. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  21404. if (skill_lv == 0) { // Caster hasn't learned the skill
  21405. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  21406. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP );
  21407. return;
  21408. }
  21409. uint16 points = spell->points;
  21410. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  21411. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  21412. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT );
  21413. return;
  21414. }
  21415. for (int32 i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  21416. if (!sc->getSCE(i)) {
  21417. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  21418. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  21419. break;
  21420. }
  21421. }
  21422. } else {
  21423. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  21424. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  21425. }
  21426. // Reading Spell Book SP cost same as the sealed spell.
  21427. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  21428. }
  21429. void skill_select_menu( map_session_data& sd, uint16 skill_id ){
  21430. int32 lv, prob, aslvl = 0;
  21431. uint16 id, sk_idx = 0;
  21432. if (sd.sc.getSCE(SC_STOP)) {
  21433. aslvl = sd.sc.getSCE(SC_STOP)->val1;
  21434. status_change_end(&sd.bl,SC_STOP);
  21435. }
  21436. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  21437. return;
  21438. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd.status.skill[sk_idx].id) == 0 || sd.status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  21439. clif_skill_fail( sd, SC_AUTOSHADOWSPELL );
  21440. return;
  21441. }
  21442. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  21443. lv = min(lv,sd.status.skill[sk_idx].lv);
  21444. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  21445. sc_start4(&sd.bl,&sd.bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,(aslvl*5),skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  21446. }
  21447. int32 skill_elementalanalysis( map_session_data& sd, int32 n, uint16 skill_lv, uint16* item_list ){
  21448. nullpo_ret(item_list);
  21449. if( n <= 0 )
  21450. return 1;
  21451. for( int32 i = 0; i < n; i++ ) {
  21452. t_itemid nameid, product;
  21453. int32 add_amount, del_amount, idx;
  21454. struct item tmp_item;
  21455. idx = item_list[i*2+0]-2;
  21456. if( idx < 0 || idx >= MAX_INVENTORY ){
  21457. return 1;
  21458. }
  21459. del_amount = item_list[i*2+1];
  21460. if( skill_lv == 2 )
  21461. del_amount -= (del_amount % 10);
  21462. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  21463. if( (nameid = sd.inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd.inventory.u.items_inventory[idx].amount ) {
  21464. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21465. return 1;
  21466. }
  21467. switch( nameid ) {
  21468. // Level 1
  21469. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  21470. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  21471. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  21472. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  21473. // Level 2
  21474. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  21475. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  21476. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  21477. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  21478. default:
  21479. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21480. return 1;
  21481. }
  21482. if( pc_delitem(&sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  21483. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21484. return 1;
  21485. }
  21486. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  21487. clif_skill_fail( sd, SO_EL_ANALYSIS );
  21488. return 1;
  21489. }
  21490. memset(&tmp_item,0,sizeof(tmp_item));
  21491. tmp_item.nameid = product;
  21492. tmp_item.amount = add_amount;
  21493. tmp_item.identify = 1;
  21494. if( tmp_item.amount ) {
  21495. unsigned char flag = pc_additem(&sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  21496. if( flag != 0 ) {
  21497. clif_additem(&sd,0,0,flag);
  21498. if( battle_config.skill_drop_items_full )
  21499. map_addflooritem(&tmp_item,tmp_item.amount,sd.bl.m,sd.bl.x,sd.bl.y,0,0,0,4,0);
  21500. }
  21501. }
  21502. }
  21503. return 0;
  21504. }
  21505. int32 skill_changematerial(map_session_data *sd, int32 n, uint16 *item_list) {
  21506. int32 i, j, k, c, p = 0, amount;
  21507. t_itemid nameid;
  21508. nullpo_ret(sd);
  21509. nullpo_ret(item_list);
  21510. // Search for objects that can be created.
  21511. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  21512. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  21513. p = 0;
  21514. do {
  21515. c = 0;
  21516. // Verification of overlap between the objects required and the list submitted.
  21517. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  21518. if( skill_produce_db[i].mat_id[j] > 0 ) {
  21519. for( k = 0; k < n; k++ ) {
  21520. int32 idx = item_list[k*2+0]-2;
  21521. if( idx < 0 || idx >= MAX_INVENTORY ){
  21522. return 0;
  21523. }
  21524. nameid = sd->inventory.u.items_inventory[idx].nameid;
  21525. amount = item_list[k*2+1];
  21526. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  21527. clif_msg_skill( *sd, GN_CHANGEMATERIAL, MSI_SKILL_FAIL_MATERIAL_IDENTITY );
  21528. return 0;
  21529. }
  21530. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  21531. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  21532. c++; // match
  21533. }
  21534. }
  21535. else
  21536. break; // No more items required
  21537. }
  21538. p++;
  21539. } while(n == j && c == n);
  21540. p--;
  21541. if ( p > 0 ) {
  21542. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  21543. return 1;
  21544. }
  21545. }
  21546. }
  21547. if( p == 0)
  21548. clif_msg_skill( *sd, GN_CHANGEMATERIAL, MSI_SKILL_RECIPE_NOTEXIST );
  21549. return 0;
  21550. }
  21551. /**
  21552. * For Royal Guard's LG_TRAMPLE
  21553. */
  21554. static int32 skill_destroy_trap(struct block_list *bl, va_list ap)
  21555. {
  21556. skill_unit *su = (struct skill_unit *)bl;
  21557. nullpo_ret(su);
  21558. std::shared_ptr<s_skill_unit_group> sg;
  21559. t_tick tick = va_arg(ap, t_tick);
  21560. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  21561. switch( sg->unit_id ) {
  21562. case UNT_CLAYMORETRAP:
  21563. case UNT_FIRINGTRAP:
  21564. case UNT_ICEBOUNDTRAP:
  21565. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  21566. break;
  21567. case UNT_LANDMINE:
  21568. case UNT_BLASTMINE:
  21569. case UNT_SHOCKWAVE:
  21570. case UNT_SANDMAN:
  21571. case UNT_FLASHER:
  21572. case UNT_FREEZINGTRAP:
  21573. case UNT_CLUSTERBOMB:
  21574. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  21575. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  21576. else
  21577. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  21578. break;
  21579. }
  21580. // Traps aren't recovered.
  21581. skill_delunit(su);
  21582. }
  21583. return 0;
  21584. }
  21585. /*==========================================
  21586. *
  21587. *------------------------------------------*/
  21588. TIMER_FUNC(skill_blockpc_end){
  21589. map_session_data *sd = map_id2sd(id);
  21590. if (sd == nullptr)
  21591. return 0;
  21592. sd->scd.erase(static_cast<uint16>(data));
  21593. return 1;
  21594. }
  21595. /**
  21596. * Flags a singular skill as being blocked from persistent usage for a player.
  21597. * @param sd: The player the skill delay affects
  21598. * @param skill_id: The skill which should be delayed
  21599. * @param tick: The length of time the delay should last
  21600. * @return True if successful, false otherwise
  21601. */
  21602. bool skill_blockpc_start(map_session_data &sd, uint16 skill_id, t_tick tick) {
  21603. if (!skill_db.exists(skill_id) || tick < 1)
  21604. return false;
  21605. if (sd.scd.size() == MAX_SKILLCOOLDOWN) {
  21606. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  21607. return false;
  21608. }
  21609. // Add entry to list.
  21610. sd.scd[skill_id] = add_timer(gettick() + tick, skill_blockpc_end, sd.bl.id, skill_id);
  21611. if (battle_config.display_status_timers)
  21612. clif_skill_cooldown(sd, skill_id, tick);
  21613. return true;
  21614. }
  21615. /**
  21616. * Clear skill cooldowns from player.
  21617. * @param sd: Player data
  21618. */
  21619. void skill_blockpc_clear(map_session_data &sd) {
  21620. for (auto &entry : sd.scd) {
  21621. if (battle_config.display_status_timers)
  21622. clif_skill_cooldown(sd, entry.first, 0);
  21623. delete_timer(entry.second, skill_blockpc_end);
  21624. }
  21625. sd.scd.clear();
  21626. }
  21627. /**
  21628. * Timer end for homunculus skill cooldowns.
  21629. */
  21630. TIMER_FUNC(skill_blockhomun_end){
  21631. homun_data *hd = map_id2hd(id);
  21632. if (hd == nullptr)
  21633. return 0;
  21634. hd->scd.erase(static_cast<uint16>(data));
  21635. return 1;
  21636. }
  21637. /**
  21638. * Flags a singular skill as being blocked from persistent usage for a homunculus.
  21639. * @param hd: The homunculus the skill delay affects
  21640. * @param skill_id: The skill which should be delayed
  21641. * @param tick: The length of time the delay should last
  21642. * @return True if successful, false otherwise
  21643. */
  21644. bool skill_blockhomun_start(homun_data &hd, uint16 skill_id, t_tick tick) //[orn]
  21645. {
  21646. if (!skill_db.exists(skill_id) || tick < 1)
  21647. return false;
  21648. if (hd.scd.size() == MAX_SKILLCOOLDOWN) {
  21649. ShowWarning("skill_blockhomun_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  21650. return false;
  21651. }
  21652. // Add entry to list.
  21653. hd.scd[skill_id] = add_timer(gettick() + tick, skill_blockhomun_end, hd.bl.id, skill_id);
  21654. if (battle_config.display_status_timers)
  21655. clif_skill_cooldown(*hd.master, skill_id, tick);
  21656. return true;
  21657. }
  21658. /**
  21659. * Clear skill cooldowns from homunculus.
  21660. * @param hd: Homunculus data
  21661. */
  21662. void skill_blockhomun_clear(homun_data &hd) {
  21663. for (auto &entry : hd.scd) {
  21664. if (battle_config.display_status_timers)
  21665. clif_skill_cooldown(*hd.master, entry.first, 0);
  21666. delete_timer(entry.second, skill_blockhomun_end);
  21667. }
  21668. hd.scd.clear();
  21669. }
  21670. /**
  21671. * Timer end for mercenary skill cooldowns.
  21672. */
  21673. TIMER_FUNC(skill_blockmerc_end){
  21674. s_mercenary_data *mc = map_id2mc(id);
  21675. if (mc == nullptr)
  21676. return 0;
  21677. mc->scd.erase(static_cast<uint16>(data));
  21678. return 1;
  21679. }
  21680. /**
  21681. * Flags a singular skill as being blocked from persistent usage for a mercenary.
  21682. * @param mc: The mercenary the skill delay affects
  21683. * @param skill_id: The skill which should be delayed
  21684. * @param tick: The length of time the delay should last
  21685. * @return True if successful, false otherwise
  21686. */
  21687. bool skill_blockmerc_start(s_mercenary_data &mc, uint16 skill_id, t_tick tick)
  21688. {
  21689. if (!skill_db.exists(skill_id) || tick < 1)
  21690. return false;
  21691. if (mc.scd.size() == MAX_SKILLCOOLDOWN) {
  21692. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  21693. return false;
  21694. }
  21695. // Add entry to list.
  21696. mc.scd[skill_id] = add_timer(gettick() + tick, skill_blockmerc_end, mc.bl.id, skill_id);
  21697. if (battle_config.display_status_timers)
  21698. clif_skill_cooldown(*mc.master, skill_id, tick);
  21699. return true;
  21700. }
  21701. /**
  21702. * Clear skill cooldowns from mercenary.
  21703. * @param mc: Mercenary data
  21704. */
  21705. void skill_blockmerc_clear(s_mercenary_data &mc) {
  21706. for (auto &entry : mc.scd) {
  21707. if (battle_config.display_status_timers)
  21708. clif_skill_cooldown(*mc.master, entry.first, 0);
  21709. delete_timer(entry.second, skill_blockmerc_end);
  21710. }
  21711. mc.scd.clear();
  21712. }
  21713. /**
  21714. * Adds a new skill unit entry for this player to recast after map load
  21715. * @param sd: Player
  21716. * @param skill_id: Skill ID to save
  21717. * @param skill_lv: Skill level to save
  21718. */
  21719. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  21720. {
  21721. struct skill_usave *sus = nullptr;
  21722. if (idb_exists(skillusave_db,sd->status.char_id))
  21723. idb_remove(skillusave_db,sd->status.char_id);
  21724. CREATE(sus, struct skill_usave, 1);
  21725. idb_put(skillusave_db, sd->status.char_id, sus);
  21726. sus->skill_id = skill_id;
  21727. sus->skill_lv = skill_lv;
  21728. }
  21729. /**
  21730. * Loads saved skill unit entries for this player after map load
  21731. * @param sd: Player
  21732. */
  21733. void skill_usave_trigger(map_session_data *sd)
  21734. {
  21735. skill_usave *sus;
  21736. std::shared_ptr<s_skill_unit_group> group;
  21737. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  21738. return;
  21739. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  21740. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  21741. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  21742. idb_remove(skillusave_db, sd->status.char_id);
  21743. }
  21744. /*
  21745. *
  21746. */
  21747. int32 skill_split_str (char *str, char **val, int32 num)
  21748. {
  21749. int32 i;
  21750. for( i = 0; i < num && str; i++ ) {
  21751. val[i] = str;
  21752. str = strchr(str,',');
  21753. if( str )
  21754. *str++ = 0;
  21755. }
  21756. return i;
  21757. }
  21758. /*
  21759. *
  21760. */
  21761. void skill_init_unit_layout (void) {
  21762. int32 i,j,pos = 0;
  21763. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  21764. // standard square layouts go first
  21765. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  21766. int32 size = i*2+1;
  21767. skill_unit_layout[i].count = size*size;
  21768. for (j=0; j<size*size; j++) {
  21769. skill_unit_layout[i].dx[j] = (j%size-i);
  21770. skill_unit_layout[i].dy[j] = (j/size-i);
  21771. }
  21772. }
  21773. // afterwards add special ones
  21774. pos = i;
  21775. for (const auto &it : skill_db) {
  21776. std::shared_ptr<s_skill_db> skill = it.second;
  21777. uint16 skill_id = skill->nameid;
  21778. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  21779. continue;
  21780. if( skill_id == EL_FIRE_MANTLE ) {
  21781. static const int32 dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  21782. static const int32 dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  21783. skill_unit_layout[pos].count = 8;
  21784. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21785. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21786. } else {
  21787. switch (skill_id) {
  21788. case MG_FIREWALL:
  21789. case WZ_ICEWALL:
  21790. case WL_EARTHSTRAIN:
  21791. case RL_FIRE_RAIN:
  21792. // these will be handled later
  21793. break;
  21794. case PR_SANCTUARY:
  21795. case NPC_EVILLAND: {
  21796. static const int32 dx[] = {
  21797. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  21798. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  21799. static const int32 dy[]={
  21800. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  21801. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  21802. skill_unit_layout[pos].count = 21;
  21803. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21804. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21805. }
  21806. break;
  21807. case PR_MAGNUS: {
  21808. static const int32 dx[] = {
  21809. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  21810. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  21811. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  21812. static const int32 dy[] = {
  21813. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  21814. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  21815. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  21816. skill_unit_layout[pos].count = 33;
  21817. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21818. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21819. }
  21820. break;
  21821. case AS_VENOMDUST: {
  21822. static const int32 dx[] = {-1, 0, 0, 0, 1};
  21823. static const int32 dy[] = { 0,-1, 0, 1, 0};
  21824. skill_unit_layout[pos].count = 5;
  21825. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21826. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21827. }
  21828. break;
  21829. case CR_GRANDCROSS:
  21830. case NPC_GRANDDARKNESS: {
  21831. static const int32 dx[] = {
  21832. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  21833. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  21834. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  21835. static const int32 dy[] = {
  21836. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  21837. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  21838. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  21839. skill_unit_layout[pos].count = 29;
  21840. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21841. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21842. }
  21843. break;
  21844. case PF_FOGWALL: {
  21845. static const int32 dx[] = {
  21846. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  21847. static const int32 dy[] = {
  21848. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  21849. skill_unit_layout[pos].count = 15;
  21850. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21851. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21852. }
  21853. break;
  21854. case PA_GOSPEL: {
  21855. static const int32 dx[] = {
  21856. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  21857. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  21858. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  21859. -1, 0, 1};
  21860. static const int32 dy[] = {
  21861. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  21862. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  21863. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  21864. 3, 3, 3};
  21865. skill_unit_layout[pos].count = 33;
  21866. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21867. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21868. }
  21869. break;
  21870. case NJ_KAENSIN: {
  21871. static const int32 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};
  21872. static const int32 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};
  21873. skill_unit_layout[pos].count = 24;
  21874. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21875. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21876. }
  21877. break;
  21878. case NJ_TATAMIGAESHI: {
  21879. //Level 1 (count 4, cross of 3x3)
  21880. static const int32 dx1[] = {-1, 1, 0, 0};
  21881. static const int32 dy1[] = { 0, 0,-1, 1};
  21882. //Level 2-3 (count 8, cross of 5x5)
  21883. static const int32 dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21884. static const int32 dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21885. //Level 4-5 (count 12, cross of 7x7
  21886. static const int32 dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  21887. static const int32 dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  21888. //lv1
  21889. j = 0;
  21890. skill_unit_layout[pos].count = 4;
  21891. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  21892. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  21893. skill->unit_layout_type[j] = pos;
  21894. //lv2/3
  21895. j++;
  21896. pos++;
  21897. skill_unit_layout[pos].count = 8;
  21898. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  21899. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  21900. skill->unit_layout_type[j] = pos;
  21901. skill->unit_layout_type[++j] = pos;
  21902. //lv4/5
  21903. j++;
  21904. pos++;
  21905. skill_unit_layout[pos].count = 12;
  21906. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  21907. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  21908. skill->unit_layout_type[j] = pos;
  21909. skill->unit_layout_type[++j] = pos;
  21910. //Fill in the rest using lv 5.
  21911. for (;j<MAX_SKILL_LEVEL;j++)
  21912. skill->unit_layout_type[j] = pos;
  21913. //Skip, this way the check below will fail and continue to the next skill.
  21914. pos++;
  21915. }
  21916. break;
  21917. case GN_WALLOFTHORN: {
  21918. static const int32 dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  21919. static const int32 dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  21920. skill_unit_layout[pos].count = 16;
  21921. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21922. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21923. }
  21924. break;
  21925. case NPC_FLAMECROSS: {
  21926. static const int32 dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21927. static const int32 dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21928. skill_unit_layout[pos].count = 8;
  21929. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21930. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21931. }
  21932. break;
  21933. default:
  21934. ShowError("unknown unit layout at skill %d\n",i);
  21935. break;
  21936. }
  21937. }
  21938. if (!skill_unit_layout[pos].count)
  21939. continue;
  21940. for (j=0;j<MAX_SKILL_LEVEL;j++)
  21941. skill->unit_layout_type[j] = pos;
  21942. pos++;
  21943. }
  21944. // firewall and icewall have 8 layouts (direction-dependent)
  21945. firewall_unit_pos = pos;
  21946. for (i=0;i<8;i++) {
  21947. if (i&1) {
  21948. skill_unit_layout[pos].count = 5;
  21949. if (i&0x2) {
  21950. int32 dx[] = {-1,-1, 0, 0, 1};
  21951. int32 dy[] = { 1, 0, 0,-1,-1};
  21952. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21953. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21954. } else {
  21955. int32 dx[] = { 1, 1 ,0, 0,-1};
  21956. int32 dy[] = { 1, 0, 0,-1,-1};
  21957. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21958. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21959. }
  21960. } else {
  21961. skill_unit_layout[pos].count = 3;
  21962. if (i%4==0) {
  21963. int32 dx[] = {-1, 0, 1};
  21964. int32 dy[] = { 0, 0, 0};
  21965. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21966. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21967. } else {
  21968. int32 dx[] = { 0, 0, 0};
  21969. int32 dy[] = {-1, 0, 1};
  21970. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21971. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21972. }
  21973. }
  21974. pos++;
  21975. }
  21976. icewall_unit_pos = pos;
  21977. for (i=0;i<8;i++) {
  21978. skill_unit_layout[pos].count = 5;
  21979. if (i&1) {
  21980. if (i&0x2) {
  21981. int32 dx[] = {-2,-1, 0, 1, 2};
  21982. int32 dy[] = { 2, 1, 0,-1,-2};
  21983. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21984. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21985. } else {
  21986. int32 dx[] = { 2, 1 ,0,-1,-2};
  21987. int32 dy[] = { 2, 1, 0,-1,-2};
  21988. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21989. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21990. }
  21991. } else {
  21992. if (i%4==0) {
  21993. int32 dx[] = {-2,-1, 0, 1, 2};
  21994. int32 dy[] = { 0, 0, 0, 0, 0};
  21995. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21996. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21997. } else {
  21998. int32 dx[] = { 0, 0, 0, 0, 0};
  21999. int32 dy[] = {-2,-1, 0, 1, 2};
  22000. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22001. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22002. }
  22003. }
  22004. pos++;
  22005. }
  22006. earthstrain_unit_pos = pos;
  22007. for( i = 0; i < 8; i++ )
  22008. { // For each Direction
  22009. skill_unit_layout[pos].count = 15;
  22010. switch( i )
  22011. {
  22012. case 0: case 1: case 3: case 4: case 5: case 7:
  22013. {
  22014. int32 dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  22015. int32 dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  22016. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22017. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22018. }
  22019. break;
  22020. case 2:
  22021. case 6:
  22022. {
  22023. int32 dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  22024. int32 dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  22025. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22026. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22027. }
  22028. break;
  22029. }
  22030. pos++;
  22031. }
  22032. firerain_unit_pos = pos;
  22033. for( i = 0; i < 8; i++ ) {
  22034. skill_unit_layout[pos].count = 3;
  22035. switch( i ) {
  22036. case 0: case 1: case 3: case 4: case 5: case 7:
  22037. {
  22038. static const int32 dx[] = {-1, 0, 1};
  22039. static const int32 dy[] = { 0, 0, 0};
  22040. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22041. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22042. }
  22043. break;
  22044. case 2:
  22045. case 6:
  22046. {
  22047. static const int32 dx[] = { 0, 0, 0};
  22048. static const int32 dy[] = {-1, 0, 1};
  22049. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  22050. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  22051. }
  22052. break;
  22053. }
  22054. pos++;
  22055. }
  22056. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  22057. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  22058. }
  22059. void skill_init_nounit_layout (void) {
  22060. int32 i, pos = 0;
  22061. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  22062. for( i = 0; i < 8; i++ ) {
  22063. if( i&1 ) {
  22064. skill_nounit_layout[pos].count = 33;
  22065. if( i&2 ) {
  22066. if( i&4 ) { // 7
  22067. int32 dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  22068. int32 dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  22069. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22070. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22071. } else { // 3
  22072. int32 dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  22073. int32 dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  22074. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22075. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22076. }
  22077. } else {
  22078. if( i&4 ) { // 5
  22079. int32 dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  22080. int32 dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  22081. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22082. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22083. } else { // 1
  22084. int32 dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  22085. int32 dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  22086. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22087. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22088. }
  22089. }
  22090. } else {
  22091. skill_nounit_layout[pos].count = 21;
  22092. if( i&2 ) {
  22093. if( i&4 ) { // 6
  22094. int32 dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  22095. int32 dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  22096. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22097. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22098. } else { // 2
  22099. int32 dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  22100. int32 dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  22101. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22102. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22103. }
  22104. } else {
  22105. if( i&4 ) { // 4
  22106. int32 dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  22107. int32 dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  22108. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22109. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22110. } else { // 0
  22111. int32 dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  22112. int32 dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  22113. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22114. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22115. }
  22116. }
  22117. }
  22118. pos++;
  22119. }
  22120. for( i = 0; i < 8; i++ ) {
  22121. if( i&1 ) {
  22122. skill_nounit_layout[pos].count = 74;
  22123. if( i&2 ) {
  22124. if( i&4 ) { // 7
  22125. int32 dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  22126. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  22127. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  22128. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22129. int32 dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  22130. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  22131. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  22132. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22133. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22134. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22135. } else { // 3
  22136. int32 dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  22137. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  22138. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  22139. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22140. int32 dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  22141. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  22142. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  22143. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22144. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22145. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22146. }
  22147. } else {
  22148. if( i&4 ) { // 5
  22149. int32 dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  22150. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  22151. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  22152. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22153. int32 dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  22154. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  22155. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  22156. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22157. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22158. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22159. } else { // 1
  22160. int32 dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  22161. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  22162. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  22163. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22164. int32 dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  22165. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  22166. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  22167. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22168. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22169. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22170. }
  22171. }
  22172. } else {
  22173. skill_nounit_layout[pos].count = 44;
  22174. if( i&2 ) {
  22175. if( i&4 ) { // 6
  22176. int32 dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  22177. int32 dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  22178. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22179. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22180. } else { // 2
  22181. int32 dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  22182. int32 dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  22183. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22184. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22185. }
  22186. } else {
  22187. if( i&4 ) { // 4
  22188. int32 dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  22189. int32 dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  22190. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22191. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22192. } else { // 0
  22193. int32 dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  22194. int32 dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  22195. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  22196. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  22197. }
  22198. }
  22199. }
  22200. pos++;
  22201. }
  22202. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  22203. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  22204. }
  22205. int32 skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  22206. status_change *sc = status_get_sc(bl);
  22207. if( !sc || !bl || !skill_id )
  22208. return 0; // Can do it
  22209. switch (type) {
  22210. case SC_ANKLE:
  22211. if (skill_id == AL_TELEPORT)
  22212. return 1;
  22213. break;
  22214. case SC_STASIS:
  22215. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  22216. return 1; // Can't do it.
  22217. break;
  22218. case SC_KAGEHUMI:
  22219. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  22220. return 1;
  22221. break;
  22222. case SC_BITE:
  22223. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  22224. return 1;
  22225. break;
  22226. }
  22227. return 0;
  22228. }
  22229. /**
  22230. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  22231. * @param sc: Status changes active on target
  22232. * @param skill_id: Skill to toggle
  22233. * @return True on success or false otherwise
  22234. */
  22235. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  22236. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  22237. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  22238. return false;
  22239. if (skill->inf2[INF2_TOGGLEABLE]) {
  22240. if (sc.getSCE(skill->sc))
  22241. return true;
  22242. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  22243. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  22244. return true;
  22245. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  22246. return true;
  22247. }
  22248. return false;
  22249. }
  22250. int32 skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  22251. int32 type = 0;
  22252. switch( skill_id ) {
  22253. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  22254. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  22255. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  22256. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  22257. }
  22258. type += skill_lv - 1;
  22259. return type;
  22260. }
  22261. /**
  22262. * Check before do `unit_movepos` call
  22263. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  22264. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  22265. **/
  22266. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, int16 dst_x, int16 dst_y, int32 easy, bool checkpath) {
  22267. status_change *sc;
  22268. nullpo_retr(false, bl);
  22269. struct map_data *mapdata = map_getmapdata(bl->m);
  22270. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  22271. return false;
  22272. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  22273. return false;
  22274. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  22275. return false;
  22276. sc = status_get_sc(bl);
  22277. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  22278. return false;
  22279. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  22280. }
  22281. /**
  22282. * Get skill duration after adjustments by skill_duration mapflag
  22283. * @param mapdata: Source map data
  22284. * @param skill_id: Skill ID
  22285. * @param skill_lv: Skill level
  22286. * @return Adjusted skill duration
  22287. */
  22288. int32 skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  22289. int32 time = 0;
  22290. if (!(time = skill_get_time(skill_id, skill_lv)))
  22291. return 0;
  22292. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  22293. return time / 100 * mapdata->skill_duration[skill_id];
  22294. return time;
  22295. }
  22296. const std::string SkillDatabase::getDefaultLocation() {
  22297. return std::string(db_path) + "/skill_db.yml";
  22298. }
  22299. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  22300. int32 value;
  22301. const auto& skNode = node[c4::to_csubstr(nodeName)];
  22302. if (!skNode.is_seq()) {
  22303. if (!this->asInt32(node, nodeName, value))
  22304. return false;
  22305. for (size_t i = 0; i < S; i++)
  22306. arr[i] = value;
  22307. } else {
  22308. uint16 max_level = 0;
  22309. for (const auto& it : skNode) {
  22310. uint16 skill_lv;
  22311. if (!this->asUInt16(it, "Level", skill_lv))
  22312. continue;
  22313. if (skill_lv > MAX_SKILL_LEVEL) {
  22314. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  22315. return false;
  22316. }
  22317. if (!this->asInt32(it, subNodeName, value))
  22318. continue;
  22319. arr[skill_lv - 1] = value;
  22320. max_level = max(max_level, skill_lv);
  22321. }
  22322. size_t i = max_level, j;
  22323. // Check for linear change with increasing steps until we reach half of the data acquired.
  22324. for (size_t step = 1; step <= i / 2; step++) {
  22325. int32 diff = arr[i - 1] - arr[i - step - 1];
  22326. for (j = i - 1; j >= step; j--) {
  22327. if ((arr[j] - arr[j - step]) != diff)
  22328. break;
  22329. }
  22330. if (j >= step) // No match, try next step.
  22331. continue;
  22332. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  22333. arr[i] = arr[i - step] + diff;
  22334. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  22335. arr[i] = 1;
  22336. diff = 0;
  22337. step = 1;
  22338. }
  22339. }
  22340. return true;
  22341. }
  22342. // Unable to determine linear trend, fill remaining array values with last value
  22343. for (; i < S; i++)
  22344. arr[i] = arr[max_level - 1];
  22345. }
  22346. return true;
  22347. }
  22348. /**
  22349. * Reads and parses an entry from the skill_db.
  22350. * @param node: YAML node containing the entry.
  22351. * @return count of successfully parsed rows
  22352. */
  22353. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22354. uint16 skill_id;
  22355. if (!this->asUInt16(node, "Id", skill_id))
  22356. return 0;
  22357. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  22358. bool exists = skill != nullptr;
  22359. if (!exists) {
  22360. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  22361. return 0;
  22362. skill = std::make_shared<s_skill_db>();
  22363. skill->nameid = skill_id;
  22364. }
  22365. if (this->nodeExists(node, "Name")) {
  22366. std::string name;
  22367. if (!this->asString(node, "Name", name))
  22368. return 0;
  22369. if( name.length() > SKILL_NAME_LENGTH ){
  22370. this->invalidWarning( node["Name"], "Name \"%s\" exceeds maximum length of %d.\n", name.c_str(), SKILL_NAME_LENGTH );
  22371. return 0;
  22372. }
  22373. name.resize(SKILL_NAME_LENGTH);
  22374. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  22375. }
  22376. if (this->nodeExists(node, "Description")) {
  22377. std::string desc;
  22378. if (!this->asString(node, "Description", desc))
  22379. return 0;
  22380. if( desc.length() > SKILL_DESC_LENGTH ){
  22381. this->invalidWarning( node["Description"], "Description \"%s\" exceeds maximum length of %d.\n", desc.c_str(), SKILL_DESC_LENGTH );
  22382. return 0;
  22383. }
  22384. desc.resize(SKILL_DESC_LENGTH);
  22385. memcpy(skill->desc, desc.c_str(), sizeof(skill->desc));
  22386. }
  22387. if (this->nodeExists(node, "MaxLevel")) {
  22388. uint16 skill_lv;
  22389. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  22390. return 0;
  22391. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  22392. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  22393. return 0;
  22394. }
  22395. skill->max = skill_lv;
  22396. }
  22397. if (this->nodeExists(node, "Type")) {
  22398. std::string type;
  22399. if (!this->asString(node, "Type", type))
  22400. return 0;
  22401. std::string type_constant = "BF_" + type;
  22402. int64 constant;
  22403. if (!script_get_constant(type_constant.c_str(), &constant)) {
  22404. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  22405. return 0;
  22406. }
  22407. if (constant < BF_NONE || constant > BF_MISC) {
  22408. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  22409. return 0;
  22410. }
  22411. skill->skill_type = static_cast<e_battle_flag>(constant);
  22412. } else {
  22413. if (!exists)
  22414. skill->skill_type = BF_NONE;
  22415. }
  22416. if (this->nodeExists(node, "TargetType")) {
  22417. std::string inf;
  22418. if (!this->asString(node, "TargetType", inf))
  22419. return 0;
  22420. std::string inf_constant = "INF_" + inf + "_SKILL";
  22421. int64 constant;
  22422. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  22423. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  22424. return 0;
  22425. }
  22426. skill->inf = static_cast<uint16>(constant);
  22427. }
  22428. if (this->nodeExists(node, "DamageFlags")) {
  22429. const auto& damageNode = node["DamageFlags"];
  22430. for (const auto& it : damageNode) {
  22431. std::string nk;
  22432. c4::from_chars(it.key(), &nk);
  22433. std::string nk_constant = "NK_" + nk;
  22434. int64 constant;
  22435. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  22436. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  22437. return 0;
  22438. }
  22439. bool active;
  22440. if (!this->asBool(damageNode, nk, active))
  22441. return 0;
  22442. if (active)
  22443. skill->nk.set(static_cast<uint8>(constant));
  22444. else
  22445. skill->nk.reset(static_cast<uint8>(constant));
  22446. }
  22447. }
  22448. if (this->nodeExists(node, "Flags")) {
  22449. const auto& infoNode = node["Flags"];
  22450. for (const auto& it : infoNode) {
  22451. std::string inf2;
  22452. c4::from_chars(it.key(), &inf2);
  22453. std::string inf2_constant = "INF2_" + inf2;
  22454. int64 constant;
  22455. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  22456. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  22457. continue;
  22458. }
  22459. bool active;
  22460. if (!this->asBool(infoNode, inf2, active))
  22461. return 0;
  22462. if (active)
  22463. skill->inf2.set(static_cast<uint8>(constant));
  22464. else
  22465. skill->inf2.reset(static_cast<uint8>(constant));
  22466. }
  22467. }
  22468. if (this->nodeExists(node, "Range")) {
  22469. if (!this->parseNode("Range", "Size", node, skill->range))
  22470. return 0;
  22471. } else {
  22472. if (!exists)
  22473. memset(skill->range, 0, sizeof(skill->range));
  22474. }
  22475. if (this->nodeExists(node, "Hit")) {
  22476. std::string hit;
  22477. if (!this->asString(node, "Hit", hit))
  22478. return 0;
  22479. std::string hit_constant = "DMG_" + hit;
  22480. int64 constant;
  22481. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  22482. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  22483. return 0;
  22484. }
  22485. skill->hit = static_cast<e_damage_type>(constant);
  22486. } else {
  22487. if (!exists)
  22488. skill->hit = DMG_NORMAL;
  22489. }
  22490. if (this->nodeExists(node, "HitCount")) {
  22491. if (!this->parseNode("HitCount", "Count", node, skill->num))
  22492. return 0;
  22493. } else {
  22494. if (!exists)
  22495. memset(skill->num, 0, sizeof(skill->num));
  22496. }
  22497. if (this->nodeExists(node, "Element")) {
  22498. const auto elementNode = node["Element"];
  22499. std::string element;
  22500. if (!elementNode.is_seq()) {
  22501. if (!this->asString(node, "Element", element))
  22502. return 0;
  22503. std::string element_constant = "ELE_" + element;
  22504. int64 constant;
  22505. if (!script_get_constant(element_constant.c_str(), &constant)) {
  22506. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  22507. return 0;
  22508. }
  22509. if (constant == ELE_NONE) {
  22510. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  22511. return 0;
  22512. }
  22513. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  22514. } else {
  22515. for (const auto& it : elementNode) {
  22516. uint16 skill_lv;
  22517. if (!this->asUInt16(it, "Level", skill_lv))
  22518. continue;
  22519. if (skill_lv > MAX_SKILL_LEVEL) {
  22520. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22521. return false;
  22522. }
  22523. if (!this->asString(it, "Element", element))
  22524. continue;
  22525. std::string element_constant = "ELE_" + element;
  22526. int64 constant;
  22527. if (!script_get_constant(element_constant.c_str(), &constant)) {
  22528. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  22529. return 0;
  22530. }
  22531. if (constant == ELE_NONE) {
  22532. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  22533. return 0;
  22534. }
  22535. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  22536. }
  22537. }
  22538. } else {
  22539. if (!exists)
  22540. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  22541. }
  22542. if (this->nodeExists(node, "SplashArea")) {
  22543. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  22544. return 0;
  22545. } else {
  22546. if (!exists)
  22547. memset(skill->splash, 0, sizeof(skill->splash));
  22548. }
  22549. if (this->nodeExists(node, "ActiveInstance")) {
  22550. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  22551. return 0;
  22552. } else {
  22553. if (!exists)
  22554. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  22555. }
  22556. if (this->nodeExists(node, "Knockback")) {
  22557. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  22558. return 0;
  22559. } else {
  22560. if (!exists)
  22561. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  22562. }
  22563. if (this->nodeExists(node, "CopyFlags")) {
  22564. const auto& copyNode = node["CopyFlags"];
  22565. if (this->nodeExists(copyNode, "Skill")) {
  22566. const auto& copyskillNode = copyNode["Skill"];
  22567. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  22568. bool active;
  22569. if (!this->asBool(copyskillNode, "Plagiarism", active))
  22570. return 0;
  22571. if (active)
  22572. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  22573. else
  22574. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  22575. }
  22576. if (this->nodeExists(copyskillNode, "Reproduce")) {
  22577. bool active;
  22578. if (!this->asBool(copyskillNode, "Reproduce", active))
  22579. return 0;
  22580. if (active)
  22581. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  22582. else
  22583. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  22584. }
  22585. } else {
  22586. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  22587. return 0;
  22588. }
  22589. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  22590. const auto& copyreqNode = copyNode["RemoveRequirement"];
  22591. for (const auto& it : copyreqNode) {
  22592. std::string req;
  22593. c4::from_chars(it.key(), &req);
  22594. std::string req_constant = "SKILL_REQ_" + req;
  22595. int64 constant;
  22596. if (!script_get_constant(req_constant.c_str(), &constant)) {
  22597. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  22598. return 0;
  22599. }
  22600. skill->copyable.req_opt |= constant;
  22601. }
  22602. } else {
  22603. if (!exists)
  22604. skill->copyable.req_opt = 0;
  22605. }
  22606. }
  22607. if (this->nodeExists(node, "NoNearNPC")) {
  22608. const auto& npcNode = node["NoNearNPC"];
  22609. if (this->nodeExists(npcNode, "AdditionalRange")) {
  22610. uint16 range;
  22611. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  22612. return 0;
  22613. skill->unit_nonearnpc_range = range;
  22614. } else {
  22615. if (!exists)
  22616. skill->unit_nonearnpc_range = 0;
  22617. }
  22618. if (this->nodeExists(npcNode, "Type")) {
  22619. const auto& npctypeNode = npcNode["Type"];
  22620. for (const auto& it : npctypeNode) {
  22621. std::string type;
  22622. c4::from_chars(it.key(), &type);
  22623. std::string type_constant = "SKILL_NONEAR_" + type;
  22624. int64 constant;
  22625. if (!script_get_constant(type_constant.c_str(), &constant)) {
  22626. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  22627. return 0;
  22628. }
  22629. bool active;
  22630. if (!this->asBool(npctypeNode, type, active))
  22631. return 0;
  22632. if (active)
  22633. skill->unit_nonearnpc_type |= constant;
  22634. else
  22635. skill->unit_nonearnpc_type &= ~constant;
  22636. }
  22637. } else {
  22638. if (!exists)
  22639. skill->unit_nonearnpc_type = 0;
  22640. }
  22641. }
  22642. if (this->nodeExists(node, "CastCancel")) {
  22643. bool active;
  22644. if (!this->asBool(node, "CastCancel", active))
  22645. return 0;
  22646. skill->castcancel = active;
  22647. } else {
  22648. if (!exists)
  22649. skill->castcancel = true;
  22650. }
  22651. if (this->nodeExists(node, "CastDefenseReduction")) {
  22652. uint16 reduction;
  22653. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  22654. return 0;
  22655. skill->cast_def_rate = reduction;
  22656. } else {
  22657. if (!exists)
  22658. skill->cast_def_rate = 0;
  22659. }
  22660. if (this->nodeExists(node, "CastTime")) {
  22661. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  22662. return 0;
  22663. } else {
  22664. if (!exists)
  22665. memset(skill->cast, 0, sizeof(skill->cast));
  22666. }
  22667. if (this->nodeExists(node, "AfterCastActDelay")) {
  22668. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  22669. return 0;
  22670. } else {
  22671. if (!exists)
  22672. memset(skill->delay, 0, sizeof(skill->delay));
  22673. }
  22674. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  22675. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  22676. return 0;
  22677. } else {
  22678. if (!exists)
  22679. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  22680. }
  22681. if (this->nodeExists(node, "Duration1")) {
  22682. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  22683. return 0;
  22684. } else {
  22685. if (!exists)
  22686. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  22687. }
  22688. if (this->nodeExists(node, "Duration2")) {
  22689. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  22690. return 0;
  22691. } else {
  22692. if (!exists)
  22693. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  22694. }
  22695. if (this->nodeExists(node, "Cooldown")) {
  22696. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  22697. return 0;
  22698. } else {
  22699. if (!exists)
  22700. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  22701. }
  22702. #ifdef RENEWAL_CAST
  22703. if (this->nodeExists(node, "FixedCastTime")) {
  22704. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  22705. return 0;
  22706. } else {
  22707. if (!exists)
  22708. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  22709. }
  22710. #endif
  22711. if (this->nodeExists(node, "CastTimeFlags")) {
  22712. const auto& castNode = node["CastTimeFlags"];
  22713. for (const auto& it : castNode) {
  22714. std::string flag;
  22715. c4::from_chars(it.key(), &flag);
  22716. std::string flag_constant = "SKILL_CAST_" + flag;
  22717. int64 constant;
  22718. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22719. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  22720. return 0;
  22721. }
  22722. bool active;
  22723. if (!this->asBool(castNode, flag, active))
  22724. return 0;
  22725. if (active)
  22726. skill->castnodex |= constant;
  22727. else
  22728. skill->castnodex &= ~constant;
  22729. }
  22730. }
  22731. if (this->nodeExists(node, "CastDelayFlags")) {
  22732. const auto& castNode = node["CastDelayFlags"];
  22733. for (const auto& it : castNode) {
  22734. std::string flag;
  22735. c4::from_chars(it.key(), &flag);
  22736. std::string flag_constant = "SKILL_CAST_" + flag;
  22737. int64 constant;
  22738. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22739. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  22740. return 0;
  22741. }
  22742. bool active;
  22743. if (!this->asBool(castNode, flag, active))
  22744. return 0;
  22745. if (active)
  22746. skill->delaynodex |= constant;
  22747. else
  22748. skill->delaynodex &= ~constant;
  22749. }
  22750. }
  22751. if (this->nodeExists(node, "Requires")) {
  22752. const auto& requireNode = node["Requires"];
  22753. if (this->nodeExists(requireNode, "HpCost")) {
  22754. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  22755. return 0;
  22756. } else {
  22757. if (!exists)
  22758. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  22759. }
  22760. if (this->nodeExists(requireNode, "SpCost")) {
  22761. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  22762. return 0;
  22763. } else {
  22764. if (!exists)
  22765. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  22766. }
  22767. if (this->nodeExists(requireNode, "ApCost")) {
  22768. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  22769. return 0;
  22770. } else {
  22771. if (!exists)
  22772. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  22773. }
  22774. if (this->nodeExists(requireNode, "HpRateCost")) {
  22775. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  22776. return 0;
  22777. } else {
  22778. if (!exists)
  22779. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  22780. }
  22781. if (this->nodeExists(requireNode, "SpRateCost")) {
  22782. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  22783. return 0;
  22784. } else {
  22785. if (!exists)
  22786. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  22787. }
  22788. if (this->nodeExists(requireNode, "ApRateCost")) {
  22789. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  22790. return 0;
  22791. } else {
  22792. if (!exists)
  22793. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  22794. }
  22795. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  22796. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  22797. return 0;
  22798. } else {
  22799. if (!exists)
  22800. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  22801. }
  22802. if (this->nodeExists(requireNode, "ZenyCost")) {
  22803. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  22804. return 0;
  22805. } else {
  22806. if (!exists)
  22807. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  22808. }
  22809. if (this->nodeExists(requireNode, "Weapon")) {
  22810. const auto& weaponNode = requireNode["Weapon"];
  22811. if (this->nodeExists(weaponNode, "All")) {
  22812. bool active;
  22813. if (!this->asBool(weaponNode, "All", active))
  22814. return 0;
  22815. if (active)
  22816. skill->require.weapon = 0;
  22817. } else {
  22818. for (const auto& it : weaponNode) {
  22819. std::string weapon;
  22820. c4::from_chars(it.key(), &weapon);
  22821. std::string weapon_constant = "W_" + weapon;
  22822. int64 constant;
  22823. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  22824. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  22825. return 0;
  22826. }
  22827. bool active;
  22828. if (!this->asBool(weaponNode, weapon, active))
  22829. return 0;
  22830. if (active)
  22831. skill->require.weapon |= 1 << constant;
  22832. else
  22833. skill->require.weapon &= ~(1 << constant);
  22834. }
  22835. }
  22836. } else {
  22837. if (!exists)
  22838. skill->require.weapon = 0;
  22839. }
  22840. if (this->nodeExists(requireNode, "Ammo")) {
  22841. const auto& ammoNode = requireNode["Ammo"];
  22842. if (this->nodeExists(ammoNode, "None")) {
  22843. bool active;
  22844. if (!this->asBool(ammoNode, "None", active))
  22845. return 0;
  22846. if (active)
  22847. skill->require.ammo = 0;
  22848. } else {
  22849. for (const auto& it : ammoNode) {
  22850. std::string ammo;
  22851. c4::from_chars(it.key(), &ammo);
  22852. std::string ammo_constant = "AMMO_" + ammo;
  22853. int64 constant;
  22854. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  22855. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  22856. return 0;
  22857. }
  22858. bool active;
  22859. if (!this->asBool(ammoNode, ammo, active))
  22860. return 0;
  22861. if (active)
  22862. skill->require.ammo |= 1 << constant;
  22863. else
  22864. skill->require.ammo &= ~(1 << constant);
  22865. }
  22866. }
  22867. } else {
  22868. if (!exists)
  22869. skill->require.ammo = 0;
  22870. }
  22871. if (this->nodeExists(requireNode, "AmmoAmount")) {
  22872. if (skill->require.ammo == 0) {
  22873. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  22874. return 0;
  22875. }
  22876. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  22877. return 0;
  22878. } else {
  22879. if (!exists)
  22880. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  22881. }
  22882. if (this->nodeExists(requireNode, "State")) {
  22883. std::string state;
  22884. if (!this->asString(requireNode, "State", state))
  22885. return 0;
  22886. std::string state_constant = "ST_" + state;
  22887. int64 constant;
  22888. if (!script_get_constant(state_constant.c_str(), &constant)) {
  22889. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  22890. return 0;
  22891. }
  22892. skill->require.state = static_cast<int32>(constant);
  22893. }
  22894. if (this->nodeExists(requireNode, "Status")) {
  22895. const auto& statusNode = requireNode["Status"];
  22896. for (const auto& it : statusNode) {
  22897. std::string status;
  22898. c4::from_chars(it.key(), &status);
  22899. std::string status_constant = "SC_" + status;
  22900. int64 constant;
  22901. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22902. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  22903. return 0;
  22904. }
  22905. bool active;
  22906. if (!this->asBool(statusNode, status, active))
  22907. return 0;
  22908. auto status_exists = util::vector_get(skill->require.status, constant);
  22909. if (active && status_exists == skill->require.status.end())
  22910. skill->require.status.push_back(static_cast<sc_type>(constant));
  22911. else if (!active && status_exists != skill->require.status.end())
  22912. skill->require.status.erase(status_exists);
  22913. }
  22914. }
  22915. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  22916. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  22917. return 0;
  22918. } else {
  22919. if (!exists)
  22920. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  22921. }
  22922. if (this->nodeExists(requireNode, "ItemCost")) {
  22923. const auto itemNode = requireNode["ItemCost"];
  22924. int32 count = 0;
  22925. for (const auto& it : itemNode) {
  22926. std::string item_name;
  22927. if (!this->asString(it, "Item", item_name))
  22928. continue;
  22929. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22930. if (item == nullptr) {
  22931. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  22932. return 0;
  22933. }
  22934. int32 amount;
  22935. if (!this->asInt32(it, "Amount", amount))
  22936. continue;
  22937. if (this->nodeExists(it, "Level")) {
  22938. uint16 cost_level;
  22939. if (!this->asUInt16(it, "Level", cost_level))
  22940. continue;
  22941. if (cost_level < 1 || cost_level > skill->max) {
  22942. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  22943. return 0;
  22944. }
  22945. count = cost_level - 1;
  22946. if (!skill->require.itemid_level_dependent)
  22947. skill->require.itemid_level_dependent = true;
  22948. }
  22949. skill->require.itemid[count] = item->nameid;
  22950. skill->require.amount[count] = amount;
  22951. count++;
  22952. }
  22953. }
  22954. if (this->nodeExists(requireNode, "Equipment")) {
  22955. const auto& equipNode = requireNode["Equipment"];
  22956. for (const auto& it : equipNode) {
  22957. std::string item_name;
  22958. c4::from_chars(it.key(), &item_name);
  22959. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22960. if (item == nullptr) {
  22961. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22962. return 0;
  22963. }
  22964. bool active;
  22965. if (!this->asBool(equipNode, item_name, active))
  22966. return 0;
  22967. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22968. if (active && equip_exists == skill->require.eqItem.end())
  22969. skill->require.eqItem.push_back(item->nameid);
  22970. else if (!active && equip_exists != skill->require.eqItem.end())
  22971. skill->require.eqItem.erase(equip_exists);
  22972. }
  22973. }
  22974. }
  22975. if (this->nodeExists(node, "GiveAp")) {
  22976. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  22977. return 0;
  22978. } else {
  22979. if (!exists)
  22980. memset(skill->giveap, 0, sizeof(skill->giveap));
  22981. }
  22982. if (this->nodeExists(node, "Unit")) {
  22983. const auto& unitNode = node["Unit"];
  22984. if (this->nodeExists(unitNode, "Id")) {
  22985. std::string unit;
  22986. if (!this->asString(unitNode, "Id", unit))
  22987. return 0;
  22988. std::string unit_constant = "UNT_" + unit;
  22989. int64 constant;
  22990. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22991. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  22992. return 0;
  22993. }
  22994. skill->unit_id = static_cast<uint16>(constant);
  22995. } else {
  22996. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  22997. return 0;
  22998. }
  22999. if (this->nodeExists(unitNode, "AlternateId")) {
  23000. std::string unit;
  23001. if (!this->asString(unitNode, "AlternateId", unit))
  23002. return 0;
  23003. std::string unit_constant = "UNT_" + unit;
  23004. int64 constant;
  23005. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  23006. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  23007. return 0;
  23008. }
  23009. skill->unit_id2 = static_cast<uint16>(constant);
  23010. } else {
  23011. if (!exists)
  23012. skill->unit_id2 = 0;
  23013. }
  23014. if (this->nodeExists(unitNode, "Layout")) {
  23015. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  23016. return 0;
  23017. } else {
  23018. if (!exists)
  23019. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  23020. }
  23021. if (this->nodeExists(unitNode, "Range")) {
  23022. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  23023. return 0;
  23024. } else {
  23025. if (!exists)
  23026. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  23027. }
  23028. if (this->nodeExists(unitNode, "Interval")) {
  23029. int16 interval;
  23030. if (!this->asInt16(unitNode, "Interval", interval))
  23031. return 0;
  23032. skill->unit_interval = interval;
  23033. } else {
  23034. if (!exists)
  23035. skill->unit_interval = 0;
  23036. }
  23037. if (this->nodeExists(unitNode, "Target")) {
  23038. std::string target;
  23039. if (!this->asString(unitNode, "Target", target))
  23040. return 0;
  23041. std::string target_constant = "BCT_" + target;
  23042. int64 constant;
  23043. if (!script_get_constant(target_constant.c_str(), &constant)) {
  23044. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  23045. return 0;
  23046. }
  23047. skill->unit_target = static_cast<int32>(constant);
  23048. } else {
  23049. if (!exists)
  23050. skill->unit_target = BCT_ALL;
  23051. }
  23052. if (this->nodeExists(unitNode, "Flag")) {
  23053. const auto& flagNode = unitNode["Flag"];
  23054. for (const auto& it : flagNode) {
  23055. std::string flag;
  23056. c4::from_chars(it.key(), &flag);
  23057. std::string flag_constant = "UF_" + flag;
  23058. int64 constant;
  23059. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  23060. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  23061. return 0;
  23062. }
  23063. bool active;
  23064. if (!this->asBool(flagNode, flag, active))
  23065. return 0;
  23066. if (active)
  23067. skill->unit_flag.set(static_cast<uint8>(constant));
  23068. else
  23069. skill->unit_flag.reset(static_cast<uint8>(constant));
  23070. }
  23071. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  23072. skill->unit_target = BCT_NOENEMY;
  23073. // By default, target just characters.
  23074. skill->unit_target |= BL_CHAR;
  23075. if (skill->unit_flag[UF_NOPC])
  23076. skill->unit_target &= ~BL_PC;
  23077. if (skill->unit_flag[UF_NOMOB])
  23078. skill->unit_target &= ~BL_MOB;
  23079. if (skill->unit_flag[UF_SKILL])
  23080. skill->unit_target |= BL_SKILL;
  23081. } else {
  23082. if (!exists){
  23083. skill->unit_flag = UF_NONE;
  23084. // By default, target just characters.
  23085. skill->unit_target |= BL_CHAR;
  23086. }
  23087. }
  23088. }
  23089. if (this->nodeExists(node, "Status")) {
  23090. std::string status;
  23091. if (!this->asString(node, "Status", status))
  23092. return 0;
  23093. std::string status_constant = "SC_" + status;
  23094. int64 constant;
  23095. if (!script_get_constant(status_constant.c_str(), &constant)) {
  23096. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  23097. return 0;
  23098. }
  23099. if (constant < SC_NONE || constant >= SC_MAX) {
  23100. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  23101. constant = SC_NONE;
  23102. }
  23103. skill->sc = static_cast<sc_type>(constant);
  23104. } else {
  23105. if (!exists)
  23106. skill->sc = SC_NONE;
  23107. }
  23108. if (!exists) {
  23109. this->put(skill_id, skill);
  23110. this->skilldb_id2idx[skill_id] = this->skill_num;
  23111. this->skill_num++;
  23112. }
  23113. return 1;
  23114. }
  23115. void SkillDatabase::clear() {
  23116. TypesafeCachedYamlDatabase::clear();
  23117. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  23118. this->skill_num = 1;
  23119. }
  23120. void SkillDatabase::loadingFinished(){
  23121. if( this->skill_num > MAX_SKILL ){
  23122. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  23123. }
  23124. TypesafeCachedYamlDatabase::loadingFinished();
  23125. }
  23126. /**
  23127. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  23128. * @param skill_id
  23129. * @param silent If Skill is undefined, show error message!
  23130. * @return Skill Index or 0 if not found/unset
  23131. **/
  23132. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int32 line ){
  23133. uint16 idx = this->skilldb_id2idx[skill_id];
  23134. if( idx == 0 && skill_id != 0 && !silent ){
  23135. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  23136. }
  23137. return idx;
  23138. }
  23139. SkillDatabase skill_db;
  23140. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  23141. return std::string(db_path) + "/spellbook_db.yml";
  23142. }
  23143. /**
  23144. * Reads and parses an entry from the spellbook_db.
  23145. * @param node: YAML node containing the entry.
  23146. * @return count of successfully parsed rows
  23147. */
  23148. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  23149. std::string skill_name;
  23150. if (!this->asString(node, "Skill", skill_name))
  23151. return 0;
  23152. uint16 skill_id = skill_name2id(skill_name.c_str());
  23153. if (skill_id == 0) {
  23154. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  23155. return 0;
  23156. }
  23157. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  23158. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  23159. return 0;
  23160. }
  23161. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  23162. bool exists = spell != nullptr;
  23163. if (!exists) {
  23164. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  23165. return 0;
  23166. spell = std::make_shared<s_skill_spellbook_db>();
  23167. spell->skill_id = skill_id;
  23168. }
  23169. if (this->nodeExists(node, "Book")) {
  23170. std::string book_name;
  23171. if (!this->asString(node, "Book", book_name))
  23172. return 0;
  23173. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  23174. if (item == nullptr) {
  23175. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  23176. return 0;
  23177. }
  23178. spell->nameid = item->nameid;
  23179. }
  23180. if (this->nodeExists(node, "PreservePoints")) {
  23181. uint16 points;
  23182. if (!this->asUInt16(node, "PreservePoints", points))
  23183. return 0;
  23184. spell->points = points;
  23185. }
  23186. if (!exists)
  23187. this->put(skill_id, spell);
  23188. return 1;
  23189. }
  23190. /**
  23191. * Check if the specified item is available in the spellbook_db or not
  23192. * @param nameid: Book Item ID
  23193. * @return Spell data or nullptr otherwise
  23194. */
  23195. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  23196. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  23197. return nullptr;
  23198. for (const auto &spell : reading_spellbook_db) {
  23199. if (spell.second->nameid == nameid)
  23200. return spell.second;
  23201. }
  23202. return nullptr;
  23203. }
  23204. const std::string MagicMushroomDatabase::getDefaultLocation() {
  23205. return std::string(db_path) + "/magicmushroom_db.yml";
  23206. }
  23207. /**
  23208. * Reads and parses an entry from the magicmushroom_db.
  23209. * @param node: YAML node containing the entry.
  23210. * @return count of successfully parsed rows
  23211. */
  23212. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  23213. std::string skill_name;
  23214. if (!this->asString(node, "Skill", skill_name))
  23215. return 0;
  23216. uint16 skill_id = skill_name2id(skill_name.c_str());
  23217. if (!skill_id) {
  23218. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  23219. return 0;
  23220. }
  23221. if (!skill_get_inf(skill_id)) {
  23222. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  23223. return 0;
  23224. }
  23225. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  23226. bool exists = mushroom != nullptr;
  23227. if (!exists) {
  23228. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  23229. mushroom->skill_id = skill_id;
  23230. this->put(skill_id, mushroom);
  23231. }
  23232. return 1;
  23233. }
  23234. /** Reads skill no cast db
  23235. * Structure: SkillID,Flag
  23236. */
  23237. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  23238. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  23239. if (!skill)
  23240. return false;
  23241. skill->nocast |= atoi(split[1]);
  23242. return true;
  23243. }
  23244. /** Reads Produce db
  23245. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  23246. */
  23247. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  23248. uint16 x, y;
  23249. uint16 id = atoi(split[0]);
  23250. t_itemid nameid = 0;
  23251. bool found = false;
  23252. if (id >= ARRAYLENGTH(skill_produce_db)) {
  23253. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  23254. return false;
  23255. }
  23256. // Clear previous data, for importing support
  23257. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  23258. // Import just for clearing/disabling from original data
  23259. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  23260. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  23261. return true;
  23262. }
  23263. if (!item_db.exists(nameid)) {
  23264. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  23265. return false;
  23266. }
  23267. skill_produce_db[id].nameid = nameid;
  23268. skill_produce_db[id].itemlv = atoi(split[2]);
  23269. skill_produce_db[id].req_skill = atoi(split[3]);
  23270. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  23271. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  23272. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  23273. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  23274. }
  23275. if (!found)
  23276. skill_produce_count++;
  23277. return true;
  23278. }
  23279. const std::string SkillArrowDatabase::getDefaultLocation() {
  23280. return std::string(db_path) + "/create_arrow_db.yml";
  23281. }
  23282. /**
  23283. * Reads and parses an entry from the create_arrow_db.
  23284. * @param node: YAML node containing the entry.
  23285. * @return count of successfully parsed rows
  23286. */
  23287. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  23288. std::string source_name;
  23289. if (!this->asString(node, "Source", source_name))
  23290. return 0;
  23291. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  23292. if (item == nullptr) {
  23293. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  23294. return 0;
  23295. }
  23296. t_itemid nameid = item->nameid;
  23297. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  23298. bool exists = arrow != nullptr;
  23299. if (!exists) {
  23300. arrow = std::make_shared<s_skill_arrow_db>();
  23301. arrow->nameid = nameid;
  23302. }
  23303. const auto& MakeNode = node["Make"];
  23304. for (const auto &it : MakeNode) {
  23305. std::string item_name;
  23306. if (!this->asString(it, "Item", item_name))
  23307. return 0;
  23308. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  23309. if (item == nullptr) {
  23310. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  23311. return 0;
  23312. }
  23313. uint16 amount;
  23314. if (!this->asUInt16(it, "Amount", amount))
  23315. return 0;
  23316. if (amount == 0) {
  23317. if (arrow->created.erase(item->nameid) == 0)
  23318. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  23319. continue;
  23320. }
  23321. if (amount > MAX_AMOUNT) {
  23322. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  23323. continue;
  23324. }
  23325. arrow->created[item->nameid] = amount;
  23326. }
  23327. if (!exists)
  23328. this->put(nameid, arrow);
  23329. return 1;
  23330. }
  23331. const std::string AbraDatabase::getDefaultLocation() {
  23332. return std::string(db_path) + "/abra_db.yml";
  23333. }
  23334. /**
  23335. * Reads and parses an entry from the abra_db.
  23336. * @param node: YAML node containing the entry.
  23337. * @return count of successfully parsed rows
  23338. */
  23339. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  23340. std::string skill_name;
  23341. if (!this->asString(node, "Skill", skill_name))
  23342. return 0;
  23343. uint16 skill_id = skill_name2id(skill_name.c_str());
  23344. if (!skill_id) {
  23345. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  23346. return 0;
  23347. }
  23348. if (!skill_get_inf(skill_id)) {
  23349. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  23350. return 0;
  23351. }
  23352. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  23353. bool exists = abra != nullptr;
  23354. if (!exists) {
  23355. abra = std::make_shared<s_skill_abra_db>();
  23356. abra->skill_id = skill_id;
  23357. }
  23358. if (this->nodeExists(node, "Probability")) {
  23359. const auto& probNode = node["Probability"];
  23360. uint16 probability;
  23361. if (!probNode.is_seq()) {
  23362. if (!this->asUInt16Rate(probNode, "Probability", probability))
  23363. return 0;
  23364. abra->per.fill(probability);
  23365. } else {
  23366. abra->per.fill(0);
  23367. for (const auto& it : probNode) {
  23368. uint16 skill_lv;
  23369. if (!this->asUInt16(it, "Level", skill_lv))
  23370. continue;
  23371. if (skill_lv > MAX_SKILL_LEVEL) {
  23372. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  23373. return 0;
  23374. }
  23375. if (!this->asUInt16Rate(it, "Probability", probability))
  23376. continue;
  23377. abra->per[skill_lv - 1] = probability;
  23378. }
  23379. }
  23380. } else {
  23381. if (!exists)
  23382. abra->per.fill(500);
  23383. }
  23384. if (!exists)
  23385. this->put(skill_id, abra);
  23386. return 1;
  23387. }
  23388. /** Reads change material db
  23389. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  23390. */
  23391. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  23392. uint16 id = atoi(split[0]);
  23393. t_itemid nameid = strtoul(split[1], nullptr, 10);
  23394. int16 rate = atoi(split[2]);
  23395. bool found = false;
  23396. int32 x, y;
  23397. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  23398. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  23399. return false;
  23400. }
  23401. // Clear previous data, for importing support
  23402. if (skill_changematerial_db[id].nameid > 0) {
  23403. found = true;
  23404. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  23405. }
  23406. // Import just for clearing/disabling from original data
  23407. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  23408. if (nameid == 0) {
  23409. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  23410. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  23411. return true;
  23412. }
  23413. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  23414. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  23415. if (skill_produce_db[x].nameid == nameid)
  23416. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  23417. break;
  23418. }
  23419. if (x >= MAX_SKILL_PRODUCE_DB) {
  23420. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  23421. return false;
  23422. }
  23423. skill_changematerial_db[id].nameid = nameid;
  23424. skill_changematerial_db[id].rate = rate;
  23425. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  23426. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  23427. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  23428. }
  23429. if (!found)
  23430. skill_changematerial_count++;
  23431. return true;
  23432. }
  23433. /**
  23434. * Reads skill damage adjustment
  23435. * @author [Lilith]
  23436. */
  23437. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  23438. int64 caster_tmp;
  23439. uint16 id;
  23440. int32 caster, value;
  23441. char *result;
  23442. trim(split[0]);
  23443. if (ISDIGIT(split[0][0])) {
  23444. value = strtol(split[0], &result, 10);
  23445. if (*result) {
  23446. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  23447. return false;
  23448. }
  23449. id = value;
  23450. } else
  23451. id = skill_name2id(split[0]);
  23452. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  23453. if (!skill)
  23454. return false;
  23455. skill->damage = {};
  23456. trim(split[1]);
  23457. if (ISDIGIT(split[1][0])) {
  23458. value = strtol(split[1], &result, 10);
  23459. if (*result) {
  23460. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  23461. return false;
  23462. }
  23463. caster = value;
  23464. } else { // Try to parse caster as constant
  23465. if (!script_get_constant(split[1], &caster_tmp)) {
  23466. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  23467. return false;
  23468. }
  23469. caster = static_cast<uint16>(caster_tmp);
  23470. }
  23471. skill->damage.caster |= caster;
  23472. value = strtol(split[2], &result, 10);
  23473. if (*result) {
  23474. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  23475. return false;
  23476. }
  23477. skill->damage.map |= value;
  23478. for(int32 offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  23479. value = strtol(split[offset], &result, 10);
  23480. if (*result && *result != ' ') {
  23481. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  23482. value = 0;
  23483. }
  23484. skill->damage.rate[i] = cap_value(value, -100, 100000);
  23485. }
  23486. return true;
  23487. }
  23488. /** Reads skill database files */
  23489. static void skill_readdb(void) {
  23490. int32 i;
  23491. const char* dbsubpath[] = {
  23492. "",
  23493. "/" DBIMPORT,
  23494. //add other path here
  23495. };
  23496. memset(skill_produce_db,0,sizeof(skill_produce_db));
  23497. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  23498. skill_produce_count = skill_changematerial_count = 0;
  23499. skill_db.load();
  23500. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  23501. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  23502. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  23503. char* dbsubpath1 = (char*)aMalloc(n1+1);
  23504. char* dbsubpath2 = (char*)aMalloc(n2+1);
  23505. if (i == 0) {
  23506. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  23507. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  23508. } else {
  23509. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  23510. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  23511. }
  23512. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  23513. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  23514. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  23515. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  23516. aFree(dbsubpath1);
  23517. aFree(dbsubpath2);
  23518. }
  23519. abra_db.load();
  23520. magic_mushroom_db.load();
  23521. reading_spellbook_db.load();
  23522. skill_arrow_db.load();
  23523. skill_init_unit_layout();
  23524. skill_init_nounit_layout();
  23525. }
  23526. void skill_reload (void) {
  23527. skill_db.clear();
  23528. abra_db.clear();
  23529. magic_mushroom_db.clear();
  23530. reading_spellbook_db.clear();
  23531. skill_arrow_db.clear();
  23532. skill_readdb();
  23533. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  23534. s_mapiterator *iter = mapit_getallusers();
  23535. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  23536. pc_validate_skill(sd);
  23537. clif_skillinfoblock(sd);
  23538. }
  23539. mapit_free(iter);
  23540. }
  23541. /*==========================================
  23542. *
  23543. *------------------------------------------*/
  23544. void do_init_skill(void)
  23545. {
  23546. skill_readdb();
  23547. skillunit_db = idb_alloc(DB_OPT_BASE);
  23548. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  23549. bowling_db = idb_alloc(DB_OPT_BASE);
  23550. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  23551. ers_chunk_size(skill_timer_ers, 150);
  23552. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  23553. add_timer_func_list(skill_castend_id,"skill_castend_id");
  23554. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  23555. add_timer_func_list(skill_timerskill,"skill_timerskill");
  23556. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  23557. add_timer_func_list(skill_keep_using, "skill_keep_using");
  23558. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  23559. }
  23560. void do_final_skill(void)
  23561. {
  23562. skill_db.clear();
  23563. abra_db.clear();
  23564. magic_mushroom_db.clear();
  23565. reading_spellbook_db.clear();
  23566. skill_arrow_db.clear();
  23567. db_destroy(skillunit_db);
  23568. db_destroy(skillusave_db);
  23569. db_destroy(bowling_db);
  23570. ers_destroy(skill_timer_ers);
  23571. }