skill.c 430 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/malloc.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/strlib.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "skill.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "clif.h"
  15. #include "pc.h"
  16. #include "status.h"
  17. #include "pet.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "mob.h"
  21. #include "npc.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "party.h"
  25. #include "itemdb.h"
  26. #include "script.h"
  27. #include "intif.h"
  28. #include "log.h"
  29. #include "chrif.h"
  30. #include "guild.h"
  31. #include "date.h"
  32. #include "unit.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <time.h>
  37. #define SKILLUNITTIMER_INTERVAL 100
  38. // ranges reserved for mapping skill ids to skilldb offsets
  39. #define GD_SKILLRANGEMIN 900
  40. #define GD_SKILLRANGEMAX (GD_SKILLRANGEMIN+MAX_GUILDSKILL)
  41. #define MC_SKILLRANGEMIN 800
  42. #define MC_SKILLRANGEMAX (MC_SKILLRANGEMIN+MAX_MERCSKILL)
  43. #define HM_SKILLRANGEMIN 700
  44. #define HM_SKILLRANGEMAX (HM_SKILLRANGEMIN+MAX_HOMUNSKILL)
  45. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  46. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  47. DBMap* skillunit_db = NULL; // int id -> struct skill_unit*
  48. DBMap* skilldb_name2id = NULL;
  49. /**
  50. * Skill Cool Down Delay Saving
  51. **/
  52. DBMap* skillcd_db = NULL;
  53. struct skill_cd {
  54. int duration[MAX_SKILL_TREE];//milliseconds
  55. short skidx[MAX_SKILL_TREE];//the skill index entries belong to
  56. short nameid[MAX_SKILL_TREE];//skill id
  57. unsigned char cursor;
  58. };
  59. struct s_skill_db skill_db[MAX_SKILL_DB];
  60. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  61. struct s_skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  62. struct s_skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  63. //Warlock
  64. struct s_skill_spellbook_db {
  65. int nameid;
  66. int skillid;
  67. int points;
  68. };
  69. struct s_skill_spellbook_db skill_spellbook_db[MAX_SKILL_SPELLBOOK_DB];
  70. //Guillotine Cross
  71. struct s_skill_magicmushroom_db skill_magicmushroom_db[MAX_SKILL_MAGICMUSHROOM_DB];
  72. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  73. int firewall_unit_pos;
  74. int icewall_unit_pos;
  75. int earthstrain_unit_pos;
  76. //early declaration
  77. int skill_stasis_check(struct block_list *bl, int src_id, int skillid);
  78. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv);
  79. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv);
  80. //Since only mob-casted splash skills can hit ice-walls
  81. static inline int splash_target(struct block_list* bl)
  82. {
  83. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  84. }
  85. /// Returns the id of the skill, or 0 if not found.
  86. int skill_name2id(const char* name)
  87. {
  88. if( name == NULL )
  89. return 0;
  90. return (int)strdb_get(skilldb_name2id, name);
  91. }
  92. /// Maps skill ids to skill db offsets.
  93. /// Returns the skill's array index, or 0 (Unknown Skill).
  94. int skill_get_index( int id )
  95. {
  96. // avoid ranges reserved for mapping guild/homun/mercenary skills
  97. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  98. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  99. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  100. return 0;
  101. // map skill id to skill db index
  102. if( id >= GD_SKILLBASE )
  103. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  104. else
  105. if( id >= MC_SKILLBASE )
  106. id = MC_SKILLRANGEMIN + id - MC_SKILLBASE;
  107. else
  108. if( id >= HM_SKILLBASE )
  109. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  110. else
  111. ; // identity
  112. // validate result
  113. if( id <= 0 || id >= MAX_SKILL_DB )
  114. return 0;
  115. return id;
  116. }
  117. const char* skill_get_name( int id )
  118. {
  119. return skill_db[skill_get_index(id)].name;
  120. }
  121. const char* skill_get_desc( int id )
  122. {
  123. return skill_db[skill_get_index(id)].desc;
  124. }
  125. // out of bounds error checking [celest]
  126. static void skill_chk(int* id, int lv)
  127. {
  128. *id = skill_get_index(*id); // checks/adjusts id
  129. if( lv <= 0 || lv > MAX_SKILL_LEVEL ) *id = 0;
  130. }
  131. #define skill_get(var,id,lv) { skill_chk(&id,lv); if(!id) return 0; return var; }
  132. // Skill DB
  133. int skill_get_hit( int id ) { skill_get (skill_db[id].hit, id, 1); }
  134. int skill_get_inf( int id ) { skill_get (skill_db[id].inf, id, 1); }
  135. int skill_get_ele( int id , int lv ) { skill_get (skill_db[id].element[lv-1], id, lv); }
  136. int skill_get_nk( int id ) { skill_get (skill_db[id].nk, id, 1); }
  137. int skill_get_max( int id ) { skill_get (skill_db[id].max, id, 1); }
  138. int skill_get_range( int id , int lv ) { skill_get (skill_db[id].range[lv-1], id, lv); }
  139. int skill_get_splash( int id , int lv ) { skill_chk (&id, lv); return (skill_db[id].splash[lv-1]>=0?skill_db[id].splash[lv-1]:AREA_SIZE); }
  140. int skill_get_hp( int id ,int lv ) { skill_get (skill_db[id].hp[lv-1], id, lv); }
  141. int skill_get_sp( int id ,int lv ) { skill_get (skill_db[id].sp[lv-1], id, lv); }
  142. int skill_get_hp_rate(int id, int lv ) { skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  143. int skill_get_sp_rate(int id, int lv ) { skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  144. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  145. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  146. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  147. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  148. int skill_get_zeny( int id ,int lv ) { skill_get (skill_db[id].zeny[lv-1], id, lv); }
  149. int skill_get_num( int id ,int lv ) { skill_get (skill_db[id].num[lv-1], id, lv); }
  150. int skill_get_cast( int id ,int lv ) { skill_get (skill_db[id].cast[lv-1], id, lv); }
  151. int skill_get_delay( int id ,int lv ) { skill_get (skill_db[id].delay[lv-1], id, lv); }
  152. int skill_get_walkdelay( int id ,int lv ) { skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  153. int skill_get_time( int id ,int lv ) { skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  154. int skill_get_time2( int id ,int lv ) { skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  155. int skill_get_castdef( int id ) { skill_get (skill_db[id].cast_def_rate, id, 1); }
  156. int skill_get_weapontype( int id ) { skill_get (skill_db[id].weapon, id, 1); }
  157. int skill_get_ammotype( int id ) { skill_get (skill_db[id].ammo, id, 1); }
  158. int skill_get_ammo_qty( int id, int lv ) { skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  159. int skill_get_inf2( int id ) { skill_get (skill_db[id].inf2, id, 1); }
  160. int skill_get_castcancel( int id ) { skill_get (skill_db[id].castcancel, id, 1); }
  161. int skill_get_maxcount( int id ,int lv ) { skill_get (skill_db[id].maxcount[lv-1], id, lv); }
  162. int skill_get_blewcount( int id ,int lv ) { skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  163. int skill_get_mhp( int id ,int lv ) { skill_get (skill_db[id].mhp[lv-1], id, lv); }
  164. int skill_get_castnodex( int id ,int lv ) { skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  165. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  166. int skill_get_nocast ( int id ) { skill_get (skill_db[id].nocast, id, 1); }
  167. int skill_get_type( int id ) { skill_get (skill_db[id].skill_type, id, 1); }
  168. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  169. int skill_get_unit_interval( int id ) { skill_get (skill_db[id].unit_interval, id, 1); }
  170. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  171. int skill_get_unit_target( int id ) { skill_get (skill_db[id].unit_target&BCT_ALL, id, 1); }
  172. int skill_get_unit_bl_target( int id ) { skill_get (skill_db[id].unit_target&BL_ALL, id, 1); }
  173. int skill_get_unit_flag( int id ) { skill_get (skill_db[id].unit_flag, id, 1); }
  174. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  175. int skill_get_cooldown( int id ,int lv ) { skill_get (skill_db[id].cooldown[lv-1], id, lv); }
  176. int skill_tree_get_max(int id, int b_class)
  177. {
  178. int i;
  179. b_class = pc_class2idx(b_class);
  180. ARR_FIND( 0, MAX_SKILL_TREE, i, skill_tree[b_class][i].id == 0 || skill_tree[b_class][i].id == id );
  181. if( i < MAX_SKILL_TREE && skill_tree[b_class][i].id == id )
  182. return skill_tree[b_class][i].max;
  183. else
  184. return skill_get_max(id);
  185. }
  186. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  187. int skill_attack_area(struct block_list *bl,va_list ap);
  188. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  189. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  190. int skill_greed(struct block_list *bl, va_list ap);
  191. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  192. static int skill_trap_splash(struct block_list *bl, va_list ap);
  193. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  194. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  195. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  196. static int skill_unit_effect(struct block_list *bl,va_list ap);
  197. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  198. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  199. int skill_get_casttype (int id)
  200. {
  201. int inf = skill_get_inf(id);
  202. if (inf&(INF_GROUND_SKILL))
  203. return CAST_GROUND;
  204. if (inf&INF_SUPPORT_SKILL)
  205. return CAST_NODAMAGE;
  206. if (inf&INF_SELF_SKILL) {
  207. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  208. return CAST_DAMAGE; //Combo skill.
  209. return CAST_NODAMAGE;
  210. }
  211. if (skill_get_nk(id)&NK_NO_DAMAGE)
  212. return CAST_NODAMAGE;
  213. return CAST_DAMAGE;
  214. };
  215. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  216. int skill_get_range2 (struct block_list *bl, int id, int lv)
  217. {
  218. int range;
  219. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  220. return 9; //Mobs have a range of 9 regardless of skill used.
  221. range = skill_get_range(id, lv);
  222. if( range < 0 )
  223. {
  224. if( battle_config.use_weapon_skill_range&bl->type )
  225. return status_get_range(bl);
  226. range *=-1;
  227. }
  228. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  229. switch( id )
  230. {
  231. case AC_SHOWER: case MA_SHOWER:
  232. case AC_DOUBLE: case MA_DOUBLE:
  233. case HT_BLITZBEAT:
  234. case AC_CHARGEARROW:
  235. case MA_CHARGEARROW:
  236. case SN_FALCONASSAULT:
  237. case HT_POWER:
  238. /**
  239. * Ranger
  240. **/
  241. case RA_ARROWSTORM:
  242. case RA_AIMEDBOLT:
  243. case RA_WUGBITE:
  244. if( bl->type == BL_PC )
  245. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  246. else
  247. range += 10; //Assume level 10?
  248. break;
  249. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  250. case GS_RAPIDSHOWER:
  251. case GS_PIERCINGSHOT:
  252. case GS_FULLBUSTER:
  253. case GS_SPREADATTACK:
  254. case GS_GROUNDDRIFT:
  255. if (bl->type == BL_PC)
  256. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  257. else
  258. range += 10; //Assume level 10?
  259. break;
  260. case NJ_KIRIKAGE:
  261. if (bl->type == BL_PC)
  262. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  263. break;
  264. /**
  265. * Warlock
  266. **/
  267. case WL_WHITEIMPRISON:
  268. case WL_SOULEXPANSION:
  269. case WL_FROSTMISTY:
  270. case WL_MARSHOFABYSS:
  271. case WL_SIENNAEXECRATE:
  272. case WL_DRAINLIFE:
  273. case WL_CRIMSONROCK:
  274. case WL_HELLINFERNO:
  275. case WL_COMET:
  276. case WL_CHAINLIGHTNING:
  277. case WL_TETRAVORTEX:
  278. case WL_RELEASE:
  279. if( bl->type == BL_PC )
  280. range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  281. break;
  282. /**
  283. * Ranger Bonus
  284. **/
  285. case HT_LANDMINE:
  286. case HT_FREEZINGTRAP:
  287. case HT_BLASTMINE:
  288. case HT_CLAYMORETRAP:
  289. case RA_CLUSTERBOMB:
  290. case RA_FIRINGTRAP:
  291. case RA_ICEBOUNDTRAP:
  292. if( bl->type == BL_PC )
  293. range += (1 + pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP))/2;
  294. }
  295. if( !range && bl->type != BL_PC )
  296. return 9; // Enable non players to use self skills on others. [Skotlex]
  297. return range;
  298. }
  299. int skill_calc_heal(struct block_list *src, struct block_list *target, int skill_id, int skill_lv, bool heal)
  300. {
  301. int skill, hp;
  302. struct map_session_data *sd = BL_CAST(BL_PC, src);
  303. struct map_session_data *tsd = BL_CAST(BL_PC, target);
  304. struct status_change* sc;
  305. switch( skill_id )
  306. {
  307. case BA_APPLEIDUN:
  308. hp = 30+5*skill_lv+5*(status_get_vit(src)/10); // HP recovery
  309. if( sd )
  310. hp += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  311. break;
  312. case PR_SANCTUARY:
  313. hp = (skill_lv>6)?777:skill_lv*100;
  314. break;
  315. case NPC_EVILLAND:
  316. hp = (skill_lv>6)?666:skill_lv*100;
  317. break;
  318. default:
  319. if (skill_lv >= battle_config.max_heal_lv)
  320. return battle_config.max_heal;
  321. #if REMODE
  322. /**
  323. * Renewal Heal Formula (from Doddler)
  324. * TODO: whats that( 1+ %Modifier / 100 ) ? currently using 'x1' (100/100) until found out
  325. * - Min = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK - [(WeaponMATK * WeaponLvl) / 10]
  326. * - Max = ( [ ( BaseLvl + INT ) / 5 ] * 30 ) * (1+( %Modifier / 100)) * (HealLvl * 0.1) + StatusMATK + EquipMATK + [(WeaponMATK * WeaponLvl) / 10]
  327. **/
  328. hp = ( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) - ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) ) + rand()%( ( ( ( status_get_lv(src) + status_get_int(src) ) / 5 ) * 30 ) * ( skill_lv / 10 ) + status_get_matk_min(src) + status_get_matk_max(src) + ( ( status_get_matk_max(src) * status_get_wlv(src) ) / 10 ) );
  329. #else
  330. hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc_checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
  331. #endif
  332. if( sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0) )
  333. hp += hp * skill * 2 / 100;
  334. else if( src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0 )
  335. hp += hp * skill * 2 / 100;
  336. break;
  337. }
  338. if( ( (target && target->type == BL_MER) || !heal ) && skill_id != NPC_EVILLAND )
  339. hp >>= 1;
  340. if( sd && (skill = pc_skillheal_bonus(sd, skill_id)) )
  341. hp += hp*skill/100;
  342. if( tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)) )
  343. hp += hp*skill/100;
  344. sc = status_get_sc(target);
  345. if( sc && sc->count )
  346. {
  347. if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
  348. hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
  349. if( sc->data[SC_INCHEALRATE] && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN )
  350. hp += hp * sc->data[SC_INCHEALRATE]->val1/100; // Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  351. }
  352. return hp;
  353. }
  354. // Making plagiarize check its own function [Aru]
  355. int can_copy (struct map_session_data *sd, int skillid, struct block_list* bl)
  356. {
  357. // Never copy NPC/Wedding Skills
  358. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  359. return 0;
  360. // High-class skills
  361. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  362. {
  363. if(battle_config.copyskill_restrict == 2)
  364. return 0;
  365. else if(battle_config.copyskill_restrict)
  366. return (sd->status.class_ == JOB_STALKER);
  367. }
  368. //Added so plagarize can't copy agi/bless if you're undead since it damages you
  369. if ((skillid == AL_INCAGI || skillid == AL_BLESSING ||
  370. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  371. skillid == MER_INCAGI || skillid == MER_BLESSING))
  372. return 0;
  373. return 1;
  374. }
  375. // [MouseJstr] - skill ok to cast? and when?
  376. int skillnotok (int skillid, struct map_session_data *sd)
  377. {
  378. int i,m;
  379. nullpo_retr (1, sd);
  380. m = sd->bl.m;
  381. i = skill_get_index(skillid);
  382. if (i == 0)
  383. return 1; // invalid skill id
  384. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  385. return 0; // GMs can do any damn thing they want
  386. if( skillid == AL_TELEPORT && sd->skillitem == skillid && sd->skillitemlv > 2 )
  387. return 0; // Teleport lv 3 bypasses this check.[Inkfish]
  388. // Epoque:
  389. // This code will compare the player's attack motion value which is influenced by ASPD before
  390. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  391. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  392. if( sd->canskill_tick && DIFF_TICK(gettick(), sd->canskill_tick) < (sd->battle_status.amotion * (100 + battle_config.skill_amotion_leniency) / 100) )
  393. {// attempted to cast a skill before the attack motion has finished
  394. return 1;
  395. }
  396. if (sd->blockskill[i] > 0)
  397. return 1;
  398. /**
  399. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all the restrictions above
  400. * 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
  401. **/
  402. if( sd->skillitem == skillid )
  403. return 0;
  404. // Check skill restrictions [Celest]
  405. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  406. return 1;
  407. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  408. return 1;
  409. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  410. return 1;
  411. if(map[m].flag.battleground && skill_get_nocast (skillid) & 8)
  412. return 1;
  413. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  414. return 1;
  415. if( sd->sc.option&OPTION_MOUNTING )
  416. return 1;//You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  417. switch (skillid) {
  418. case AL_WARP:
  419. case RETURN_TO_ELDICASTES:
  420. case ALL_GUARDIAN_RECALL:
  421. if(map[m].flag.nowarp) {
  422. clif_skill_teleportmessage(sd,0);
  423. return 1;
  424. }
  425. return 0;
  426. case AL_TELEPORT:
  427. if(map[m].flag.noteleport) {
  428. clif_skill_teleportmessage(sd,0);
  429. return 1;
  430. }
  431. return 0; // gonna be checked in 'skill_castend_nodamage_id'
  432. case WE_CALLPARTNER:
  433. case WE_CALLPARENT:
  434. case WE_CALLBABY:
  435. if (map[m].flag.nomemo) {
  436. clif_skill_teleportmessage(sd,1);
  437. return 1;
  438. }
  439. break;
  440. case MC_VENDING:
  441. case MC_IDENTIFY:
  442. case ALL_BUYING_STORE:
  443. return 0; // always allowed
  444. case WZ_ICEWALL:
  445. // noicewall flag [Valaris]
  446. if (map[m].flag.noicewall) {
  447. clif_skill_fail(sd,skillid,0,0);
  448. return 1;
  449. }
  450. break;
  451. case GC_DARKILLUSION:
  452. if( map_flag_gvg(m) ) {
  453. clif_skill_fail(sd,skillid,0,0);
  454. return 1;
  455. }
  456. break;
  457. case GD_EMERGENCYCALL:
  458. if (
  459. !(battle_config.emergency_call&((agit_flag || agit2_flag)?2:1)) ||
  460. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  461. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  462. ) {
  463. clif_skill_fail(sd,skillid,0,0);
  464. return 1;
  465. }
  466. break;
  467. case BS_GREED:
  468. case WS_CARTBOOST:
  469. case BS_HAMMERFALL:
  470. case BS_ADRENALINE:
  471. case MC_CARTREVOLUTION:
  472. case MC_MAMMONITE:
  473. case WS_MELTDOWN:
  474. case MG_SIGHT:
  475. case TF_HIDING:
  476. /**
  477. * These skills cannot be used while in mado gear (credits to Xantara)
  478. **/
  479. if(sd->sc.option&OPTION_MADOGEAR) {
  480. clif_skill_fail(sd,skillid,0,0);
  481. return 1;
  482. }
  483. break;
  484. }
  485. return (map[m].flag.noskill);
  486. }
  487. int skillnotok_hom(int skillid, struct homun_data *hd)
  488. {
  489. int i = skill_get_index(skillid);
  490. nullpo_retr(1,hd);
  491. if (i == 0)
  492. return 1; // invalid skill id
  493. if (hd->blockskill[i] > 0)
  494. return 1;
  495. //Use master's criteria.
  496. return skillnotok(skillid, hd->master);
  497. }
  498. int skillnotok_mercenary(int skillid, struct mercenary_data *md)
  499. {
  500. int i = skill_get_index(skillid);
  501. nullpo_retr(1,md);
  502. if( i == 0 )
  503. return 1; // Invalid Skill ID
  504. if( md->blockskill[i] > 0 )
  505. return 1;
  506. return skillnotok(skillid, md->master);
  507. }
  508. struct s_skill_unit_layout* skill_get_unit_layout (int skillid, int skilllv, struct block_list* src, int x, int y)
  509. {
  510. int pos = skill_get_unit_layout_type(skillid,skilllv);
  511. int dir;
  512. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  513. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skillid, skilllv);
  514. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  515. }
  516. if (pos != -1) // simple single-definition layout
  517. return &skill_unit_layout[pos];
  518. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  519. if (skillid == MG_FIREWALL)
  520. return &skill_unit_layout [firewall_unit_pos + dir];
  521. else if (skillid == WZ_ICEWALL)
  522. return &skill_unit_layout [icewall_unit_pos + dir];
  523. else if( skillid == WL_EARTHSTRAIN ) //Warlock
  524. return &skill_unit_layout [earthstrain_unit_pos + dir];
  525. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skillid, skilllv);
  526. return &skill_unit_layout[0]; // default 1x1 layout
  527. }
  528. /*==========================================
  529. *
  530. *------------------------------------------*/
  531. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, int dmg_lv, unsigned int tick)
  532. {
  533. struct map_session_data *sd, *dstsd;
  534. struct mob_data *md, *dstmd;
  535. struct status_data *sstatus, *tstatus;
  536. struct status_change *sc, *tsc;
  537. enum sc_type status;
  538. int skill;
  539. int rate;
  540. nullpo_ret(src);
  541. nullpo_ret(bl);
  542. if(skillid < 0) return 0;
  543. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  544. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  545. return 0;
  546. sd = BL_CAST(BL_PC, src);
  547. md = BL_CAST(BL_MOB, src);
  548. dstsd = BL_CAST(BL_PC, bl);
  549. dstmd = BL_CAST(BL_MOB, bl);
  550. sc = status_get_sc(src);
  551. tsc = status_get_sc(bl);
  552. sstatus = status_get_status_data(src);
  553. tstatus = status_get_status_data(bl);
  554. if (!tsc) //skill additional effect is about adding effects to the target...
  555. //So if the target can't be inflicted with statuses, this is pointless.
  556. return 0;
  557. if( sd )
  558. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  559. if( skillid != WS_CARTTERMINATION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && skillid != MS_REFLECTSHIELD && skillid != ASC_BREAKER )
  560. { // Trigger status effects
  561. enum sc_type type;
  562. int i;
  563. for( i = 0; i < ARRAYLENGTH(sd->addeff) && sd->addeff[i].flag; i++ )
  564. {
  565. rate = sd->addeff[i].rate;
  566. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  567. rate += sd->addeff[i].arrow_rate;
  568. if( !rate ) continue;
  569. if( (sd->addeff[i].flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC) )
  570. { // Trigger has attack type consideration.
  571. if( (sd->addeff[i].flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  572. (sd->addeff[i].flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  573. (sd->addeff[i].flag&ATF_MISC && attack_type&BF_MISC) ) ;
  574. else
  575. continue;
  576. }
  577. if( (sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT) )
  578. { // Trigger has range consideration.
  579. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  580. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  581. continue; //Range Failed.
  582. }
  583. type = sd->addeff[i].id;
  584. skill = skill_get_time2(status_sc2skill(type),7);
  585. if (sd->addeff[i].flag&ATF_TARGET)
  586. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  587. if (sd->addeff[i].flag&ATF_SELF)
  588. status_change_start(src,type,rate,7,0,0,0,skill,0);
  589. }
  590. }
  591. if( skillid )
  592. { // Trigger status effects on skills
  593. enum sc_type type;
  594. int i;
  595. for( i = 0; i < ARRAYLENGTH(sd->addeff3) && sd->addeff3[i].skill; i++ )
  596. {
  597. if( skillid != sd->addeff3[i].skill || !sd->addeff3[i].rate )
  598. continue;
  599. type = sd->addeff3[i].id;
  600. skill = skill_get_time2(status_sc2skill(type),7);
  601. if( sd->addeff3[i].target&ATF_TARGET )
  602. status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  603. if( sd->addeff3[i].target&ATF_SELF )
  604. status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,skill,0);
  605. }
  606. }
  607. }
  608. if( dmg_lv < ATK_DEF ) // no damage, return;
  609. return 0;
  610. switch(skillid)
  611. {
  612. case 0: // Normal attacks (no skill used)
  613. {
  614. if( attack_type&BF_SKILL )
  615. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  616. if(sd) {
  617. // Automatic trigger of Blitz Beat
  618. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  619. rand()%1000 <= sstatus->luk*10/3+1 ) {
  620. rate=(sd->status.job_level+9)/10;
  621. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  622. }
  623. // Automatic trigger of Warg Strike [Jobbie]
  624. if( pc_iswug(sd) && (sd->status.weapon == W_BOW || sd->status.weapon == W_FIST) && (skill=pc_checkskill(sd,RA_WUGSTRIKE)) > 0 && rand()%1000 <= sstatus->luk*10/3+1 )
  625. skill_castend_damage_id(src,bl,RA_WUGSTRIKE,skill,tick,0);
  626. // Gank
  627. if(dstmd && sd->status.weapon != W_BOW &&
  628. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  629. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  630. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  631. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  632. else
  633. clif_skill_fail(sd,RG_SNATCHER,0,0);
  634. }
  635. // Chance to trigger Taekwon kicks [Dralnu]
  636. if(sc && !sc->data[SC_COMBO]) {
  637. if(sc->data[SC_READYSTORM] &&
  638. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  639. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  640. ; //Stance triggered
  641. else if(sc->data[SC_READYDOWN] &&
  642. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  643. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  644. ; //Stance triggered
  645. else if(sc->data[SC_READYTURN] &&
  646. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  647. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  648. ; //Stance triggered
  649. else if(sc->data[SC_READYCOUNTER])
  650. { //additional chance from SG_FRIEND [Komurka]
  651. rate = 20;
  652. if (sc->data[SC_SKILLRATE_UP] && sc->data[SC_SKILLRATE_UP]->val1 == TK_COUNTER) {
  653. rate += rate*sc->data[SC_SKILLRATE_UP]->val2/100;
  654. status_change_end(src, SC_SKILLRATE_UP, INVALID_TIMER);
  655. }
  656. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  657. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  658. }
  659. }
  660. }
  661. if (sc) {
  662. struct status_change_entry *sce;
  663. // Enchant Poison gives a chance to poison attacked enemies
  664. if((sce=sc->data[SC_ENCPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
  665. status_change_start(bl,SC_POISON,sce->val2, sce->val1,0,0,0,
  666. skill_get_time2(AS_ENCHANTPOISON,sce->val1),0);
  667. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  668. if((sce=sc->data[SC_EDP]))
  669. sc_start4(bl,SC_DPOISON,sce->val2, sce->val1,0,0,0,
  670. skill_get_time2(ASC_EDP,sce->val1));
  671. }
  672. }
  673. break;
  674. case SM_BASH:
  675. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  676. //TODO: How much % per base level it actually is?
  677. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  678. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  679. }
  680. break;
  681. case MER_CRASH:
  682. sc_start(bl,SC_STUN,(6*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  683. break;
  684. case AS_VENOMKNIFE:
  685. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  686. skilllv = pc_checkskill(sd, TF_POISON);
  687. case TF_POISON:
  688. case AS_SPLASHER:
  689. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  690. && sd && skillid==TF_POISON
  691. )
  692. clif_skill_fail(sd,skillid,0,0);
  693. break;
  694. case AS_SONICBLOW:
  695. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  696. break;
  697. case WZ_FIREPILLAR:
  698. unit_set_walkdelay(bl, tick, skill_get_time2(skillid, skilllv), 1);
  699. break;
  700. case MG_FROSTDIVER:
  701. case WZ_FROSTNOVA:
  702. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  703. break;
  704. case WZ_STORMGUST:
  705. //Tharis pointed out that this is normal freeze chance with a base of 300%
  706. if(tsc->sg_counter >= 3 &&
  707. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv)))
  708. tsc->sg_counter = 0;
  709. /**
  710. * being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  711. **/
  712. else if( tsc->sg_counter > 250 )
  713. tsc->sg_counter = 0;
  714. break;
  715. case WZ_METEOR:
  716. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  717. break;
  718. case WZ_VERMILION:
  719. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  720. break;
  721. case HT_FREEZINGTRAP:
  722. case MA_FREEZINGTRAP:
  723. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  724. break;
  725. case HT_FLASHER:
  726. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  727. break;
  728. case HT_LANDMINE:
  729. case MA_LANDMINE:
  730. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  731. break;
  732. case HT_SHOCKWAVE:
  733. status_percent_damage(src, bl, 0, 15*skilllv+5, false);
  734. break;
  735. case HT_SANDMAN:
  736. case MA_SANDMAN:
  737. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  738. break;
  739. case TF_SPRINKLESAND:
  740. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  741. break;
  742. case TF_THROWSTONE:
  743. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  744. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  745. break;
  746. case NPC_DARKCROSS:
  747. case CR_HOLYCROSS:
  748. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  749. break;
  750. case CR_GRANDCROSS:
  751. case NPC_GRANDDARKNESS:
  752. //Chance to cause blind status vs demon and undead element, but not against players
  753. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  754. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  755. attack_type |= BF_WEAPON;
  756. break;
  757. case AM_ACIDTERROR:
  758. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  759. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  760. clif_emotion(bl,E_OMG);
  761. break;
  762. case AM_DEMONSTRATION:
  763. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  764. break;
  765. case CR_SHIELDCHARGE:
  766. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  767. break;
  768. case PA_PRESSURE:
  769. status_percent_damage(src, bl, 0, 15+5*skilllv, false);
  770. break;
  771. case RG_RAID:
  772. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  773. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  774. break;
  775. case BA_FROSTJOKER:
  776. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  777. break;
  778. case DC_SCREAM:
  779. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  780. break;
  781. case BD_LULLABY:
  782. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  783. break;
  784. case DC_UGLYDANCE:
  785. rate = 5+5*skilllv;
  786. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  787. rate += 5+skill;
  788. status_zap(bl, 0, rate);
  789. break;
  790. case SL_STUN:
  791. if (tstatus->size==1) //Only stuns mid-sized mobs.
  792. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  793. break;
  794. case NPC_PETRIFYATTACK:
  795. sc_start4(bl,status_skill2sc(skillid),50+10*skilllv,
  796. skilllv,0,0,skill_get_time(skillid,skilllv),
  797. skill_get_time2(skillid,skilllv));
  798. break;
  799. case NPC_CURSEATTACK:
  800. case NPC_SLEEPATTACK:
  801. case NPC_BLINDATTACK:
  802. case NPC_POISON:
  803. case NPC_SILENCEATTACK:
  804. case NPC_STUNATTACK:
  805. case NPC_HELLPOWER:
  806. sc_start(bl,status_skill2sc(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  807. break;
  808. case NPC_ACIDBREATH:
  809. case NPC_ICEBREATH:
  810. sc_start(bl,status_skill2sc(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  811. break;
  812. case NPC_BLEEDING:
  813. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  814. break;
  815. case NPC_MENTALBREAKER:
  816. { //Based on observations by Tharis, Mental Breaker should do SP damage
  817. //equal to Matk*skLevel.
  818. rate = sstatus->matk_min;
  819. if (rate < sstatus->matk_max)
  820. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  821. rate*=skilllv;
  822. status_zap(bl, 0, rate);
  823. break;
  824. }
  825. // Equipment breaking monster skills [Celest]
  826. case NPC_WEAPONBRAKER:
  827. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  828. break;
  829. case NPC_ARMORBRAKE:
  830. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  831. break;
  832. case NPC_HELMBRAKE:
  833. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  834. break;
  835. case NPC_SHIELDBRAKE:
  836. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  837. break;
  838. case CH_TIGERFIST:
  839. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  840. break;
  841. case LK_SPIRALPIERCE:
  842. case ML_SPIRALPIERCE:
  843. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  844. break;
  845. case ST_REJECTSWORD:
  846. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time(skillid,skilllv));
  847. break;
  848. case PF_FOGWALL:
  849. if (src != bl && !tsc->data[SC_DELUGE])
  850. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  851. break;
  852. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  853. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  854. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  855. break;
  856. case LK_JOINTBEAT:
  857. status = status_skill2sc(skillid);
  858. if (tsc->jb_flag) {
  859. sc_start2(bl,status,(5*skilllv+5),skilllv,tsc->jb_flag&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  860. tsc->jb_flag = 0;
  861. }
  862. break;
  863. case ASC_METEORASSAULT:
  864. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  865. switch(rand()%3) {
  866. case 0:
  867. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  868. break;
  869. case 1:
  870. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  871. break;
  872. default:
  873. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  874. }
  875. break;
  876. case HW_NAPALMVULCAN:
  877. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  878. break;
  879. case WS_CARTTERMINATION: // Cart termination
  880. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  881. break;
  882. case CR_ACIDDEMONSTRATION:
  883. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  884. break;
  885. case TK_DOWNKICK:
  886. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  887. break;
  888. case TK_JUMPKICK:
  889. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->data[SC_PRESERVE] )
  890. {// debuff the following statuses
  891. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  892. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  893. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  894. status_change_end(bl, SC_KAAHI, INVALID_TIMER);
  895. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  896. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  897. }
  898. break;
  899. case TK_TURNKICK:
  900. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  901. if(attack_type&BF_MISC) //70% base stun chance...
  902. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  903. break;
  904. case GS_BULLSEYE: //0.1% coma rate.
  905. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  906. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  907. break;
  908. case GS_PIERCINGSHOT:
  909. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  910. break;
  911. case NJ_HYOUSYOURAKU:
  912. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  913. break;
  914. case GS_FLING:
  915. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  916. break;
  917. case GS_DISARM:
  918. rate = 3*skilllv;
  919. if (sstatus->dex > tstatus->dex)
  920. rate += (sstatus->dex - tstatus->dex)/5; //TODO: Made up formula
  921. skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv));
  922. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  923. break;
  924. case NPC_EVILLAND:
  925. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  926. break;
  927. case NPC_HELLJUDGEMENT:
  928. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  929. break;
  930. case NPC_CRITICALWOUND:
  931. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  932. break;
  933. /**
  934. * Rune Knight
  935. **/
  936. case RK_HUNDREDSPEAR:
  937. if( !sd || pc_checkskill(sd,KN_SPEARBOOMERANG) == 0 )
  938. break; // Spear Boomerang auto cast chance only works if you have mastered Spear Boomerang.
  939. rate = 10 + 3 * skilllv;
  940. if( rand()%100 < rate )
  941. skill_castend_damage_id(src,bl,KN_SPEARBOOMERANG,1,tick,0);
  942. break;
  943. case RK_WINDCUTTER:
  944. sc_start(bl,SC_FEAR,3+2*skilllv,skilllv,skill_get_time(skillid,skilllv));
  945. break;
  946. case RK_DRAGONBREATH:
  947. sc_start4(bl,SC_BURNING,5+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  948. break;
  949. /**
  950. * Arch Bishop
  951. **/
  952. case AB_ADORAMUS:
  953. if( tsc && !tsc->data[SC_DECREASEAGI] ) //Prevent duplicate agi-down effect.
  954. sc_start(bl, SC_ADORAMUS, 100, skilllv, skill_get_time(skillid, skilllv));
  955. break;
  956. /**
  957. * Warlock
  958. **/
  959. case WL_CRIMSONROCK:
  960. sc_start(bl, SC_STUN, 40, skilllv, skill_get_time(skillid, skilllv));
  961. break;
  962. case WL_COMET:
  963. sc_start4(bl,SC_BURNING,100,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  964. break;
  965. case WL_EARTHSTRAIN:
  966. {
  967. int rate = 0, i;
  968. const int pos[5] = { EQP_WEAPON, EQP_HELM, EQP_SHIELD, EQP_ARMOR, EQP_ACC };
  969. rate = 6 * skilllv + sstatus->dex / 10 + (sd? sd->status.job_level / 4 : 0) - tstatus->dex /5;// The tstatus->dex / 5 part is unofficial, but players gotta have some kind of way to have resistance. [Rytech]
  970. //rate -= rate * tstatus->dex / 200; // Disabled until official resistance is found.
  971. for( i = 0; i < skilllv; i++ )
  972. skill_strip_equip(bl,pos[i],rate,skilllv,skill_get_time2(skillid,skilllv));
  973. }
  974. break;
  975. case WL_JACKFROST:
  976. sc_start(bl,SC_FREEZE,100,skilllv,skill_get_time(skillid,skilllv));
  977. break;
  978. /**
  979. * Ranger
  980. **/
  981. case RA_WUGBITE:
  982. sc_start(bl, SC_BITE, 70, skilllv, skill_get_time(skillid, skilllv) + (sd ? pc_checkskill(sd,RA_TOOTHOFWUG) * 1000 : 0)); // Need official chance.
  983. break;
  984. case RA_SENSITIVEKEEN:
  985. if( rand()%100 < 8 * skilllv )
  986. skill_castend_damage_id(src, bl, RA_WUGBITE, sd ? pc_checkskill(sd, RA_WUGBITE):skilllv, tick, SD_ANIMATION);
  987. break;
  988. case RA_MAGENTATRAP:
  989. case RA_COBALTTRAP:
  990. case RA_MAIZETRAP:
  991. case RA_VERDURETRAP:
  992. if( dstmd && !(dstmd->status.mode&MD_BOSS) )
  993. sc_start2(bl,SC_ELEMENTALCHANGE,100,skilllv,skill_get_ele(skillid,skilllv),skill_get_time2(skillid,skilllv));
  994. break;
  995. case RA_FIRINGTRAP:
  996. case RA_ICEBOUNDTRAP:
  997. sc_start(bl, (skillid == RA_FIRINGTRAP) ? SC_BURNING:SC_FREEZING, 40 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  998. break;
  999. /**
  1000. * Mechanic
  1001. **/
  1002. case NC_PILEBUNKER:
  1003. if( rand()%100 < 5 + 15*skilllv )
  1004. { //Deactivatable Statuses: Kyrie Eleison, Auto Guard, Steel Body, Assumptio, and Millennium Shield
  1005. status_change_end(bl, SC_KYRIE, -1);
  1006. status_change_end(bl, SC_AUTOGUARD, -1);
  1007. status_change_end(bl, SC_STEELBODY, -1);
  1008. status_change_end(bl, SC_ASSUMPTIO, -1);
  1009. status_change_end(bl, SC_MILLENNIUMSHIELD, -1);
  1010. }
  1011. break;
  1012. case NC_FLAMELAUNCHER:
  1013. sc_start4(bl, SC_BURNING, 50 + 10 * skilllv, skilllv, 1000, src->id, 0, skill_get_time2(skillid, skilllv));
  1014. break;
  1015. case NC_COLDSLOWER:
  1016. sc_start(bl, SC_FREEZE, 10 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  1017. sc_start(bl, SC_FREEZING, 20 + 10 * skilllv, skilllv, skill_get_time2(skillid, skilllv));
  1018. break;
  1019. case NC_POWERSWING:
  1020. sc_start(bl, SC_STUN, 5*skilllv, skilllv, skill_get_time(skillid, skilllv));
  1021. if( rand()%100 < 5*skilllv )
  1022. skill_castend_damage_id(src, bl, NC_AXEBOOMERANG, pc_checkskill(sd, NC_AXEBOOMERANG), tick, 1);
  1023. break;
  1024. /**
  1025. * Guilotine Cross
  1026. **/
  1027. case GC_WEAPONCRUSH:
  1028. skill_castend_nodamage_id(src,bl,skillid,skilllv,tick,BCT_ENEMY);
  1029. break;
  1030. }
  1031. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1032. { //Pass heritage to Master for status causing effects. [Skotlex]
  1033. sd = map_id2sd(md->master_id);
  1034. src = sd?&sd->bl:src;
  1035. }
  1036. if( attack_type&BF_WEAPON )
  1037. { // Coma, Breaking Equipment
  1038. if( sd && sd->special_state.bonus_coma )
  1039. {
  1040. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1041. rate += sd->weapon_coma_race[tstatus->race];
  1042. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1043. if (rate)
  1044. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1045. }
  1046. if( sd && battle_config.equip_self_break_rate )
  1047. { // Self weapon breaking
  1048. rate = battle_config.equip_natural_break_rate;
  1049. if( sc )
  1050. {
  1051. if(sc->data[SC_OVERTHRUST])
  1052. rate += 10;
  1053. if(sc->data[SC_MAXOVERTHRUST])
  1054. rate += 10;
  1055. }
  1056. if( rate )
  1057. skill_break_equip(src, EQP_WEAPON, rate, BCT_SELF);
  1058. }
  1059. if( battle_config.equip_skill_break_rate && skillid != WS_CARTTERMINATION && skillid != ITM_TOMAHAWK )
  1060. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  1061. // Target weapon breaking
  1062. rate = 0;
  1063. if( sd )
  1064. rate += sd->break_weapon_rate;
  1065. if( sc && sc->data[SC_MELTDOWN] )
  1066. rate += sc->data[SC_MELTDOWN]->val2;
  1067. if( rate )
  1068. skill_break_equip(bl, EQP_WEAPON, rate, BCT_ENEMY);
  1069. // Target armor breaking
  1070. rate = 0;
  1071. if( sd )
  1072. rate += sd->break_armor_rate;
  1073. if( sc && sc->data[SC_MELTDOWN] )
  1074. rate += sc->data[SC_MELTDOWN]->val3;
  1075. if( rate )
  1076. skill_break_equip(bl, EQP_ARMOR, rate, BCT_ENEMY);
  1077. }
  1078. }
  1079. // Autospell when attacking
  1080. if( sd && !status_isdead(bl) && sd->autospell[0].id )
  1081. {
  1082. struct block_list *tbl;
  1083. struct unit_data *ud;
  1084. int i, skilllv, type;
  1085. for (i = 0; i < ARRAYLENGTH(sd->autospell) && sd->autospell[i].id; i++) {
  1086. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1087. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1088. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1089. continue; // one or more trigger conditions were not fulfilled
  1090. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1091. if (skillnotok(skill, sd))
  1092. continue;
  1093. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1094. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1095. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1096. if (rand()%1000 >= rate)
  1097. continue;
  1098. tbl = (sd->autospell[i].id < 0) ? src : bl;
  1099. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1100. int maxcount = 0;
  1101. if( !(BL_PC&battle_config.skill_reiteration) &&
  1102. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1103. skill_check_unit_range(src,tbl->x,tbl->y,skill,skilllv)
  1104. ) {
  1105. continue;
  1106. }
  1107. if( BL_PC&battle_config.skill_nofootset &&
  1108. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1109. skill_check_unit_range2(src,tbl->x,tbl->y,skill,skilllv)
  1110. ) {
  1111. continue;
  1112. }
  1113. if( BL_PC&battle_config.land_skill_limit &&
  1114. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1115. ) {
  1116. int v;
  1117. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;i++) {
  1118. if(sd->ud.skillunit[v]->skill_id == skill)
  1119. maxcount--;
  1120. }
  1121. if( maxcount == 0 ) {
  1122. continue;
  1123. }
  1124. }
  1125. }
  1126. if( battle_config.autospell_check_range &&
  1127. !battle_check_range(src, tbl, skill_get_range2(src, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1128. continue;
  1129. if (skill == AS_SONICBLOW)
  1130. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  1131. sd->state.autocast = 1;
  1132. skill_consume_requirement(sd,skill,skilllv,1);
  1133. switch (type) {
  1134. case CAST_GROUND:
  1135. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1136. break;
  1137. case CAST_NODAMAGE:
  1138. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1139. break;
  1140. case CAST_DAMAGE:
  1141. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1142. break;
  1143. }
  1144. sd->state.autocast = 0;
  1145. //Set canact delay. [Skotlex]
  1146. ud = unit_bl2ud(src);
  1147. if (ud) {
  1148. rate = skill_delayfix(src, skill, skilllv);
  1149. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1150. ud->canact_tick = tick+rate;
  1151. if ( battle_config.display_status_timers && sd )
  1152. clif_status_change(src, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1153. }
  1154. }
  1155. }
  1156. }
  1157. //Autobonus when attacking
  1158. if( sd && sd->autobonus[0].rate )
  1159. {
  1160. int i;
  1161. for( i = 0; i < ARRAYLENGTH(sd->autobonus); i++ )
  1162. {
  1163. if( rand()%1000 >= sd->autobonus[i].rate )
  1164. continue;
  1165. if( sd->autobonus[i].active != INVALID_TIMER )
  1166. continue;
  1167. if(!(sd->autobonus[i].atk_type&attack_type&BF_WEAPONMASK &&
  1168. sd->autobonus[i].atk_type&attack_type&BF_RANGEMASK &&
  1169. sd->autobonus[i].atk_type&attack_type&BF_SKILLMASK))
  1170. continue; // one or more trigger conditions were not fulfilled
  1171. pc_exeautobonus(sd,&sd->autobonus[i]);
  1172. }
  1173. }
  1174. //Polymorph
  1175. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1176. dstmd && !(tstatus->mode&MD_BOSS) &&
  1177. (rand()%10000 < sd->classchange))
  1178. {
  1179. struct mob_db *mob;
  1180. int class_;
  1181. skill = 0;
  1182. do {
  1183. do {
  1184. class_ = rand() % MAX_MOB_DB;
  1185. } while (!mobdb_checkid(class_));
  1186. rate = rand() % 1000000;
  1187. mob = mob_db(class_);
  1188. } while (
  1189. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1190. (skill++) < 2000);
  1191. if (skill < 2000)
  1192. mob_class_change(dstmd,class_);
  1193. }
  1194. return 0;
  1195. }
  1196. int skill_onskillusage(struct map_session_data *sd, struct block_list *bl, int skillid, unsigned int tick)
  1197. {
  1198. int skill, skilllv, i, type;
  1199. struct block_list *tbl;
  1200. if( sd == NULL || skillid <= 0 )
  1201. return 0;
  1202. for( i = 0; i < ARRAYLENGTH(sd->autospell3) && sd->autospell3[i].flag; i++ )
  1203. {
  1204. if( sd->autospell3[i].flag != skillid )
  1205. continue;
  1206. if( sd->autospell3[i].lock )
  1207. continue; // autospell already being executed
  1208. skill = (sd->autospell3[i].id > 0) ? sd->autospell3[i].id : -sd->autospell3[i].id;
  1209. if( skillnotok(skill, sd) )
  1210. continue;
  1211. skilllv = sd->autospell3[i].lv ? sd->autospell3[i].lv : 1;
  1212. if( skilllv < 0 ) skilllv = 1 + rand()%(-skilllv);
  1213. if( sd->autospell3[i].id >= 0 && bl == NULL )
  1214. continue; // No target
  1215. if( rand()%1000 >= sd->autospell3[i].rate )
  1216. continue;
  1217. tbl = (sd->autospell3[i].id < 0) ? &sd->bl : bl;
  1218. if( (type = skill_get_casttype(skill)) == CAST_GROUND ) {
  1219. int maxcount = 0;
  1220. if( !(BL_PC&battle_config.skill_reiteration) &&
  1221. skill_get_unit_flag(skill)&UF_NOREITERATION &&
  1222. skill_check_unit_range(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1223. ) {
  1224. continue;
  1225. }
  1226. if( BL_PC&battle_config.skill_nofootset &&
  1227. skill_get_unit_flag(skill)&UF_NOFOOTSET &&
  1228. skill_check_unit_range2(&sd->bl,tbl->x,tbl->y,skill,skilllv)
  1229. ) {
  1230. continue;
  1231. }
  1232. if( BL_PC&battle_config.land_skill_limit &&
  1233. (maxcount = skill_get_maxcount(skill, skilllv)) > 0
  1234. ) {
  1235. int v;
  1236. for(v=0;v<MAX_SKILLUNITGROUP && sd->ud.skillunit[v] && maxcount;i++) {
  1237. if(sd->ud.skillunit[v]->skill_id == skill)
  1238. maxcount--;
  1239. }
  1240. if( maxcount == 0 ) {
  1241. continue;
  1242. }
  1243. }
  1244. }
  1245. if( battle_config.autospell_check_range &&
  1246. !battle_check_range(&sd->bl, tbl, skill_get_range2(&sd->bl, skill,skilllv) + (skill == RG_CLOSECONFINE?0:1)) )
  1247. continue;
  1248. sd->state.autocast = 1;
  1249. sd->autospell3[i].lock = true;
  1250. skill_consume_requirement(sd,skill,skilllv,1);
  1251. switch( type )
  1252. {
  1253. case CAST_GROUND: skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skilllv, tick, 0); break;
  1254. case CAST_NODAMAGE: skill_castend_nodamage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1255. case CAST_DAMAGE: skill_castend_damage_id(&sd->bl, tbl, skill, skilllv, tick, 0); break;
  1256. }
  1257. sd->autospell3[i].lock = false;
  1258. sd->state.autocast = 0;
  1259. }
  1260. if( sd && sd->autobonus3[0].rate )
  1261. {
  1262. for( i = 0; i < ARRAYLENGTH(sd->autobonus3); i++ )
  1263. {
  1264. if( rand()%1000 >= sd->autobonus3[i].rate )
  1265. continue;
  1266. if( sd->autobonus3[i].active != INVALID_TIMER )
  1267. continue;
  1268. if( sd->autobonus3[i].atk_type != skillid )
  1269. continue;
  1270. pc_exeautobonus(sd,&sd->autobonus3[i]);
  1271. }
  1272. }
  1273. return 1;
  1274. }
  1275. /* Splitted off from skill_additional_effect, which is never called when the
  1276. * attack skill kills the enemy. Place in this function counter status effects
  1277. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1278. * from cards) that will take effect on the source, not the target. [Skotlex]
  1279. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1280. * type of skills, so not every instance of skill_additional_effect needs a call
  1281. * to this one.
  1282. */
  1283. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1284. {
  1285. int rate;
  1286. struct map_session_data *sd=NULL;
  1287. struct map_session_data *dstsd=NULL;
  1288. struct status_change *tsc;
  1289. nullpo_ret(src);
  1290. nullpo_ret(bl);
  1291. if(skillid < 0) return 0;
  1292. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1293. tsc = status_get_sc(bl);
  1294. if (tsc && !tsc->count)
  1295. tsc = NULL;
  1296. sd = BL_CAST(BL_PC, src);
  1297. dstsd = BL_CAST(BL_PC, bl);
  1298. if(dstsd && attack_type&BF_WEAPON)
  1299. { //Counter effects.
  1300. enum sc_type type;
  1301. int i, time;
  1302. for(i=0; i < ARRAYLENGTH(dstsd->addeff2) && dstsd->addeff2[i].flag; i++)
  1303. {
  1304. rate = dstsd->addeff2[i].rate;
  1305. if (attack_type&BF_LONG)
  1306. rate+=dstsd->addeff2[i].arrow_rate;
  1307. if (!rate) continue;
  1308. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1309. { //Trigger has range consideration.
  1310. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1311. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1312. continue; //Range Failed.
  1313. }
  1314. type = dstsd->addeff2[i].id;
  1315. time = skill_get_time2(status_sc2skill(type),7);
  1316. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1317. status_change_start(src,type,rate,7,0,0,0,time,0);
  1318. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1319. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1320. }
  1321. }
  1322. switch(skillid){
  1323. case MO_EXTREMITYFIST:
  1324. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1325. break;
  1326. case GS_FULLBUSTER:
  1327. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1328. break;
  1329. case HFLI_SBR44: //[orn]
  1330. case HVAN_EXPLOSION:
  1331. if(src->type == BL_HOM){
  1332. TBL_HOM *hd = (TBL_HOM*)src;
  1333. hd->homunculus.intimacy = 200;
  1334. if (hd->master)
  1335. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1336. }
  1337. break;
  1338. case CR_GRANDCROSS:
  1339. case NPC_GRANDDARKNESS:
  1340. attack_type |= BF_WEAPON;
  1341. break;
  1342. }
  1343. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  1344. rand()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
  1345. sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
  1346. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1347. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1348. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1349. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1350. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1351. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1352. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1353. }
  1354. if( sd && status_isdead(bl) )
  1355. {
  1356. int sp = 0, hp = 0;
  1357. if( attack_type&BF_WEAPON )
  1358. {
  1359. sp += sd->sp_gain_value;
  1360. sp += sd->sp_gain_race[status_get_race(bl)];
  1361. sp += sd->sp_gain_race[is_boss(bl)?RC_BOSS:RC_NONBOSS];
  1362. hp += sd->hp_gain_value;
  1363. }
  1364. if( attack_type&BF_MAGIC )
  1365. {
  1366. sp += sd->magic_sp_gain_value;
  1367. hp += sd->magic_hp_gain_value;
  1368. }
  1369. if( hp || sp )
  1370. {// updated to force healing to allow healing through berserk
  1371. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  1372. }
  1373. }
  1374. // Trigger counter-spells to retaliate against damage causing skills.
  1375. if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id &&
  1376. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1377. {
  1378. struct block_list *tbl;
  1379. struct unit_data *ud;
  1380. int i, skillid, skilllv, rate, type;
  1381. for (i = 0; i < ARRAYLENGTH(dstsd->autospell2) && dstsd->autospell2[i].id; i++) {
  1382. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1383. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1384. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1385. continue; // one or more trigger conditions were not fulfilled
  1386. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1387. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1388. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1389. rate = dstsd->autospell2[i].rate;
  1390. if (attack_type&BF_LONG)
  1391. rate>>=1;
  1392. if (skillnotok(skillid, dstsd))
  1393. continue;
  1394. if (rand()%1000 >= rate)
  1395. continue;
  1396. tbl = (dstsd->autospell2[i].id < 0) ? bl : src;
  1397. if( (type = skill_get_casttype(skillid)) == CAST_GROUND ) {
  1398. int maxcount = 0;
  1399. if( !(BL_PC&battle_config.skill_reiteration) &&
  1400. skill_get_unit_flag(skillid)&UF_NOREITERATION &&
  1401. skill_check_unit_range(bl,tbl->x,tbl->y,skillid,skilllv)
  1402. ) {
  1403. continue;
  1404. }
  1405. if( BL_PC&battle_config.skill_nofootset &&
  1406. skill_get_unit_flag(skillid)&UF_NOFOOTSET &&
  1407. skill_check_unit_range2(bl,tbl->x,tbl->y,skillid,skilllv)
  1408. ) {
  1409. continue;
  1410. }
  1411. if( BL_PC&battle_config.land_skill_limit &&
  1412. (maxcount = skill_get_maxcount(skillid, skilllv)) > 0
  1413. ) {
  1414. int v;
  1415. for(v=0;v<MAX_SKILLUNITGROUP && dstsd->ud.skillunit[v] && maxcount;i++) {
  1416. if(dstsd->ud.skillunit[v]->skill_id == skillid)
  1417. maxcount--;
  1418. }
  1419. if( maxcount == 0 ) {
  1420. continue;
  1421. }
  1422. }
  1423. }
  1424. if( !battle_check_range(src, tbl, skill_get_range2(src, skillid,skilllv) + (skillid == RG_CLOSECONFINE?0:1)) && battle_config.autospell_check_range )
  1425. continue;
  1426. dstsd->state.autocast = 1;
  1427. skill_consume_requirement(dstsd,skillid,skilllv,1);
  1428. switch (type) {
  1429. case CAST_GROUND:
  1430. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1431. break;
  1432. case CAST_NODAMAGE:
  1433. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1434. break;
  1435. case CAST_DAMAGE:
  1436. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1437. break;
  1438. }
  1439. dstsd->state.autocast = 0;
  1440. //Set canact delay. [Skotlex]
  1441. ud = unit_bl2ud(bl);
  1442. if (ud) {
  1443. rate = skill_delayfix(bl, skillid, skilllv);
  1444. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0){
  1445. ud->canact_tick = tick+rate;
  1446. if ( battle_config.display_status_timers && dstsd )
  1447. clif_status_change(bl, SI_ACTIONDELAY, 1, rate, 0, 0, 0);
  1448. }
  1449. }
  1450. }
  1451. }
  1452. //Autobonus when attacked
  1453. if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE) )
  1454. {
  1455. int i;
  1456. for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ )
  1457. {
  1458. if( rand()%1000 >= dstsd->autobonus2[i].rate )
  1459. continue;
  1460. if( dstsd->autobonus2[i].active != INVALID_TIMER )
  1461. continue;
  1462. if(!(dstsd->autobonus2[i].atk_type&attack_type&BF_WEAPONMASK &&
  1463. dstsd->autobonus2[i].atk_type&attack_type&BF_RANGEMASK &&
  1464. dstsd->autobonus2[i].atk_type&attack_type&BF_SKILLMASK))
  1465. continue; // one or more trigger conditions were not fulfilled
  1466. pc_exeautobonus(dstsd,&dstsd->autobonus2[i]);
  1467. }
  1468. }
  1469. return 0;
  1470. }
  1471. /*=========================================================================
  1472. Breaks equipment. On-non players causes the corresponding strip effect.
  1473. - rate goes from 0 to 10000 (100.00%)
  1474. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1475. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1476. --------------------------------------------------------------------------*/
  1477. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1478. {
  1479. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1480. const enum sc_type scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1481. const enum sc_type scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1482. struct status_change *sc = status_get_sc(bl);
  1483. int i,j;
  1484. TBL_PC *sd;
  1485. sd = BL_CAST(BL_PC, bl);
  1486. if (sc && !sc->count)
  1487. sc = NULL;
  1488. if (sd) {
  1489. if (sd->unbreakable_equip)
  1490. where &= ~sd->unbreakable_equip;
  1491. if (sd->unbreakable)
  1492. rate -= rate*sd->unbreakable/100;
  1493. if (where&EQP_WEAPON) {
  1494. switch (sd->status.weapon) {
  1495. case W_FIST: //Bare fists should not break :P
  1496. case W_1HAXE:
  1497. case W_2HAXE:
  1498. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1499. case W_2HMACE:
  1500. case W_STAFF:
  1501. case W_2HSTAFF:
  1502. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1503. case W_HUUMA:
  1504. where &= ~EQP_WEAPON;
  1505. }
  1506. }
  1507. }
  1508. if (flag&BCT_ENEMY) {
  1509. if (battle_config.equip_skill_break_rate != 100)
  1510. rate = rate*battle_config.equip_skill_break_rate/100;
  1511. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1512. if (battle_config.equip_self_break_rate != 100)
  1513. rate = rate*battle_config.equip_self_break_rate/100;
  1514. }
  1515. for (i = 0; i < 4; i++) {
  1516. if (where&where_list[i]) {
  1517. if (sc && sc->count && sc->data[scdef[i]])
  1518. where&=~where_list[i];
  1519. else if (rand()%10000 >= rate)
  1520. where&=~where_list[i];
  1521. else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
  1522. sc_start(bl,scatk[i],100,0,skill_get_time(status_sc2skill(scatk[i]),1));
  1523. }
  1524. }
  1525. if (!where) //Nothing to break.
  1526. return 0;
  1527. if (sd) {
  1528. for (i = 0; i < EQI_MAX; i++) {
  1529. j = sd->equip_index[i];
  1530. if (j < 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1531. continue;
  1532. flag = 0;
  1533. switch(i) {
  1534. case EQI_HEAD_TOP: //Upper Head
  1535. flag = (where&EQP_HELM);
  1536. break;
  1537. case EQI_ARMOR: //Body
  1538. flag = (where&EQP_ARMOR);
  1539. break;
  1540. case EQI_HAND_R: //Left/Right hands
  1541. case EQI_HAND_L:
  1542. flag = (
  1543. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1544. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1545. break;
  1546. case EQI_SHOES:
  1547. flag = (where&EQP_SHOES);
  1548. break;
  1549. case EQI_GARMENT:
  1550. flag = (where&EQP_GARMENT);
  1551. break;
  1552. default:
  1553. continue;
  1554. }
  1555. if (flag) {
  1556. sd->status.inventory[j].attribute = 1;
  1557. pc_unequipitem(sd, j, 3);
  1558. }
  1559. }
  1560. clif_equiplist(sd);
  1561. }
  1562. return where; //Return list of pieces broken.
  1563. }
  1564. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1565. {
  1566. struct status_change *sc;
  1567. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1568. const enum sc_type sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1569. const enum sc_type sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1570. int i;
  1571. if (rand()%100 >= rate)
  1572. return 0;
  1573. sc = status_get_sc(bl);
  1574. if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
  1575. return 0;
  1576. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1577. if (where&pos[i] && sc->data[sc_def[i]])
  1578. where&=~pos[i];
  1579. }
  1580. if (!where) return 0;
  1581. for (i = 0; i < ARRAYLENGTH(pos); i++) {
  1582. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1583. where&=~pos[i];
  1584. }
  1585. return where?1:0;
  1586. }
  1587. //Early declaration
  1588. static int skill_area_temp[8];
  1589. /*=========================================================================
  1590. Used to knock back players, monsters, traps, etc
  1591. - 'count' is the number of squares to knock back
  1592. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1593. - if 'flag&0x1', position update packets must not be sent.
  1594. -------------------------------------------------------------------------*/
  1595. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1596. {
  1597. int dx = 0, dy = 0;
  1598. struct skill_unit* su = NULL;
  1599. nullpo_ret(src);
  1600. if (src != target && (map_flag_gvg(target->m) || map[target->m].flag.battleground))
  1601. return 0; //No knocking back in WoE
  1602. if (count == 0)
  1603. return 0; //Actual knockback distance is 0.
  1604. switch (target->type)
  1605. {
  1606. case BL_MOB:
  1607. {
  1608. struct mob_data* md = BL_CAST(BL_MOB, target);
  1609. if( md->class_ == MOBID_EMPERIUM )
  1610. return 0;
  1611. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1612. return 0;
  1613. }
  1614. break;
  1615. case BL_PC:
  1616. {
  1617. struct map_session_data *sd = BL_CAST(BL_PC, target);
  1618. if( sd->sc.data[SC_BASILICA] && sd->sc.data[SC_BASILICA]->val4 == sd->bl.id && !is_boss(src))
  1619. return 0; // Basilica caster can't be knocked-back by normal monsters.
  1620. if( src != target && sd->special_state.no_knockback )
  1621. return 0;
  1622. }
  1623. break;
  1624. case BL_SKILL:
  1625. su = (struct skill_unit *)target;
  1626. if( su->group->unit_id == UNT_ANKLESNARE )
  1627. return 0; // ankle snare cannot be knocked back
  1628. break;
  1629. }
  1630. if (direction == -1) // <optimized>: do the computation here instead of outside
  1631. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1632. if (direction >= 0 && direction < 8)
  1633. { // take the reversed 'direction' and reverse it
  1634. dx = -dirx[direction];
  1635. dy = -diry[direction];
  1636. }
  1637. return unit_blown(target, dx, dy, count, flag&0x1);
  1638. }
  1639. //Checks if 'bl' should reflect back a spell cast by 'src'.
  1640. //type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  1641. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  1642. {
  1643. struct status_change *sc = status_get_sc(bl);
  1644. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  1645. // item-based reflection
  1646. if( sd && sd->magic_damage_return && type && rand()%100 < sd->magic_damage_return )
  1647. return 1;
  1648. if( is_boss(src) )
  1649. return 0;
  1650. // status-based reflection
  1651. if( !sc || sc->count == 0 )
  1652. return 0;
  1653. if( sc->data[SC_MAGICMIRROR] && rand()%100 < sc->data[SC_MAGICMIRROR]->val2 )
  1654. return 1;
  1655. if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
  1656. {// Kaite only works against non-players if they are low-level.
  1657. clif_specialeffect(bl, 438, AREA);
  1658. if( --sc->data[SC_KAITE]->val2 <= 0 )
  1659. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  1660. return 2;
  1661. }
  1662. return 0;
  1663. }
  1664. /*
  1665. * =========================================================================
  1666. * Does a skill attack with the given properties.
  1667. * src is the master behind the attack (player/mob/pet)
  1668. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1669. * bl is the target to be attacked.
  1670. * flag can hold a bunch of information:
  1671. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1672. * (usually holds number of targets, or just 1 for simple splash attacks)
  1673. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1674. * packet shouldn't display a skill animation)
  1675. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1676. * client (causes player characters to not scream skill name)
  1677. *-------------------------------------------------------------------------*/
  1678. int skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  1679. {
  1680. struct Damage dmg;
  1681. struct status_data *sstatus, *tstatus;
  1682. struct status_change *sc;
  1683. struct map_session_data *sd, *tsd;
  1684. int type,damage,rdamage=0;
  1685. if(skillid > 0 && skilllv <= 0) return 0;
  1686. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  1687. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1688. nullpo_ret(bl); //Target to be attacked.
  1689. if (src != dsrc) {
  1690. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1691. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1692. return 0;
  1693. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1694. //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]
  1695. if (!status_check_skilluse(src, bl, skillid, 2))
  1696. return 0;
  1697. }
  1698. sd = BL_CAST(BL_PC, src);
  1699. tsd = BL_CAST(BL_PC, bl);
  1700. sstatus = status_get_status_data(src);
  1701. tstatus = status_get_status_data(bl);
  1702. sc= status_get_sc(bl);
  1703. if (sc && !sc->count) sc = NULL; //Don't need it.
  1704. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1705. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1706. return 0;
  1707. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1708. if (sc && sc->data[SC_TRICKDEAD] && !(sstatus->mode&MD_BOSS))
  1709. return 0;
  1710. dmg = battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1711. //Skotlex: Adjusted to the new system
  1712. if(src->type==BL_PET)
  1713. { // [Valaris]
  1714. struct pet_data *pd = (TBL_PET*)src;
  1715. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1716. {
  1717. int element = skill_get_ele(skillid, skilllv);
  1718. if (skillid == -1)
  1719. element = sstatus->rhw.ele;
  1720. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1721. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1722. else
  1723. dmg.damage= skilllv;
  1724. dmg.damage2=0;
  1725. dmg.div_= pd->a_skill->div_;
  1726. }
  1727. }
  1728. if( dmg.flag&BF_MAGIC && ( skillid != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  1729. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  1730. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  1731. { //Magic reflection, switch caster/target
  1732. struct block_list *tbl = bl;
  1733. bl = src;
  1734. src = tbl;
  1735. sd = BL_CAST(BL_PC, src);
  1736. tsd = BL_CAST(BL_PC, bl);
  1737. sc = status_get_sc(bl);
  1738. if (sc && !sc->count)
  1739. sc = NULL; //Don't need it.
  1740. //Spirit of Wizard blocks Kaite's reflection
  1741. if( type == 2 && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  1742. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  1743. type = tsd?pc_search_inventory (tsd, 7321):0;
  1744. if (type >= 0) {
  1745. if ( tsd ) pc_delitem(tsd, type, 1, 0, 1);
  1746. dmg.damage = dmg.damage2 = 0;
  1747. dmg.dmg_lv = ATK_MISS;
  1748. sc->data[SC_SPIRIT]->val3 = skillid;
  1749. sc->data[SC_SPIRIT]->val4 = dsrc->id;
  1750. }
  1751. }
  1752. /**
  1753. * Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  1754. **/
  1755. #if RR_MAGIC_REFLECTION
  1756. if( dmg.dmg_lv != ATK_MISS )//Wiz SL cancelled and consumed fragment
  1757. dmg = battle_calc_attack(BF_MAGIC,bl,bl,skillid,skilllv,flag&0xFFF);
  1758. #endif
  1759. }
  1760. if(sc && sc->data[SC_MAGICROD] && src == dsrc) {
  1761. int sp = skill_get_sp(skillid,skilllv);
  1762. dmg.damage = dmg.damage2 = 0;
  1763. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  1764. sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
  1765. if(skillid == WZ_WATERBALL && skilllv > 1)
  1766. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1767. status_heal(bl, 0, sp, 2);
  1768. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD]->val1,1);
  1769. }
  1770. }
  1771. damage = dmg.damage + dmg.damage2;
  1772. if( (skillid == AL_INCAGI || skillid == AL_BLESSING ||
  1773. skillid == CASH_BLESSING || skillid == CASH_INCAGI ||
  1774. skillid == MER_INCAGI || skillid == MER_BLESSING) && tsd->sc.data[SC_CHANGEUNDEAD] )
  1775. damage = 1;
  1776. if( damage > 0 && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) )
  1777. && skillid != WS_CARTTERMINATION )
  1778. rdamage = battle_calc_return_damage(bl,src, &damage, dmg.flag);
  1779. //Skill hit type
  1780. type=(skillid==0)?5:skill_get_hit(skillid);
  1781. if(damage < dmg.div_
  1782. //Only skills that knockback even when they miss. [Skotlex]
  1783. && skillid != CH_PALMSTRIKE)
  1784. dmg.blewcount = 0;
  1785. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1786. if(battle_config.gx_disptype) dsrc = src;
  1787. if(src == bl) type = 4;
  1788. else flag|=SD_ANIMATION;
  1789. }
  1790. if(skillid == NJ_TATAMIGAESHI) {
  1791. dsrc = src; //For correct knockback.
  1792. flag|=SD_ANIMATION;
  1793. }
  1794. if(sd) {
  1795. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1796. struct status_change_entry *sce;
  1797. if ((sce = sd->sc.data[SC_COMBO]))
  1798. { //End combo state after skill is invoked. [Skotlex]
  1799. switch (skillid) {
  1800. case TK_TURNKICK:
  1801. case TK_STORMKICK:
  1802. case TK_DOWNKICK:
  1803. case TK_COUNTER:
  1804. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1805. { //Extend combo time.
  1806. sce->val1 = skillid; //Update combo-skill
  1807. sce->val3 = skillid;
  1808. if( sce->timer != INVALID_TIMER )
  1809. delete_timer(sce->timer, status_change_timer);
  1810. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  1811. break;
  1812. }
  1813. unit_cancel_combo(src); // Cancel combo wait
  1814. break;
  1815. default:
  1816. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  1817. status_change_end(src, SC_COMBO, INVALID_TIMER);
  1818. }
  1819. }
  1820. switch(skillid)
  1821. {
  1822. case MO_TRIPLEATTACK:
  1823. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1824. flag=1;
  1825. break;
  1826. case MO_CHAINCOMBO:
  1827. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1828. flag=1;
  1829. break;
  1830. case MO_COMBOFINISH:
  1831. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1832. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1833. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1834. flag=1;
  1835. case CH_TIGERFIST:
  1836. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1837. flag=1;
  1838. case CH_CHAINCRUSH:
  1839. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS])
  1840. flag=1;
  1841. break;
  1842. case AC_DOUBLE:
  1843. if( (tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) && pc_checkskill(sd, HT_POWER))
  1844. {
  1845. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1846. sc_start2(src,SC_COMBO,100,HT_POWER,bl->id,2000);
  1847. clif_combo_delay(src,2000);
  1848. }
  1849. break;
  1850. case TK_COUNTER:
  1851. { //bonus from SG_FRIEND [Komurka]
  1852. int level;
  1853. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1854. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1855. }
  1856. break;
  1857. case SL_STIN:
  1858. case SL_STUN:
  1859. if (skilllv >= 7 && !sd->sc.data[SC_SMA])
  1860. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1861. break;
  1862. case GS_FULLBUSTER:
  1863. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1864. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1865. break;
  1866. } //Switch End
  1867. if (flag) { //Possible to chain
  1868. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1869. if (flag < 1) flag = 1;
  1870. sc_start2(src,SC_COMBO,100,skillid,bl->id,flag);
  1871. clif_combo_delay(src, flag);
  1872. }
  1873. }
  1874. //Display damage.
  1875. switch( skillid )
  1876. {
  1877. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1878. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1879. break;
  1880. //Skills that need be passed as a normal attack for the client to display correctly.
  1881. case HVAN_EXPLOSION:
  1882. case NPC_SELFDESTRUCTION:
  1883. if(src->type==BL_PC)
  1884. dmg.blewcount = 10;
  1885. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1886. // fall through
  1887. case KN_AUTOCOUNTER:
  1888. case NPC_CRITICALSLASH:
  1889. case TF_DOUBLE:
  1890. case GS_CHAINACTION:
  1891. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1892. break;
  1893. case AS_SPLASHER:
  1894. if( flag&SD_ANIMATION ) // the surrounding targets
  1895. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -1, 5); // needs -1 as skill level
  1896. else // the central target doesn't display an animation
  1897. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, -2, 5); // needs -2(!) as skill level
  1898. break;
  1899. /**
  1900. * Warlock
  1901. **/
  1902. case WL_HELLINFERNO:
  1903. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skillid,-2,6);
  1904. break;
  1905. case WL_SOULEXPANSION:
  1906. case WL_COMET:
  1907. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skillid,skilllv,8);
  1908. break;
  1909. case WL_CHAINLIGHTNING_ATK:
  1910. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING,-2,6);
  1911. break;
  1912. case WL_TETRAVORTEX_FIRE:
  1913. case WL_TETRAVORTEX_WATER:
  1914. case WL_TETRAVORTEX_WIND:
  1915. case WL_TETRAVORTEX_GROUND:
  1916. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_TETRAVORTEX_FIRE,-2,type);
  1917. break;
  1918. /**
  1919. * Arch Bishop
  1920. **/
  1921. case AB_DUPLELIGHT_MELEE:
  1922. case AB_DUPLELIGHT_MAGIC:
  1923. dmg.amotion = 300;
  1924. default:
  1925. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  1926. type = 5;
  1927. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv, type);
  1928. break;
  1929. }
  1930. map_freeblock_lock();
  1931. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1932. && pc_checkskill(tsd,RG_PLAGIARISM)
  1933. && (!sc || !sc->data[SC_PRESERVE])
  1934. && damage < tsd->battle_status.hp)
  1935. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1936. int copy_skill = skillid;
  1937. /**
  1938. * Copy Referal: dummy skills should point to their source upon copying
  1939. **/
  1940. switch( skillid ) {
  1941. case AB_DUPLELIGHT_MELEE:
  1942. case AB_DUPLELIGHT_MAGIC:
  1943. copy_skill = AB_DUPLELIGHT;
  1944. break;
  1945. case WL_CHAINLIGHTNING_ATK:
  1946. copy_skill = WL_CHAINLIGHTNING;
  1947. break;
  1948. }
  1949. if ((tsd->status.skill[copy_skill].id == 0 || tsd->status.skill[copy_skill].flag == SKILL_FLAG_PLAGIARIZED) &&
  1950. can_copy(tsd,copy_skill,bl)) // Split all the check into their own function [Aru]
  1951. {
  1952. int lv = skilllv;
  1953. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == SKILL_FLAG_PLAGIARIZED){
  1954. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1955. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1956. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1957. clif_deleteskill(tsd,tsd->cloneskill_id);
  1958. }
  1959. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < lv)
  1960. lv = type;
  1961. tsd->cloneskill_id = copy_skill;
  1962. pc_setglobalreg(tsd, "CLONE_SKILL", copy_skill);
  1963. pc_setglobalreg(tsd, "CLONE_SKILL_LV", lv);
  1964. tsd->status.skill[skillid].id = copy_skill;
  1965. tsd->status.skill[skillid].lv = lv;
  1966. tsd->status.skill[skillid].flag = SKILL_FLAG_PLAGIARIZED;
  1967. clif_addskill(tsd,skillid);
  1968. }
  1969. }
  1970. if( skillid != WZ_SIGHTRASHER &&
  1971. skillid != WZ_SIGHTBLASTER &&
  1972. skillid != AC_SHOWER && skillid != MA_SHOWER &&
  1973. skillid != SM_MAGNUM && skillid != MS_MAGNUM &&
  1974. bl->type == BL_SKILL && damage > 0 )
  1975. {
  1976. struct skill_unit* su = (struct skill_unit*)bl;
  1977. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1978. damage = 0; //Sight rasher, blaster, and arrow shower may dmg traps. [Kevin]
  1979. }
  1980. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1981. { //Skills with can't walk delay also stop normal attacking for that
  1982. //duration when the attack connects. [Skotlex]
  1983. struct unit_data *ud = unit_bl2ud(src);
  1984. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  1985. ud->attackabletime = tick + type;
  1986. }
  1987. if( !dmg.amotion )
  1988. { //Instant damage
  1989. if( !sc || (!sc->data[SC_DEVOTION] && skillid != CR_REFLECTSHIELD) )
  1990. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  1991. if( !status_isdead(bl) )
  1992. skill_additional_effect(src,bl,skillid,skilllv,dmg.flag,dmg.dmg_lv,tick);
  1993. if( damage > 0 ) //Counter status effects [Skotlex]
  1994. skill_counter_additional_effect(src,bl,skillid,skilllv,dmg.flag,tick);
  1995. }
  1996. // Hell Inferno burning status only starts if Fire part hits.
  1997. if( skillid == WL_HELLINFERNO && dmg.damage > 0 )
  1998. sc_start4(bl,SC_BURNING,55+5*skilllv,skilllv,1000,src->id,0,skill_get_time(skillid,skilllv));
  1999. // Apply knock back chance in SC_TRIANGLESHOT skill.
  2000. else if( skillid == SC_TRIANGLESHOT && rand()%100 > (1 + skilllv) )
  2001. dmg.blewcount = 0;
  2002. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2003. //Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
  2004. if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl))
  2005. {
  2006. int direction = -1; // default
  2007. switch(skillid)
  2008. {
  2009. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  2010. case WZ_STORMGUST: direction = unit_getdir(bl); break; // backwards
  2011. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  2012. case WL_CRIMSONROCK: direction = map_calc_dir(bl,skill_area_temp[4],skill_area_temp[5]); break;
  2013. }
  2014. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  2015. }
  2016. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2017. if (dmg.amotion)
  2018. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2019. if( sc && sc->data[SC_DEVOTION] && skillid != PA_PRESSURE )
  2020. {
  2021. struct status_change_entry *sce = sc->data[SC_DEVOTION];
  2022. struct block_list *d_bl = map_id2bl(sce->val1);
  2023. if( d_bl && (
  2024. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  2025. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  2026. ) && check_distance_bl(bl, d_bl, sce->val3) )
  2027. {
  2028. clif_damage(d_bl, d_bl, gettick(), 0, 0, damage, 0, 0, 0);
  2029. status_fix_damage(NULL, d_bl, damage, 0);
  2030. }
  2031. else {
  2032. status_change_end(bl, SC_DEVOTION, INVALID_TIMER);
  2033. if( !dmg.amotion )
  2034. status_fix_damage(src,bl,damage,dmg.dmotion);
  2035. }
  2036. }
  2037. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2038. int rate = 50 + skilllv * 5;
  2039. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2040. if(rand()%100 < rate)
  2041. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2042. }
  2043. if(skillid == CR_GRANDCROSS || skillid == NPC_GRANDDARKNESS)
  2044. dmg.flag |= BF_WEAPON;
  2045. if( sd && dmg.flag&BF_WEAPON && src != bl && ( src == dsrc || ( dsrc->type == BL_SKILL && ( skillid == SG_SUN_WARM || skillid == SG_MOON_WARM || skillid == SG_STAR_WARM ) ) ) && damage > 0 )
  2046. {
  2047. if (battle_config.left_cardfix_to_right)
  2048. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2049. else
  2050. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2051. }
  2052. if( rdamage > 0 )
  2053. {
  2054. if( dmg.amotion )
  2055. battle_delay_damage(tick, dmg.amotion,bl,src,0,CR_REFLECTSHIELD,0,rdamage,ATK_DEF,0);
  2056. else
  2057. status_fix_damage(bl,src,rdamage,0);
  2058. clif_damage(src,src,tick, dmg.amotion,0,rdamage,dmg.div_>1?dmg.div_:1,4,0);
  2059. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2060. if( tsd && src != bl )
  2061. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2062. skill_additional_effect(bl, src, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick);
  2063. }
  2064. if( damage > 0 ) {
  2065. if( skillid == RK_CRUSHSTRIKE ) // Your weapon will not be broken if you miss.
  2066. skill_break_equip(src,EQP_WEAPON,10000,BCT_SELF);
  2067. if( skillid == GC_VENOMPRESSURE ) {
  2068. struct status_change *ssc = status_get_sc(src);
  2069. if( ssc && ssc->data[SC_POISONINGWEAPON] && rand()%100 < 70 + 5*skilllv ) {
  2070. sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill_get_time2(GC_POISONINGWEAPON,ssc->data[SC_POISONINGWEAPON]->val1));
  2071. status_change_end(src,SC_POISONINGWEAPON,-1);
  2072. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2073. }
  2074. }
  2075. }
  2076. if (!(flag&2) &&
  2077. (
  2078. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2079. ) &&
  2080. (sc = status_get_sc(src)) &&
  2081. sc->data[SC_DOUBLECAST] &&
  2082. rand() % 100 < sc->data[SC_DOUBLECAST]->val2)
  2083. {
  2084. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2085. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2086. }
  2087. map_freeblock_unlock();
  2088. return damage;
  2089. }
  2090. /*==========================================
  2091. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2092. * flagについて?F16?i?を確認
  2093. * MSB <- 00fTffff ->LSB
  2094. * T =タ?ゲット選?用(BCT_*)
  2095. * ffff=自由に使用可能
  2096. * 0 =予約?B0に固定
  2097. *------------------------------------------*/
  2098. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2099. int skill_area_sub (struct block_list *bl, va_list ap)
  2100. {
  2101. struct block_list *src;
  2102. int skill_id,skill_lv,flag;
  2103. unsigned int tick;
  2104. SkillFunc func;
  2105. nullpo_ret(bl);
  2106. src=va_arg(ap,struct block_list *);
  2107. skill_id=va_arg(ap,int);
  2108. skill_lv=va_arg(ap,int);
  2109. tick=va_arg(ap,unsigned int);
  2110. flag=va_arg(ap,int);
  2111. func=va_arg(ap,SkillFunc);
  2112. if(battle_check_target(src,bl,flag) > 0)
  2113. {
  2114. // several splash skills need this initial dummy packet to display correctly
  2115. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  2116. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
  2117. if (flag&(SD_SPLASH|SD_PREAMBLE))
  2118. skill_area_temp[2]++;
  2119. return func(src,bl,skill_id,skill_lv,tick,flag);
  2120. }
  2121. return 0;
  2122. }
  2123. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2124. {
  2125. struct skill_unit *unit;
  2126. int skillid,g_skillid;
  2127. unit = (struct skill_unit *)bl;
  2128. if(bl->prev == NULL || bl->type != BL_SKILL)
  2129. return 0;
  2130. if(!unit->alive)
  2131. return 0;
  2132. skillid = va_arg(ap,int);
  2133. g_skillid = unit->group->skill_id;
  2134. switch (skillid)
  2135. {
  2136. case MG_SAFETYWALL:
  2137. case AL_PNEUMA:
  2138. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2139. return 0;
  2140. break;
  2141. case AL_WARP:
  2142. case HT_SKIDTRAP:
  2143. case MA_SKIDTRAP:
  2144. case HT_LANDMINE:
  2145. case MA_LANDMINE:
  2146. case HT_ANKLESNARE:
  2147. case HT_SHOCKWAVE:
  2148. case HT_SANDMAN:
  2149. case MA_SANDMAN:
  2150. case HT_FLASHER:
  2151. case HT_FREEZINGTRAP:
  2152. case MA_FREEZINGTRAP:
  2153. case HT_BLASTMINE:
  2154. case HT_CLAYMORETRAP:
  2155. case HT_TALKIEBOX:
  2156. case HP_BASILICA:
  2157. /**
  2158. * Ranger
  2159. **/
  2160. case RA_ELECTRICSHOCKER:
  2161. case RA_CLUSTERBOMB:
  2162. case RA_MAGENTATRAP:
  2163. case RA_COBALTTRAP:
  2164. case RA_MAIZETRAP:
  2165. case RA_VERDURETRAP:
  2166. case RA_FIRINGTRAP:
  2167. case RA_ICEBOUNDTRAP:
  2168. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2169. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2170. return 0;
  2171. break;
  2172. default: //Avoid stacking with same kind of trap. [Skotlex]
  2173. if (g_skillid != skillid)
  2174. return 0;
  2175. break;
  2176. }
  2177. return 1;
  2178. }
  2179. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2180. {
  2181. //Non players do not check for the skill's splash-trigger area.
  2182. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2183. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2184. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2185. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2186. return 0;
  2187. }
  2188. range += layout_type;
  2189. return map_foreachinarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2190. }
  2191. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2192. {
  2193. int skillid;
  2194. if(bl->prev == NULL)
  2195. return 0;
  2196. skillid = va_arg(ap,int);
  2197. if( status_isdead(bl) && skillid != AL_WARP )
  2198. return 0;
  2199. if( skillid == HP_BASILICA && bl->type == BL_PC )
  2200. return 0;
  2201. if( skillid == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM )
  2202. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2203. return 1;
  2204. }
  2205. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2206. {
  2207. int range, type;
  2208. switch (skillid) { // to be expanded later
  2209. case WZ_ICEWALL:
  2210. range = 2;
  2211. break;
  2212. default:
  2213. {
  2214. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2215. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2216. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2217. return 0;
  2218. }
  2219. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2220. }
  2221. break;
  2222. }
  2223. // if the caster is a monster/NPC, only check for players
  2224. // otherwise just check characters
  2225. if (bl->type == BL_PC)
  2226. type = BL_CHAR;
  2227. else
  2228. type = BL_PC;
  2229. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2230. x - range, y - range, x + range, y + range,
  2231. type, skillid);
  2232. }
  2233. int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int agidex)
  2234. {
  2235. if(id == sd->bl.id && battle_config.guild_aura&16)
  2236. return 0; // Do not affect guild leader
  2237. if (sd->sc.data[SC_GUILDAURA]) {
  2238. struct status_change_entry *sce = sd->sc.data[SC_GUILDAURA];
  2239. if( sce->val3 != strvit || sce->val4 != agidex ) {
  2240. sce->val3 = strvit;
  2241. sce->val4 = agidex;
  2242. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2243. }
  2244. return 0;
  2245. }
  2246. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2247. return 1;
  2248. }
  2249. /*==========================================
  2250. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  2251. * Flag:
  2252. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2253. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2254. *------------------------------------------*/
  2255. static int skill_check_condition_mercenary(struct block_list *bl, int skill, int lv, int type)
  2256. {
  2257. struct status_data *status;
  2258. struct map_session_data *sd = NULL;
  2259. int i, j, hp, sp, hp_rate, sp_rate, state, mhp;
  2260. int itemid[MAX_SKILL_ITEM_REQUIRE],amount[ARRAYLENGTH(itemid)],index[ARRAYLENGTH(itemid)];
  2261. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  2262. return 0;
  2263. nullpo_ret(bl);
  2264. switch( bl->type )
  2265. {
  2266. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  2267. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  2268. }
  2269. status = status_get_status_data(bl);
  2270. if( (j = skill_get_index(skill)) == 0 )
  2271. return 0;
  2272. // Requeriments
  2273. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2274. {
  2275. itemid[i] = skill_db[j].itemid[i];
  2276. amount[i] = skill_db[j].amount[i];
  2277. }
  2278. hp = skill_db[j].hp[lv-1];
  2279. sp = skill_db[j].sp[lv-1];
  2280. hp_rate = skill_db[j].hp_rate[lv-1];
  2281. sp_rate = skill_db[j].sp_rate[lv-1];
  2282. state = skill_db[j].state;
  2283. if( (mhp = skill_db[j].mhp[lv-1]) > 0 )
  2284. hp += (status->max_hp * mhp) / 100;
  2285. if( hp_rate > 0 )
  2286. hp += (status->hp * hp_rate) / 100;
  2287. else
  2288. hp += (status->max_hp * (-hp_rate)) / 100;
  2289. if( sp_rate > 0 )
  2290. sp += (status->sp * sp_rate) / 100;
  2291. else
  2292. sp += (status->max_sp * (-sp_rate)) / 100;
  2293. if( bl->type == BL_HOM )
  2294. { // Intimacy Requeriments
  2295. struct homun_data *hd = BL_CAST(BL_HOM, bl);
  2296. switch( skill )
  2297. {
  2298. case HFLI_SBR44:
  2299. if( hd->homunculus.intimacy <= 200 )
  2300. return 0;
  2301. break;
  2302. case HVAN_EXPLOSION:
  2303. if( hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate )
  2304. return 0;
  2305. break;
  2306. }
  2307. }
  2308. if( !(type&2) )
  2309. {
  2310. if( hp > 0 && status->hp <= (unsigned int)hp )
  2311. {
  2312. clif_skill_fail(sd, skill, 2, 0);
  2313. return 0;
  2314. }
  2315. if( sp > 0 && status->sp <= (unsigned int)sp )
  2316. {
  2317. clif_skill_fail(sd, skill, 1, 0);
  2318. return 0;
  2319. }
  2320. }
  2321. if( !type )
  2322. switch( state )
  2323. {
  2324. case ST_MOVE_ENABLE:
  2325. if( !unit_can_move(bl) )
  2326. {
  2327. clif_skill_fail(sd, skill, 0, 0);
  2328. return 0;
  2329. }
  2330. break;
  2331. }
  2332. if( !(type&1) )
  2333. return 1;
  2334. // Check item existences
  2335. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2336. {
  2337. index[i] = -1;
  2338. if( itemid[i] < 1 ) continue; // No item
  2339. index[i] = pc_search_inventory(sd, itemid[i]);
  2340. if( index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i] )
  2341. {
  2342. clif_skill_fail(sd, skill, 0, 0);
  2343. return 0;
  2344. }
  2345. }
  2346. // Consume items
  2347. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  2348. {
  2349. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1);
  2350. }
  2351. if( type&2 )
  2352. return 1;
  2353. if( sp || hp )
  2354. status_zap(bl, hp, sp);
  2355. return 1;
  2356. }
  2357. /*==========================================
  2358. *
  2359. *------------------------------------------*/
  2360. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2361. {
  2362. return 1;
  2363. }
  2364. /*==========================================
  2365. *
  2366. *------------------------------------------*/
  2367. static int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data)
  2368. {
  2369. struct block_list *src = map_id2bl(id),*target;
  2370. struct unit_data *ud = unit_bl2ud(src);
  2371. struct skill_timerskill *skl = NULL;
  2372. int range;
  2373. nullpo_ret(src);
  2374. nullpo_ret(ud);
  2375. skl = ud->skilltimerskill[data];
  2376. nullpo_ret(skl);
  2377. ud->skilltimerskill[data] = NULL;
  2378. do {
  2379. if(src->prev == NULL)
  2380. break;
  2381. if(skl->target_id) {
  2382. target = map_id2bl(skl->target_id);
  2383. if( skl->skill_id == RG_INTIMIDATE && (!target || target->prev == NULL || !check_distance_bl(src,target,AREA_SIZE)) )
  2384. target = src; //Required since it has to warp.
  2385. if(target == NULL)
  2386. break;
  2387. if(target->prev == NULL)
  2388. break;
  2389. if(src->m != target->m)
  2390. break;
  2391. if(status_isdead(src))
  2392. break;
  2393. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2394. break;
  2395. switch(skl->skill_id) {
  2396. case RG_INTIMIDATE:
  2397. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  2398. short x,y;
  2399. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2400. if (target != src && !status_isdead(target))
  2401. unit_warp(target, -1, x, y, CLR_TELEPORT);
  2402. }
  2403. break;
  2404. case BA_FROSTJOKER:
  2405. case DC_SCREAM:
  2406. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2407. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2408. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2409. break;
  2410. case NPC_EARTHQUAKE:
  2411. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  2412. skill_area_temp[1] = src->id;
  2413. skill_area_temp[2] = 0;
  2414. map_foreachinrange(skill_area_sub, src, skill_get_splash(skl->skill_id, skl->skill_lv), splash_target(src), src, skl->skill_id, skl->skill_lv, tick, skl->flag, skill_castend_damage_id);
  2415. if( skl->type > 1 )
  2416. skill_addtimerskill(src,tick+250,src->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2417. break;
  2418. case WZ_WATERBALL:
  2419. if (!status_isdead(target))
  2420. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2421. if (skl->type>1 && !status_isdead(target)) {
  2422. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2423. } else {
  2424. struct status_change *sc = status_get_sc(src);
  2425. if(sc) {
  2426. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  2427. if(sc->data[SC_SPIRIT] &&
  2428. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  2429. sc->data[SC_SPIRIT]->val3 == skl->skill_id)
  2430. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  2431. }
  2432. }
  2433. break;
  2434. /**
  2435. * Warlock
  2436. **/
  2437. case WL_CHAINLIGHTNING_ATK:
  2438. {
  2439. struct block_list *nbl = NULL; // Next Target of Chain
  2440. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); // Hit a Lightning on the current Target
  2441. if( skl->type > 1 )
  2442. { // Remaining Chains Hit
  2443. nbl = battle_getenemyarea(src,target->x,target->y,2,BL_CHAR|BL_SKILL,target->id); // Search for a new Target around current one...
  2444. if( nbl == NULL && skl->x > 1 )
  2445. {
  2446. nbl = target;
  2447. skl->x--;
  2448. }
  2449. else skl->x = 3;
  2450. }
  2451. if( nbl )
  2452. skill_addtimerskill(src,tick+status_get_adelay(src),nbl->id,skl->x,0,WL_CHAINLIGHTNING_ATK,skl->skill_lv,skl->type-1,skl->flag);
  2453. }
  2454. break;
  2455. case WL_TETRAVORTEX_FIRE:
  2456. case WL_TETRAVORTEX_WATER:
  2457. case WL_TETRAVORTEX_WIND:
  2458. case WL_TETRAVORTEX_GROUND:
  2459. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2460. if( skl->type >= 3 )
  2461. { // Final Hit
  2462. status_change_end(src,SC_MAGICPOWER,-1); // Removes Magic Power
  2463. if( !status_isdead(target) )
  2464. { // Final Status Effect
  2465. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  2466. applyeffects[4] = { 0, 0, 0, 0 },
  2467. i, j = 0, k = 0;
  2468. for( i = 1; i <= 8; i = i + i )
  2469. {
  2470. if( skl->x&i )
  2471. {
  2472. applyeffects[j] = effects[k];
  2473. j++;
  2474. }
  2475. k++;
  2476. }
  2477. if( j )
  2478. {
  2479. i = applyeffects[rand()%j];
  2480. status_change_start(target, i, 10000, skl->skill_lv,
  2481. (i == SC_BURNING ? 1000 : 0),
  2482. (i == SC_BURNING ? src->id : 0),
  2483. 0, skill_get_time(WL_TETRAVORTEX,skl->skill_lv), 0);
  2484. }
  2485. }
  2486. }
  2487. break;
  2488. default:
  2489. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2490. break;
  2491. }
  2492. }
  2493. else {
  2494. if(src->m != skl->map)
  2495. break;
  2496. switch( skl->skill_id )
  2497. {
  2498. case WZ_METEOR:
  2499. if( skl->type >= 0 )
  2500. {
  2501. int x = skl->type>>16, y = skl->type&0xFFFF;
  2502. if( path_search_long(NULL, src->m, src->x, src->y, x, y, CELL_CHKWALL) )
  2503. skill_unitsetting(src,skl->skill_id,skl->skill_lv,x,y,skl->flag);
  2504. if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2505. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2506. }
  2507. else if( path_search_long(NULL, src->m, src->x, src->y, skl->x, skl->y, CELL_CHKWALL) )
  2508. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2509. break;
  2510. case WL_EARTHSTRAIN:
  2511. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  2512. break;
  2513. }
  2514. if( skl->skill_id >= WL_TETRAVORTEX_FIRE && skl->skill_id <= WL_TETRAVORTEX_GROUND )
  2515. status_change_end(src,SC_MAGICPOWER,-1);
  2516. }
  2517. } while (0);
  2518. //Free skl now that it is no longer needed.
  2519. ers_free(skill_timer_ers, skl);
  2520. return 0;
  2521. }
  2522. /*==========================================
  2523. *
  2524. *------------------------------------------*/
  2525. int skill_addtimerskill (struct block_list *src, unsigned int tick, int target, int x,int y, int skill_id, int skill_lv, int type, int flag)
  2526. {
  2527. int i;
  2528. struct unit_data *ud;
  2529. nullpo_retr(1, src);
  2530. ud = unit_bl2ud(src);
  2531. nullpo_retr(1, ud);
  2532. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  2533. if( i == MAX_SKILLTIMERSKILL ) return 1;
  2534. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2535. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2536. ud->skilltimerskill[i]->src_id = src->id;
  2537. ud->skilltimerskill[i]->target_id = target;
  2538. ud->skilltimerskill[i]->skill_id = skill_id;
  2539. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2540. ud->skilltimerskill[i]->map = src->m;
  2541. ud->skilltimerskill[i]->x = x;
  2542. ud->skilltimerskill[i]->y = y;
  2543. ud->skilltimerskill[i]->type = type;
  2544. ud->skilltimerskill[i]->flag = flag;
  2545. return 0;
  2546. }
  2547. /*==========================================
  2548. *
  2549. *------------------------------------------*/
  2550. int skill_cleartimerskill (struct block_list *src)
  2551. {
  2552. int i;
  2553. struct unit_data *ud;
  2554. nullpo_ret(src);
  2555. ud = unit_bl2ud(src);
  2556. nullpo_ret(ud);
  2557. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2558. if(ud->skilltimerskill[i]) {
  2559. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2560. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2561. ud->skilltimerskill[i]=NULL;
  2562. }
  2563. }
  2564. return 1;
  2565. }
  2566. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2567. {
  2568. TBL_SKILL *su = (TBL_SKILL*)bl;
  2569. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2570. { //Reveal trap.
  2571. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2572. //clif_changetraplook(bl, su->group->unit_id);
  2573. clif_skill_setunit(su);
  2574. return 1;
  2575. }
  2576. return 0;
  2577. }
  2578. /*==========================================
  2579. *
  2580. *
  2581. *------------------------------------------*/
  2582. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2583. {
  2584. struct map_session_data *sd = NULL;
  2585. struct status_data *tstatus;
  2586. struct status_change *sc;
  2587. if (skillid > 0 && skilllv <= 0) return 0;
  2588. nullpo_retr(1, src);
  2589. nullpo_retr(1, bl);
  2590. if (src->m != bl->m)
  2591. return 1;
  2592. if (bl->prev == NULL)
  2593. return 1;
  2594. sd = BL_CAST(BL_PC, src);
  2595. if (status_isdead(bl))
  2596. return 1;
  2597. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2598. { //GTB makes all targetted magic display miss with a single bolt.
  2599. sc_type sct = status_skill2sc(skillid);
  2600. if(sct != SC_NONE)
  2601. status_change_end(bl, sct, INVALID_TIMER);
  2602. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skillid, skilllv, skill_get_hit(skillid));
  2603. return 1;
  2604. }
  2605. sc = status_get_sc(src);
  2606. if (sc && !sc->count)
  2607. sc = NULL; //Unneeded
  2608. tstatus = status_get_status_data(bl);
  2609. map_freeblock_lock();
  2610. switch(skillid)
  2611. {
  2612. case MER_CRASH:
  2613. case SM_BASH:
  2614. case MS_BASH:
  2615. case MC_MAMMONITE:
  2616. case TF_DOUBLE:
  2617. case AC_DOUBLE:
  2618. case MA_DOUBLE:
  2619. case AS_SONICBLOW:
  2620. case KN_PIERCE:
  2621. case ML_PIERCE:
  2622. case KN_SPEARBOOMERANG:
  2623. case TF_POISON:
  2624. case TF_SPRINKLESAND:
  2625. case AC_CHARGEARROW:
  2626. case MA_CHARGEARROW:
  2627. case RG_INTIMIDATE:
  2628. case AM_ACIDTERROR:
  2629. case BA_MUSICALSTRIKE:
  2630. case DC_THROWARROW:
  2631. case BA_DISSONANCE:
  2632. case CR_HOLYCROSS:
  2633. case NPC_DARKCROSS:
  2634. case CR_SHIELDCHARGE:
  2635. case CR_SHIELDBOOMERANG:
  2636. case NPC_PIERCINGATT:
  2637. case NPC_MENTALBREAKER:
  2638. case NPC_RANGEATTACK:
  2639. case NPC_CRITICALSLASH:
  2640. case NPC_COMBOATTACK:
  2641. case NPC_GUIDEDATTACK:
  2642. case NPC_POISON:
  2643. case NPC_RANDOMATTACK:
  2644. case NPC_WATERATTACK:
  2645. case NPC_GROUNDATTACK:
  2646. case NPC_FIREATTACK:
  2647. case NPC_WINDATTACK:
  2648. case NPC_POISONATTACK:
  2649. case NPC_HOLYATTACK:
  2650. case NPC_DARKNESSATTACK:
  2651. case NPC_TELEKINESISATTACK:
  2652. case NPC_UNDEADATTACK:
  2653. case NPC_ARMORBRAKE:
  2654. case NPC_WEAPONBRAKER:
  2655. case NPC_HELMBRAKE:
  2656. case NPC_SHIELDBRAKE:
  2657. case NPC_BLINDATTACK:
  2658. case NPC_SILENCEATTACK:
  2659. case NPC_STUNATTACK:
  2660. case NPC_PETRIFYATTACK:
  2661. case NPC_CURSEATTACK:
  2662. case NPC_SLEEPATTACK:
  2663. case LK_AURABLADE:
  2664. case LK_SPIRALPIERCE:
  2665. case ML_SPIRALPIERCE:
  2666. case LK_HEADCRUSH:
  2667. case CG_ARROWVULCAN:
  2668. case HW_MAGICCRASHER:
  2669. case ITM_TOMAHAWK:
  2670. case MO_TRIPLEATTACK:
  2671. case CH_CHAINCRUSH:
  2672. case CH_TIGERFIST:
  2673. case PA_SHIELDCHAIN: // Shield Chain
  2674. case PA_SACRIFICE:
  2675. case WS_CARTTERMINATION: // Cart Termination
  2676. case AS_VENOMKNIFE:
  2677. case HT_PHANTASMIC:
  2678. case HT_POWER:
  2679. case TK_DOWNKICK:
  2680. case TK_COUNTER:
  2681. case GS_CHAINACTION:
  2682. case GS_TRIPLEACTION:
  2683. case GS_MAGICALBULLET:
  2684. case GS_TRACKING:
  2685. case GS_PIERCINGSHOT:
  2686. case GS_RAPIDSHOWER:
  2687. case GS_DUST:
  2688. case GS_DISARM: // Added disarm. [Reddozen]
  2689. case GS_FULLBUSTER:
  2690. case NJ_SYURIKEN:
  2691. case NJ_KUNAI:
  2692. case ASC_BREAKER:
  2693. case HFLI_MOON: //[orn]
  2694. case HFLI_SBR44: //[orn]
  2695. case NPC_BLEEDING:
  2696. case NPC_CRITICALWOUND:
  2697. case NPC_HELLPOWER:
  2698. /**
  2699. * Rune Knight
  2700. **/
  2701. case RK_SONICWAVE:
  2702. case RK_HUNDREDSPEAR:
  2703. case RK_WINDCUTTER:
  2704. /**
  2705. * Arch Bishop
  2706. **/
  2707. case AB_DUPLELIGHT_MELEE:
  2708. /**
  2709. * Ranger
  2710. **/
  2711. case RA_AIMEDBOLT:
  2712. /**
  2713. * Mechanic
  2714. **/
  2715. case NC_AXEBOOMERANG:
  2716. case NC_POWERSWING:
  2717. /**
  2718. * Guilotinne Cross
  2719. **/
  2720. case GC_CROSSIMPACT:
  2721. case GC_VENOMPRESSURE:
  2722. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2723. break;
  2724. /**
  2725. * Mechanic (MADO GEAR)
  2726. **/
  2727. case NC_BOOSTKNUCKLE:
  2728. case NC_PILEBUNKER:
  2729. case NC_VULCANARM:
  2730. case NC_COLDSLOWER:
  2731. case NC_ARMSCANNON:
  2732. if (sd) pc_overheat(sd,1);
  2733. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2734. break;
  2735. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2736. switch( rand()%6 ){
  2737. case 0: flag |= BREAK_ANKLE; break;
  2738. case 1: flag |= BREAK_WRIST; break;
  2739. case 2: flag |= BREAK_KNEE; break;
  2740. case 3: flag |= BREAK_SHOULDER; break;
  2741. case 4: flag |= BREAK_WAIST; break;
  2742. case 5: flag |= BREAK_NECK; break;
  2743. }
  2744. //TODO: is there really no cleaner way to do this?
  2745. sc = status_get_sc(bl);
  2746. if (sc) sc->jb_flag = flag;
  2747. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2748. break;
  2749. case MO_COMBOFINISH:
  2750. if (!(flag&1) && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  2751. { //Becomes a splash attack when Soul Linked.
  2752. map_foreachinrange(skill_area_sub, bl,
  2753. skill_get_splash(skillid, skilllv),splash_target(src),
  2754. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2755. skill_castend_damage_id);
  2756. } else
  2757. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2758. break;
  2759. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2760. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2761. skill_area_temp[1] = 0;
  2762. map_foreachinrange(skill_attack_area, src,
  2763. skill_get_splash(skillid, skilllv), splash_target(src),
  2764. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2765. break;
  2766. case KN_CHARGEATK:
  2767. {
  2768. bool path = path_search_long(NULL, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  2769. unsigned int dist = distance_bl(src, bl);
  2770. unsigned int dir = map_calc_dir(bl, src->x, src->y);
  2771. // teleport to target (if not on WoE grounds)
  2772. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src, bl->x, bl->y, 0, 1) )
  2773. clif_slide(src, bl->x, bl->y);
  2774. // cause damage and knockback if the path to target was a straight one
  2775. if( path )
  2776. {
  2777. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, dist);
  2778. skill_blown(src, bl, dist, dir, 0);
  2779. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  2780. // make the caster look in the direction of the target
  2781. unit_setdir(src, (dir+4)%8);
  2782. }
  2783. }
  2784. break;
  2785. case TK_JUMPKICK:
  2786. if( unit_movepos(src, bl->x, bl->y, 1, 1) )
  2787. {
  2788. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2789. clif_slide(src,bl->x,bl->y);
  2790. }
  2791. break;
  2792. case NC_FLAMELAUNCHER:
  2793. if (sd) pc_overheat(sd,1);
  2794. case SN_SHARPSHOOTING:
  2795. case MA_SHARPSHOOTING:
  2796. case NJ_KAMAITACHI:
  2797. //It won't shoot through walls since on castend there has to be a direct
  2798. //line of sight between caster and target.
  2799. skill_area_temp[1] = bl->id;
  2800. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2801. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2802. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2803. break;
  2804. case NPC_ACIDBREATH:
  2805. case NPC_DARKNESSBREATH:
  2806. case NPC_FIREBREATH:
  2807. case NPC_ICEBREATH:
  2808. case NPC_THUNDERBREATH:
  2809. skill_area_temp[1] = bl->id;
  2810. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2811. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid,skilllv), splash_target(src),
  2812. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2813. break;
  2814. case MO_INVESTIGATE:
  2815. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2816. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2817. break;
  2818. case RG_BACKSTAP:
  2819. {
  2820. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2821. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2822. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2823. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2824. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2825. unit_setdir(bl,dir);
  2826. }
  2827. else if (sd)
  2828. clif_skill_fail(sd,skillid,0,0);
  2829. }
  2830. break;
  2831. case MO_FINGEROFFENSIVE:
  2832. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2833. if (battle_config.finger_offensive_type && sd) {
  2834. int i;
  2835. for (i = 1; i < sd->spiritball_old; i++)
  2836. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2837. }
  2838. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2839. break;
  2840. case MO_CHAINCOMBO:
  2841. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2842. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2843. break;
  2844. case NJ_ISSEN:
  2845. status_change_end(src, SC_NEN, INVALID_TIMER);
  2846. status_change_end(src, SC_HIDING, INVALID_TIMER);
  2847. // fall through
  2848. case MO_EXTREMITYFIST:
  2849. if( skillid == MO_EXTREMITYFIST )
  2850. {
  2851. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  2852. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  2853. }
  2854. //Client expects you to move to target regardless of distance
  2855. {
  2856. struct unit_data *ud = unit_bl2ud(src);
  2857. short dx,dy;
  2858. int i,speed;
  2859. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2860. dx = bl->x - src->x;
  2861. dy = bl->y - src->y;
  2862. if (dx < 0) dx-=i;
  2863. else if (dx > 0) dx+=i;
  2864. if (dy < 0) dy-=i;
  2865. else if (dy > 0) dy+=i;
  2866. if (!dx && !dy) dy++;
  2867. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2868. {
  2869. dx = bl->x;
  2870. dy = bl->y;
  2871. } else {
  2872. dx = src->x + dx;
  2873. dy = src->y + dy;
  2874. }
  2875. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2876. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2877. //Increase can't walk delay to not alter your walk path
  2878. ud->canmove_tick = tick;
  2879. speed = status_get_speed(src);
  2880. for (i = 0; i < ud->walkpath.path_len; i ++)
  2881. {
  2882. if(ud->walkpath.path[i]&1)
  2883. ud->canmove_tick+=7*speed/5;
  2884. else
  2885. ud->canmove_tick+=speed;
  2886. }
  2887. }
  2888. }
  2889. break;
  2890. //Splash attack skills.
  2891. case AS_GRIMTOOTH:
  2892. case MC_CARTREVOLUTION:
  2893. case NPC_SPLASHATTACK:
  2894. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  2895. case AS_SPLASHER:
  2896. case SM_MAGNUM:
  2897. case MS_MAGNUM:
  2898. case HT_BLITZBEAT:
  2899. case AC_SHOWER:
  2900. case MA_SHOWER:
  2901. case MG_NAPALMBEAT:
  2902. case MG_FIREBALL:
  2903. case RG_RAID:
  2904. case HW_NAPALMVULCAN:
  2905. case NJ_HUUMA:
  2906. case NJ_BAKUENRYU:
  2907. case ASC_METEORASSAULT:
  2908. case GS_DESPERADO:
  2909. case GS_SPREADATTACK:
  2910. case NPC_EARTHQUAKE:
  2911. case NPC_PULSESTRIKE:
  2912. case NPC_HELLJUDGEMENT:
  2913. case NPC_VAMPIRE_GIFT:
  2914. /**
  2915. * Rune Knight
  2916. **/
  2917. case RK_IGNITIONBREAK:
  2918. /**
  2919. * Arch Bishop
  2920. **/
  2921. case AB_JUDEX:
  2922. /**
  2923. * Warlock
  2924. **/
  2925. case WL_SOULEXPANSION:
  2926. case WL_CRIMSONROCK:
  2927. case WL_COMET:
  2928. /**
  2929. * Ranger
  2930. **/
  2931. case RA_ARROWSTORM:
  2932. case RA_WUGDASH:
  2933. /**
  2934. * Mechanic
  2935. **/
  2936. case NC_SELFDESTRUCTION:
  2937. case NC_AXETORNADO:
  2938. /**
  2939. * Guilotine Cross
  2940. **/
  2941. case GC_ROLLINGCUTTER:
  2942. case GC_COUNTERSLASH:
  2943. if( flag&1 )
  2944. { //Recursive invocation
  2945. // skill_area_temp[0] holds number of targets in area
  2946. // skill_area_temp[1] holds the id of the original target
  2947. // skill_area_temp[2] counts how many targets have already been processed
  2948. int sflag = skill_area_temp[0] & 0xFFF, heal;
  2949. if( flag&SD_LEVEL )
  2950. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  2951. if( skill_area_temp[1] != bl->id && !(skill_get_inf2(skillid)&INF2_NPC_SKILL) )
  2952. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  2953. heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, sflag);
  2954. if( skillid == NPC_VAMPIRE_GIFT && heal > 0 )
  2955. {
  2956. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  2957. status_heal(src,heal,0,0);
  2958. }
  2959. }
  2960. else
  2961. {
  2962. if ( skillid == NJ_BAKUENRYU )
  2963. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2964. skill_area_temp[0] = 0;
  2965. skill_area_temp[1] = bl->id;
  2966. skill_area_temp[2] = 0;
  2967. if( skillid == WL_CRIMSONROCK ) {
  2968. skill_area_temp[4] = bl->x;
  2969. skill_area_temp[5] = bl->y;
  2970. }
  2971. // if skill damage should be split among targets, count them
  2972. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  2973. //special case: Venom Splasher uses a different range for searching than for splashing
  2974. if( flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT )
  2975. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, (skillid == AS_SPLASHER)?1:skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2976. // recursive invocation of skill_castend_damage_id() with flag|1
  2977. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), (skillid == WL_CRIMSONROCK)?BL_CHAR|BL_SKILL:splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  2978. //FIXME: Isn't EarthQuake a ground skill after all?
  2979. if( skillid == NPC_EARTHQUAKE )
  2980. skill_addtimerskill(src,tick+250,src->id,0,0,skillid,skilllv,2,flag|BCT_ENEMY|SD_SPLASH|1);
  2981. //FIXME: move this to skill_additional_effect or some such? [ultramage]
  2982. if( skillid == SM_MAGNUM || skillid == MS_MAGNUM )
  2983. { // Initiate 10% of your damage becomes fire element.
  2984. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2985. if( sd )
  2986. skill_blockpc_start(sd, skillid, skill_get_time(skillid, skilllv));
  2987. if( bl->type == BL_MER )
  2988. skill_blockmerc_start((TBL_MER*)bl, skillid, skill_get_time(skillid, skilllv));
  2989. }
  2990. }
  2991. break;
  2992. case KN_BRANDISHSPEAR:
  2993. case ML_BRANDISH:
  2994. //Coded apart for it needs the flag passed to the damage calculation.
  2995. if (skill_area_temp[1] != bl->id)
  2996. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag|SD_ANIMATION);
  2997. else
  2998. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  2999. break;
  3000. case KN_BOWLINGBASH:
  3001. case MS_BOWLINGBASH:
  3002. if(flag&1){
  3003. if(bl->id==skill_area_temp[1])
  3004. break;
  3005. //two hits for 500%
  3006. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3007. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  3008. } else {
  3009. int i,c;
  3010. c = skill_get_blewcount(skillid,skilllv);
  3011. // keep moving target in the direction that src is looking, square by square
  3012. for(i=0;i<c;i++){
  3013. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  3014. break; //Can't knockback
  3015. skill_area_temp[0] = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR, src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  3016. if( skill_area_temp[0] > 1 ) break; // collision
  3017. }
  3018. clif_blown(bl); //Update target pos.
  3019. if (i!=c) { //Splash
  3020. skill_area_temp[1] = bl->id;
  3021. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3022. }
  3023. //Weirdo dual-hit property, two attacks for 500%
  3024. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3025. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  3026. }
  3027. break;
  3028. case KN_SPEARSTAB:
  3029. if(flag&1) {
  3030. if (bl->id==skill_area_temp[1])
  3031. break;
  3032. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  3033. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3034. } else {
  3035. int x=bl->x,y=bl->y,i,dir;
  3036. dir = map_calc_dir(bl,src->x,src->y);
  3037. skill_area_temp[1] = bl->id;
  3038. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  3039. // all the enemies between the caster and the target are hit, as well as the target
  3040. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  3041. skill_blown(src,bl,skill_area_temp[2],-1,0);
  3042. for (i=0;i<4;i++) {
  3043. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  3044. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  3045. x += dirx[dir];
  3046. y += diry[dir];
  3047. }
  3048. }
  3049. break;
  3050. case TK_TURNKICK:
  3051. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  3052. {
  3053. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  3054. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  3055. map_foreachinrange(skill_area_sub,bl,
  3056. skill_get_splash(skillid, skilllv),BL_CHAR,
  3057. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  3058. skill_castend_nodamage_id);
  3059. }
  3060. break;
  3061. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  3062. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  3063. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  3064. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  3065. break;
  3066. case PR_TURNUNDEAD:
  3067. case ALL_RESURRECTION:
  3068. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  3069. break;
  3070. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3071. break;
  3072. case MG_SOULSTRIKE:
  3073. case NPC_DARKSTRIKE:
  3074. case MG_COLDBOLT:
  3075. case MG_FIREBOLT:
  3076. case MG_LIGHTNINGBOLT:
  3077. case WZ_EARTHSPIKE:
  3078. case AL_HEAL:
  3079. case AL_HOLYLIGHT:
  3080. case WZ_JUPITEL:
  3081. case NPC_DARKTHUNDER:
  3082. case PR_ASPERSIO:
  3083. case MG_FROSTDIVER:
  3084. case WZ_SIGHTBLASTER:
  3085. case WZ_SIGHTRASHER:
  3086. case NJ_KOUENKA:
  3087. case NJ_HYOUSENSOU:
  3088. case NJ_HUUJIN:
  3089. /**
  3090. * Arch Bishop
  3091. **/
  3092. case AB_ADORAMUS:
  3093. case AB_RENOVATIO:
  3094. case AB_HIGHNESSHEAL:
  3095. case AB_DUPLELIGHT_MAGIC:
  3096. /**
  3097. * Warlock
  3098. **/
  3099. case WL_HELLINFERNO:
  3100. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3101. break;
  3102. case NPC_MAGICALATTACK:
  3103. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3104. sc_start(src,status_skill2sc(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  3105. break;
  3106. case HVAN_CAPRICE: //[blackhole89]
  3107. {
  3108. int ran=rand()%4;
  3109. int sid = 0;
  3110. switch(ran)
  3111. {
  3112. case 0: sid=MG_COLDBOLT; break;
  3113. case 1: sid=MG_FIREBOLT; break;
  3114. case 2: sid=MG_LIGHTNINGBOLT; break;
  3115. case 3: sid=WZ_EARTHSPIKE; break;
  3116. }
  3117. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  3118. }
  3119. break;
  3120. case WZ_WATERBALL:
  3121. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3122. {
  3123. int range = skilllv / 2;
  3124. int maxlv = skill_get_max(skillid); // learnable level
  3125. int count = 0;
  3126. int x, y;
  3127. struct skill_unit* unit;
  3128. if( skilllv > maxlv )
  3129. {
  3130. if( src->type == BL_MOB && skilllv == 10 )
  3131. range = 4;
  3132. else
  3133. range = maxlv / 2;
  3134. }
  3135. for( y = src->y - range; y <= src->y + range; ++y )
  3136. for( x = src->x - range; x <= src->x + range; ++x )
  3137. {
  3138. if( !map_find_skill_unit_oncell(src,x,y,SA_LANDPROTECTOR,NULL) )
  3139. {
  3140. if( src->type != BL_PC || map_getcell(src->m,x,y,CELL_CHKWATER) ) // non-players bypass the water requirement
  3141. count++; // natural water cell
  3142. else if( (unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL)) != NULL || (unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL)) != NULL )
  3143. {
  3144. count++; // skill-induced water cell
  3145. skill_delunit(unit); // consume cell
  3146. }
  3147. }
  3148. }
  3149. if( count > 1 ) // queue the remaining count - 1 timerskill Waterballs
  3150. skill_addtimerskill(src,tick+150,bl->id,0,0,skillid,skilllv,count-1,flag);
  3151. }
  3152. break;
  3153. case PR_BENEDICTIO:
  3154. //Should attack undead and demons. [Skotlex]
  3155. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  3156. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  3157. break;
  3158. case SL_SMA:
  3159. status_change_end(src, SC_SMA, INVALID_TIMER);
  3160. case SL_STIN:
  3161. case SL_STUN:
  3162. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  3163. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  3164. clif_skill_fail(sd,skillid,0,0);
  3165. break;
  3166. }
  3167. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3168. break;
  3169. case NPC_DARKBREATH:
  3170. clif_emotion(src,E_AG);
  3171. case SN_FALCONASSAULT:
  3172. case PA_PRESSURE:
  3173. case CR_ACIDDEMONSTRATION:
  3174. case TF_THROWSTONE:
  3175. case NPC_SMOKING:
  3176. case GS_FLING:
  3177. case NJ_ZENYNAGE:
  3178. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3179. break;
  3180. /**
  3181. * Rune Knight
  3182. **/
  3183. case RK_DRAGONBREATH:
  3184. {
  3185. struct status_change *tsc = NULL;
  3186. if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
  3187. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3188. } else
  3189. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3190. }
  3191. break;
  3192. case NPC_SELFDESTRUCTION: {
  3193. struct status_change *tsc = NULL;
  3194. if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
  3195. break;
  3196. }
  3197. case HVAN_EXPLOSION:
  3198. if (src != bl)
  3199. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  3200. break;
  3201. // Celest
  3202. case PF_SOULBURN:
  3203. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  3204. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3205. if (skilllv == 5)
  3206. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3207. status_percent_damage(src, bl, 0, 100, false);
  3208. } else {
  3209. clif_skill_nodamage(src,src,skillid,skilllv,1);
  3210. if (skilllv == 5)
  3211. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  3212. status_percent_damage(src, src, 0, 100, false);
  3213. }
  3214. break;
  3215. case NPC_BLOODDRAIN:
  3216. case NPC_ENERGYDRAIN:
  3217. {
  3218. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3219. src, src, bl, skillid, skilllv, tick, flag);
  3220. if (heal > 0){
  3221. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3222. status_heal(src, heal, 0, 0);
  3223. }
  3224. }
  3225. break;
  3226. case GS_BULLSEYE:
  3227. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3228. break;
  3229. case NJ_KASUMIKIRI:
  3230. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3231. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3232. break;
  3233. case NJ_KIRIKAGE:
  3234. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  3235. { //You don't move on GVG grounds.
  3236. short x, y;
  3237. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3238. if (unit_movepos(src, x, y, 0, 0))
  3239. clif_slide(src,src->x,src->y);
  3240. }
  3241. status_change_end(src, SC_HIDING, INVALID_TIMER);
  3242. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3243. break;
  3244. /**
  3245. * Rune Knight
  3246. **/
  3247. case RK_PHANTOMTHRUST:
  3248. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  3249. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3250. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),0);
  3251. if( battle_check_target(src,bl,BCT_ENEMY) )
  3252. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3253. break;
  3254. case RK_STORMBLAST:
  3255. case RK_CRUSHSTRIKE:
  3256. if( sd ) {
  3257. if( pc_checkskill(sd,RK_RUNEMASTERY) >= ( skillid == RK_CRUSHSTRIKE ? 7 : 3 ) )
  3258. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3259. else
  3260. clif_skill_fail(sd,skillid,0,0);
  3261. } else //non-sd support
  3262. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3263. break;
  3264. /**
  3265. * Guilotinne Cross
  3266. **/
  3267. case GC_DARKILLUSION:
  3268. {
  3269. short x, y;
  3270. short dir = map_calc_dir(src,bl->x,bl->y);
  3271. if( dir > 4 ) x = -1;
  3272. else if( dir > 0 && dir < 4 ) x = 1;
  3273. else x = 0;
  3274. if( dir < 3 || dir > 5 ) y = -1;
  3275. else if( dir > 3 && dir < 5 ) y = 1;
  3276. else y = 0;
  3277. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) )
  3278. {
  3279. clif_slide(src,bl->x+x,bl->y+y);
  3280. clif_fixpos(src); // the official server send these two packts.
  3281. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3282. if( rand()%100 < 4 * skilllv )
  3283. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skilllv,tick,flag);
  3284. }
  3285. }
  3286. break;
  3287. case GC_WEAPONCRUSH:
  3288. if( sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING )
  3289. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3290. else if( sd )
  3291. clif_skill_fail(sd,skillid,0x1f,0);
  3292. break;
  3293. case GC_CROSSRIPPERSLASHER:
  3294. if( sd && !(sc && sc->data[SC_ROLLINGCUTTER]) )
  3295. clif_skill_fail(sd,skillid,0x17,0);
  3296. else
  3297. {
  3298. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3299. status_change_end(src,SC_ROLLINGCUTTER,-1);
  3300. }
  3301. break;
  3302. case GC_PHANTOMMENACE:
  3303. if( flag&1 )
  3304. { // Only Hits Invisible Targets
  3305. struct status_change *tsc = status_get_sc(bl);
  3306. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3307. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3308. }
  3309. break;
  3310. /**
  3311. * Warlock
  3312. **/
  3313. case WL_CHAINLIGHTNING:
  3314. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3315. skill_addtimerskill(src,tick + 150,bl->id,3,0,WL_CHAINLIGHTNING_ATK,skilllv,4+skilllv,flag);
  3316. break;
  3317. case WL_DRAINLIFE:
  3318. {
  3319. int heal = skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3320. int rate = 70 + 4 * skilllv + ( sd ? sd->status.job_level : 50 ) / 5;
  3321. heal = 8 * skilllv;
  3322. if( status_get_lv(src) > 100 ) heal = heal * status_get_lv(src) / 100; // Base level bonus.
  3323. if( bl->type == BL_SKILL )
  3324. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  3325. if( heal && rand()%100 < rate )
  3326. {
  3327. status_heal(src, heal, 0, 0);
  3328. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3329. }
  3330. }
  3331. break;
  3332. case WL_TETRAVORTEX:
  3333. if( sd )
  3334. {
  3335. int spheres[5] = { 0, 0, 0, 0, 0 },
  3336. positions[5] = {-1,-1,-1,-1,-1 },
  3337. i, j = 0, k, subskill = 0;
  3338. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3339. if( sc && sc->data[i] )
  3340. {
  3341. spheres[j] = i;
  3342. positions[j] = sc->data[i]->val2;
  3343. j++; //
  3344. }
  3345. if( j < 4 )
  3346. { // Need 4 spheres minimum
  3347. clif_skill_fail(sd,skillid,0,0);
  3348. break;
  3349. }
  3350. // Sphere Sort, this time from new to old
  3351. for( i = 0; i <= j - 2; i++ )
  3352. for( k = i + 1; k <= j - 1; k++ )
  3353. if( positions[i] < positions[k] )
  3354. {
  3355. swap(positions[i],positions[k]);
  3356. swap(spheres[i],spheres[k]);
  3357. }
  3358. k = 0;
  3359. for( i = 0; i < 4; i++ )
  3360. {
  3361. switch( sc->data[spheres[i]]->val1 )
  3362. {
  3363. case WLS_FIRE: subskill = WL_TETRAVORTEX_FIRE; k |= 1; break;
  3364. case WLS_WIND: subskill = WL_TETRAVORTEX_WIND; k |= 4; break;
  3365. case WLS_WATER: subskill = WL_TETRAVORTEX_WATER; k |= 2; break;
  3366. case WLS_STONE: subskill = WL_TETRAVORTEX_GROUND; k |= 8; break;
  3367. }
  3368. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,k,0,subskill,skilllv,i,flag);
  3369. status_change_end(src, spheres[i], INVALID_TIMER);
  3370. }
  3371. }
  3372. break;
  3373. case WL_RELEASE:
  3374. if( sd )
  3375. {
  3376. int i;
  3377. // Priority is to release SpellBook
  3378. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid != 0);
  3379. if( i < MAX_SPELLBOOK )
  3380. { // SpellBook
  3381. int rsb_skillid, rsb_skilllv;
  3382. if( skilllv > 1 )
  3383. {
  3384. ARR_FIND(0,MAX_SPELLBOOK,i,sd->rsb[i].skillid == 0);
  3385. i--; // At skilllvl 2, Release uses the last learned skill in spellbook
  3386. }
  3387. rsb_skillid = sd->rsb[i].skillid;
  3388. rsb_skilllv = sd->rsb[i].level;
  3389. if( skilllv > 1 )
  3390. sd->rsb[i].skillid = 0; // Last position - only remove it from list
  3391. else
  3392. memmove(&sd->rsb[0],&sd->rsb[1],sizeof(sd->rsb) - sizeof(sd->rsb[0]));
  3393. if( sd->rsb[0].skillid == 0 )
  3394. status_change_end(src, SC_READING_SB, INVALID_TIMER);
  3395. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3396. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3397. if( !skill_check_condition_castbegin(sd,rsb_skillid,rsb_skilllv) )
  3398. break;
  3399. switch( skill_get_casttype(rsb_skillid) )
  3400. {
  3401. case CAST_GROUND:
  3402. skill_castend_pos2(src,bl->x,bl->y,rsb_skillid,rsb_skilllv,tick,0);
  3403. break;
  3404. case CAST_NODAMAGE:
  3405. skill_castend_nodamage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3406. break;
  3407. case CAST_DAMAGE:
  3408. skill_castend_damage_id(src,bl,rsb_skillid,rsb_skilllv,tick,0);
  3409. break;
  3410. }
  3411. sd->ud.canact_tick = tick + skill_delayfix(src, rsb_skillid, rsb_skilllv);
  3412. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, rsb_skillid, rsb_skilllv), 0, 0, 0);
  3413. }
  3414. else
  3415. { // Summon Balls
  3416. int j = 0, k, skele;
  3417. int spheres[5] = { 0, 0, 0, 0, 0 },
  3418. positions[5] = {-1,-1,-1,-1,-1 };
  3419. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  3420. if( sc && sc->data[i] )
  3421. {
  3422. spheres[j] = i;
  3423. positions[j] = sc->data[i]->val2;
  3424. sc->data[i]->val2--; // Prepares for next position
  3425. j++;
  3426. }
  3427. if( j == 0 )
  3428. { // No Spheres
  3429. clif_skill_fail(sd,skillid,0,0);
  3430. break;
  3431. }
  3432. // Sphere Sort
  3433. for( i = 0; i <= j - 2; i++ )
  3434. for( k = i + 1; k <= j - 1; k++ )
  3435. if( positions[i] > positions[k] )
  3436. {
  3437. swap(positions[i],positions[k]);
  3438. swap(spheres[i],spheres[k]);
  3439. }
  3440. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  3441. if( skilllv == 1 ) j = 1; // Limit only to one ball
  3442. for( i = 0; i < j; i++ )
  3443. {
  3444. skele = WL_RELEASE - 5 + sc->data[spheres[i]]->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  3445. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  3446. skill_addtimerskill(src,tick+status_get_adelay(src)*i,bl->id,0,0,skele,sc->data[spheres[i]]->val3,BF_MAGIC,flag|SD_LEVEL);
  3447. status_change_end(src, spheres[i], INVALID_TIMER); // Eliminate ball
  3448. }
  3449. clif_skill_nodamage(src,bl,skillid,0,1);
  3450. }
  3451. }
  3452. break;
  3453. case WL_FROSTMISTY:
  3454. {
  3455. struct status_change *tsc = status_get_sc(bl);
  3456. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3457. break; // Doesn't hit/cause Freezing to invisible enemy
  3458. // Causes Freezing status through walls.
  3459. sc_start(bl,status_skill2sc(skillid),20+12*skilllv+(sd ? sd->status.job_level : 50)/5,skilllv,skill_get_time(skillid,skilllv));
  3460. // Doesn't deal damage through non-shootable walls.
  3461. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL) )
  3462. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  3463. }
  3464. break;
  3465. case WL_JACKFROST: {
  3466. struct status_change *tsc = status_get_sc(bl);
  3467. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
  3468. break; // Do not hit invisible enemy
  3469. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv, tick, flag);
  3470. }
  3471. break;
  3472. /**
  3473. * Ranger
  3474. **/
  3475. case RA_WUGSTRIKE:
  3476. case RA_WUGBITE:
  3477. if( path_search(NULL,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  3478. if( skillid == RA_WUGSTRIKE ) {
  3479. if( sd && pc_isridingwug(sd) && !map_flag_gvg(src->m) && !map[src->m].flag.battleground && unit_movepos(src,bl->x,bl->y,1,1) )
  3480. clif_slide(src, bl->x, bl->y);
  3481. }
  3482. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3483. }
  3484. break;
  3485. case RA_SENSITIVEKEEN:
  3486. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  3487. struct status_change * tsc = status_get_sc(bl);
  3488. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK) || tsc->data[SC__INVISIBILITY]) )
  3489. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3490. }
  3491. else
  3492. {
  3493. struct skill_unit *su = BL_CAST(BL_SKILL,bl);
  3494. struct skill_unit_group* sg;
  3495. if( su && (sg=su->group) && skill_get_inf2(sg->skill_id)&INF2_TRAP && sg->src_id != src->id &&
  3496. battle_check_target(src, map_id2bl(sg->src_id), BCT_ENEMY) > 0 )
  3497. {
  3498. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  3499. {
  3500. struct item item_tmp;
  3501. memset(&item_tmp,0,sizeof(item_tmp));
  3502. item_tmp.nameid = ( sg->unit_id >= UNT_MAGENTATRAP && sg->unit_id <= UNT_CLUSTERBOMB )?ITEMID_TRAP_ALLOY:ITEMID_TRAP;
  3503. item_tmp.identify = 1;
  3504. if( item_tmp.nameid )
  3505. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  3506. }
  3507. skill_delunit(su);
  3508. }
  3509. }
  3510. break;
  3511. /**
  3512. * Mechanic
  3513. **/
  3514. case NC_INFRAREDSCAN:
  3515. if( flag&1 )
  3516. { //TODO: Need a confirmation if the other type of hidden status is included to be scanned. [Jobbie]
  3517. if( rand()%100 < 50 )
  3518. sc_start(bl, SC_INFRAREDSCAN, 10000, skilllv, skill_get_time(skillid, skilllv));
  3519. status_change_end(bl, SC_HIDING, -1);
  3520. status_change_end(bl, SC_CLOAKING, -1);
  3521. status_change_end(bl, SC_CLOAKINGEXCEED, -1); // Need confirm it.
  3522. }
  3523. else
  3524. {
  3525. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src), src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  3526. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  3527. if( sd ) pc_overheat(sd,1);
  3528. }
  3529. break;
  3530. case NC_MAGNETICFIELD:
  3531. sc_start2(bl,SC_MAGNETICFIELD,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  3532. break;
  3533. case 0:
  3534. if(sd) {
  3535. if (flag & 3){
  3536. if (bl->id != skill_area_temp[1])
  3537. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_LEVEL|flag);
  3538. } else {
  3539. skill_area_temp[1] = bl->id;
  3540. map_foreachinrange(skill_area_sub, bl,
  3541. sd->splash_range, BL_CHAR,
  3542. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  3543. skill_castend_damage_id);
  3544. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  3545. }
  3546. }
  3547. break;
  3548. default:
  3549. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  3550. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  3551. 0, abs(skill_get_num(skillid, skilllv)),
  3552. skillid, skilllv, skill_get_hit(skillid));
  3553. map_freeblock_unlock();
  3554. return 1;
  3555. }
  3556. map_freeblock_unlock();
  3557. if( sd && !(flag&1) )
  3558. {// ensure that the skill last-cast tick is recorded
  3559. sd->canskill_tick = gettick();
  3560. if( sd->state.arrow_atk )
  3561. {// consume arrow on last invocation to this skill.
  3562. battle_consume_ammo(sd, skillid, skilllv);
  3563. }
  3564. // perform auto-cast routines and skill requirement consumption
  3565. skill_onskillusage(sd, bl, skillid, tick);
  3566. skill_consume_requirement(sd,skillid,skilllv,2);
  3567. }
  3568. return 0;
  3569. }
  3570. /*==========================================
  3571. *
  3572. *------------------------------------------*/
  3573. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3574. {
  3575. struct map_session_data *sd, *dstsd;
  3576. struct mob_data *md, *dstmd;
  3577. struct homun_data *hd;
  3578. struct mercenary_data *mer;
  3579. struct status_data *sstatus, *tstatus;
  3580. struct status_change *tsc;
  3581. struct status_change_entry *tsce;
  3582. int i;
  3583. enum sc_type type;
  3584. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3585. nullpo_retr(1, src);
  3586. nullpo_retr(1, bl);
  3587. if (src->m != bl->m)
  3588. return 1;
  3589. sd = BL_CAST(BL_PC, src);
  3590. hd = BL_CAST(BL_HOM, src);
  3591. md = BL_CAST(BL_MOB, src);
  3592. mer = BL_CAST(BL_MER, src);
  3593. dstsd = BL_CAST(BL_PC, bl);
  3594. dstmd = BL_CAST(BL_MOB, bl);
  3595. if(bl->prev == NULL)
  3596. return 1;
  3597. if(status_isdead(src))
  3598. return 1;
  3599. if( src != bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO && skillid != NPC_WIDESOULDRAIN )
  3600. return 1;
  3601. tstatus = status_get_status_data(bl);
  3602. sstatus = status_get_status_data(src);
  3603. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3604. switch (skillid) {
  3605. case HLIF_HEAL: //[orn]
  3606. if (bl->type != BL_HOM) {
  3607. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3608. break ;
  3609. }
  3610. case AL_HEAL:
  3611. case ALL_RESURRECTION:
  3612. case PR_ASPERSIO:
  3613. /**
  3614. * Arch Bishop
  3615. **/
  3616. case AB_RENOVATIO:
  3617. case AB_HIGHNESSHEAL:
  3618. //Apparently only player casted skills can be offensive like this.
  3619. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3620. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3621. //Offensive heal does not works on non-enemies. [Skotlex]
  3622. clif_skill_fail(sd,skillid,0,0);
  3623. return 0;
  3624. }
  3625. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3626. }
  3627. break;
  3628. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3629. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3630. default:
  3631. //Skill is actually ground placed.
  3632. if (src == bl && skill_get_unit_id(skillid,0))
  3633. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3634. }
  3635. type = status_skill2sc(skillid);
  3636. tsc = status_get_sc(bl);
  3637. tsce = (tsc && type != -1)?tsc->data[type]:NULL;
  3638. if (src!=bl && type > -1 &&
  3639. (i = skill_get_ele(skillid, skilllv)) > ELE_NEUTRAL &&
  3640. skill_get_inf(skillid) != INF_SUPPORT_SKILL &&
  3641. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  3642. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  3643. map_freeblock_lock();
  3644. switch(skillid)
  3645. {
  3646. case HLIF_HEAL: //[orn]
  3647. case AL_HEAL:
  3648. /**
  3649. * Arch Bishop
  3650. **/
  3651. case AB_HIGHNESSHEAL:
  3652. {
  3653. int heal = skill_calc_heal(src, bl, (skillid == AB_HIGHNESSHEAL)?AL_HEAL:skillid, (skillid == AB_HIGHNESSHEAL)?10:skilllv, true);
  3654. int heal_get_jobexp;
  3655. //Highness Heal: starts at 1.5 boost + 0.5 for each level
  3656. if( skillid == AB_HIGHNESSHEAL ) {
  3657. heal = heal * ( 15 + 5 * skilllv ) / 10;
  3658. }
  3659. if( status_isimmune(bl) ||
  3660. (dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
  3661. (skillid == AL_HEAL && dstsd && dstsd->sc.option&OPTION_MADOGEAR) )//Mado is immune to AL_HEAL
  3662. heal=0;
  3663. if( sd && dstsd && sd->status.partner_id == dstsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0 )
  3664. heal = heal*2;
  3665. if( tsc && tsc->count )
  3666. {
  3667. if( tsc->data[SC_KAITE] && !(sstatus->mode&MD_BOSS) )
  3668. { //Bounce back heal
  3669. if (--tsc->data[SC_KAITE]->val2 <= 0)
  3670. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  3671. if (src == bl)
  3672. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3673. else {
  3674. bl = src;
  3675. dstsd = sd;
  3676. }
  3677. } else
  3678. if (tsc->data[SC_BERSERK])
  3679. heal = 0; //Needed so that it actually displays 0 when healing.
  3680. }
  3681. heal_get_jobexp = status_heal(bl,heal,0,0);
  3682. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3683. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3684. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3685. if (heal_get_jobexp <= 0)
  3686. heal_get_jobexp = 1;
  3687. pc_gainexp (sd, bl, 0, heal_get_jobexp, false);
  3688. }
  3689. }
  3690. break;
  3691. case PR_REDEMPTIO:
  3692. if (sd && !(flag&1)) {
  3693. if (sd->status.party_id == 0) {
  3694. clif_skill_fail(sd,skillid,0,0);
  3695. break;
  3696. }
  3697. skill_area_temp[0] = 0;
  3698. party_foreachsamemap(skill_area_sub,
  3699. sd,skill_get_splash(skillid, skilllv),
  3700. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3701. skill_castend_nodamage_id);
  3702. if (skill_area_temp[0] == 0) {
  3703. clif_skill_fail(sd,skillid,0,0);
  3704. break;
  3705. }
  3706. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3707. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3708. sd->status.base_exp -= min(sd->status.base_exp, pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000); //0.2% penalty per each.
  3709. sd->status.job_exp -= min(sd->status.job_exp, pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000);
  3710. clif_updatestatus(sd,SP_BASEEXP);
  3711. clif_updatestatus(sd,SP_JOBEXP);
  3712. }
  3713. status_set_hp(src, 1, 0);
  3714. status_set_sp(src, 0, 0);
  3715. break;
  3716. } else if (status_isdead(bl) && flag&1) { //Revive
  3717. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3718. skilllv = 3; //Resurrection level 3 is used
  3719. } else //Invalid target, skip resurrection.
  3720. break;
  3721. case ALL_RESURRECTION:
  3722. if(sd && (map_flag_gvg(bl->m) || map[bl->m].flag.battleground))
  3723. { //No reviving in WoE grounds!
  3724. clif_skill_fail(sd,skillid,0,0);
  3725. break;
  3726. }
  3727. if (!status_isdead(bl))
  3728. break;
  3729. {
  3730. int per = 0, sper = 0;
  3731. if (tsc && tsc->data[SC_HELLPOWER])
  3732. break;
  3733. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3734. break;
  3735. switch(skilllv){
  3736. case 1: per=10; break;
  3737. case 2: per=30; break;
  3738. case 3: per=50; break;
  3739. case 4: per=80; break;
  3740. }
  3741. if(dstsd && dstsd->special_state.restart_full_recover)
  3742. per = sper = 100;
  3743. if (status_revive(bl, per, sper))
  3744. {
  3745. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  3746. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3747. {
  3748. int exp = 0,jexp = 0;
  3749. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3750. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3751. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3752. if (exp < 1) exp = 1;
  3753. }
  3754. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3755. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3756. if (jexp < 1) jexp = 1;
  3757. }
  3758. if(exp > 0 || jexp > 0)
  3759. pc_gainexp (sd, bl, exp, jexp, false);
  3760. }
  3761. }
  3762. }
  3763. break;
  3764. case AL_DECAGI:
  3765. case MER_DECAGI:
  3766. clif_skill_nodamage (src, bl, skillid, skilllv,
  3767. sc_start(bl, type, (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5), skilllv, skill_get_time(skillid,skilllv)));
  3768. break;
  3769. case AL_CRUCIS:
  3770. if (flag&1)
  3771. sc_start(bl,type, 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl), skilllv,skill_get_time(skillid,skilllv));
  3772. else {
  3773. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  3774. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  3775. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3776. }
  3777. break;
  3778. case PR_LEXDIVINA:
  3779. case MER_LEXDIVINA:
  3780. if( tsce )
  3781. status_change_end(bl,type, INVALID_TIMER);
  3782. else
  3783. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3784. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3785. break;
  3786. case SA_ABRACADABRA:
  3787. {
  3788. int abra_skillid = 0, abra_skilllv;
  3789. do {
  3790. i = rand() % MAX_SKILL_ABRA_DB;
  3791. abra_skillid = skill_abra_db[i].skillid;
  3792. } while (abra_skillid == 0 ||
  3793. skill_abra_db[i].req_lv > skilllv || //Required lv for it to appear
  3794. rand()%10000 >= skill_abra_db[i].per
  3795. );
  3796. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  3797. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3798. if( sd )
  3799. {// player-casted
  3800. sd->state.abra_flag = 1;
  3801. sd->skillitem = abra_skillid;
  3802. sd->skillitemlv = abra_skilllv;
  3803. clif_item_skill(sd, abra_skillid, abra_skilllv);
  3804. }
  3805. else
  3806. {// mob-casted
  3807. struct unit_data *ud = unit_bl2ud(src);
  3808. int inf = skill_get_inf(abra_skillid);
  3809. int target_id = 0;
  3810. if (!ud) break;
  3811. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3812. if (src->type == BL_PET)
  3813. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3814. if (!bl) bl = src;
  3815. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3816. } else { //Assume offensive skills
  3817. if (ud->target)
  3818. target_id = ud->target;
  3819. else switch (src->type) {
  3820. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3821. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3822. }
  3823. if (!target_id)
  3824. break;
  3825. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3826. bl = map_id2bl(target_id);
  3827. if (!bl) bl = src;
  3828. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3829. } else
  3830. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3831. }
  3832. }
  3833. }
  3834. break;
  3835. case SA_COMA:
  3836. clif_skill_nodamage(src,bl,skillid,skilllv,
  3837. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3838. break;
  3839. case SA_FULLRECOVERY:
  3840. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3841. if (status_isimmune(bl))
  3842. break;
  3843. status_percent_heal(bl, 100, 100);
  3844. break;
  3845. case NPC_ALLHEAL:
  3846. {
  3847. int heal;
  3848. if( status_isimmune(bl) )
  3849. break;
  3850. heal = status_percent_heal(bl, 100, 0);
  3851. clif_skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
  3852. if( dstmd )
  3853. { // Reset Damage Logs
  3854. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  3855. dstmd->tdmg = 0;
  3856. }
  3857. }
  3858. break;
  3859. case SA_SUMMONMONSTER:
  3860. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3861. if (sd) mob_once_spawn(sd,src->m,src->x,src->y,"--ja--",-1,1,"");
  3862. break;
  3863. case SA_LEVELUP:
  3864. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3865. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0, false);
  3866. break;
  3867. case SA_INSTANTDEATH:
  3868. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3869. status_set_hp(bl,1,0);
  3870. break;
  3871. case SA_QUESTION:
  3872. case SA_GRAVITY:
  3873. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3874. break;
  3875. case SA_CLASSCHANGE:
  3876. case SA_MONOCELL:
  3877. if (dstmd)
  3878. {
  3879. int class_;
  3880. if ( sd && dstmd->status.mode&MD_BOSS )
  3881. {
  3882. clif_skill_fail(sd,skillid,0,0);
  3883. break;
  3884. }
  3885. class_ = skillid==SA_MONOCELL?1002:mob_get_random_id(2, 1, 0);
  3886. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3887. mob_class_change(dstmd,class_);
  3888. if( tsc && dstmd->status.mode&MD_BOSS )
  3889. {
  3890. 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 };
  3891. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  3892. if (tsc->data[i]) status_change_end(bl, (sc_type)i, INVALID_TIMER);
  3893. for (i = 0; i < ARRAYLENGTH(scs); i++)
  3894. if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
  3895. }
  3896. }
  3897. break;
  3898. case SA_DEATH:
  3899. if ( sd && dstmd && dstmd->status.mode&MD_BOSS )
  3900. {
  3901. clif_skill_fail(sd,skillid,0,0);
  3902. break;
  3903. }
  3904. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3905. status_kill(bl);
  3906. break;
  3907. case SA_REVERSEORCISH:
  3908. clif_skill_nodamage(src,bl,skillid,skilllv,
  3909. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3910. break;
  3911. case SA_FORTUNE:
  3912. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3913. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3914. break;
  3915. case SA_TAMINGMONSTER:
  3916. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3917. if (sd && dstmd) {
  3918. ARR_FIND( 0, MAX_PET_DB, i, dstmd->class_ == pet_db[i].class_ );
  3919. if( i < MAX_PET_DB )
  3920. pet_catch_process1(sd, dstmd->class_);
  3921. }
  3922. break;
  3923. case CR_PROVIDENCE:
  3924. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3925. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3926. clif_skill_fail(sd,skillid,0,0);
  3927. map_freeblock_unlock();
  3928. return 1;
  3929. }
  3930. }
  3931. clif_skill_nodamage(src,bl,skillid,skilllv,
  3932. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3933. break;
  3934. case CG_MARIONETTE:
  3935. {
  3936. struct status_change* sc = status_get_sc(src);
  3937. if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
  3938. {// Cannot cast on another bard/dancer-type class of the same gender as caster
  3939. clif_skill_fail(sd,skillid,0,0);
  3940. map_freeblock_unlock();
  3941. return 1;
  3942. }
  3943. if( sc && tsc )
  3944. {
  3945. if( !sc->data[SC_MARIONETTE] && !tsc->data[SC_MARIONETTE2] )
  3946. {
  3947. sc_start(src,SC_MARIONETTE,100,bl->id,skill_get_time(skillid,skilllv));
  3948. sc_start(bl,SC_MARIONETTE2,100,src->id,skill_get_time(skillid,skilllv));
  3949. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3950. }
  3951. else
  3952. if( sc->data[SC_MARIONETTE ] && sc->data[SC_MARIONETTE ]->val1 == bl->id &&
  3953. tsc->data[SC_MARIONETTE2] && tsc->data[SC_MARIONETTE2]->val1 == src->id )
  3954. {
  3955. status_change_end(src, SC_MARIONETTE, INVALID_TIMER);
  3956. status_change_end(bl, SC_MARIONETTE2, INVALID_TIMER);
  3957. }
  3958. else
  3959. {
  3960. if( sd )
  3961. clif_skill_fail(sd,skillid,0,0);
  3962. map_freeblock_unlock();
  3963. return 1;
  3964. }
  3965. }
  3966. }
  3967. break;
  3968. case RG_CLOSECONFINE:
  3969. clif_skill_nodamage(src,bl,skillid,skilllv,
  3970. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3971. break;
  3972. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3973. case SA_FROSTWEAPON:
  3974. case SA_LIGHTNINGLOADER:
  3975. case SA_SEISMICWEAPON:
  3976. if (dstsd) {
  3977. if(dstsd->status.weapon == W_FIST ||
  3978. (dstsd->sc.count && !dstsd->sc.data[type] &&
  3979. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3980. dstsd->sc.data[SC_FIREWEAPON] ||
  3981. dstsd->sc.data[SC_WATERWEAPON] ||
  3982. dstsd->sc.data[SC_WINDWEAPON] ||
  3983. dstsd->sc.data[SC_EARTHWEAPON] ||
  3984. dstsd->sc.data[SC_SHADOWWEAPON] ||
  3985. dstsd->sc.data[SC_GHOSTWEAPON] ||
  3986. dstsd->sc.data[SC_ENCPOISON]
  3987. ))
  3988. ) {
  3989. if (sd) clif_skill_fail(sd,skillid,0,0);
  3990. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3991. break;
  3992. }
  3993. }
  3994. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3995. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3996. if (sd)
  3997. clif_skill_fail(sd,skillid,0,0);
  3998. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3999. clif_displaymessage(sd->fd,"You broke target's weapon");
  4000. }
  4001. break;
  4002. case PR_ASPERSIO:
  4003. if (sd && dstmd) {
  4004. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4005. break;
  4006. }
  4007. clif_skill_nodamage(src,bl,skillid,skilllv,
  4008. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4009. break;
  4010. case ITEM_ENCHANTARMS:
  4011. clif_skill_nodamage(src,bl,skillid,skilllv,
  4012. sc_start2(bl,type,100,skilllv,
  4013. skill_get_ele(skillid,skilllv), skill_get_time(skillid,skilllv)));
  4014. break;
  4015. case TK_SEVENWIND:
  4016. switch(skill_get_ele(skillid,skilllv)) {
  4017. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  4018. case ELE_WIND : type = SC_WINDWEAPON; break;
  4019. case ELE_WATER : type = SC_WATERWEAPON; break;
  4020. case ELE_FIRE : type = SC_FIREWEAPON; break;
  4021. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  4022. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  4023. case ELE_HOLY : type = SC_ASPERSIO; break;
  4024. }
  4025. clif_skill_nodamage(src,bl,skillid,skilllv,
  4026. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4027. sc_start(bl,SC_SEVENWIND,100,skilllv,skill_get_time(skillid,skilllv));
  4028. break;
  4029. case PR_KYRIE:
  4030. case MER_KYRIE:
  4031. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4032. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4033. break;
  4034. //Passive Magnum, should had been casted on yourself.
  4035. case SM_MAGNUM:
  4036. case MS_MAGNUM:
  4037. skill_area_temp[1] = 0;
  4038. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_SKILL|BL_CHAR,
  4039. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  4040. clif_skill_nodamage (src,src,skillid,skilllv,1);
  4041. //Initiate 10% of your damage becomes fire element.
  4042. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  4043. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  4044. break;
  4045. case ASC_EDP:
  4046. clif_skill_nodamage(src,bl,skillid,skilllv,
  4047. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv) + ( sd ? 3000 * pc_checkskill(sd,GC_RESEARCHNEWPOISON) : 0 )));
  4048. break;
  4049. case AL_INCAGI:
  4050. case AL_BLESSING:
  4051. case MER_INCAGI:
  4052. case MER_BLESSING:
  4053. if (dstsd != NULL && tsc->data[SC_CHANGEUNDEAD]) {
  4054. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  4055. break;
  4056. }
  4057. case PR_SLOWPOISON:
  4058. case PR_IMPOSITIO:
  4059. case PR_LEXAETERNA:
  4060. case PR_SUFFRAGIUM:
  4061. case PR_BENEDICTIO:
  4062. case LK_BERSERK:
  4063. case MS_BERSERK:
  4064. case KN_AUTOCOUNTER:
  4065. case KN_TWOHANDQUICKEN:
  4066. case KN_ONEHAND:
  4067. case MER_QUICKEN:
  4068. case CR_SPEARQUICKEN:
  4069. case CR_REFLECTSHIELD:
  4070. case MS_REFLECTSHIELD:
  4071. case AS_POISONREACT:
  4072. case MC_LOUD:
  4073. case MG_ENERGYCOAT:
  4074. case MO_EXPLOSIONSPIRITS:
  4075. case MO_STEELBODY:
  4076. case MO_BLADESTOP:
  4077. case LK_AURABLADE:
  4078. case LK_PARRYING:
  4079. case MS_PARRYING:
  4080. case LK_CONCENTRATION:
  4081. case WS_CARTBOOST:
  4082. case SN_SIGHT:
  4083. case WS_MELTDOWN:
  4084. case WS_OVERTHRUSTMAX:
  4085. case ST_REJECTSWORD:
  4086. case HW_MAGICPOWER:
  4087. case PF_MEMORIZE:
  4088. case PA_SACRIFICE:
  4089. case PF_DOUBLECASTING:
  4090. case SG_SUN_COMFORT:
  4091. case SG_MOON_COMFORT:
  4092. case SG_STAR_COMFORT:
  4093. case NPC_HALLUCINATION:
  4094. case GS_MADNESSCANCEL:
  4095. case GS_ADJUSTMENT:
  4096. case GS_INCREASING:
  4097. case NJ_KASUMIKIRI:
  4098. case NJ_UTSUSEMI:
  4099. case NJ_NEN:
  4100. case NPC_DEFENDER:
  4101. case NPC_MAGICMIRROR:
  4102. case ST_PRESERVE:
  4103. case NPC_INVINCIBLE:
  4104. case NPC_INVINCIBLEOFF:
  4105. /**
  4106. * Rune Knight
  4107. **/
  4108. case RK_DEATHBOUND:
  4109. /**
  4110. * Arch Bishop
  4111. **/
  4112. case AB_RENOVATIO:
  4113. case AB_EXPIATIO:
  4114. case AB_DUPLELIGHT:
  4115. case AB_SECRAMENT:
  4116. /**
  4117. * Mechanic
  4118. **/
  4119. case NC_ACCELERATION:
  4120. case NC_HOVERING:
  4121. case NC_SHAPESHIFT:
  4122. /**
  4123. * Warlock
  4124. **/
  4125. case WL_RECOGNIZEDSPELL:
  4126. /**
  4127. * Guillotine Cross
  4128. **/
  4129. case GC_VENOMIMPRESS:
  4130. clif_skill_nodamage(src,bl,skillid,skilllv,
  4131. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4132. break;
  4133. case NPC_STOP:
  4134. if( clif_skill_nodamage(src,bl,skillid,skilllv,
  4135. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv)) ) )
  4136. sc_start2(src,type,100,skilllv,bl->id,skill_get_time(skillid,skilllv));
  4137. break;
  4138. case HP_ASSUMPTIO:
  4139. if( sd && dstmd )
  4140. clif_skill_fail(sd,skillid,0,0);
  4141. else
  4142. clif_skill_nodamage(src,bl,skillid,skilllv,
  4143. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4144. break;
  4145. case MG_SIGHT:
  4146. case MER_SIGHT:
  4147. case AL_RUWACH:
  4148. case WZ_SIGHTBLASTER:
  4149. case NPC_WIDESIGHT:
  4150. case NPC_STONESKIN:
  4151. case NPC_ANTIMAGIC:
  4152. clif_skill_nodamage(src,bl,skillid,skilllv,
  4153. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  4154. break;
  4155. case HLIF_AVOID:
  4156. case HAMI_DEFENCE:
  4157. i = skill_get_time(skillid,skilllv);
  4158. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  4159. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  4160. break;
  4161. case NJ_BUNSINJYUTSU:
  4162. clif_skill_nodamage(src,bl,skillid,skilllv,
  4163. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4164. status_change_end(bl, SC_NEN, INVALID_TIMER);
  4165. break;
  4166. /* Was modified to only affect targetted char. [Skotlex]
  4167. case HP_ASSUMPTIO:
  4168. if (flag&1)
  4169. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4170. else
  4171. {
  4172. map_foreachinrange(skill_area_sub, bl,
  4173. skill_get_splash(skillid, skilllv), BL_PC,
  4174. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  4175. skill_castend_nodamage_id);
  4176. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4177. }
  4178. break;
  4179. */
  4180. case SM_ENDURE:
  4181. clif_skill_nodamage(src,bl,skillid,skilllv,
  4182. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4183. if (sd)
  4184. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  4185. break;
  4186. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  4187. if (sd && dstsd && dstsd->sc.count) {
  4188. if (dstsd->sc.data[SC_FIREWEAPON] ||
  4189. dstsd->sc.data[SC_WATERWEAPON] ||
  4190. dstsd->sc.data[SC_WINDWEAPON] ||
  4191. dstsd->sc.data[SC_EARTHWEAPON] ||
  4192. dstsd->sc.data[SC_SHADOWWEAPON] ||
  4193. dstsd->sc.data[SC_GHOSTWEAPON]
  4194. // dstsd->sc.data[SC_ENCPOISON] //People say you should be able to recast to lengthen the timer. [Skotlex]
  4195. ) {
  4196. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4197. clif_skill_fail(sd,skillid,0,0);
  4198. break;
  4199. }
  4200. }
  4201. clif_skill_nodamage(src,bl,skillid,skilllv,
  4202. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4203. break;
  4204. case LK_TENSIONRELAX:
  4205. clif_skill_nodamage(src,bl,skillid,skilllv,
  4206. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  4207. skill_get_time(skillid,skilllv)));
  4208. break;
  4209. case MC_CHANGECART:
  4210. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4211. break;
  4212. case TK_MISSION:
  4213. if (sd) {
  4214. int id;
  4215. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  4216. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  4217. clif_skill_fail(sd,skillid,0,0);
  4218. break;
  4219. }
  4220. id = mob_get_random_id(0,0xF, sd->status.base_level);
  4221. if (!id) {
  4222. clif_skill_fail(sd,skillid,0,0);
  4223. break;
  4224. }
  4225. sd->mission_mobid = id;
  4226. sd->mission_count = 0;
  4227. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  4228. clif_mission_info(sd, id, 0);
  4229. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4230. }
  4231. break;
  4232. case AC_CONCENTRATION:
  4233. {
  4234. clif_skill_nodamage(src,bl,skillid,skilllv,
  4235. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4236. map_foreachinrange( status_change_timer_sub, src,
  4237. skill_get_splash(skillid, skilllv), BL_CHAR,
  4238. src,NULL,type,tick);
  4239. }
  4240. break;
  4241. case SM_PROVOKE:
  4242. case SM_SELFPROVOKE:
  4243. case MER_PROVOKE:
  4244. if( (tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele) )
  4245. {
  4246. map_freeblock_unlock();
  4247. return 1;
  4248. }
  4249. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  4250. clif_skill_nodamage(src,bl,skillid == SM_SELFPROVOKE ? SM_PROVOKE : skillid,skilllv,
  4251. (i = sc_start(bl,type, skillid == SM_SELFPROVOKE ? 100:( 50 + 3*skilllv + status_get_lv(src) - status_get_lv(bl)), skilllv, skill_get_time(skillid,skilllv))));
  4252. if( !i )
  4253. {
  4254. if( sd )
  4255. clif_skill_fail(sd,skillid,0,0);
  4256. map_freeblock_unlock();
  4257. return 0;
  4258. }
  4259. unit_skillcastcancel(bl, 2);
  4260. if( tsc && tsc->count )
  4261. {
  4262. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4263. if( tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE )
  4264. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4265. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4266. status_change_end(bl, SC_TRICKDEAD, INVALID_TIMER);
  4267. }
  4268. if( dstmd )
  4269. {
  4270. dstmd->state.provoke_flag = src->id;
  4271. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4272. }
  4273. break;
  4274. case ML_DEVOTION:
  4275. case CR_DEVOTION:
  4276. {
  4277. int count, lv;
  4278. if( !dstsd || (!sd && !mer) )
  4279. { // Only players can be devoted
  4280. if( sd )
  4281. clif_skill_fail(sd, skillid, 0, 0);
  4282. break;
  4283. }
  4284. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  4285. lv = -lv;
  4286. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  4287. (dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
  4288. (skillid == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  4289. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  4290. (dstsd->sc.data[SC_HELLPOWER])) // Players affected by SC_HELLPOWERR cannot be devoted.
  4291. {
  4292. if( sd )
  4293. clif_skill_fail(sd,skillid,0,0);
  4294. map_freeblock_unlock();
  4295. return 1;
  4296. }
  4297. i = 0;
  4298. count = (sd)? min(skilllv,5) : 1; // Mercenary only can Devote owner
  4299. if( sd )
  4300. { // Player Devoting Player
  4301. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  4302. if( i == count )
  4303. {
  4304. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  4305. if( i == count )
  4306. { // No free slots, skill Fail
  4307. clif_skill_fail(sd, skillid, 0, 0);
  4308. map_freeblock_unlock();
  4309. return 1;
  4310. }
  4311. }
  4312. sd->devotion[i] = bl->id;
  4313. }
  4314. else
  4315. mer->devotion_flag = 1; // Mercenary Devoting Owner
  4316. clif_skill_nodamage(src, bl, skillid, skilllv,
  4317. sc_start4(bl, type, 100, src->id, i, skill_get_range2(src,skillid,skilllv),0, skill_get_time2(skillid, skilllv)));
  4318. clif_devotion(src, NULL);
  4319. }
  4320. break;
  4321. case MO_CALLSPIRITS:
  4322. if(sd) {
  4323. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4324. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  4325. }
  4326. break;
  4327. case CH_SOULCOLLECT:
  4328. if(sd) {
  4329. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4330. for (i = 0; i < 5; i++)
  4331. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  4332. }
  4333. break;
  4334. case MO_KITRANSLATION:
  4335. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  4336. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  4337. }
  4338. break;
  4339. case TK_TURNKICK:
  4340. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  4341. if (skill_area_temp[1] != bl->id) {
  4342. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  4343. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  4344. }
  4345. break;
  4346. case MO_ABSORBSPIRITS:
  4347. i = 0;
  4348. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  4349. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  4350. i = dstsd->spiritball * 7;
  4351. pc_delspiritball(dstsd,dstsd->spiritball,0);
  4352. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  4353. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  4354. i = 2 * dstmd->level;
  4355. mob_target(dstmd,src,0);
  4356. }
  4357. if (i) status_heal(src, 0, i, 3);
  4358. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  4359. break;
  4360. case AC_MAKINGARROW:
  4361. if(sd) {
  4362. clif_arrow_create_list(sd);
  4363. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4364. }
  4365. break;
  4366. case AM_PHARMACY:
  4367. if(sd) {
  4368. clif_skill_produce_mix_list(sd,skillid,22);
  4369. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4370. }
  4371. break;
  4372. case SA_CREATECON:
  4373. if(sd) {
  4374. clif_elementalconverter_list(sd);
  4375. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4376. }
  4377. break;
  4378. case BS_HAMMERFALL:
  4379. clif_skill_nodamage(src,bl,skillid,skilllv,
  4380. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  4381. break;
  4382. case RG_RAID:
  4383. skill_area_temp[1] = 0;
  4384. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4385. map_foreachinrange(skill_area_sub, bl,
  4386. skill_get_splash(skillid, skilllv), splash_target(src),
  4387. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4388. skill_castend_damage_id);
  4389. status_change_end(src, SC_HIDING, INVALID_TIMER);
  4390. break;
  4391. case ASC_METEORASSAULT:
  4392. case GS_SPREADATTACK:
  4393. /**
  4394. * Rune Knight
  4395. **/
  4396. case RK_STORMBLAST:
  4397. /**
  4398. * Mechanic
  4399. **/
  4400. case NC_AXETORNADO:
  4401. /**
  4402. * Guilotine Cross
  4403. **/
  4404. case GC_COUNTERSLASH:
  4405. skill_area_temp[1] = 0;
  4406. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4407. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), splash_target(src),
  4408. src, skillid, skilllv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  4409. if( !i && skillid == NC_AXETORNADO )
  4410. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  4411. break;
  4412. case NC_EMERGENCYCOOL:
  4413. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4414. status_change_end(src,SC_OVERHEAT_LIMITPOINT,-1);
  4415. status_change_end(src,SC_OVERHEAT,-1);
  4416. break;
  4417. case NC_INFRAREDSCAN:
  4418. case NPC_EARTHQUAKE:
  4419. case NPC_VAMPIRE_GIFT:
  4420. case NPC_HELLJUDGEMENT:
  4421. case NPC_PULSESTRIKE:
  4422. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  4423. break;
  4424. case KN_BRANDISHSPEAR:
  4425. case ML_BRANDISH:
  4426. skill_brandishspear(src, bl, skillid, skilllv, tick, flag);
  4427. break;
  4428. case WZ_SIGHTRASHER:
  4429. //Passive side of the attack.
  4430. status_change_end(src, SC_SIGHT, INVALID_TIMER);
  4431. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4432. map_foreachinrange(skill_area_sub,src,
  4433. skill_get_splash(skillid, skilllv),BL_CHAR|BL_SKILL,
  4434. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  4435. skill_castend_damage_id);
  4436. break;
  4437. case NJ_HYOUSYOURAKU:
  4438. case NJ_RAIGEKISAI:
  4439. case WZ_FROSTNOVA:
  4440. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4441. skill_area_temp[1] = 0;
  4442. map_foreachinrange(skill_attack_area, src,
  4443. skill_get_splash(skillid, skilllv), splash_target(src),
  4444. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  4445. break;
  4446. case HVAN_EXPLOSION: //[orn]
  4447. case NPC_SELFDESTRUCTION:
  4448. //Self Destruction hits everyone in range (allies+enemies)
  4449. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  4450. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  4451. BCT_ENEMY:BCT_ALL;
  4452. clif_skill_nodamage(src, src, skillid, -1, 1);
  4453. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  4454. map_foreachinrange(skill_area_sub, bl,
  4455. skill_get_splash(skillid, skilllv), splash_target(src),
  4456. src, skillid, skilllv, tick, flag|i,
  4457. skill_castend_damage_id);
  4458. map_addblock(src);
  4459. status_damage(src, src, sstatus->max_hp,0,0,1);
  4460. break;
  4461. case AL_ANGELUS:
  4462. case PR_MAGNIFICAT:
  4463. case PR_GLORIA:
  4464. case SN_WINDWALK:
  4465. case CASH_BLESSING:
  4466. case CASH_INCAGI:
  4467. case CASH_ASSUMPTIO:
  4468. if( sd == NULL || sd->status.party_id == 0 || (flag & 1) )
  4469. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4470. else if( sd )
  4471. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4472. break;
  4473. case MER_MAGNIFICAT:
  4474. if( mer != NULL )
  4475. {
  4476. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4477. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  4478. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  4479. else if( mer->master && !(flag&1) )
  4480. clif_skill_nodamage(src, &mer->master->bl, skillid, skilllv, sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4481. }
  4482. break;
  4483. case BS_ADRENALINE:
  4484. case BS_ADRENALINE2:
  4485. case BS_WEAPONPERFECT:
  4486. case BS_OVERTHRUST:
  4487. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  4488. clif_skill_nodamage(bl,bl,skillid,skilllv,
  4489. sc_start2(bl,type,100,skilllv,(src == bl)? 1:0,skill_get_time(skillid,skilllv)));
  4490. } else if (sd) {
  4491. party_foreachsamemap(skill_area_sub,
  4492. sd,skill_get_splash(skillid, skilllv),
  4493. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  4494. skill_castend_nodamage_id);
  4495. }
  4496. break;
  4497. case BS_MAXIMIZE:
  4498. case NV_TRICKDEAD:
  4499. case CR_DEFENDER:
  4500. case ML_DEFENDER:
  4501. case CR_AUTOGUARD:
  4502. case ML_AUTOGUARD:
  4503. case TK_READYSTORM:
  4504. case TK_READYDOWN:
  4505. case TK_READYTURN:
  4506. case TK_READYCOUNTER:
  4507. case TK_DODGE:
  4508. case CR_SHRINK:
  4509. case SG_FUSION:
  4510. case GS_GATLINGFEVER:
  4511. if( tsce )
  4512. {
  4513. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4514. map_freeblock_unlock();
  4515. return 0;
  4516. }
  4517. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4518. break;
  4519. case SL_KAITE:
  4520. case SL_KAAHI:
  4521. case SL_KAIZEL:
  4522. case SL_KAUPE:
  4523. if (sd) {
  4524. if (!dstsd || !(
  4525. (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SOULLINKER) ||
  4526. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  4527. dstsd->status.char_id == sd->status.char_id ||
  4528. dstsd->status.char_id == sd->status.partner_id ||
  4529. dstsd->status.char_id == sd->status.child
  4530. )) {
  4531. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  4532. clif_skill_fail(sd,skillid,0,0);
  4533. break;
  4534. }
  4535. }
  4536. clif_skill_nodamage(src,bl,skillid,skilllv,
  4537. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  4538. break;
  4539. case SM_AUTOBERSERK:
  4540. case MER_AUTOBERSERK:
  4541. if( tsce )
  4542. i = status_change_end(bl, type, INVALID_TIMER);
  4543. else
  4544. i = sc_start(bl,type,100,skilllv,60000);
  4545. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4546. break;
  4547. case TF_HIDING:
  4548. case ST_CHASEWALK:
  4549. if (tsce)
  4550. {
  4551. clif_skill_nodamage(src,bl,skillid,-1,status_change_end(bl, type, INVALID_TIMER)); //Hide skill-scream animation.
  4552. map_freeblock_unlock();
  4553. return 0;
  4554. } else if( tsc && tsc->option&OPTION_MADOGEAR ) {
  4555. //Mado Gear cannot hide
  4556. if( sd ) clif_skill_fail(sd,skillid,0,0);
  4557. map_freeblock_unlock();
  4558. return 0;
  4559. }
  4560. clif_skill_nodamage(src,bl,skillid,-1,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4561. break;
  4562. case TK_RUN:
  4563. if (tsce)
  4564. {
  4565. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, INVALID_TIMER));
  4566. map_freeblock_unlock();
  4567. return 0;
  4568. }
  4569. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  4570. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  4571. clif_walkok(sd); // So aegis has to resend the walk ok.
  4572. break;
  4573. case AS_CLOAKING:
  4574. case RA_CAMOUFLAGE:
  4575. /**
  4576. * Guilotine Cross
  4577. **/
  4578. case GC_CLOAKINGEXCEED:
  4579. if (tsce)
  4580. {
  4581. i = status_change_end(bl, type, INVALID_TIMER);
  4582. if( i )
  4583. clif_skill_nodamage(src,bl,skillid,-1,i);
  4584. else if( sd )
  4585. clif_skill_fail(sd,skillid,0,0);
  4586. map_freeblock_unlock();
  4587. return 0;
  4588. }
  4589. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4590. if( i )
  4591. clif_skill_nodamage(src,bl,skillid,-1,i);
  4592. else if( sd )
  4593. clif_skill_fail(sd,skillid,0,0);
  4594. break;
  4595. case BD_ADAPTATION:
  4596. if(tsc && tsc->data[SC_DANCING]){
  4597. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4598. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  4599. }
  4600. break;
  4601. case BA_FROSTJOKER:
  4602. case DC_SCREAM:
  4603. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4604. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  4605. if (md) {
  4606. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  4607. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  4608. char temp[70];
  4609. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_db[skillid].desc);
  4610. clif_message(&md->bl,temp);
  4611. }
  4612. break;
  4613. case BA_PANGVOICE:
  4614. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  4615. break;
  4616. case DC_WINKCHARM:
  4617. if( dstsd )
  4618. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  4619. else
  4620. if( dstmd )
  4621. {
  4622. if( status_get_lv(src) > status_get_lv(bl)
  4623. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
  4624. && !(tstatus->mode&MD_BOSS) )
  4625. clif_skill_nodamage(src,bl,skillid,skilllv, sc_start2(bl,type,70,skilllv,src->id,skill_get_time(skillid,skilllv)));
  4626. else
  4627. {
  4628. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4629. if(sd) clif_skill_fail(sd,skillid,0,0);
  4630. }
  4631. }
  4632. break;
  4633. case TF_STEAL:
  4634. if(sd) {
  4635. if(pc_steal_item(sd,bl,skilllv))
  4636. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4637. else
  4638. clif_skill_fail(sd,skillid,0x0a,0);
  4639. }
  4640. break;
  4641. case RG_STEALCOIN:
  4642. if(sd) {
  4643. if(pc_steal_coin(sd,bl))
  4644. {
  4645. dstmd->state.provoke_flag = src->id;
  4646. mob_target(dstmd, src, skill_get_range2(src,skillid,skilllv));
  4647. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4648. }
  4649. else
  4650. clif_skill_fail(sd,skillid,0,0);
  4651. }
  4652. break;
  4653. case MG_STONECURSE:
  4654. {
  4655. if (tstatus->mode&MD_BOSS) {
  4656. if (sd) clif_skill_fail(sd,skillid,0,0);
  4657. break;
  4658. }
  4659. if(status_isimmune(bl) || !tsc)
  4660. break;
  4661. if (tsc->data[SC_STONE]) {
  4662. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4663. if (sd) clif_skill_fail(sd,skillid,0,0);
  4664. break;
  4665. }
  4666. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4667. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4668. skill_get_time2(skillid,skilllv)))
  4669. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4670. else if(sd) {
  4671. clif_skill_fail(sd,skillid,0,0);
  4672. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4673. if (skilllv > 5)
  4674. { // not to consume items
  4675. map_freeblock_unlock();
  4676. return 0;
  4677. }
  4678. }
  4679. }
  4680. break;
  4681. case NV_FIRSTAID:
  4682. clif_skill_nodamage(src,bl,skillid,5,1);
  4683. status_heal(bl,5,0,0);
  4684. break;
  4685. case AL_CURE:
  4686. if(status_isimmune(bl)) {
  4687. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4688. break;
  4689. }
  4690. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4691. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4692. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4693. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4694. break;
  4695. case TF_DETOXIFY:
  4696. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4697. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4698. status_change_end(bl, SC_DPOISON, INVALID_TIMER);
  4699. break;
  4700. case PR_STRECOVERY:
  4701. if(status_isimmune(bl)) {
  4702. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4703. break;
  4704. }
  4705. if (tsc && tsc->opt1) {
  4706. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4707. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4708. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4709. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4710. }
  4711. //Is this equation really right? It looks so... special.
  4712. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  4713. {
  4714. status_change_start(bl, SC_BLIND,
  4715. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4716. 1,0,0,0,
  4717. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
  4718. }
  4719. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4720. if(dstmd)
  4721. mob_unlocktarget(dstmd,tick);
  4722. break;
  4723. // Mercenary Supportive Skills
  4724. case MER_BENEDICTION:
  4725. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  4726. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  4727. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4728. break;
  4729. case MER_COMPRESS:
  4730. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  4731. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4732. break;
  4733. case MER_MENTALCURE:
  4734. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  4735. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4736. break;
  4737. case MER_RECUPERATE:
  4738. status_change_end(bl, SC_POISON, INVALID_TIMER);
  4739. status_change_end(bl, SC_SILENCE, INVALID_TIMER);
  4740. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4741. break;
  4742. case MER_REGAIN:
  4743. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  4744. status_change_end(bl, SC_STUN, INVALID_TIMER);
  4745. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4746. break;
  4747. case MER_TENDER:
  4748. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  4749. status_change_end(bl, SC_STONE, INVALID_TIMER);
  4750. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4751. break;
  4752. case MER_SCAPEGOAT:
  4753. if( mer && mer->master )
  4754. {
  4755. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  4756. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
  4757. }
  4758. break;
  4759. case MER_ESTIMATION:
  4760. if( !mer )
  4761. break;
  4762. sd = mer->master;
  4763. case WZ_ESTIMATION:
  4764. if( sd == NULL )
  4765. break;
  4766. if( dstsd )
  4767. { // Fail on Players
  4768. clif_skill_fail(sd,skillid,0,0);
  4769. break;
  4770. }
  4771. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4772. break; // Cannot be Used on Emperium
  4773. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4774. clif_skill_estimation(sd, bl);
  4775. if( skillid == MER_ESTIMATION )
  4776. sd = NULL;
  4777. break;
  4778. case BS_REPAIRWEAPON:
  4779. if(sd && dstsd)
  4780. clif_item_repair_list(sd,dstsd);
  4781. break;
  4782. case MC_IDENTIFY:
  4783. if(sd)
  4784. clif_item_identify_list(sd);
  4785. break;
  4786. // Weapon Refining [Celest]
  4787. case WS_WEAPONREFINE:
  4788. if(sd)
  4789. clif_item_refine_list(sd);
  4790. break;
  4791. case MC_VENDING:
  4792. if(sd)
  4793. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4794. if ( !pc_can_give_items(pc_isGM(sd)) )
  4795. clif_skill_fail(sd,skillid,0,0);
  4796. else {
  4797. sd->state.prevend = 1;
  4798. clif_openvendingreq(sd,2+skilllv);
  4799. }
  4800. }
  4801. break;
  4802. case AL_TELEPORT:
  4803. if(sd)
  4804. {
  4805. if (map[bl->m].flag.noteleport && skilllv <= 2) {
  4806. clif_skill_teleportmessage(sd,0);
  4807. break;
  4808. }
  4809. if(!battle_config.duel_allow_teleport && sd->duel_group && skilllv <= 2) { // duel restriction [LuzZza]
  4810. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4811. break;
  4812. }
  4813. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skilllv == 1 ) || skilllv == 3 )
  4814. {
  4815. if( skilllv == 1 )
  4816. pc_randomwarp(sd,CLR_TELEPORT);
  4817. else
  4818. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  4819. break;
  4820. }
  4821. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4822. if( skilllv == 1 )
  4823. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,0,0,0);
  4824. else
  4825. clif_skill_warppoint(sd,skillid,skilllv, (unsigned short)-1,sd->status.save_point.map,0,0);
  4826. } else
  4827. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4828. break;
  4829. case NPC_EXPULSION:
  4830. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4831. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  4832. break;
  4833. case AL_HOLYWATER:
  4834. if(sd) {
  4835. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4836. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4837. else
  4838. clif_skill_fail(sd,skillid,0,0);
  4839. }
  4840. break;
  4841. case TF_PICKSTONE:
  4842. if(sd) {
  4843. int eflag;
  4844. struct item item_tmp;
  4845. struct block_list tbl;
  4846. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4847. memset(&item_tmp,0,sizeof(item_tmp));
  4848. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4849. item_tmp.nameid = ITEMID_STONE;
  4850. item_tmp.identify = 1;
  4851. tbl.id = 0;
  4852. clif_takeitem(&sd->bl,&tbl);
  4853. eflag = pc_additem(sd,&item_tmp,1);
  4854. if(eflag) {
  4855. clif_additem(sd,0,0,eflag);
  4856. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  4857. }
  4858. }
  4859. break;
  4860. case ASC_CDP:
  4861. if(sd) {
  4862. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4863. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4864. }
  4865. break;
  4866. case RG_STRIPWEAPON:
  4867. case RG_STRIPSHIELD:
  4868. case RG_STRIPARMOR:
  4869. case RG_STRIPHELM:
  4870. case ST_FULLSTRIP:
  4871. case GC_WEAPONCRUSH:
  4872. {
  4873. unsigned short location = 0;
  4874. int d = 0;
  4875. //Rate in percent
  4876. if ( skillid == ST_FULLSTRIP ) {
  4877. i = 5 + 2*skilllv + (sstatus->dex - tstatus->dex)/5;
  4878. } else {
  4879. i = 5 + 5*skilllv + (sstatus->dex - tstatus->dex)/5;
  4880. }
  4881. if (i < 5) i = 5; //Minimum rate 5%
  4882. //Duration in ms
  4883. d = skill_get_time(skillid,skilllv) + (sstatus->dex - tstatus->dex)*500;
  4884. if (d < 0) d = 0; //Minimum duration 0ms
  4885. switch (skillid) {
  4886. case RG_STRIPWEAPON:
  4887. case GC_WEAPONCRUSH:
  4888. location = EQP_WEAPON;
  4889. break;
  4890. case RG_STRIPSHIELD:
  4891. location = EQP_SHIELD;
  4892. break;
  4893. case RG_STRIPARMOR:
  4894. location = EQP_ARMOR;
  4895. break;
  4896. case RG_STRIPHELM:
  4897. location = EQP_HELM;
  4898. break;
  4899. case ST_FULLSTRIP:
  4900. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4901. break;
  4902. }
  4903. //Special message when trying to use strip on FCP [Jobbie]
  4904. if( sd && skillid == ST_FULLSTRIP && tsc && tsc->data[SC_CP_WEAPON] && tsc->data[SC_CP_HELM] && tsc->data[SC_CP_ARMOR] && tsc->data[SC_CP_SHIELD])
  4905. {
  4906. clif_gospel_info(sd, 0x28);
  4907. break;
  4908. }
  4909. //Attempts to strip at rate i and duration d
  4910. if( (i = skill_strip_equip(bl, location, i, skilllv, d)) || (skillid != ST_FULLSTRIP && skillid != GC_WEAPONCRUSH ) )
  4911. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  4912. //Nothing stripped.
  4913. if( sd && !i )
  4914. clif_skill_fail(sd,skillid,0,0);
  4915. }
  4916. break;
  4917. case AM_BERSERKPITCHER:
  4918. case AM_POTIONPITCHER:
  4919. {
  4920. int i,x,hp = 0,sp = 0,bonus=100;
  4921. if( dstmd && dstmd->class_ == MOBID_EMPERIUM )
  4922. {
  4923. map_freeblock_unlock();
  4924. return 1;
  4925. }
  4926. if( sd )
  4927. {
  4928. x = skilllv%11 - 1;
  4929. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4930. if(i < 0 || skill_db[skillid].itemid[x] <= 0)
  4931. {
  4932. clif_skill_fail(sd,skillid,0,0);
  4933. map_freeblock_unlock();
  4934. return 1;
  4935. }
  4936. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x])
  4937. {
  4938. clif_skill_fail(sd,skillid,0,0);
  4939. map_freeblock_unlock();
  4940. return 1;
  4941. }
  4942. if( skillid == AM_BERSERKPITCHER )
  4943. {
  4944. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[i]->elv )
  4945. {
  4946. clif_skill_fail(sd,skillid,0,0);
  4947. map_freeblock_unlock();
  4948. return 1;
  4949. }
  4950. }
  4951. potion_flag = 1;
  4952. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4953. potion_target = bl->id;
  4954. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4955. potion_flag = potion_target = 0;
  4956. if( sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_ALCHEMIST )
  4957. bonus += sd->status.base_level;
  4958. if( potion_per_hp > 0 || potion_per_sp > 0 )
  4959. {
  4960. hp = tstatus->max_hp * potion_per_hp / 100;
  4961. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4962. if( dstsd )
  4963. {
  4964. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4965. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4966. }
  4967. }
  4968. else
  4969. {
  4970. if( potion_hp > 0 )
  4971. {
  4972. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4973. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4974. if( dstsd )
  4975. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4976. }
  4977. if( potion_sp > 0 )
  4978. {
  4979. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4980. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4981. if( dstsd )
  4982. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4983. }
  4984. }
  4985. if (sd->itemgrouphealrate[IG_POTION]>0)
  4986. {
  4987. hp += hp * sd->itemgrouphealrate[IG_POTION] / 100;
  4988. sp += sp * sd->itemgrouphealrate[IG_POTION] / 100;
  4989. }
  4990. if( (i = pc_skillheal_bonus(sd, skillid)) )
  4991. {
  4992. hp += hp * i / 100;
  4993. sp += sp * i / 100;
  4994. }
  4995. }
  4996. else
  4997. {
  4998. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4999. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  5000. if( dstsd )
  5001. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  5002. }
  5003. if( dstsd && (i = pc_skillheal2_bonus(dstsd, skillid)) )
  5004. {
  5005. hp += hp * i / 100;
  5006. sp += sp * i / 100;
  5007. }
  5008. if( tsc && tsc->data[SC_CRITICALWOUND] )
  5009. {
  5010. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5011. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5012. }
  5013. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5014. if( hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0) )
  5015. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5016. if( sp > 0 )
  5017. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5018. status_heal(bl,hp,sp,0);
  5019. }
  5020. break;
  5021. case AM_CP_WEAPON:
  5022. case AM_CP_SHIELD:
  5023. case AM_CP_ARMOR:
  5024. case AM_CP_HELM:
  5025. {
  5026. enum sc_type scid = (sc_type)(SC_STRIPWEAPON + (skillid - AM_CP_WEAPON));
  5027. status_change_end(bl, scid, INVALID_TIMER);
  5028. clif_skill_nodamage(src,bl,skillid,skilllv,
  5029. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5030. }
  5031. break;
  5032. case AM_TWILIGHT1:
  5033. if (sd) {
  5034. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5035. //Prepare 200 White Potions.
  5036. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  5037. clif_skill_fail(sd,skillid,0,0);
  5038. }
  5039. break;
  5040. case AM_TWILIGHT2:
  5041. if (sd) {
  5042. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5043. //Prepare 200 Slim White Potions.
  5044. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  5045. clif_skill_fail(sd,skillid,0,0);
  5046. }
  5047. break;
  5048. case AM_TWILIGHT3:
  5049. if (sd) {
  5050. //check if you can produce all three, if not, then fail:
  5051. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  5052. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  5053. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  5054. ) {
  5055. clif_skill_fail(sd,skillid,0,0);
  5056. break;
  5057. }
  5058. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5059. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  5060. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  5061. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  5062. }
  5063. break;
  5064. case SA_DISPELL:
  5065. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  5066. {
  5067. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5068. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  5069. || (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  5070. || rand()%100 >= 50+10*skilllv
  5071. || ( tsc && tsc->option&OPTION_MADOGEAR ) )//Mado Gear is immune to dispell according to bug report 49 [Ind]
  5072. {
  5073. if (sd)
  5074. clif_skill_fail(sd,skillid,0,0);
  5075. break;
  5076. }
  5077. if(status_isimmune(bl) || !tsc || !tsc->count)
  5078. break;
  5079. for(i=0;i<SC_MAX;i++)
  5080. {
  5081. if (!tsc->data[i])
  5082. continue;
  5083. switch (i) {
  5084. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  5085. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  5086. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  5087. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  5088. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  5089. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  5090. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  5091. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  5092. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  5093. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  5094. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  5095. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  5096. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  5097. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  5098. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  5099. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  5100. case SC_READYCOUNTER: case SC_DODGE: case SC_WARM:
  5101. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  5102. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  5103. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  5104. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  5105. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  5106. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  5107. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_FOOD_STR_CASH:
  5108. case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH:
  5109. case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_SEVENWIND:
  5110. case SC_MIRACLE:
  5111. continue;
  5112. /**
  5113. * bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  5114. **/
  5115. case SC_WHISTLE:
  5116. case SC_ASSNCROS:
  5117. case SC_POEMBRAGI:
  5118. case SC_APPLEIDUN:
  5119. case SC_HUMMING:
  5120. case SC_DONTFORGETME:
  5121. case SC_FORTUNE:
  5122. case SC_SERVICE4U:
  5123. if( tsc->data[i]->val4 ) //val4 = out-of-song-area
  5124. continue;
  5125. break;
  5126. case SC_ASSUMPTIO:
  5127. if( bl->type == BL_MOB )
  5128. continue;
  5129. break;
  5130. }
  5131. if(i==SC_BERSERK) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  5132. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  5133. }
  5134. break;
  5135. }
  5136. //Affect all targets on splash area.
  5137. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  5138. src, skillid, skilllv, tick, flag|1,
  5139. skill_castend_damage_id);
  5140. break;
  5141. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  5142. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5143. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  5144. break;
  5145. case TK_HIGHJUMP:
  5146. {
  5147. int x,y, dir = unit_getdir(src);
  5148. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  5149. if( map[src->m].flag.noteleport &&
  5150. !(map[src->m].flag.battleground || map_flag_gvg2(src->m) )
  5151. ) {
  5152. x = src->x;
  5153. y = src->y;
  5154. } else {
  5155. x = src->x + dirx[dir]*skilllv*2;
  5156. y = src->y + diry[dir]*skilllv*2;
  5157. }
  5158. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  5159. if(!map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB) && map_getcell(src->m,x,y,CELL_CHKREACH)) {
  5160. clif_slide(src,x,y);
  5161. unit_movepos(src, x, y, 1, 0);
  5162. }
  5163. }
  5164. break;
  5165. case SA_CASTCANCEL:
  5166. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5167. unit_skillcastcancel(src,1);
  5168. if(sd) {
  5169. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  5170. sp = sp * (90 - (skilllv-1)*20) / 100;
  5171. if(sp < 0) sp = 0;
  5172. status_zap(src, 0, sp);
  5173. }
  5174. break;
  5175. case SA_SPELLBREAKER:
  5176. {
  5177. int sp;
  5178. if(tsc && tsc->data[SC_MAGICROD]) {
  5179. sp = skill_get_sp(skillid,skilllv);
  5180. sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
  5181. if(sp < 1) sp = 1;
  5182. status_heal(bl,0,sp,2);
  5183. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD]->val1,1);
  5184. status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
  5185. } else {
  5186. struct unit_data *ud = unit_bl2ud(bl);
  5187. int bl_skillid=0,bl_skilllv=0,hp = 0;
  5188. if (!ud || ud->skilltimer == INVALID_TIMER)
  5189. break; //Nothing to cancel.
  5190. bl_skillid = ud->skillid;
  5191. bl_skilllv = ud->skilllv;
  5192. if (tstatus->mode & MD_BOSS)
  5193. { //Only 10% success chance against bosses. [Skotlex]
  5194. if (rand()%100 < 90)
  5195. {
  5196. if (sd) clif_skill_fail(sd,skillid,0,0);
  5197. break;
  5198. }
  5199. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  5200. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  5201. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5202. unit_skillcastcancel(bl,0);
  5203. sp = skill_get_sp(bl_skillid,bl_skilllv);
  5204. status_zap(bl, hp, sp);
  5205. if (hp && skilllv >= 5)
  5206. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  5207. else
  5208. hp = 0;
  5209. if (sp) //Recover some of the SP used
  5210. sp = sp*(25*(skilllv-1))/100;
  5211. if(hp || sp)
  5212. status_heal(src, hp, sp, 2);
  5213. }
  5214. }
  5215. break;
  5216. case SA_MAGICROD:
  5217. //It activates silently, no use animation.
  5218. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5219. break;
  5220. case SA_AUTOSPELL:
  5221. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5222. if(sd)
  5223. clif_autospell(sd,skilllv);
  5224. else {
  5225. int maxlv=1,spellid=0;
  5226. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  5227. if(skilllv >= 10) {
  5228. spellid = MG_FROSTDIVER;
  5229. // if (tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SA_SAGE)
  5230. // maxlv = 10;
  5231. // else
  5232. maxlv = skilllv - 9;
  5233. }
  5234. else if(skilllv >=8) {
  5235. spellid = MG_FIREBALL;
  5236. maxlv = skilllv - 7;
  5237. }
  5238. else if(skilllv >=5) {
  5239. spellid = MG_SOULSTRIKE;
  5240. maxlv = skilllv - 4;
  5241. }
  5242. else if(skilllv >=2) {
  5243. int i = rand()%3;
  5244. spellid = spellarray[i];
  5245. maxlv = skilllv - 1;
  5246. }
  5247. else if(skilllv > 0) {
  5248. spellid = MG_NAPALMBEAT;
  5249. maxlv = 3;
  5250. }
  5251. if(spellid > 0)
  5252. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  5253. skill_get_time(SA_AUTOSPELL,skilllv));
  5254. }
  5255. break;
  5256. case BS_GREED:
  5257. if(sd){
  5258. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5259. map_foreachinrange(skill_greed,bl,
  5260. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  5261. }
  5262. break;
  5263. case SA_ELEMENTWATER:
  5264. case SA_ELEMENTFIRE:
  5265. case SA_ELEMENTGROUND:
  5266. case SA_ELEMENTWIND:
  5267. if(sd && !dstmd) //Only works on monsters.
  5268. break;
  5269. if(tstatus->mode&MD_BOSS)
  5270. break;
  5271. case NPC_ATTRICHANGE:
  5272. case NPC_CHANGEWATER:
  5273. case NPC_CHANGEGROUND:
  5274. case NPC_CHANGEFIRE:
  5275. case NPC_CHANGEWIND:
  5276. case NPC_CHANGEPOISON:
  5277. case NPC_CHANGEHOLY:
  5278. case NPC_CHANGEDARKNESS:
  5279. case NPC_CHANGETELEKINESIS:
  5280. clif_skill_nodamage(src,bl,skillid,skilllv,
  5281. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5282. skill_get_time(skillid, skilllv)));
  5283. break;
  5284. case NPC_CHANGEUNDEAD:
  5285. //This skill should fail if target is wearing bathory/evil druid card [Brainstorm]
  5286. //TO-DO This is ugly, fix it
  5287. if(tstatus->def_ele==ELE_UNDEAD || tstatus->def_ele==ELE_DARK) break;
  5288. clif_skill_nodamage(src,bl,skillid,skilllv,
  5289. sc_start2(bl, type, 100, skilllv, skill_get_ele(skillid,skilllv),
  5290. skill_get_time(skillid, skilllv)));
  5291. break;
  5292. case NPC_PROVOCATION:
  5293. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5294. if (md) mob_unlocktarget(md, tick);
  5295. break;
  5296. case NPC_KEEPING:
  5297. case NPC_BARRIER:
  5298. {
  5299. int skill_time = skill_get_time(skillid,skilllv);
  5300. struct unit_data *ud = unit_bl2ud(bl);
  5301. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  5302. sc_start(bl,type,100,skilllv,skill_time))
  5303. && ud) { //Disable attacking/acting/moving for skill's duration.
  5304. ud->attackabletime =
  5305. ud->canact_tick =
  5306. ud->canmove_tick = tick + skill_time;
  5307. }
  5308. }
  5309. break;
  5310. case NPC_REBIRTH:
  5311. if( md && md->state.rebirth )
  5312. break; // only works once
  5313. sc_start(bl,type,100,skilllv,-1);
  5314. break;
  5315. case NPC_DARKBLESSING:
  5316. clif_skill_nodamage(src,bl,skillid,skilllv,
  5317. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  5318. break;
  5319. case NPC_LICK:
  5320. status_zap(bl, 0, 100);
  5321. clif_skill_nodamage(src,bl,skillid,skilllv,
  5322. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  5323. break;
  5324. case NPC_SUICIDE:
  5325. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5326. status_kill(src); //When suiciding, neither exp nor drops is given.
  5327. break;
  5328. case NPC_SUMMONSLAVE:
  5329. case NPC_SUMMONMONSTER:
  5330. if(md && md->skillidx >= 0)
  5331. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  5332. break;
  5333. case NPC_CALLSLAVE:
  5334. mob_warpslave(src,MOB_SLAVEDISTANCE);
  5335. break;
  5336. case NPC_RANDOMMOVE:
  5337. if (md) {
  5338. md->next_walktime = tick - 1;
  5339. mob_randomwalk(md,tick);
  5340. }
  5341. break;
  5342. case NPC_SPEEDUP:
  5343. {
  5344. // or does it increase casting rate? just a guess xD
  5345. int i = SC_ASPDPOTION0 + skilllv - 1;
  5346. if (i > SC_ASPDPOTION3)
  5347. i = SC_ASPDPOTION3;
  5348. clif_skill_nodamage(src,bl,skillid,skilllv,
  5349. sc_start(bl,(sc_type)i,100,skilllv,skilllv * 60000));
  5350. }
  5351. break;
  5352. case NPC_REVENGE:
  5353. // not really needed... but adding here anyway ^^
  5354. if (md && md->master_id > 0) {
  5355. struct block_list *mbl, *tbl;
  5356. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  5357. (tbl = battle_gettargeted(mbl)) == NULL)
  5358. break;
  5359. md->state.provoke_flag = tbl->id;
  5360. mob_target(md, tbl, sstatus->rhw.range);
  5361. }
  5362. break;
  5363. case NPC_RUN:
  5364. {
  5365. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  5366. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  5367. unit_stop_attack(src);
  5368. //Run skillv tiles overriding the can-move check.
  5369. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  5370. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  5371. }
  5372. break;
  5373. case NPC_TRANSFORMATION:
  5374. case NPC_METAMORPHOSIS:
  5375. if(md && md->skillidx >= 0) {
  5376. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  5377. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  5378. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  5379. if (class_) mob_class_change(md, class_);
  5380. }
  5381. break;
  5382. case NPC_EMOTION_ON:
  5383. case NPC_EMOTION:
  5384. //va[0] is the emotion to use.
  5385. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  5386. //val[1] 'sets' the mode
  5387. //val[2] adds to the current mode
  5388. //val[3] removes from the current mode
  5389. //val[4] if set, asks to delete the previous mode change.
  5390. if(md && md->skillidx >= 0 && tsc)
  5391. {
  5392. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  5393. if(md->db->skill[md->skillidx].val[4] && tsce)
  5394. status_change_end(bl, type, INVALID_TIMER);
  5395. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  5396. sc_start4(src, type, 100, skilllv,
  5397. md->db->skill[md->skillidx].val[1],
  5398. md->db->skill[md->skillidx].val[2],
  5399. md->db->skill[md->skillidx].val[3],
  5400. skill_get_time(skillid, skilllv));
  5401. }
  5402. break;
  5403. case NPC_POWERUP:
  5404. sc_start(bl,SC_INCATKRATE,100,200,skill_get_time(skillid, skilllv));
  5405. clif_skill_nodamage(src,bl,skillid,skilllv,
  5406. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5407. break;
  5408. case NPC_AGIUP:
  5409. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  5410. clif_skill_nodamage(src,bl,skillid,skilllv,
  5411. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  5412. break;
  5413. case NPC_INVISIBLE:
  5414. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  5415. clif_skill_nodamage(src,bl,skillid,skilllv,
  5416. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  5417. break;
  5418. case NPC_SIEGEMODE:
  5419. // not sure what it does
  5420. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5421. break;
  5422. case WE_MALE:
  5423. {
  5424. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  5425. int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  5426. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  5427. }
  5428. break;
  5429. case WE_FEMALE:
  5430. {
  5431. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  5432. int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
  5433. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  5434. }
  5435. break;
  5436. // parent-baby skills
  5437. case WE_BABY:
  5438. if(sd){
  5439. struct map_session_data *f_sd = pc_get_father(sd);
  5440. struct map_session_data *m_sd = pc_get_mother(sd);
  5441. // if neither was found
  5442. if(!f_sd && !m_sd){
  5443. clif_skill_fail(sd,skillid,0,0);
  5444. map_freeblock_unlock();
  5445. return 0;
  5446. }
  5447. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  5448. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5449. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  5450. }
  5451. break;
  5452. case PF_HPCONVERSION:
  5453. {
  5454. int hp, sp;
  5455. hp = sstatus->max_hp/10;
  5456. sp = hp * 10 * skilllv / 100;
  5457. if (!status_charge(src,hp,0)) {
  5458. if (sd) clif_skill_fail(sd,skillid,0,0);
  5459. break;
  5460. }
  5461. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5462. status_heal(bl,0,sp,2);
  5463. }
  5464. break;
  5465. case MA_REMOVETRAP:
  5466. case HT_REMOVETRAP:
  5467. //FIXME: I think clif_skill_fail() is supposed to be sent if it fails below [ultramage]
  5468. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5469. {
  5470. struct skill_unit* su;
  5471. struct skill_unit_group* sg;
  5472. su = BL_CAST(BL_SKILL, bl);
  5473. // Mercenaries can remove any trap
  5474. // Players can only remove their own traps or traps on Vs maps.
  5475. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && (skill_get_inf2(sg->skill_id)&INF2_TRAP) )
  5476. {
  5477. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  5478. { // prevent picking up expired traps
  5479. if( battle_config.skill_removetrap_type )
  5480. { // get back all items used to deploy the trap
  5481. for( i = 0; i < 10; i++ )
  5482. {
  5483. if( skill_db[su->group->skill_id].itemid[i] > 0 )
  5484. {
  5485. int flag;
  5486. struct item item_tmp;
  5487. memset(&item_tmp,0,sizeof(item_tmp));
  5488. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  5489. item_tmp.identify = 1;
  5490. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i])) )
  5491. {
  5492. clif_additem(sd,0,0,flag);
  5493. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5494. }
  5495. }
  5496. }
  5497. }
  5498. else
  5499. { // get back 1 trap
  5500. struct item item_tmp;
  5501. memset(&item_tmp,0,sizeof(item_tmp));
  5502. item_tmp.nameid = ITEMID_TRAP;
  5503. item_tmp.identify = 1;
  5504. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1)) )
  5505. {
  5506. clif_additem(sd,0,0,flag);
  5507. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  5508. }
  5509. }
  5510. }
  5511. skill_delunit(su);
  5512. }
  5513. }
  5514. break;
  5515. case HT_SPRINGTRAP:
  5516. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5517. {
  5518. struct skill_unit *su=NULL;
  5519. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  5520. switch(su->group->unit_id){
  5521. case UNT_ANKLESNARE: // ankle snare
  5522. if (su->group->val2 != 0)
  5523. // if it is already trapping something don't spring it,
  5524. // remove trap should be used instead
  5525. break;
  5526. // otherwise fallthrough to below
  5527. case UNT_BLASTMINE:
  5528. case UNT_SKIDTRAP:
  5529. case UNT_LANDMINE:
  5530. case UNT_SHOCKWAVE:
  5531. case UNT_SANDMAN:
  5532. case UNT_FLASHER:
  5533. case UNT_FREEZINGTRAP:
  5534. case UNT_CLAYMORETRAP:
  5535. case UNT_TALKIEBOX:
  5536. su->group->unit_id = UNT_USED_TRAPS;
  5537. clif_changetraplook(bl, UNT_USED_TRAPS);
  5538. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  5539. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  5540. }
  5541. }
  5542. }
  5543. break;
  5544. case BD_ENCORE:
  5545. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5546. if(sd)
  5547. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  5548. break;
  5549. case AS_SPLASHER:
  5550. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  5551. if (sd) clif_skill_fail(sd,skillid,0,0);
  5552. map_freeblock_unlock();
  5553. return 1;
  5554. }
  5555. clif_skill_nodamage(src,bl,skillid,skilllv,
  5556. sc_start4(bl,type,100,skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  5557. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv)+3000);
  5558. break;
  5559. case PF_MINDBREAKER:
  5560. {
  5561. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  5562. {
  5563. map_freeblock_unlock();
  5564. return 1;
  5565. }
  5566. if (tsce)
  5567. { //HelloKitty2 (?) explained that this silently fails when target is
  5568. //already inflicted. [Skotlex]
  5569. map_freeblock_unlock();
  5570. return 1;
  5571. }
  5572. //Has a 55% + skilllv*5% success chance.
  5573. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  5574. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  5575. {
  5576. if (sd) clif_skill_fail(sd,skillid,0,0);
  5577. map_freeblock_unlock();
  5578. return 0;
  5579. }
  5580. unit_skillcastcancel(bl,0);
  5581. if(tsc && tsc->count){
  5582. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  5583. if(tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)
  5584. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5585. status_change_end(bl, SC_SLEEP, INVALID_TIMER);
  5586. }
  5587. if(dstmd)
  5588. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  5589. }
  5590. break;
  5591. case PF_SOULCHANGE:
  5592. {
  5593. unsigned int sp1 = 0, sp2 = 0;
  5594. if (dstmd) {
  5595. if (dstmd->state.soul_change_flag) {
  5596. if(sd) clif_skill_fail(sd,skillid,0,0);
  5597. break;
  5598. }
  5599. dstmd->state.soul_change_flag = 1;
  5600. sp2 = sstatus->max_sp * 3 /100;
  5601. status_heal(src, 0, sp2, 2);
  5602. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5603. break;
  5604. }
  5605. sp1 = sstatus->sp;
  5606. sp2 = tstatus->sp;
  5607. status_set_sp(src, sp2, 3);
  5608. status_set_sp(bl, sp1, 3);
  5609. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5610. }
  5611. break;
  5612. // Slim Pitcher
  5613. case CR_SLIMPITCHER:
  5614. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  5615. if( dstmd && (dstmd->class_ == MOBID_EMPERIUM || (dstmd->class_ >= MOBID_BARRICADE1 && dstmd->class_ <= MOBID_GUARIDAN_STONE2)) )
  5616. break;
  5617. if (potion_hp || potion_sp) {
  5618. int hp = potion_hp, sp = potion_sp;
  5619. hp = hp * (100 + (tstatus->vit<<1))/100;
  5620. sp = sp * (100 + (tstatus->int_<<1))/100;
  5621. if (dstsd) {
  5622. if (hp)
  5623. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5624. if (sp)
  5625. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skillid))/100;
  5626. }
  5627. if (tsc && tsc->data[SC_CRITICALWOUND])
  5628. {
  5629. hp -= hp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5630. sp -= sp * tsc->data[SC_CRITICALWOUND]->val2 / 100;
  5631. }
  5632. if(hp > 0)
  5633. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  5634. if(sp > 0)
  5635. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  5636. status_heal(bl,hp,sp,0);
  5637. }
  5638. break;
  5639. // Full Chemical Protection
  5640. case CR_FULLPROTECTION:
  5641. {
  5642. int i, skilltime;
  5643. skilltime = skill_get_time(skillid,skilllv);
  5644. if (!tsc) {
  5645. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  5646. break;
  5647. }
  5648. for (i=0; i<4; i++) {
  5649. status_change_end(bl, (sc_type)(SC_STRIPWEAPON + i), INVALID_TIMER);
  5650. sc_start(bl,(sc_type)(SC_CP_WEAPON + i),100,skilllv,skilltime);
  5651. }
  5652. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5653. }
  5654. break;
  5655. case RG_CLEANER: //AppleGirl
  5656. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5657. break;
  5658. case CG_LONGINGFREEDOM:
  5659. {
  5660. if (tsc && !tsce && (tsce=tsc->data[SC_DANCING]) && tsce->val4
  5661. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  5662. {
  5663. clif_skill_nodamage(src,bl,skillid,skilllv,
  5664. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5665. }
  5666. }
  5667. break;
  5668. case CG_TAROTCARD:
  5669. {
  5670. int eff, count = -1;
  5671. if( rand() % 100 > skilllv * 8 || (dstmd && ((dstmd->guardian_data && dstmd->class_ == MOBID_EMPERIUM) || mob_is_battleground(dstmd))) )
  5672. {
  5673. if( sd )
  5674. clif_skill_fail(sd,skillid,0,0);
  5675. map_freeblock_unlock();
  5676. return 0;
  5677. }
  5678. status_zap(src,0,skill_db[skill_get_index(skillid)].sp[skilllv]); // consume sp only if succeeded [Inkfish]
  5679. do {
  5680. eff = rand() % 14;
  5681. clif_specialeffect(bl, 523 + eff, AREA);
  5682. switch (eff)
  5683. {
  5684. case 0: // heals SP to 0
  5685. status_percent_damage(src, bl, 0, 100, false);
  5686. break;
  5687. case 1: // matk halved
  5688. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5689. break;
  5690. case 2: // all buffs removed
  5691. status_change_clear_buffs(bl,1);
  5692. break;
  5693. case 3: // 1000 damage, random armor destroyed
  5694. {
  5695. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
  5696. status_fix_damage(src, bl, 1000, 0);
  5697. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  5698. if( !status_isdead(bl) )
  5699. skill_break_equip(bl, where[rand()%5], 10000, BCT_ENEMY);
  5700. }
  5701. break;
  5702. case 4: // atk halved
  5703. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5704. break;
  5705. case 5: // 2000HP heal, random teleported
  5706. status_heal(src, 2000, 0, 0);
  5707. if( !map_flag_vs(bl->m) )
  5708. unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
  5709. break;
  5710. case 6: // random 2 other effects
  5711. if (count == -1)
  5712. count = 3;
  5713. else
  5714. count++; //Should not retrigger this one.
  5715. break;
  5716. case 7: // stop freeze or stoned
  5717. {
  5718. enum sc_type sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  5719. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  5720. }
  5721. break;
  5722. case 8: // curse coma and poison
  5723. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  5724. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  5725. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  5726. break;
  5727. case 9: // confusion
  5728. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  5729. break;
  5730. case 10: // 6666 damage, atk matk halved, cursed
  5731. status_fix_damage(src, bl, 6666, 0);
  5732. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  5733. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5734. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  5735. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  5736. break;
  5737. case 11: // 4444 damage
  5738. status_fix_damage(src, bl, 4444, 0);
  5739. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  5740. break;
  5741. case 12: // stun
  5742. sc_start(bl,SC_STUN,100,skilllv,5000);
  5743. break;
  5744. case 13: // atk,matk,hit,flee,def reduced
  5745. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5746. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  5747. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  5748. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  5749. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  5750. break;
  5751. default:
  5752. break;
  5753. }
  5754. } while ((--count) > 0);
  5755. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5756. }
  5757. break;
  5758. case SL_ALCHEMIST:
  5759. case SL_ASSASIN:
  5760. case SL_BARDDANCER:
  5761. case SL_BLACKSMITH:
  5762. case SL_CRUSADER:
  5763. case SL_HUNTER:
  5764. case SL_KNIGHT:
  5765. case SL_MONK:
  5766. case SL_PRIEST:
  5767. case SL_ROGUE:
  5768. case SL_SAGE:
  5769. case SL_SOULLINKER:
  5770. case SL_STAR:
  5771. case SL_SUPERNOVICE:
  5772. case SL_WIZARD:
  5773. //NOTE: here, 'type' has the value of the associated MAPID, not of the SC_SPIRIT constant.
  5774. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5775. clif_skill_fail(sd,skillid,0,0);
  5776. break;
  5777. }
  5778. if (skillid == SL_SUPERNOVICE && dstsd && dstsd->die_counter && !(rand()%100))
  5779. { //Erase death count 1% of the casts
  5780. dstsd->die_counter = 0;
  5781. pc_setglobalreg(dstsd,"PC_DIE_COUNTER", 0);
  5782. clif_specialeffect(bl, 0x152, AREA);
  5783. //SC_SPIRIT invokes status_calc_pc for us.
  5784. }
  5785. clif_skill_nodamage(src,bl,skillid,skilllv,
  5786. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5787. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5788. break;
  5789. case SL_HIGH:
  5790. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5791. clif_skill_fail(sd,skillid,0,0);
  5792. break;
  5793. }
  5794. clif_skill_nodamage(src,bl,skillid,skilllv,
  5795. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5796. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5797. break;
  5798. case SL_SWOO:
  5799. if (tsce) {
  5800. sc_start(src,SC_STUN,100,skilllv,10000);
  5801. break;
  5802. }
  5803. case SL_SKA: // [marquis007]
  5804. case SL_SKE:
  5805. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5806. clif_skill_fail(sd,skillid,0,0);
  5807. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5808. break;
  5809. }
  5810. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5811. if (skillid == SL_SKE)
  5812. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5813. break;
  5814. // New guild skills [Celest]
  5815. case GD_BATTLEORDER:
  5816. if(flag&1) {
  5817. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5818. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5819. } else if (status_get_guild_id(src)) {
  5820. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5821. map_foreachinrange(skill_area_sub, src,
  5822. skill_get_splash(skillid, skilllv), BL_PC,
  5823. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5824. skill_castend_nodamage_id);
  5825. if (sd)
  5826. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5827. }
  5828. break;
  5829. case GD_REGENERATION:
  5830. if(flag&1) {
  5831. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5832. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5833. } else if (status_get_guild_id(src)) {
  5834. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5835. map_foreachinrange(skill_area_sub, src,
  5836. skill_get_splash(skillid, skilllv), BL_PC,
  5837. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5838. skill_castend_nodamage_id);
  5839. if (sd)
  5840. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5841. }
  5842. break;
  5843. case GD_RESTORE:
  5844. if(flag&1) {
  5845. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5846. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5847. } else if (status_get_guild_id(src)) {
  5848. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5849. map_foreachinrange(skill_area_sub, src,
  5850. skill_get_splash(skillid, skilllv), BL_PC,
  5851. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5852. skill_castend_nodamage_id);
  5853. if (sd)
  5854. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5855. }
  5856. break;
  5857. case GD_EMERGENCYCALL:
  5858. {
  5859. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5860. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5861. int j = 0;
  5862. struct guild *g = NULL;
  5863. // i don't know if it actually summons in a circle, but oh well. ;P
  5864. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5865. if (!g)
  5866. break;
  5867. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5868. for(i = 0; i < g->max_member; i++, j++) {
  5869. if (j>8) j=0;
  5870. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd && !dstsd->state.autotrade) {
  5871. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg2(dstsd->bl.m))
  5872. continue;
  5873. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5874. dx[j] = dy[j] = 0;
  5875. pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN);
  5876. }
  5877. }
  5878. if (sd)
  5879. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5880. }
  5881. break;
  5882. case SG_FEEL:
  5883. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5884. if (sd) {
  5885. if(!sd->feel_map[skilllv-1].index)
  5886. clif_feel_req(sd->fd,sd, skilllv);
  5887. else
  5888. clif_feel_info(sd, skilllv-1, 1);
  5889. }
  5890. break;
  5891. case SG_HATE:
  5892. if (sd) {
  5893. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5894. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5895. clif_skill_fail(sd,skillid,0,0);
  5896. }
  5897. break;
  5898. case GS_GLITTERING:
  5899. if(sd) {
  5900. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5901. if(rand()%100 < (20+10*skilllv))
  5902. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5903. else if(sd->spiritball > 0)
  5904. pc_delspiritball(sd,1,0);
  5905. }
  5906. break;
  5907. case GS_CRACKER:
  5908. i =65 -5*distance_bl(src,bl); //Base rate
  5909. if (i < 30) i = 30;
  5910. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5911. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5912. break;
  5913. case AM_CALLHOMUN: //[orn]
  5914. if (sd && !merc_call_homunculus(sd))
  5915. clif_skill_fail(sd,skillid,0,0);
  5916. break;
  5917. case AM_REST:
  5918. if (sd)
  5919. {
  5920. if (merc_hom_vaporize(sd,1))
  5921. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5922. else
  5923. clif_skill_fail(sd,skillid,0,0);
  5924. }
  5925. break;
  5926. case HAMI_CASTLE: //[orn]
  5927. if(rand()%100 < 20*skilllv && src != bl)
  5928. {
  5929. int x,y;
  5930. x = src->x;
  5931. y = src->y;
  5932. if (hd)
  5933. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5934. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5935. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5936. clif_slide(src,bl->x,bl->y) ;
  5937. if (unit_movepos(bl,x,y,0,0))
  5938. {
  5939. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5940. clif_slide(bl,x,y) ;
  5941. }
  5942. //TODO: Shouldn't also players and the like switch targets?
  5943. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5944. AREA_SIZE, BL_MOB, bl, src);
  5945. }
  5946. }
  5947. // Failed
  5948. else if (hd && hd->master)
  5949. clif_skill_fail(hd->master, skillid, 0, 0);
  5950. else if (sd)
  5951. clif_skill_fail(sd, skillid, 0, 0);
  5952. break;
  5953. case HVAN_CHAOTIC: //[orn]
  5954. {
  5955. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  5956. int rnd = rand()%100;
  5957. i = (skilllv-1)%5;
  5958. if(rnd<per[i][0]) //Self
  5959. bl = src;
  5960. else if(rnd<per[i][1]) //Master
  5961. bl = battle_get_master(src);
  5962. else //Enemy
  5963. bl = map_id2bl(battle_gettarget(src));
  5964. if (!bl) bl = src;
  5965. i = skill_calc_heal(src, bl, skillid, 1+rand()%skilllv, true);
  5966. //Eh? why double skill packet?
  5967. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5968. clif_skill_nodamage(src,bl,skillid,i,1);
  5969. status_heal(bl, i, 0, 0);
  5970. }
  5971. break;
  5972. //Homun single-target support skills [orn]
  5973. case HAMI_BLOODLUST:
  5974. case HFLI_FLEET:
  5975. case HFLI_SPEED:
  5976. case HLIF_CHANGE:
  5977. clif_skill_nodamage(src,bl,skillid,skilllv,
  5978. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5979. if (hd)
  5980. skill_blockhomun_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5981. break;
  5982. case NPC_DRAGONFEAR:
  5983. if (flag&1) {
  5984. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  5985. int j;
  5986. j = i = rand()%ARRAYLENGTH(sc);
  5987. while ( !sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1)) ) {
  5988. i++;
  5989. if ( i == ARRAYLENGTH(sc) )
  5990. i = 0;
  5991. if (i == j)
  5992. break;
  5993. }
  5994. break;
  5995. }
  5996. case NPC_WIDEBLEEDING:
  5997. case NPC_WIDECONFUSE:
  5998. case NPC_WIDECURSE:
  5999. case NPC_WIDEFREEZE:
  6000. case NPC_WIDESLEEP:
  6001. case NPC_WIDESILENCE:
  6002. case NPC_WIDESTONE:
  6003. case NPC_WIDESTUN:
  6004. case NPC_SLOWCAST:
  6005. case NPC_WIDEHELLDIGNITY:
  6006. if (flag&1)
  6007. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  6008. else {
  6009. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6010. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6011. map_foreachinrange(skill_area_sub, bl,
  6012. skill_get_splash(skillid, skilllv),BL_CHAR,
  6013. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6014. skill_castend_nodamage_id);
  6015. }
  6016. break;
  6017. case NPC_WIDESOULDRAIN:
  6018. if (flag&1)
  6019. status_percent_damage(src,bl,0,((skilllv-1)%5+1)*20,false);
  6020. else {
  6021. skill_area_temp[2] = 0; //For SD_PREAMBLE
  6022. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6023. map_foreachinrange(skill_area_sub, bl,
  6024. skill_get_splash(skillid, skilllv),BL_CHAR,
  6025. src,skillid,skilllv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  6026. skill_castend_nodamage_id);
  6027. }
  6028. break;
  6029. case NPC_TALK:
  6030. case ALL_WEWISH:
  6031. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6032. break;
  6033. case ALL_BUYING_STORE:
  6034. if( sd )
  6035. {// players only, skill allows 5 buying slots
  6036. clif_skill_nodamage(src, bl, skillid, skilllv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS));
  6037. }
  6038. break;
  6039. case RK_ENCHANTBLADE:
  6040. clif_skill_nodamage(src,bl,skillid,skilllv,// formula not confirmed
  6041. sc_start2(bl,type,100,skilllv,100+20*skilllv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill_get_time(skillid,skilllv)));
  6042. break;
  6043. case RK_DRAGONHOWLING:
  6044. if( flag&1)
  6045. sc_start(bl,type,50 + 6 * skilllv,skilllv,skill_get_time(skillid,skilllv));
  6046. else
  6047. {
  6048. skill_area_temp[2] = 0;
  6049. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6050. map_foreachinrange(skill_area_sub, src,
  6051. skill_get_splash(skillid,skilllv),BL_CHAR,
  6052. src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  6053. skill_castend_nodamage_id);
  6054. }
  6055. break;
  6056. case RK_IGNITIONBREAK:
  6057. //case LG_EARTHDRIVE:
  6058. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6059. //if( skillid == LG_EARTHDRIVE )
  6060. //{
  6061. // int dummy = 1;
  6062. // i = skill_get_splash(skillid,skilllv);
  6063. // map_foreachinarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  6064. //}
  6065. map_foreachinrange(skill_area_sub, bl,skill_get_splash(skillid,skilllv),BL_CHAR,
  6066. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6067. break;
  6068. case RK_STONEHARDSKIN:
  6069. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 4 )
  6070. {
  6071. int heal = sstatus->hp / 4; // 25% HP
  6072. if( status_charge(bl,heal,0) )
  6073. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start2(bl,type,100,skilllv,heal,skill_get_time(skillid,skilllv)));
  6074. else
  6075. clif_skill_fail(sd,skillid,0,0);
  6076. }
  6077. break;
  6078. case RK_REFRESH:
  6079. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 8 )
  6080. {
  6081. int heal = status_get_max_hp(bl) * 25 / 100;
  6082. clif_skill_nodamage(src,bl,skillid,skilllv,
  6083. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6084. status_heal(bl,heal,0,1);
  6085. status_change_clear_buffs(bl,2);
  6086. }
  6087. break;
  6088. case RK_MILLENNIUMSHIELD:
  6089. if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 9 )
  6090. {
  6091. short shields = (rand()%100<50) ? 4 : ((rand()%100<80) ? 3 : 2);
  6092. sc_start4(bl,type,100,skilllv,shields,1000,0,skill_get_time(skillid,skilllv));
  6093. clif_millenniumshield(sd,shields);
  6094. clif_skill_nodamage(src,bl,skillid,1,1);
  6095. }
  6096. break;
  6097. case RK_GIANTGROWTH:
  6098. case RK_VITALITYACTIVATION:
  6099. case RK_ABUNDANCE:
  6100. if( sd )
  6101. {
  6102. int lv = 1; // RK_GIANTGROWTH
  6103. if( skillid == RK_VITALITYACTIVATION )
  6104. lv = 2;
  6105. else if( skillid == RK_ABUNDANCE )
  6106. lv = 6;
  6107. if( pc_checkskill(sd,RK_RUNEMASTERY) >= lv )
  6108. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6109. }
  6110. break;
  6111. case RK_FIGHTINGSPIRIT:
  6112. if( flag&1 ) {
  6113. if( src == bl )
  6114. sc_start2(bl,type,100,skill_area_temp[5],10*(sd?pc_checkskill(sd,RK_RUNEMASTERY):10),skill_get_time(skillid,skilllv));
  6115. else
  6116. sc_start(bl,type,100,skill_area_temp[5]/4,skill_get_time(skillid,skilllv));
  6117. } else if( sd && pc_checkskill(sd,RK_RUNEMASTERY) >= 5 ) {
  6118. if( sd->status.party_id ) {
  6119. i = party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,BCT_PARTY,skill_area_sub_count);
  6120. skill_area_temp[5] = 7 * i; // ATK
  6121. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skillid,skilllv),src,skillid,skilllv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  6122. } else
  6123. sc_start2(bl,type,100,7,5,skill_get_time(skillid,skilllv));
  6124. }
  6125. clif_skill_nodamage(src,bl,skillid,1,1);
  6126. break;
  6127. /**
  6128. * Guilotine Cross
  6129. **/
  6130. case GC_ROLLINGCUTTER:
  6131. {
  6132. short count = 1;
  6133. skill_area_temp[2] = 0;
  6134. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  6135. if( tsc && tsc->data[SC_ROLLINGCUTTER] )
  6136. { // Every time the skill is casted the status change is reseted adding a counter.
  6137. count += (short)tsc->data[SC_ROLLINGCUTTER]->val1;
  6138. if( count > 10 )
  6139. count = 10; // Max coounter
  6140. status_change_end(bl, SC_ROLLINGCUTTER, INVALID_TIMER);
  6141. }
  6142. sc_start(bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skillid,skilllv));
  6143. clif_skill_nodamage(src,src,skillid,skilllv,1);
  6144. }
  6145. break;
  6146. case GC_WEAPONBLOCKING:
  6147. if( tsc && tsc->data[SC_WEAPONBLOCKING] )
  6148. status_change_end(bl, SC_WEAPONBLOCKING, INVALID_TIMER);
  6149. else
  6150. sc_start(bl,SC_WEAPONBLOCKING,100,skilllv,skill_get_time(skillid,skilllv));
  6151. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6152. break;
  6153. case GC_CREATENEWPOISON:
  6154. if( sd )
  6155. {
  6156. clif_skill_produce_mix_list(sd,skillid,25);
  6157. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6158. }
  6159. break;
  6160. case GC_POISONINGWEAPON:
  6161. if( sd ) {
  6162. clif_poison_list(sd,skilllv);
  6163. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6164. }
  6165. break;
  6166. case GC_ANTIDOTE:
  6167. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6168. if( tsc )
  6169. {
  6170. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  6171. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  6172. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  6173. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  6174. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  6175. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  6176. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  6177. status_change_end(bl, SC_OBLIVIONCURSE, INVALID_TIMER);
  6178. }
  6179. break;
  6180. case GC_PHANTOMMENACE:
  6181. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6182. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6183. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR,
  6184. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6185. break;
  6186. case GC_HALLUCINATIONWALK:
  6187. {
  6188. int heal = status_get_max_hp(bl) / 10;
  6189. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  6190. if( sd ) clif_skill_fail(sd,skillid,0x02,0);
  6191. break;
  6192. }
  6193. if( !status_charge(bl,heal,0) )
  6194. {
  6195. if( sd ) clif_skill_fail(sd,skillid,0x02,0);
  6196. break;
  6197. }
  6198. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  6199. }
  6200. break;
  6201. /**
  6202. * Arch Bishop
  6203. **/
  6204. case AB_ANCILLA:
  6205. if( sd ) {
  6206. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6207. skill_produce_mix(sd, skillid, ITEMID_ANCILLA, 0, 0, 0, 1);
  6208. }
  6209. break;
  6210. case AB_CLEMENTIA:
  6211. case AB_CANTO:
  6212. {
  6213. int bless_lv = pc_checkskill(sd,AL_BLESSING);
  6214. int agi_lv = pc_checkskill(sd,AL_INCAGI);
  6215. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6216. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start(bl,type,100,
  6217. (skillid == AB_CLEMENTIA)? bless_lv : (skillid == AB_CANTO)? agi_lv : skilllv, skill_get_time(skillid,skilllv)));
  6218. else if( sd )
  6219. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6220. }
  6221. break;
  6222. case AB_PRAEFATIO:
  6223. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6224. clif_skill_nodamage(bl, bl, skillid, skilllv, sc_start4(bl, type, 100, skilllv, 0, 0, 1, skill_get_time(skillid, skilllv)));
  6225. else if( sd )
  6226. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6227. break;
  6228. case AB_CHEAL:
  6229. if( sd == NULL || sd->status.party_id == 0 || flag&1 )
  6230. {
  6231. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6232. {
  6233. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  6234. status_heal(bl, i, 0, 1);
  6235. clif_skill_nodamage(bl, bl, skillid, i, 1);
  6236. }
  6237. }
  6238. else if( sd )
  6239. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv), src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6240. break;
  6241. case AB_ORATIO:
  6242. if( flag&1 )
  6243. sc_start(bl, type, 40 + 5 * skilllv, skilllv, skill_get_time(skillid, skilllv));
  6244. else
  6245. {
  6246. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6247. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6248. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6249. }
  6250. break;
  6251. case AB_LAUDAAGNUS:
  6252. if( flag&1 || sd == NULL )
  6253. {
  6254. if( (tsc && (tsc->data[SC_FREEZE] || tsc->data[SC_STONE] ||
  6255. tsc->data[SC_BLIND]))&& (rand()%100 < 30+5*skilllv) )
  6256. {
  6257. status_change_end(bl, SC_FREEZE, -1);
  6258. status_change_end(bl, SC_STONE, -1);
  6259. status_change_end(bl, SC_BLIND, -1);
  6260. }
  6261. // Success rate only applies to the curing effect and not stat bonus.
  6262. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6263. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6264. }
  6265. else if( sd )
  6266. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6267. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6268. break;
  6269. case AB_LAUDARAMUS:
  6270. if( flag&1 || sd == NULL )
  6271. {
  6272. if( (tsc && (tsc->data[SC_SLEEP] || tsc->data[SC_STUN] ||
  6273. tsc->data[SC_SILENCE]))&& (rand()%100 < 30+5*skilllv) )
  6274. {
  6275. status_change_end(bl, SC_SLEEP, -1);
  6276. status_change_end(bl, SC_STUN, -1);
  6277. status_change_end(bl, SC_SILENCE, -1);
  6278. }
  6279. clif_skill_nodamage(bl, bl, skillid, skilllv,
  6280. sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6281. //Success rate only applies to the curing effect and not stat bonus.
  6282. }
  6283. else if( sd )
  6284. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skillid, skilllv),
  6285. src, skillid, skilllv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  6286. break;
  6287. case AB_CLEARANCE:
  6288. if( flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1 )
  6289. { //As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  6290. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6291. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rand()%100 >= 30 + 10 * skilllv)
  6292. {
  6293. if (sd)
  6294. clif_skill_fail(sd,skillid,0,0);
  6295. break;
  6296. }
  6297. if(status_isimmune(bl) || !tsc || !tsc->count)
  6298. break;
  6299. for(i=0;i<SC_MAX;i++)
  6300. {
  6301. if (!tsc->data[i])
  6302. continue;
  6303. switch (i) {
  6304. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  6305. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  6306. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  6307. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  6308. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  6309. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  6310. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  6311. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  6312. case SC_GUILDAURA: case SC_SPIRIT: case SC_AUTOBERSERK:
  6313. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  6314. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  6315. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  6316. case SC_ITEMBOOST: case SC_EXPBOOST: case SC_LIFEINSURANCE:
  6317. case SC_BOSSMAPINFO: case SC_PNEUMA: case SC_AUTOSPELL:
  6318. case SC_INCHITRATE: case SC_INCATKRATE: case SC_NEN:
  6319. case SC_READYSTORM: case SC_READYDOWN: case SC_READYTURN:
  6320. case SC_READYCOUNTER:case SC_DODGE: case SC_WARM:
  6321. case SC_SPEEDUP1: case SC_AUTOTRADE: case SC_CRITICALWOUND:
  6322. case SC_JEXPBOOST: case SC_INVINCIBLE: case SC_INVINCIBLEOFF:
  6323. case SC_HELLPOWER: case SC_MANU_ATK: case SC_MANU_DEF:
  6324. case SC_SPL_ATK: case SC_SPL_DEF: case SC_MANU_MATK:
  6325. case SC_SPL_MATK: case SC_RICHMANKIM: case SC_ETERNALCHAOS:
  6326. case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_ROKISWEIL:
  6327. case SC_INTOABYSS: case SC_SIEGFRIED: case SC_WHISTLE:
  6328. case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN:
  6329. case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE:
  6330. case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH:
  6331. case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH:
  6332. case SC_FOOD_LUK_CASH: /* case SC_ELECTRICSHOCKER: case SC_BITE:
  6333. case SC__STRIPACCESSORY: case SC__ENERVATION: case SC__GROOMY:
  6334. case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY:
  6335. case SC__WEAKNESS: case SC_SAVAGE_STEAK: case SC_COCKTAIL_WARG_BLOOD:
  6336. case SC_MAGNETICFIELD:case SC_MINOR_BBQ: case SC_SIROMA_ICE_TEA:
  6337. case SC_DROCERA_HERB_STEAMED: case SC_PUTTI_TAILS_NOODLES:
  6338. case SC_NEUTRALBARRIER_MASTER: case SC_NEUTRALBARRIER:
  6339. case SC_STEALTHFIELD_MASTER: case SC_STEALTHFIELD: */
  6340. continue;
  6341. case SC_ASSUMPTIO:
  6342. if( bl->type == BL_MOB )
  6343. continue;
  6344. break;
  6345. }
  6346. if(i==SC_BERSERK /*|| i==SC_SATURDAYNIGHTFEVER*/) tsc->data[i]->val2=0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  6347. status_change_end(bl,(sc_type)i,-1);
  6348. }
  6349. break;
  6350. }
  6351. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skillid, skilllv, tick, flag|1, skill_castend_damage_id);
  6352. break;
  6353. case AB_SILENTIUM:
  6354. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  6355. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  6356. src, PR_LEXDIVINA, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6357. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6358. break;
  6359. /**
  6360. * Warlock
  6361. **/
  6362. case WL_STASIS:
  6363. if( flag&1 )
  6364. sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv));
  6365. else
  6366. {
  6367. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid, skilllv),BL_CHAR,src,skillid,skilllv,tick,(map_flag_vs(src->m)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  6368. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6369. }
  6370. break;
  6371. case WL_WHITEIMPRISON:
  6372. if( !(tsc && tsc->data[type]) && (src == bl || battle_check_target(src, bl, BCT_ENEMY)) )
  6373. {
  6374. int rate = 50 + 3 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6375. i = sc_start2(bl,type,rate,skilllv,src->id,(src == bl)?skill_get_time2(skillid,skilllv):skill_get_time(skillid, skilllv));
  6376. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  6377. if( sd && i )
  6378. skill_blockpc_start(sd,skillid,4000); // Reuse Delay only activated on success
  6379. }
  6380. else if( sd )
  6381. clif_skill_fail(sd,skillid,0,0);
  6382. break;
  6383. case WL_FROSTMISTY:
  6384. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6385. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  6386. break;
  6387. case WL_JACKFROST:
  6388. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6389. map_foreachinshootrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6390. break;
  6391. case WL_MARSHOFABYSS:
  6392. // Should marsh of abyss still apply half reduction to players after the 28/10 patch? [LimitLine]
  6393. clif_skill_nodamage(src, bl, skillid, skilllv,
  6394. sc_start4(bl, type, 100, skilllv, status_get_int(src), sd ? sd->status.job_level : 50, 0,
  6395. skill_get_time(skillid, skilllv)));
  6396. break;
  6397. case WL_SIENNAEXECRATE:
  6398. if( status_isimmune(bl) || !tsc )
  6399. break;
  6400. if( flag&1 )
  6401. {
  6402. if( bl->id == skill_area_temp[1] )
  6403. break; // Already work on this target
  6404. if( tsc && tsc->data[SC_STONE] )
  6405. status_change_end(bl,SC_STONE,-1);
  6406. else
  6407. status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6408. }
  6409. else
  6410. {
  6411. int rate = 40 + 8 * skilllv + ( sd? sd->status.job_level : 50 ) / 4;
  6412. // IroWiki says Rate should be reduced by target stats, but currently unknown
  6413. if( rand()%100 < rate )
  6414. { // Success on First Target
  6415. rate = 0;
  6416. if( !tsc->data[SC_STONE] )
  6417. rate = status_change_start(bl,SC_STONE,10000,skilllv,0,0,1000,(8+2*skilllv)*1000,2);
  6418. else
  6419. {
  6420. rate = 1;
  6421. status_change_end(bl,SC_STONE,-1);
  6422. }
  6423. if( rate )
  6424. {
  6425. skill_area_temp[1] = bl->id;
  6426. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skillid,skilllv),BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  6427. }
  6428. // Doesn't send failure packet if it fails on defense.
  6429. }
  6430. else if( sd ) // Failure on Rate
  6431. clif_skill_fail(sd,skillid,0,0);
  6432. }
  6433. break;
  6434. case WL_SUMMONFB:
  6435. case WL_SUMMONBL:
  6436. case WL_SUMMONWB:
  6437. case WL_SUMMONSTONE:
  6438. {
  6439. short element = 0, sctype = 0, pos = -1;
  6440. struct status_change *sc = status_get_sc(src);
  6441. if( !sc ) break;
  6442. for( i = SC_SPHERE_1; i <= SC_SPHERE_5; i++ )
  6443. {
  6444. if( !sctype && !sc->data[i] )
  6445. sctype = i; // Take the free SC
  6446. if( sc->data[i] )
  6447. pos = max(sc->data[i]->val2,pos);
  6448. }
  6449. if( !sctype )
  6450. {
  6451. if( sd ) // No free slots to put SC
  6452. clif_skill_fail(sd,skillid,0x13,0);
  6453. break;
  6454. }
  6455. pos++; // Used in val2 for SC. Indicates the order of this ball
  6456. switch( skillid )
  6457. { // Set val1. The SC element for this ball
  6458. case WL_SUMMONFB: element = WLS_FIRE; break;
  6459. case WL_SUMMONBL: element = WLS_WIND; break;
  6460. case WL_SUMMONWB: element = WLS_WATER; break;
  6461. case WL_SUMMONSTONE: element = WLS_STONE; break;
  6462. }
  6463. sc_start4(src,sctype,100,element,pos,skilllv,0,skill_get_time(skillid,skilllv));
  6464. clif_skill_nodamage(src,bl,skillid,0,0);
  6465. }
  6466. break;
  6467. case WL_READING_SB:
  6468. if( sd )
  6469. {
  6470. int i, preserved = 0, max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + sstatus->int_ / 10 + sd->status.base_level / 10;
  6471. ARR_FIND(0, MAX_SPELLBOOK, i, sd->rsb[i].skillid == 0); // Search for a Free Slot
  6472. if( i == MAX_SPELLBOOK )
  6473. {
  6474. clif_skill_fail(sd,skillid,0x04,0);
  6475. break;
  6476. }
  6477. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  6478. preserved += sd->rsb[i].points;
  6479. if( preserved >= max_preserve )
  6480. {
  6481. clif_skill_fail(sd,skillid,0x04,0);
  6482. break;
  6483. }
  6484. sc_start(bl,SC_STOP,100,skilllv,-1); //Can't move while selecting a spellbook.
  6485. clif_spellbook_list(sd);
  6486. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6487. }
  6488. break;
  6489. /**
  6490. * Ranger
  6491. **/
  6492. case RA_FEARBREEZE:
  6493. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6494. clif_skill_nodamage(src, bl, skillid, skilllv, sc_start(bl, type, 100, skilllv, skill_get_time(skillid, skilllv)));
  6495. break;
  6496. case RA_WUGMASTERY:
  6497. if( sd )
  6498. {
  6499. if( pc_isridingwug(sd) )
  6500. clif_skill_fail(sd,skillid,0,0);
  6501. else if( !pc_iswug(sd) )
  6502. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6503. else
  6504. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6505. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6506. }
  6507. break;
  6508. case RA_WUGRIDER:
  6509. if( sd ) {
  6510. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  6511. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  6512. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  6513. } else if( pc_isridingwug(sd) ) {
  6514. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  6515. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  6516. } else if( sd ) {
  6517. clif_skill_fail(sd,skillid,0,0);
  6518. }
  6519. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6520. }
  6521. break;
  6522. case RA_WUGDASH:
  6523. if( tsce ) {
  6524. clif_skill_nodamage(src,bl,skillid,skilllv,status_change_end(bl, type, -1));
  6525. map_freeblock_unlock();
  6526. return 0;
  6527. }
  6528. if( sd && pc_isridingwug(sd) ) {
  6529. clif_skill_nodamage(src,bl,skillid,skilllv,sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,1));
  6530. clif_walkok(sd);
  6531. }
  6532. break;
  6533. case RA_SENSITIVEKEEN:
  6534. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6535. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6536. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),BL_CHAR|BL_SKILL,src,skillid,skilllv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  6537. break;
  6538. /**
  6539. * Mechanic
  6540. **/
  6541. case NC_F_SIDESLIDE:
  6542. case NC_B_SIDESLIDE:
  6543. {
  6544. int dir = (skillid == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  6545. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),dir,0x1);
  6546. clif_slide(src,src->x,src->y);
  6547. clif_fixpos(src); //Aegis sent this packet
  6548. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6549. }
  6550. break;
  6551. case NC_SELFDESTRUCTION:
  6552. if( sd ) {
  6553. if( sd->sc.option&OPTION_MADOGEAR )
  6554. pc_setoption(sd, sd->sc.option&~OPTION_MADOGEAR);
  6555. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6556. skill_castend_damage_id(src, src, skillid, skilllv, tick, flag);
  6557. }
  6558. break;
  6559. case NC_ANALYZE:
  6560. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6561. clif_skill_nodamage(src, bl, skillid, skilllv,
  6562. sc_start(bl,type, 30 + 12 * skilllv,skilllv,skill_get_time(skillid,skilllv)));
  6563. if( sd ) pc_overheat(sd,1);
  6564. break;
  6565. case NC_MAGNETICFIELD:
  6566. if( (i = sc_start2(bl,type,100,skilllv,src->id,skill_get_time(skillid,skilllv))) )
  6567. {
  6568. map_foreachinrange(skill_area_sub,src,skill_get_splash(skillid,skilllv),splash_target(src),src,skillid,skilllv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);;
  6569. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  6570. pc_overheat(sd,1);
  6571. }
  6572. clif_skill_nodamage(src,src,skillid,skilllv,i);
  6573. break;
  6574. case NC_REPAIR:
  6575. if( sd )
  6576. {
  6577. int heal;
  6578. if( dstsd && (dstsd->sc.option&OPTION_MADOGEAR) )
  6579. {
  6580. heal = dstsd->status.max_hp * (3+3*skilllv) / 100;
  6581. status_heal(bl,heal,0,2);
  6582. } else {
  6583. heal = sd->status.max_hp * (3+3*skilllv) / 100;
  6584. status_heal(src,heal,0,2);
  6585. }
  6586. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  6587. clif_skill_nodamage(src, bl, skillid, skilllv, heal);
  6588. }
  6589. break;
  6590. case NC_DISJOINT:
  6591. {
  6592. if( bl->type != BL_MOB ) break;
  6593. md = map_id2md(bl->id);
  6594. if( md && md->class_ >= 2042 && md->class_ <= 2046 )
  6595. status_kill(bl);
  6596. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  6597. }
  6598. break;
  6599. case RETURN_TO_ELDICASTES:
  6600. case ALL_GUARDIAN_RECALL:
  6601. if( sd )
  6602. {
  6603. short x, y; // Destiny position.
  6604. unsigned short mapindex;
  6605. if( skillid == RETURN_TO_ELDICASTES)
  6606. {
  6607. x = 198;
  6608. y = 187;
  6609. mapindex = mapindex_name2id(MAP_DICASTES);
  6610. }
  6611. else
  6612. {
  6613. x = 44;
  6614. y = 151;
  6615. mapindex = mapindex_name2id(MAP_MORA);
  6616. }
  6617. if(!mapindex)
  6618. { //Given map not found?
  6619. clif_skill_fail(sd,skillid,0,0,0);
  6620. return 0;
  6621. }
  6622. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  6623. }
  6624. break;
  6625. default:
  6626. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  6627. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  6628. map_freeblock_unlock();
  6629. return 1;
  6630. }
  6631. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  6632. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  6633. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  6634. }
  6635. if( sd && !(flag&1) )
  6636. {// ensure that the skill last-cast tick is recorded
  6637. sd->canskill_tick = gettick();
  6638. if( sd->state.arrow_atk )
  6639. {// consume arrow on last invocation to this skill.
  6640. battle_consume_ammo(sd, skillid, skilllv);
  6641. }
  6642. // perform auto-cast routines and skill requirement consumption
  6643. skill_onskillusage(sd, bl, skillid, tick);
  6644. skill_consume_requirement(sd,skillid,skilllv,2);
  6645. }
  6646. map_freeblock_unlock();
  6647. return 0;
  6648. }
  6649. /*==========================================
  6650. *
  6651. *------------------------------------------*/
  6652. int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
  6653. {
  6654. struct block_list *target, *src;
  6655. struct map_session_data *sd;
  6656. struct mob_data *md;
  6657. struct unit_data *ud;
  6658. struct status_change *sc = NULL;
  6659. int inf,inf2,flag = 0;
  6660. src = map_id2bl(id);
  6661. if( src == NULL )
  6662. {
  6663. ShowDebug("skill_castend_id: src == NULL (tid=%d, id=%d)\n", tid, id);
  6664. return 0;// not found
  6665. }
  6666. ud = unit_bl2ud(src);
  6667. if( ud == NULL )
  6668. {
  6669. ShowDebug("skill_castend_id: ud == NULL (tid=%d, id=%d)\n", tid, id);
  6670. return 0;// ???
  6671. }
  6672. sd = BL_CAST(BL_PC, src);
  6673. md = BL_CAST(BL_MOB, src);
  6674. if( src->prev == NULL ) {
  6675. ud->skilltimer = INVALID_TIMER;
  6676. return 0;
  6677. }
  6678. if(ud->skillid != SA_CASTCANCEL )
  6679. {// otherwise handled in unit_skillcastcancel()
  6680. if( ud->skilltimer != tid ) {
  6681. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  6682. ud->skilltimer = INVALID_TIMER;
  6683. return 0;
  6684. }
  6685. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  6686. {// restore original walk speed
  6687. ud->skilltimer = INVALID_TIMER;
  6688. status_calc_bl(&sd->bl, SCB_SPEED);
  6689. }
  6690. ud->skilltimer = INVALID_TIMER;
  6691. }
  6692. if (ud->skilltarget == id)
  6693. target = src;
  6694. else
  6695. target = map_id2bl(ud->skilltarget);
  6696. // Use a do so that you can break out of it when the skill fails.
  6697. do {
  6698. if(!target || target->prev==NULL) break;
  6699. if(src->m != target->m || status_isdead(src)) break;
  6700. switch (ud->skillid) {
  6701. //These should become skill_castend_pos
  6702. case WE_CALLPARTNER:
  6703. if(sd) clif_callpartner(sd);
  6704. case WE_CALLPARENT:
  6705. case WE_CALLBABY:
  6706. case AM_RESURRECTHOMUN:
  6707. case PF_SPIDERWEB:
  6708. //Find a random spot to place the skill. [Skotlex]
  6709. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  6710. ud->skillx = target->x + inf2;
  6711. ud->skilly = target->y + inf2;
  6712. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  6713. ud->skillx = target->x;
  6714. ud->skilly = target->y;
  6715. }
  6716. ud->skilltimer=tid;
  6717. return skill_castend_pos(tid,tick,id,data);
  6718. }
  6719. if(ud->skillid == RG_BACKSTAP) {
  6720. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  6721. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  6722. break;
  6723. }
  6724. }
  6725. if( ud->skillid == PR_TURNUNDEAD )
  6726. {
  6727. struct status_data *tstatus = status_get_status_data(target);
  6728. if( !battle_check_undead(tstatus->race, tstatus->def_ele) )
  6729. break;
  6730. }
  6731. if( ud->skillid == PR_LEXDIVINA || ud->skillid == MER_LEXDIVINA )
  6732. {
  6733. sc = status_get_sc(target);
  6734. if( battle_check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
  6735. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  6736. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  6737. break;
  6738. }
  6739. }
  6740. else
  6741. { // Check target validity.
  6742. inf = skill_get_inf(ud->skillid);
  6743. inf2 = skill_get_inf2(ud->skillid);
  6744. if(inf&INF_ATTACK_SKILL ||
  6745. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  6746. inf = BCT_ENEMY; //Offensive skill.
  6747. else if(inf2&INF2_NO_ENEMY)
  6748. inf = BCT_NOENEMY;
  6749. else
  6750. inf = 0;
  6751. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  6752. {
  6753. inf |=
  6754. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  6755. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  6756. //Remove neutral targets (but allow enemy if skill is designed to be so)
  6757. inf &= ~BCT_NEUTRAL;
  6758. }
  6759. if( ud->skillid >= SL_SKE && ud->skillid <= SL_SKA && target->type == BL_MOB )
  6760. {
  6761. if( ((TBL_MOB*)target)->class_ == MOBID_EMPERIUM )
  6762. break;
  6763. }
  6764. else
  6765. if (inf && battle_check_target(src, target, inf) <= 0)
  6766. break;
  6767. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  6768. sc->data[SC_FOGWALL] &&
  6769. rand()%100 < 75)
  6770. { //Fogwall makes all offensive-type targetted skills fail at 75%
  6771. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6772. break;
  6773. }
  6774. }
  6775. //Avoid doing double checks for instant-cast skills.
  6776. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skillid, 1))
  6777. break;
  6778. if(md) {
  6779. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  6780. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  6781. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  6782. }
  6783. if(src != target && battle_config.skill_add_range &&
  6784. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  6785. {
  6786. if (sd) {
  6787. clif_skill_fail(sd,ud->skillid,0,0);
  6788. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  6789. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  6790. }
  6791. break;
  6792. }
  6793. if( sd )
  6794. {
  6795. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  6796. break;
  6797. else
  6798. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  6799. }
  6800. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  6801. break;
  6802. if (ud->state.running && ud->skillid == TK_JUMPKICK)
  6803. {
  6804. ud->state.running = 0;
  6805. status_change_end(src, SC_RUN, -1);
  6806. flag = 1;
  6807. }
  6808. if (ud->walktimer != INVALID_TIMER && ud->skillid != TK_RUN && ud->skillid != RA_WUGDASH)
  6809. unit_stop_walking(src,1);
  6810. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6811. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv); //Tests show wings don't overwrite the delay but skill scrolls do. [Inkfish]
  6812. if( sd && skill_get_cooldown(ud->skillid,ud->skilllv) > 0 )
  6813. skill_blockpc_start(sd, ud->skillid, skill_get_cooldown(ud->skillid, ud->skilllv));
  6814. if( battle_config.display_status_timers && sd )
  6815. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  6816. if( sd )
  6817. {
  6818. switch( ud->skillid )
  6819. {
  6820. case GS_DESPERADO:
  6821. sd->canequip_tick = tick + skill_get_time(ud->skillid, ud->skilllv);
  6822. break;
  6823. case CR_GRANDCROSS:
  6824. case NPC_GRANDDARKNESS:
  6825. if( (sc = status_get_sc(src)) && sc->data[SC_STRIPSHIELD] )
  6826. {
  6827. const struct TimerData *timer = get_timer(sc->data[SC_STRIPSHIELD]->timer);
  6828. if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,gettick()+skill_get_time(ud->skillid, ud->skilllv)) > 0 )
  6829. break;
  6830. }
  6831. sc_start2(src, SC_STRIPSHIELD, 100, 0, 1, skill_get_time(ud->skillid, ud->skilllv));
  6832. break;
  6833. }
  6834. }
  6835. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  6836. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  6837. if(battle_config.skill_log && battle_config.skill_log&src->type)
  6838. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  6839. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  6840. map_freeblock_lock();
  6841. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  6842. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  6843. else
  6844. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,flag);
  6845. sc = status_get_sc(src);
  6846. if(sc && sc->count) {
  6847. if(sc->data[SC_MAGICPOWER] &&
  6848. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL && ud->skillid != WL_TETRAVORTEX)
  6849. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  6850. if(sc->data[SC_SPIRIT] &&
  6851. sc->data[SC_SPIRIT]->val2 == SL_WIZARD &&
  6852. sc->data[SC_SPIRIT]->val3 == ud->skillid &&
  6853. ud->skillid != WZ_WATERBALL)
  6854. sc->data[SC_SPIRIT]->val3 = 0; //Clear bounced spell check.
  6855. if( sc->data[SC_DANCING] && skill_get_inf2(ud->skillid)&INF2_SONG_DANCE && sd )
  6856. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  6857. }
  6858. if( sd && ud->skillid != SA_ABRACADABRA ) // Hocus-Pocus has just set the data so leave it as it is.[Inkfish]
  6859. sd->skillitem = sd->skillitemlv = 0;
  6860. if (ud->skilltimer == INVALID_TIMER) {
  6861. if(md) md->skillidx = -1;
  6862. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  6863. ud->skilllv = ud->skilltarget = 0;
  6864. }
  6865. map_freeblock_unlock();
  6866. return 1;
  6867. } while(0);
  6868. //Skill failed.
  6869. if (ud->skillid == MO_EXTREMITYFIST && sd && !(sc && sc->data[SC_FOGWALL]))
  6870. { //When Asura fails... (except when it fails from Fog of Wall)
  6871. //Consume SP/spheres
  6872. skill_consume_requirement(sd,ud->skillid, ud->skilllv,1);
  6873. status_set_sp(src, 0, 0);
  6874. sc = &sd->sc;
  6875. if (sc->count)
  6876. { //End states
  6877. status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  6878. status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
  6879. }
  6880. if (target && target->m == src->m)
  6881. { //Move character to target anyway.
  6882. int dx,dy;
  6883. dx = target->x - src->x;
  6884. dy = target->y - src->y;
  6885. if(dx > 0) dx++;
  6886. else if(dx < 0) dx--;
  6887. if (dy > 0) dy++;
  6888. else if(dy < 0) dy--;
  6889. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  6890. { //Display movement + animation.
  6891. clif_slide(src,src->x,src->y);
  6892. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  6893. }
  6894. clif_skill_fail(sd,ud->skillid,0,0);
  6895. }
  6896. }
  6897. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  6898. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  6899. ud->canact_tick = tick;
  6900. //You can't place a skill failed packet here because it would be
  6901. //sent in ALL cases, even cases where skill_check_condition fails
  6902. //which would lead to double 'skill failed' messages u.u [Skotlex]
  6903. if(sd)
  6904. sd->skillitem = sd->skillitemlv = 0;
  6905. else if(md)
  6906. md->skillidx = -1;
  6907. return 0;
  6908. }
  6909. /*==========================================
  6910. *
  6911. *------------------------------------------*/
  6912. int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
  6913. {
  6914. struct block_list* src = map_id2bl(id);
  6915. int maxcount;
  6916. struct map_session_data *sd;
  6917. struct unit_data *ud = unit_bl2ud(src);
  6918. struct mob_data *md;
  6919. nullpo_ret(ud);
  6920. sd = BL_CAST(BL_PC , src);
  6921. md = BL_CAST(BL_MOB, src);
  6922. if( src->prev == NULL ) {
  6923. ud->skilltimer = INVALID_TIMER;
  6924. return 0;
  6925. }
  6926. if( ud->skilltimer != tid )
  6927. {
  6928. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  6929. ud->skilltimer = INVALID_TIMER;
  6930. return 0;
  6931. }
  6932. if( sd && ud->skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  6933. {// restore original walk speed
  6934. ud->skilltimer = INVALID_TIMER;
  6935. status_calc_bl(&sd->bl, SCB_SPEED);
  6936. }
  6937. ud->skilltimer = INVALID_TIMER;
  6938. do {
  6939. if( status_isdead(src) )
  6940. break;
  6941. if( !(src->type&battle_config.skill_reiteration) &&
  6942. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  6943. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  6944. )
  6945. {
  6946. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6947. break;
  6948. }
  6949. if( src->type&battle_config.skill_nofootset &&
  6950. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  6951. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  6952. )
  6953. {
  6954. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6955. break;
  6956. }
  6957. if( src->type&battle_config.land_skill_limit &&
  6958. (maxcount = skill_get_maxcount(ud->skillid, ud->skilllv)) > 0
  6959. ) {
  6960. int i;
  6961. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  6962. if(ud->skillunit[i]->skill_id == ud->skillid)
  6963. maxcount--;
  6964. }
  6965. if( maxcount == 0 )
  6966. {
  6967. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  6968. break;
  6969. }
  6970. }
  6971. if(tid != INVALID_TIMER)
  6972. { //Avoid double checks on instant cast skills. [Skotlex]
  6973. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  6974. break;
  6975. if(battle_config.skill_add_range &&
  6976. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  6977. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  6978. skill_consume_requirement(sd,ud->skillid,ud->skilllv,3);
  6979. break;
  6980. }
  6981. }
  6982. if( sd )
  6983. {
  6984. if( !skill_check_condition_castend(sd, ud->skillid, ud->skilllv) )
  6985. break;
  6986. else
  6987. skill_consume_requirement(sd,ud->skillid,ud->skilllv,1);
  6988. }
  6989. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skillid, ud->skilllv, 1) )
  6990. break;
  6991. if(md) {
  6992. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  6993. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  6994. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  6995. }
  6996. if(battle_config.skill_log && battle_config.skill_log&src->type)
  6997. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  6998. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  6999. if (ud->walktimer != INVALID_TIMER)
  7000. unit_stop_walking(src,1);
  7001. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  7002. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  7003. if( battle_config.display_status_timers && sd )
  7004. clif_status_change(src, SI_ACTIONDELAY, 1, skill_delayfix(src, ud->skillid, ud->skilllv), 0, 0, 0);
  7005. // if( sd )
  7006. // {
  7007. // switch( ud->skillid )
  7008. // {
  7009. // case ????:
  7010. // sd->canequip_tick = tick + ????;
  7011. // break;
  7012. // }
  7013. // }
  7014. unit_set_walkdelay(src, tick, battle_config.default_walk_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  7015. map_freeblock_lock();
  7016. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  7017. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  7018. sd->skillitem = sd->skillitemlv = 0;
  7019. if (ud->skilltimer == INVALID_TIMER) {
  7020. if (md) md->skillidx = -1;
  7021. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  7022. ud->skilllv = ud->skillx = ud->skilly = 0;
  7023. }
  7024. map_freeblock_unlock();
  7025. return 1;
  7026. } while(0);
  7027. if( !sd || sd->skillitem != ud->skillid || skill_get_delay(ud->skillid,ud->skilllv) )
  7028. ud->canact_tick = tick;
  7029. ud->skillid = ud->skilllv = 0;
  7030. if(sd)
  7031. sd->skillitem = sd->skillitemlv = 0;
  7032. else if(md)
  7033. md->skillidx = -1;
  7034. return 0;
  7035. }
  7036. /*==========================================
  7037. *
  7038. *------------------------------------------*/
  7039. int skill_castend_pos2(struct block_list* src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  7040. {
  7041. struct map_session_data* sd;
  7042. struct status_change* sc;
  7043. struct status_change_entry *sce;
  7044. struct skill_unit_group* sg;
  7045. enum sc_type type;
  7046. int i;
  7047. //if(skilllv <= 0) return 0;
  7048. if(skillid > 0 && skilllv <= 0) return 0; // celest
  7049. nullpo_ret(src);
  7050. if(status_isdead(src))
  7051. return 0;
  7052. sd = BL_CAST(BL_PC, src);
  7053. sc = status_get_sc(src);
  7054. type = status_skill2sc(skillid);
  7055. sce = (sc && type != -1)?sc->data[type]:NULL;
  7056. switch (skillid) { //Skill effect.
  7057. case WZ_METEOR:
  7058. case MO_BODYRELOCATION:
  7059. case CR_CULTIVATION:
  7060. case HW_GANBANTEIN:
  7061. break; //Effect is displayed on respective switch case.
  7062. default:
  7063. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  7064. clif_skill_nodamage(src,src,skillid,skilllv,1);
  7065. else
  7066. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7067. }
  7068. switch(skillid)
  7069. {
  7070. case PR_BENEDICTIO:
  7071. skill_area_temp[1] = src->id;
  7072. i = skill_get_splash(skillid, skilllv);
  7073. map_foreachinarea(skill_area_sub,
  7074. src->m, x-i, y-i, x+i, y+i, BL_PC,
  7075. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  7076. skill_castend_nodamage_id);
  7077. map_foreachinarea(skill_area_sub,
  7078. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  7079. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  7080. skill_castend_damage_id);
  7081. break;
  7082. case BS_HAMMERFALL:
  7083. i = skill_get_splash(skillid, skilllv);
  7084. map_foreachinarea (skill_area_sub,
  7085. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  7086. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  7087. skill_castend_nodamage_id);
  7088. break;
  7089. case HT_DETECTING:
  7090. i = skill_get_splash(skillid, skilllv);
  7091. map_foreachinarea( status_change_timer_sub,
  7092. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  7093. src,NULL,SC_SIGHT,tick);
  7094. if(battle_config.traps_setting&1)
  7095. map_foreachinarea( skill_reveal_trap,
  7096. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  7097. break;
  7098. case SA_VOLCANO:
  7099. case SA_DELUGE:
  7100. case SA_VIOLENTGALE:
  7101. { //Does not consumes if the skill is already active. [Skotlex]
  7102. struct skill_unit_group *sg;
  7103. if ((sg= skill_locate_element_field(src)) != NULL && ( sg->skill_id == SA_VOLCANO || sg->skill_id == SA_DELUGE || sg->skill_id == SA_VIOLENTGALE ))
  7104. {
  7105. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7106. {
  7107. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7108. return 0; // not to consume items
  7109. }
  7110. else
  7111. sg->limit = 0; //Disable it.
  7112. }
  7113. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7114. break;
  7115. }
  7116. case MG_SAFETYWALL:
  7117. case MG_FIREWALL:
  7118. case MG_THUNDERSTORM:
  7119. case AL_PNEUMA:
  7120. case WZ_ICEWALL:
  7121. case WZ_FIREPILLAR:
  7122. case WZ_QUAGMIRE:
  7123. case WZ_VERMILION:
  7124. case WZ_STORMGUST:
  7125. case WZ_HEAVENDRIVE:
  7126. case PR_SANCTUARY:
  7127. case PR_MAGNUS:
  7128. case CR_GRANDCROSS:
  7129. case NPC_GRANDDARKNESS:
  7130. case HT_SKIDTRAP:
  7131. case MA_SKIDTRAP:
  7132. case HT_LANDMINE:
  7133. case MA_LANDMINE:
  7134. case HT_ANKLESNARE:
  7135. case HT_SHOCKWAVE:
  7136. case HT_SANDMAN:
  7137. case MA_SANDMAN:
  7138. case HT_FLASHER:
  7139. case HT_FREEZINGTRAP:
  7140. case MA_FREEZINGTRAP:
  7141. case HT_BLASTMINE:
  7142. case HT_CLAYMORETRAP:
  7143. case AS_VENOMDUST:
  7144. case AM_DEMONSTRATION:
  7145. case PF_FOGWALL:
  7146. case PF_SPIDERWEB:
  7147. case HT_TALKIEBOX:
  7148. case WE_CALLPARTNER:
  7149. case WE_CALLPARENT:
  7150. case WE_CALLBABY:
  7151. case AC_SHOWER: //Ground-placed skill implementation.
  7152. case MA_SHOWER:
  7153. case SA_LANDPROTECTOR:
  7154. case BD_LULLABY:
  7155. case BD_RICHMANKIM:
  7156. case BD_ETERNALCHAOS:
  7157. case BD_DRUMBATTLEFIELD:
  7158. case BD_RINGNIBELUNGEN:
  7159. case BD_ROKISWEIL:
  7160. case BD_INTOABYSS:
  7161. case BD_SIEGFRIED:
  7162. case BA_DISSONANCE:
  7163. case BA_POEMBRAGI:
  7164. case BA_WHISTLE:
  7165. case BA_ASSASSINCROSS:
  7166. case BA_APPLEIDUN:
  7167. case DC_UGLYDANCE:
  7168. case DC_HUMMING:
  7169. case DC_DONTFORGETME:
  7170. case DC_FORTUNEKISS:
  7171. case DC_SERVICEFORYOU:
  7172. case CG_MOONLIT:
  7173. case GS_DESPERADO:
  7174. case NJ_KAENSIN:
  7175. case NJ_BAKUENRYU:
  7176. case NJ_SUITON:
  7177. case NJ_HYOUSYOURAKU:
  7178. case NJ_RAIGEKISAI:
  7179. case NJ_KAMAITACHI:
  7180. case NPC_EVILLAND:
  7181. /**
  7182. * Ranger
  7183. **/
  7184. case RA_ELECTRICSHOCKER:
  7185. case RA_CLUSTERBOMB:
  7186. case RA_MAGENTATRAP:
  7187. case RA_COBALTTRAP:
  7188. case RA_MAIZETRAP:
  7189. case RA_VERDURETRAP:
  7190. case RA_FIRINGTRAP:
  7191. case RA_ICEBOUNDTRAP:
  7192. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  7193. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  7194. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7195. break;
  7196. case RG_GRAFFITI: /* Graffiti [Valaris] */
  7197. skill_clear_unitgroup(src);
  7198. skill_unitsetting(src,skillid,skilllv,x,y,0);
  7199. flag|=1;
  7200. break;
  7201. case HP_BASILICA:
  7202. if( sc->data[SC_BASILICA] )
  7203. status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica
  7204. else
  7205. { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  7206. skill_clear_unitgroup(src);
  7207. if( skill_unitsetting(src,skillid,skilllv,x,y,0) )
  7208. sc_start4(src,type,100,skilllv,0,0,src->id,skill_get_time(skillid,skilllv));
  7209. flag|=1;
  7210. }
  7211. break;
  7212. case CG_HERMODE:
  7213. skill_clear_unitgroup(src);
  7214. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7215. sc_start4(src,SC_DANCING,100,
  7216. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7217. flag|=1;
  7218. break;
  7219. case RG_CLEANER: // [Valaris]
  7220. i = skill_get_splash(skillid, skilllv);
  7221. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  7222. break;
  7223. case WZ_METEOR:
  7224. {
  7225. int flag = 0, area = skill_get_splash(skillid, skilllv);
  7226. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  7227. if( sc && sc->data[SC_MAGICPOWER] )
  7228. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  7229. for( i = 0; i < 2 + (skilllv>>1); i++ )
  7230. {
  7231. // Creates a random Cell in the Splash Area
  7232. tmpx = x - area + rand()%(area * 2 + 1);
  7233. tmpy = y - area + rand()%(area * 2 + 1);
  7234. if( i == 0 && path_search_long(NULL, src->m, src->x, src->y, tmpx, tmpy, CELL_CHKWALL) )
  7235. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  7236. if( i > 0 )
  7237. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  7238. x1 = tmpx;
  7239. y1 = tmpy;
  7240. }
  7241. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2);
  7242. }
  7243. break;
  7244. case AL_WARP:
  7245. if(sd)
  7246. {
  7247. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  7248. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  7249. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  7250. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  7251. );
  7252. }
  7253. return 0; // not to consume item.
  7254. case MO_BODYRELOCATION:
  7255. if (unit_movepos(src, x, y, 1, 1)) {
  7256. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  7257. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  7258. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  7259. }
  7260. break;
  7261. case NJ_SHADOWJUMP:
  7262. if( !map_flag_gvg(src->m) && !map[src->m].flag.battleground )
  7263. { //You don't move on GVG grounds.
  7264. unit_movepos(src, x, y, 1, 0);
  7265. clif_slide(src,x,y);
  7266. }
  7267. status_change_end(src, SC_HIDING, INVALID_TIMER);
  7268. break;
  7269. case AM_SPHEREMINE:
  7270. case AM_CANNIBALIZE:
  7271. {
  7272. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7273. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7274. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  7275. struct mob_data *md;
  7276. // Correct info, don't change any of this! [celest]
  7277. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  7278. if (md) {
  7279. md->master_id = src->id;
  7280. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  7281. if( md->deletetimer != INVALID_TIMER )
  7282. delete_timer(md->deletetimer, mob_timer_delete);
  7283. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  7284. mob_spawn (md); //Now it is ready for spawning.
  7285. }
  7286. }
  7287. break;
  7288. // Slim Pitcher [Celest]
  7289. case CR_SLIMPITCHER:
  7290. if (sd) {
  7291. int i = skilllv%11 - 1;
  7292. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  7293. if( j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL || sd->status.inventory[j].amount < skill_db[skillid].amount[i] )
  7294. {
  7295. clif_skill_fail(sd,skillid,0,0);
  7296. return 1;
  7297. }
  7298. potion_flag = 1;
  7299. potion_hp = 0;
  7300. potion_sp = 0;
  7301. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  7302. potion_flag = 0;
  7303. //Apply skill bonuses
  7304. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  7305. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  7306. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  7307. + pc_skillheal_bonus(sd, skillid);
  7308. potion_hp = potion_hp * (100+i)/100;
  7309. potion_sp = potion_sp * (100+i)/100;
  7310. if(potion_hp > 0 || potion_sp > 0) {
  7311. i = skill_get_splash(skillid, skilllv);
  7312. map_foreachinarea(skill_area_sub,
  7313. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7314. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7315. skill_castend_nodamage_id);
  7316. }
  7317. } else {
  7318. int i = skilllv%11 - 1;
  7319. struct item_data *item;
  7320. i = skill_db[skillid].itemid[i];
  7321. item = itemdb_search(i);
  7322. potion_flag = 1;
  7323. potion_hp = 0;
  7324. potion_sp = 0;
  7325. run_script(item->script,0,src->id,0);
  7326. potion_flag = 0;
  7327. i = skill_get_max(CR_SLIMPITCHER)*10;
  7328. potion_hp = potion_hp * (100+i)/100;
  7329. potion_sp = potion_sp * (100+i)/100;
  7330. if(potion_hp > 0 || potion_sp > 0) {
  7331. i = skill_get_splash(skillid, skilllv);
  7332. map_foreachinarea(skill_area_sub,
  7333. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7334. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  7335. skill_castend_nodamage_id);
  7336. }
  7337. }
  7338. break;
  7339. case HW_GANBANTEIN:
  7340. if (rand()%100 < 80) {
  7341. int dummy = 1;
  7342. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7343. i = skill_get_splash(skillid, skilllv);
  7344. map_foreachinarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  7345. } else {
  7346. if (sd) clif_skill_fail(sd,skillid,0,0);
  7347. return 1;
  7348. }
  7349. break;
  7350. case HW_GRAVITATION:
  7351. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  7352. sc_start4(src,type,100,skilllv,0,BCT_SELF,sg->group_id,skill_get_time(skillid,skilllv));
  7353. flag|=1;
  7354. break;
  7355. // Plant Cultivation [Celest]
  7356. case CR_CULTIVATION:
  7357. if (sd) {
  7358. int i;
  7359. if( map_count_oncell(src->m,x,y,BL_CHAR) > 0 )
  7360. {
  7361. clif_skill_fail(sd,skillid,0,0);
  7362. return 1;
  7363. }
  7364. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  7365. if (rand()%100 < 50) {
  7366. clif_skill_fail(sd,skillid,0,0);
  7367. } else {
  7368. TBL_MOB* md = mob_once_spawn_sub(src, src->m, x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6),"");
  7369. if (!md) break;
  7370. if ((i = skill_get_time(skillid, skilllv)) > 0)
  7371. {
  7372. if( md->deletetimer != INVALID_TIMER )
  7373. delete_timer(md->deletetimer, mob_timer_delete);
  7374. md->deletetimer = add_timer (tick + i, mob_timer_delete, md->bl.id, 0);
  7375. }
  7376. mob_spawn (md);
  7377. }
  7378. }
  7379. break;
  7380. case SG_SUN_WARM:
  7381. case SG_MOON_WARM:
  7382. case SG_STAR_WARM:
  7383. skill_clear_unitgroup(src);
  7384. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  7385. sc_start4(src,type,100,skilllv,0,0,sg->group_id,skill_get_time(skillid,skilllv));
  7386. flag|=1;
  7387. break;
  7388. case PA_GOSPEL:
  7389. if (sce && sce->val4 == BCT_SELF)
  7390. {
  7391. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  7392. return 0;
  7393. }
  7394. else
  7395. {
  7396. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  7397. if (!sg) break;
  7398. if (sce)
  7399. status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
  7400. sc_start4(src,type,100,skilllv,0,sg->group_id,BCT_SELF,skill_get_time(skillid,skilllv));
  7401. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  7402. }
  7403. break;
  7404. case NJ_TATAMIGAESHI:
  7405. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  7406. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  7407. break;
  7408. case AM_RESURRECTHOMUN: //[orn]
  7409. if (sd)
  7410. {
  7411. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  7412. {
  7413. clif_skill_fail(sd,skillid,0,0);
  7414. break;
  7415. }
  7416. }
  7417. break;
  7418. /**
  7419. * Mechanic
  7420. **/
  7421. case NC_COLDSLOWER:
  7422. case NC_ARMSCANNON:
  7423. /**
  7424. * Rune Knight
  7425. **/
  7426. case RK_DRAGONBREATH:
  7427. case RK_WINDCUTTER:
  7428. i = skill_get_splash(skillid,skilllv);
  7429. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  7430. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7431. break;
  7432. /**
  7433. * Guilotine Cross
  7434. **/
  7435. case GC_POISONSMOKE:
  7436. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  7437. if( sd )
  7438. clif_skill_fail(sd,skillid,0x20,0);
  7439. return 0;
  7440. }
  7441. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skillid,skilllv,6);
  7442. skill_unitsetting(src, skillid, skilllv, x, y, flag);
  7443. status_change_end(src,SC_POISONINGWEAPON,-1);
  7444. break;
  7445. /**
  7446. * Arch Bishop
  7447. **/
  7448. case AB_EPICLESIS:
  7449. if( (sg = skill_unitsetting(src, skillid, skilllv, x, y, 0)) ) {
  7450. i = sg->unit->range;
  7451. map_foreachinarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  7452. }
  7453. break;
  7454. /**
  7455. * Warlock
  7456. **/
  7457. case WL_COMET:
  7458. if( sc ) {
  7459. sc->comet_x = x;
  7460. sc->comet_y = y;
  7461. }
  7462. i = skill_get_splash(skillid,skilllv);
  7463. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  7464. break;
  7465. case WL_EARTHSTRAIN:
  7466. {
  7467. int i, wave = skilllv + 4, dir = map_calc_dir(src,x,y);
  7468. int sx = x, sy = y;
  7469. if( sc && sc->data[SC_MAGICPOWER] )
  7470. flag = flag|2; //Store the magic power flag
  7471. for( i = 0; i < wave; i++ )
  7472. {
  7473. switch( dir )
  7474. {
  7475. case 0: case 1: case 7: sy = src->y + i; break;
  7476. case 3: case 4: case 5: sy = src->y - i; break;
  7477. case 2: sx = src->x - i; break;
  7478. case 6: sx = src->x + i; break;
  7479. }
  7480. skill_addtimerskill(src,gettick() + (200 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Temp code until animation is replaced. [Rytech]
  7481. //skill_addtimerskill(src,gettick() + (150 * i),0,sx,sy,skillid,skilllv,dir,flag&2); // Official steping timer, but disabled due to too much noise.
  7482. }
  7483. }
  7484. break;
  7485. /**
  7486. * Ranger
  7487. **/
  7488. case RA_DETONATOR:
  7489. i = skill_get_splash(skillid, skilllv);
  7490. map_foreachinarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  7491. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skillid, skilllv, 6);
  7492. break;
  7493. /**
  7494. * Mechanic
  7495. **/
  7496. case NC_NEUTRALBARRIER:
  7497. case NC_STEALTHFIELD:
  7498. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  7499. if( (sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)) != NULL )
  7500. {
  7501. sc_start2(src,skillid == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  7502. if( sd ) pc_overheat(sd,1);
  7503. }
  7504. break;
  7505. case NC_SILVERSNIPER:
  7506. {
  7507. int class_ = 2042;
  7508. struct mob_data *md;
  7509. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "");
  7510. if( md )
  7511. {
  7512. md->master_id = src->id;
  7513. md->special_state.ai = 3;
  7514. if( md->deletetimer != INVALID_TIMER )
  7515. delete_timer(md->deletetimer, mob_timer_delete);
  7516. md->deletetimer = add_timer (gettick() + skill_get_time(skillid, skilllv), mob_timer_delete, md->bl.id, 0);
  7517. mob_spawn( md );
  7518. }
  7519. }
  7520. break;
  7521. case NC_MAGICDECOY:
  7522. if( sd ) clif_magicdecoy_list(sd,skilllv,x,y);
  7523. break;
  7524. default:
  7525. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  7526. return 1;
  7527. }
  7528. status_change_end(src, SC_MAGICPOWER, INVALID_TIMER);
  7529. if( sd )
  7530. {// ensure that the skill last-cast tick is recorded
  7531. sd->canskill_tick = gettick();
  7532. if( sd->state.arrow_atk && !(flag&1) )
  7533. {// consume arrow if this is a ground skill
  7534. battle_consume_ammo(sd, skillid, skilllv);
  7535. }
  7536. // perform auto-cast routines and skill requirement consumption
  7537. skill_onskillusage(sd, NULL, skillid, tick);
  7538. skill_consume_requirement(sd,skillid,skilllv,2);
  7539. }
  7540. return 0;
  7541. }
  7542. /*==========================================
  7543. *
  7544. *------------------------------------------*/
  7545. int skill_castend_map (struct map_session_data *sd, short skill_num, const char *map)
  7546. {
  7547. nullpo_ret(sd);
  7548. //Simplify skill_failed code.
  7549. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  7550. if(skill_num != sd->menuskill_id)
  7551. return 0;
  7552. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  7553. skill_failed(sd);
  7554. return 0;
  7555. }
  7556. if( ( sd->sc.opt1 && sd->sc.opt1 != OPT1_BURNING ) || sd->sc.option&OPTION_HIDE ) {
  7557. skill_failed(sd);
  7558. return 0;
  7559. }
  7560. if(sd->sc.count && (
  7561. sd->sc.data[SC_SILENCE] ||
  7562. sd->sc.data[SC_ROKISWEIL] ||
  7563. sd->sc.data[SC_AUTOCOUNTER] ||
  7564. sd->sc.data[SC_STEELBODY] ||
  7565. sd->sc.data[SC_DANCING] ||
  7566. sd->sc.data[SC_BERSERK] ||
  7567. sd->sc.data[SC_BASILICA] ||
  7568. sd->sc.data[SC_MARIONETTE] ||
  7569. /**
  7570. * Warlock
  7571. **/
  7572. sd->sc.data[SC_WHITEIMPRISON] ||
  7573. (sd->sc.data[SC_STASIS] && skill_stasis_check(&sd->bl, sd->sc.data[SC_STASIS]->val2, skill_num))
  7574. )) {
  7575. skill_failed(sd);
  7576. return 0;
  7577. }
  7578. pc_stop_attack(sd);
  7579. pc_stop_walking(sd,0);
  7580. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  7581. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  7582. if(strcmp(map,"cancel")==0) {
  7583. skill_failed(sd);
  7584. return 0;
  7585. }
  7586. switch(skill_num)
  7587. {
  7588. case AL_TELEPORT:
  7589. if(strcmp(map,"Random")==0)
  7590. pc_randomwarp(sd,CLR_TELEPORT);
  7591. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  7592. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,CLR_TELEPORT);
  7593. break;
  7594. case AL_WARP:
  7595. {
  7596. const struct point *p[4];
  7597. struct skill_unit_group *group;
  7598. int i, lv, wx, wy;
  7599. int maxcount=0;
  7600. int x,y;
  7601. unsigned short mapindex;
  7602. mapindex = mapindex_name2id((char*)map);
  7603. if(!mapindex) { //Given map not found?
  7604. clif_skill_fail(sd,skill_num,0,0);
  7605. skill_failed(sd);
  7606. return 0;
  7607. }
  7608. p[0] = &sd->status.save_point;
  7609. p[1] = &sd->status.memo_point[0];
  7610. p[2] = &sd->status.memo_point[1];
  7611. p[3] = &sd->status.memo_point[2];
  7612. if((maxcount = skill_get_maxcount(skill_num, sd->menuskill_val)) > 0) {
  7613. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  7614. if(sd->ud.skillunit[i]->skill_id == skill_num)
  7615. maxcount--;
  7616. }
  7617. if(!maxcount) {
  7618. clif_skill_fail(sd,skill_num,0,0);
  7619. skill_failed(sd);
  7620. return 0;
  7621. }
  7622. }
  7623. lv = sd->skillitem==skill_num?sd->skillitemlv:pc_checkskill(sd,skill_num);
  7624. wx = sd->menuskill_val>>16;
  7625. wy = sd->menuskill_val&0xffff;
  7626. if( lv <= 0 ) return 0;
  7627. if( lv > 4 ) lv = 4; // crash prevention
  7628. // check if the chosen map exists in the memo list
  7629. ARR_FIND( 0, lv, i, mapindex == p[i]->map );
  7630. if( i < lv ) {
  7631. x=p[i]->x;
  7632. y=p[i]->y;
  7633. } else {
  7634. skill_failed(sd);
  7635. return 0;
  7636. }
  7637. if(!skill_check_condition_castend(sd, sd->menuskill_id, lv))
  7638. { // This checks versus skillid/skilllv...
  7639. skill_failed(sd);
  7640. return 0;
  7641. }
  7642. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  7643. sd->skillitem = sd->skillitemlv = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  7644. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  7645. skill_failed(sd);
  7646. return 0;
  7647. }
  7648. // record the destination coordinates
  7649. group->val2 = (x<<16)|y;
  7650. group->val3 = mapindex;
  7651. }
  7652. break;
  7653. }
  7654. sd->menuskill_id = sd->menuskill_val = 0;
  7655. return 0;
  7656. #undef skill_failed
  7657. }
  7658. /// transforms 'target' skill unit into dissonance (if conditions are met)
  7659. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  7660. {
  7661. struct skill_unit* target = (struct skill_unit*)bl;
  7662. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  7663. int flag = va_arg(ap, int);
  7664. if (src == target)
  7665. return 0;
  7666. if (!target->group || !(target->group->state.song_dance&0x1))
  7667. return 0;
  7668. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  7669. return 0;
  7670. if (flag) //Set dissonance
  7671. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  7672. else //Remove dissonance
  7673. target->val2 &= ~UF_ENSEMBLE;
  7674. clif_skill_setunit(target); //Update look of affected cell.
  7675. return 1;
  7676. }
  7677. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  7678. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  7679. //When 1, this unit has been positioned, so start the cancel effect.
  7680. int skill_dance_overlap(struct skill_unit* unit, int flag)
  7681. {
  7682. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  7683. return 0;
  7684. if (!flag && !(unit->val2&UF_ENSEMBLE))
  7685. return 0; //Nothing to remove, this unit is not overlapped.
  7686. if (unit->val1 != unit->group->skill_id)
  7687. { //Reset state
  7688. unit->val1 = unit->group->skill_id;
  7689. unit->val2 &= ~UF_ENSEMBLE;
  7690. }
  7691. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  7692. }
  7693. /*==========================================
  7694. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  7695. * Flag: 0 - Convert, 1 - Revert.
  7696. *------------------------------------------*/
  7697. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  7698. {
  7699. static int prevflag = 1; // by default the backup is empty
  7700. static struct skill_unit_group backup;
  7701. struct skill_unit_group* group = unit->group;
  7702. // val2&UF_ENSEMBLE is a hack to indicate dissonance
  7703. if ( !(group->state.song_dance&0x1 && unit->val2&UF_ENSEMBLE) )
  7704. return false;
  7705. if( flag == prevflag )
  7706. {// protection against attempts to read an empty backup / write to a full backup
  7707. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  7708. flag ? "read an empty backup" : "write to a full backup",
  7709. group->skill_id, group->skill_lv, group->src_id);
  7710. return false;
  7711. }
  7712. prevflag = flag;
  7713. if( !flag )
  7714. { //Transform
  7715. int skillid = unit->val2&UF_SONG ? BA_DISSONANCE : DC_UGLYDANCE;
  7716. // backup
  7717. backup.skill_id = group->skill_id;
  7718. backup.skill_lv = group->skill_lv;
  7719. backup.unit_id = group->unit_id;
  7720. backup.target_flag = group->target_flag;
  7721. backup.bl_flag = group->bl_flag;
  7722. backup.interval = group->interval;
  7723. // replace
  7724. group->skill_id = skillid;
  7725. group->skill_lv = 1;
  7726. group->unit_id = skill_get_unit_id(skillid,0);
  7727. group->target_flag = skill_get_unit_target(skillid);
  7728. group->bl_flag = skill_get_unit_bl_target(skillid);
  7729. group->interval = skill_get_unit_interval(skillid);
  7730. }
  7731. else
  7732. { //Restore
  7733. group->skill_id = backup.skill_id;
  7734. group->skill_lv = backup.skill_lv;
  7735. group->unit_id = backup.unit_id;
  7736. group->target_flag = backup.target_flag;
  7737. group->bl_flag = backup.bl_flag;
  7738. group->interval = backup.interval;
  7739. }
  7740. return true;
  7741. }
  7742. /*==========================================
  7743. * Initializes and sets a ground skill.
  7744. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  7745. * flag&2 is used to determine if this skill was casted with Magic Power active.
  7746. *------------------------------------------*/
  7747. struct skill_unit_group* skill_unitsetting (struct block_list *src, short skillid, short skilllv, short x, short y, int flag)
  7748. {
  7749. struct skill_unit_group *group;
  7750. int i,limit,val1=0,val2=0,val3=0;
  7751. int target,interval,range,unit_flag;
  7752. struct s_skill_unit_layout *layout;
  7753. struct map_session_data *sd;
  7754. struct status_data *status;
  7755. struct status_change *sc;
  7756. int active_flag=1;
  7757. int subunt=0;
  7758. nullpo_retr(NULL, src);
  7759. limit = skill_get_time(skillid,skilllv);
  7760. range = skill_get_unit_range(skillid,skilllv);
  7761. interval = skill_get_unit_interval(skillid);
  7762. target = skill_get_unit_target(skillid);
  7763. unit_flag = skill_get_unit_flag(skillid);
  7764. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  7765. sd = BL_CAST(BL_PC, src);
  7766. status = status_get_status_data(src);
  7767. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  7768. switch( skillid )
  7769. {
  7770. case MG_SAFETYWALL:
  7771. val2=skilllv+1;
  7772. break;
  7773. case MG_FIREWALL:
  7774. if(sc && sc->data[SC_VIOLENTGALE])
  7775. limit = limit*3/2;
  7776. val2=4+skilllv;
  7777. break;
  7778. case AL_WARP:
  7779. val1=skilllv+6;
  7780. if(!(flag&1))
  7781. limit=2000;
  7782. else // previous implementation (not used anymore)
  7783. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  7784. if( src->type != BL_SKILL ) return NULL;
  7785. group = ((TBL_SKILL*)src)->group;
  7786. src = map_id2bl(group->src_id);
  7787. if( !src ) return NULL;
  7788. val2 = group->val2; //Copy the (x,y) position you warp to
  7789. val3 = group->val3; //as well as the mapindex to warp to.
  7790. }
  7791. break;
  7792. case HP_BASILICA:
  7793. val1 = src->id; // Store caster id.
  7794. break;
  7795. case PR_SANCTUARY:
  7796. case NPC_EVILLAND:
  7797. val1=(skilllv+3)*2;
  7798. break;
  7799. case WZ_FIREPILLAR:
  7800. if((flag&1)!=0)
  7801. limit=1000;
  7802. val1=skilllv+2;
  7803. break;
  7804. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  7805. case AM_DEMONSTRATION:
  7806. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  7807. && (src->type&battle_config.vs_traps_bctall))
  7808. target = BCT_ALL;
  7809. break;
  7810. case HT_SHOCKWAVE:
  7811. val1=skilllv*15+10;
  7812. case HT_SANDMAN:
  7813. case MA_SANDMAN:
  7814. case HT_CLAYMORETRAP:
  7815. case HT_SKIDTRAP:
  7816. case MA_SKIDTRAP:
  7817. case HT_LANDMINE:
  7818. case MA_LANDMINE:
  7819. case HT_ANKLESNARE:
  7820. case HT_FLASHER:
  7821. case HT_FREEZINGTRAP:
  7822. case MA_FREEZINGTRAP:
  7823. case HT_BLASTMINE:
  7824. /**
  7825. * Ranger
  7826. **/
  7827. case RA_ELECTRICSHOCKER:
  7828. case RA_CLUSTERBOMB:
  7829. case RA_MAGENTATRAP:
  7830. case RA_COBALTTRAP:
  7831. case RA_MAIZETRAP:
  7832. case RA_VERDURETRAP:
  7833. case RA_FIRINGTRAP:
  7834. case RA_ICEBOUNDTRAP:
  7835. if( map_flag_gvg(src->m) || map[src->m].flag.battleground )
  7836. limit *= 4; // longer trap times in WOE [celest]
  7837. if( battle_config.vs_traps_bctall && map_flag_vs(src->m) && (src->type&battle_config.vs_traps_bctall) )
  7838. target = BCT_ALL;
  7839. break;
  7840. case SA_LANDPROTECTOR:
  7841. case SA_VOLCANO:
  7842. case SA_DELUGE:
  7843. case SA_VIOLENTGALE:
  7844. {
  7845. struct skill_unit_group *old_sg;
  7846. if ((old_sg = skill_locate_element_field(src)) != NULL)
  7847. { //HelloKitty confirmed that these are interchangeable,
  7848. //so you can change element and not consume gemstones.
  7849. if ((
  7850. old_sg->skill_id == SA_VOLCANO ||
  7851. old_sg->skill_id == SA_DELUGE ||
  7852. old_sg->skill_id == SA_VIOLENTGALE
  7853. ) && old_sg->limit > 0)
  7854. { //Use the previous limit (minus the elapsed time) [Skotlex]
  7855. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  7856. if (limit < 0) //This can happen...
  7857. limit = skill_get_time(skillid,skilllv);
  7858. }
  7859. skill_clear_group(src,1);
  7860. }
  7861. break;
  7862. }
  7863. case BA_DISSONANCE:
  7864. case DC_UGLYDANCE:
  7865. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  7866. break;
  7867. case BA_WHISTLE:
  7868. val1 = skilllv +status->agi/10; // Flee increase
  7869. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  7870. if(sd){
  7871. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  7872. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  7873. }
  7874. break;
  7875. case DC_HUMMING:
  7876. val1 = 2*skilllv+status->dex/10; // Hit increase
  7877. if(sd)
  7878. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7879. break;
  7880. case BA_POEMBRAGI:
  7881. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  7882. //For some reason at level 10 the base delay reduction is 50%.
  7883. val2 = (skilllv<10?3*skilllv:50)+status->int_/5; // After-cast delay reduction
  7884. if(sd){
  7885. val1 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  7886. val2 += 2*pc_checkskill(sd,BA_MUSICALLESSON);
  7887. }
  7888. break;
  7889. case DC_DONTFORGETME:
  7890. val1 = status->dex/10 + 3*skilllv + 5; // ASPD decrease
  7891. val2 = status->agi/10 + 3*skilllv + 5; // Movement speed adjustment.
  7892. if(sd){
  7893. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7894. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  7895. }
  7896. break;
  7897. case BA_APPLEIDUN:
  7898. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  7899. if(sd)
  7900. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  7901. break;
  7902. case DC_SERVICEFORYOU:
  7903. val1 = 15+skilllv+(status->int_/10); // MaxSP percent increase TO-DO: this INT bonus value is guessed
  7904. val2 = 20+3*skilllv+(status->int_/10); // SP cost reduction
  7905. if(sd){
  7906. val1 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO This bonus value is guessed
  7907. val2 += pc_checkskill(sd,DC_DANCINGLESSON); //TO-DO Should be half this value
  7908. }
  7909. break;
  7910. case BA_ASSASSINCROSS:
  7911. val1 = 100+(10*skilllv)+(status->agi/10); // ASPD increase
  7912. if(sd)
  7913. val1 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  7914. break;
  7915. case DC_FORTUNEKISS:
  7916. val1 = 10+skilllv+(status->luk/10); // Critical increase
  7917. if(sd)
  7918. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  7919. val1*=10; //Because every 10 crit is an actual cri point.
  7920. break;
  7921. case BD_DRUMBATTLEFIELD:
  7922. val1 = (skilllv+1)*25; //Watk increase
  7923. val2 = (skilllv+1)*2; //Def increase
  7924. break;
  7925. case BD_RINGNIBELUNGEN:
  7926. val1 = (skilllv+2)*25; //Watk increase
  7927. break;
  7928. case BD_RICHMANKIM:
  7929. val1 = 25 + 11*skilllv; //Exp increase bonus.
  7930. break;
  7931. case BD_SIEGFRIED:
  7932. val1 = 55 + skilllv*5; //Elemental Resistance
  7933. val2 = skilllv*10; //Status ailment resistance
  7934. break;
  7935. case WE_CALLPARTNER:
  7936. if (sd) val1 = sd->status.partner_id;
  7937. break;
  7938. case WE_CALLPARENT:
  7939. if (sd) {
  7940. val1 = sd->status.father;
  7941. val2 = sd->status.mother;
  7942. }
  7943. break;
  7944. case WE_CALLBABY:
  7945. if (sd) val1 = sd->status.child;
  7946. break;
  7947. case NJ_KAENSIN:
  7948. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  7949. val2 = (skilllv+1)/2 + 4;
  7950. break;
  7951. case NJ_SUITON:
  7952. skill_clear_group(src, 1);
  7953. break;
  7954. case GS_GROUNDDRIFT:
  7955. {
  7956. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  7957. val1 = status->rhw.ele;
  7958. if (!val1)
  7959. val1=element[rand()%5];
  7960. switch (val1)
  7961. {
  7962. case ELE_FIRE:
  7963. subunt++;
  7964. case ELE_WATER:
  7965. subunt++;
  7966. case ELE_POISON:
  7967. subunt++;
  7968. case ELE_DARK:
  7969. subunt++;
  7970. case ELE_WIND:
  7971. break;
  7972. default:
  7973. subunt=rand()%5;
  7974. break;
  7975. }
  7976. break;
  7977. }
  7978. /**
  7979. * Guilotine Cross
  7980. **/
  7981. case GC_POISONSMOKE:
  7982. if( !(sc && sc->data[SC_POISONINGWEAPON]) )
  7983. return NULL;
  7984. val1 = sc->data[SC_POISONINGWEAPON]->val1; // Level of Poison, to determine poisoning time
  7985. val2 = sc->data[SC_POISONINGWEAPON]->val2; // Type of Poison
  7986. limit = 4000 + 2000 * skilllv;
  7987. break;
  7988. }
  7989. nullpo_retr(NULL, group=skill_initunitgroup(src,layout->count,skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  7990. group->val1=val1;
  7991. group->val2=val2;
  7992. group->val3=val3;
  7993. group->target_flag=target;
  7994. group->bl_flag= skill_get_unit_bl_target(skillid);
  7995. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER])); //Store the magic power flag. [Skotlex]
  7996. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  7997. group->state.song_dance = (unit_flag&(UF_DANCE|UF_SONG)?1:0)|(unit_flag&UF_ENSEMBLE?2:0); //Signals if this is a song/dance/duet
  7998. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  7999. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  8000. active_flag = 0;
  8001. if(skillid==HT_TALKIEBOX || skillid==RG_GRAFFITI){
  8002. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  8003. if (sd)
  8004. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  8005. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  8006. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  8007. }
  8008. if (group->state.song_dance) {
  8009. if(sd){
  8010. sd->skillid_dance = skillid;
  8011. sd->skilllv_dance = skilllv;
  8012. }
  8013. if (
  8014. sc_start4(src, SC_DANCING, 100, skillid, group->group_id, skilllv,
  8015. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  8016. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  8017. )
  8018. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  8019. }
  8020. limit = group->limit;
  8021. for( i = 0; i < layout->count; i++ )
  8022. {
  8023. struct skill_unit *unit;
  8024. int ux = x + layout->dx[i];
  8025. int uy = y + layout->dy[i];
  8026. int val1 = skilllv;
  8027. int val2 = 0;
  8028. int alive = 1;
  8029. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  8030. continue; // don't place skill units on walls (except for songs/dances/encores)
  8031. if( battle_config.skill_wall_check && skill_get_unit_flag(skillid)&UF_PATHCHECK && !path_search_long(NULL,src->m,ux,uy,x,y,CELL_CHKWALL) )
  8032. continue; // no path between cell and center of casting.
  8033. switch( skillid )
  8034. {
  8035. case MG_FIREWALL:
  8036. case NJ_KAENSIN:
  8037. val2=group->val2;
  8038. break;
  8039. case WZ_ICEWALL:
  8040. val1 = (skilllv <= 1) ? 500 : 200 + 200*skilllv;
  8041. val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  8042. break;
  8043. case HT_LANDMINE:
  8044. case MA_LANDMINE:
  8045. case HT_ANKLESNARE:
  8046. case HT_SHOCKWAVE:
  8047. case HT_SANDMAN:
  8048. case MA_SANDMAN:
  8049. case HT_FLASHER:
  8050. case HT_FREEZINGTRAP:
  8051. case MA_FREEZINGTRAP:
  8052. case HT_TALKIEBOX:
  8053. case HT_SKIDTRAP:
  8054. case MA_SKIDTRAP:
  8055. /**
  8056. * Ranger
  8057. **/
  8058. case RA_ELECTRICSHOCKER:
  8059. case RA_CLUSTERBOMB:
  8060. case RA_MAGENTATRAP:
  8061. case RA_COBALTTRAP:
  8062. case RA_MAIZETRAP:
  8063. case RA_VERDURETRAP:
  8064. case RA_FIRINGTRAP:
  8065. case RA_ICEBOUNDTRAP:
  8066. val1 = 3500;
  8067. break;
  8068. case GS_DESPERADO:
  8069. val1 = abs(layout->dx[i]);
  8070. val2 = abs(layout->dy[i]);
  8071. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  8072. if (val2 > val1) val1 = val2;
  8073. if (val1) val1--;
  8074. val1 = 36 -12*val1;
  8075. } else //Diagonal edges
  8076. val1 = 28 -4*val1 -4*val2;
  8077. if (val1 < 1) val1 = 1;
  8078. val2 = 0;
  8079. break;
  8080. default:
  8081. if (group->state.song_dance&0x1)
  8082. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  8083. break;
  8084. }
  8085. if( range <= 0 )
  8086. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  8087. if( !alive )
  8088. continue;
  8089. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  8090. unit->limit=limit;
  8091. unit->range=range;
  8092. if (skillid == PF_FOGWALL && alive == 2)
  8093. { //Double duration of cells on top of Deluge/Suiton
  8094. unit->limit *= 2;
  8095. group->limit = unit->limit;
  8096. }
  8097. // execute on all targets standing on this cell
  8098. if (range==0 && active_flag)
  8099. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  8100. }
  8101. if (!group->alive_count)
  8102. { //No cells? Something that was blocked completely by Land Protector?
  8103. skill_delunitgroup(group);
  8104. return NULL;
  8105. }
  8106. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  8107. group->val1 = group->alive_count;
  8108. return group;
  8109. }
  8110. /*==========================================
  8111. *
  8112. *------------------------------------------*/
  8113. static int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8114. {
  8115. struct skill_unit_group *sg;
  8116. struct block_list *ss;
  8117. struct status_change *sc;
  8118. struct status_change_entry *sce;
  8119. enum sc_type type;
  8120. int skillid;
  8121. nullpo_ret(src);
  8122. nullpo_ret(bl);
  8123. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  8124. return 0;
  8125. nullpo_ret(sg=src->group);
  8126. nullpo_ret(ss=map_id2bl(sg->src_id));
  8127. if( skill_get_type(sg->skill_id) == BF_MAGIC && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
  8128. return 0; //AoE skills are ineffective. [Skotlex]
  8129. sc = status_get_sc(bl);
  8130. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
  8131. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  8132. type = status_skill2sc(sg->skill_id);
  8133. sce = (sc && type != -1)?sc->data[type]:NULL;
  8134. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  8135. switch (sg->unit_id)
  8136. {
  8137. case UNT_SPIDERWEB:
  8138. if( sc && sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1 > 0 )
  8139. { // If you are fiberlocked and can't move, it will only increase your fireweakness level. [Inkfish]
  8140. sc->data[SC_SPIDERWEB]->val2++;
  8141. break;
  8142. }
  8143. else if( sc )
  8144. {
  8145. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8146. if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) )
  8147. {
  8148. const struct TimerData* td = sc->data[type]?get_timer(sc->data[type]->timer):NULL;
  8149. if( td )
  8150. sec = DIFF_TICK(td->tick, tick);
  8151. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  8152. clif_fixpos(bl);
  8153. sg->val2 = bl->id;
  8154. }
  8155. else
  8156. sec = 3000; //Couldn't trap it?
  8157. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8158. }
  8159. break;
  8160. case UNT_SAFETYWALL:
  8161. if (!sce)
  8162. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,sg->group_id,0,sg->limit);
  8163. break;
  8164. case UNT_PNEUMA:
  8165. if (!sce)
  8166. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8167. break;
  8168. case UNT_WARP_WAITING:
  8169. if(bl->type==BL_PC){
  8170. struct map_session_data *sd = (struct map_session_data *)bl;
  8171. if((!sd->chatID || battle_config.chat_warpportal)
  8172. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y)
  8173. {
  8174. int x = sg->val2>>16;
  8175. int y = sg->val2&0xffff;
  8176. unsigned short m = sg->val3;
  8177. if( --sg->val1 <= 0 )
  8178. skill_delunitgroup(sg);
  8179. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  8180. sg = src->group; // avoid dangling pointer (pc_setpos can cause deletion of 'sg')
  8181. }
  8182. } else
  8183. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  8184. {
  8185. int m = map_mapindex2mapid(sg->val3);
  8186. if (m < 0) break; //Map not available on this map-server.
  8187. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  8188. }
  8189. break;
  8190. case UNT_QUAGMIRE:
  8191. if(!sce)
  8192. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  8193. break;
  8194. case UNT_VOLCANO:
  8195. case UNT_DELUGE:
  8196. case UNT_VIOLENTGALE:
  8197. if(!sce)
  8198. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  8199. break;
  8200. case UNT_SUITON:
  8201. if(!sce)
  8202. sc_start4(bl,type,100,sg->skill_lv,
  8203. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  8204. 0,0,sg->limit);
  8205. break;
  8206. case UNT_HERMODE:
  8207. if (sg->src_id!=bl->id && battle_check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  8208. status_change_clear_buffs(bl,1); //Should dispell only allies.
  8209. case UNT_RICHMANKIM:
  8210. case UNT_ETERNALCHAOS:
  8211. case UNT_DRUMBATTLEFIELD:
  8212. case UNT_RINGNIBELUNGEN:
  8213. case UNT_ROKISWEIL:
  8214. case UNT_INTOABYSS:
  8215. case UNT_SIEGFRIED:
  8216. //Needed to check when a dancer/bard leaves their ensemble area.
  8217. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8218. return skillid;
  8219. if (!sce)
  8220. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8221. break;
  8222. case UNT_WHISTLE:
  8223. case UNT_ASSASSINCROSS:
  8224. case UNT_POEMBRAGI:
  8225. case UNT_APPLEIDUN:
  8226. case UNT_HUMMING:
  8227. case UNT_DONTFORGETME:
  8228. case UNT_FORTUNEKISS:
  8229. case UNT_SERVICEFORYOU:
  8230. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER))
  8231. return 0;
  8232. if (!sc) return 0;
  8233. if (!sce)
  8234. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  8235. else if (sce->val4 == 1) {
  8236. //Readjust timers since the effect will not last long.
  8237. sce->val4 = 0;
  8238. delete_timer(sce->timer, status_change_timer);
  8239. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  8240. }
  8241. break;
  8242. case UNT_FOGWALL:
  8243. if (!sce)
  8244. {
  8245. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  8246. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8247. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  8248. }
  8249. break;
  8250. case UNT_GRAVITATION:
  8251. if (!sce)
  8252. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  8253. break;
  8254. // officially, icewall has no problems existing on occupied cells [ultramage]
  8255. // case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  8256. // src->val1 = 0;
  8257. // if(src->limit + sg->tick > tick + 700)
  8258. // src->limit = DIFF_TICK(tick+700,sg->tick);
  8259. // break;
  8260. case UNT_MOONLIT:
  8261. //Knockback out of area if affected char isn't in Moonlit effect
  8262. if (sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == CG_MOONLIT)
  8263. break;
  8264. if (ss == bl) //Also needed to prevent infinite loop crash.
  8265. break;
  8266. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8267. break;
  8268. }
  8269. return skillid;
  8270. }
  8271. /*==========================================
  8272. *
  8273. *------------------------------------------*/
  8274. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8275. {
  8276. struct skill_unit_group *sg;
  8277. struct block_list *ss;
  8278. TBL_PC* tsd;
  8279. struct status_data *tstatus, *sstatus;
  8280. struct status_change *tsc, *sc;
  8281. struct skill_unit_group_tickset *ts;
  8282. enum sc_type type;
  8283. int skillid;
  8284. int diff=0;
  8285. nullpo_ret(src);
  8286. nullpo_ret(bl);
  8287. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  8288. return 0;
  8289. nullpo_ret(sg=src->group);
  8290. nullpo_ret(ss=map_id2bl(sg->src_id));
  8291. tsd = BL_CAST(BL_PC, bl);
  8292. tsc = status_get_sc(bl);
  8293. tstatus = status_get_status_data(bl);
  8294. if (sg->state.magic_power) //For magic power.
  8295. {
  8296. sc = status_get_sc(ss);
  8297. sstatus = status_get_status_data(ss);
  8298. } else {
  8299. sc = NULL;
  8300. sstatus = NULL;
  8301. }
  8302. type = status_skill2sc(sg->skill_id);
  8303. skillid = sg->skill_id;
  8304. if (sg->interval == -1) {
  8305. switch (sg->unit_id) {
  8306. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  8307. case UNT_FIREPILLAR_ACTIVE:
  8308. return 0;
  8309. default:
  8310. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  8311. return 0;
  8312. }
  8313. }
  8314. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  8315. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  8316. diff = DIFF_TICK(tick,ts->tick);
  8317. if (diff < 0)
  8318. return 0;
  8319. ts->tick = tick+sg->interval;
  8320. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  8321. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  8322. }
  8323. //Temporarily set magic power to have it take effect. [Skotlex]
  8324. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  8325. { //Store previous values.
  8326. swap(sstatus->matk_min, sc->mp_matk_min);
  8327. swap(sstatus->matk_max, sc->mp_matk_max);
  8328. //Note to NOT return from the function until this is unset!
  8329. }
  8330. switch (sg->unit_id)
  8331. {
  8332. case UNT_FIREWALL:
  8333. case UNT_KAEN:
  8334. {
  8335. int count=0;
  8336. const int x = bl->x, y = bl->y;
  8337. //Take into account these hit more times than the timer interval can handle.
  8338. do
  8339. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
  8340. while(--src->val2 && x == bl->x && y == bl->y &&
  8341. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  8342. if (src->val2<=0)
  8343. skill_delunit(src);
  8344. }
  8345. break;
  8346. case UNT_SANCTUARY:
  8347. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  8348. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  8349. if( battle_check_target(&src->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  8350. sg->val1 -= 2; // reduce healing count if this was meant for damaging [hekate]
  8351. }
  8352. else
  8353. {
  8354. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8355. struct mob_data *md = BL_CAST(BL_MOB, bl);
  8356. if( md && mob_is_battleground(md) )
  8357. break;
  8358. if( tstatus->hp >= tstatus->max_hp )
  8359. break;
  8360. if( status_isimmune(bl) )
  8361. heal = 0;
  8362. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8363. status_heal(bl, heal, 0, 0);
  8364. if( diff >= 500 )
  8365. sg->val1--;
  8366. }
  8367. if( sg->val1 <= 0 )
  8368. skill_delunitgroup(sg);
  8369. break;
  8370. case UNT_EVILLAND:
  8371. //Will heal demon and undead element monsters, but not players.
  8372. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  8373. { //Damage enemies
  8374. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8375. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8376. } else {
  8377. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  8378. if (tstatus->hp >= tstatus->max_hp)
  8379. break;
  8380. if (status_isimmune(bl))
  8381. heal = 0;
  8382. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8383. status_heal(bl, heal, 0, 0);
  8384. }
  8385. break;
  8386. case UNT_MAGNUS:
  8387. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  8388. break;
  8389. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8390. break;
  8391. case UNT_DUMMYSKILL:
  8392. switch (sg->skill_id)
  8393. {
  8394. case SG_SUN_WARM: //SG skills [Komurka]
  8395. case SG_MOON_WARM:
  8396. case SG_STAR_WARM:
  8397. {
  8398. int count = 0;
  8399. const int x = bl->x, y = bl->y;
  8400. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  8401. do
  8402. {
  8403. if( bl->type == BL_PC )
  8404. status_zap(bl, 0, 15); // sp damage to players
  8405. else // mobs
  8406. if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
  8407. {
  8408. if( !skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
  8409. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  8410. }
  8411. else
  8412. { //should end when out of sp.
  8413. sg->limit = DIFF_TICK(tick,sg->tick);
  8414. break;
  8415. }
  8416. } while( x == bl->x && y == bl->y &&
  8417. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  8418. }
  8419. break;
  8420. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  8421. if (tsc)
  8422. tsc->sg_counter++; //SG hit counter.
  8423. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  8424. tsc->sg_counter=0; //Attack absorbed.
  8425. break;
  8426. case GS_DESPERADO:
  8427. if (rand()%100 < src->val1)
  8428. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8429. break;
  8430. default:
  8431. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8432. }
  8433. break;
  8434. case UNT_FIREPILLAR_WAITING:
  8435. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  8436. skill_delunit(src);
  8437. break;
  8438. case UNT_SKIDTRAP:
  8439. {
  8440. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  8441. sg->unit_id = UNT_USED_TRAPS;
  8442. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8443. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8444. }
  8445. break;
  8446. case UNT_ANKLESNARE:
  8447. if( sg->val2 == 0 && tsc )
  8448. {
  8449. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  8450. if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) )
  8451. {
  8452. const struct TimerData* td = tsc->data[type]?get_timer(tsc->data[type]->timer):NULL;
  8453. if( td )
  8454. sec = DIFF_TICK(td->tick, tick);
  8455. unit_movepos(bl, src->bl.x, src->bl.y, 0, 0);
  8456. clif_fixpos(bl);
  8457. sg->val2 = bl->id;
  8458. }
  8459. else
  8460. sec = 3000; //Couldn't trap it?
  8461. clif_skillunit_update(&src->bl);
  8462. /**
  8463. * If you're snared from a trap that was invisible this makes the trap be
  8464. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  8465. * bugreport:3961
  8466. **/
  8467. clif_changetraplook(&src->bl, UNT_ANKLESNARE);
  8468. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  8469. sg->interval = -1;
  8470. src->range = 0;
  8471. }
  8472. break;
  8473. case UNT_VENOMDUST:
  8474. if(tsc && !tsc->data[type])
  8475. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0);
  8476. break;
  8477. case UNT_LANDMINE:
  8478. case UNT_CLAYMORETRAP:
  8479. case UNT_BLASTMINE:
  8480. case UNT_SHOCKWAVE:
  8481. case UNT_SANDMAN:
  8482. case UNT_FLASHER:
  8483. case UNT_FREEZINGTRAP:
  8484. case UNT_FIREPILLAR_ACTIVE:
  8485. /**
  8486. * Ranger
  8487. **/
  8488. case UNT_CLUSTERBOMB:
  8489. case UNT_MAGENTATRAP:
  8490. case UNT_COBALTTRAP:
  8491. case UNT_MAIZETRAP:
  8492. case UNT_VERDURETRAP:
  8493. case UNT_FIRINGTRAP:
  8494. case UNT_ICEBOUNDTRAP:
  8495. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  8496. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  8497. clif_changetraplook(&src->bl, sg->unit_id==UNT_LANDMINE?UNT_FIREPILLAR_ACTIVE:UNT_USED_TRAPS);
  8498. src->range = -1; //Disable range so it does not invoke a for each in area again.
  8499. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8500. break;
  8501. case UNT_TALKIEBOX:
  8502. if (sg->src_id == bl->id)
  8503. break;
  8504. if (sg->val2 == 0){
  8505. clif_talkiebox(&src->bl, sg->valstr);
  8506. sg->unit_id = UNT_USED_TRAPS;
  8507. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  8508. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  8509. sg->val2 = -1;
  8510. }
  8511. break;
  8512. case UNT_LULLABY:
  8513. if (ss->id == bl->id)
  8514. break;
  8515. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8516. break;
  8517. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  8518. if (ss->id != bl->id)
  8519. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  8520. break;
  8521. case UNT_DISSONANCE:
  8522. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  8523. break;
  8524. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  8525. {
  8526. int heal;
  8527. if( sg->src_id == bl->id && !(tsc && tsc->data[SC_SPIRIT] && tsc->data[SC_SPIRIT]->val2 == SL_BARDDANCER) )
  8528. break; // affects self only when soullinked
  8529. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  8530. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  8531. status_heal(bl, heal, 0, 0);
  8532. break;
  8533. }
  8534. case UNT_TATAMIGAESHI:
  8535. case UNT_DEMONSTRATION:
  8536. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8537. break;
  8538. case UNT_GOSPEL:
  8539. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  8540. break;
  8541. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  8542. { // Support Effect only on party, not guild
  8543. int heal;
  8544. int i = rand()%13; // Positive buff count
  8545. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  8546. switch (i)
  8547. {
  8548. case 0: // Heal 1~9999 HP
  8549. heal = rand() %9999+1;
  8550. clif_skill_nodamage(ss,bl,AL_HEAL,heal,1);
  8551. status_heal(bl,heal,0,0);
  8552. break;
  8553. case 1: // End all negative status
  8554. status_change_clear_buffs(bl,2);
  8555. if (tsd) clif_gospel_info(tsd, 0x15);
  8556. break;
  8557. case 2: // Immunity to all status
  8558. sc_start(bl,SC_SCRESIST,100,100,time);
  8559. if (tsd) clif_gospel_info(tsd, 0x16);
  8560. break;
  8561. case 3: // MaxHP +100%
  8562. sc_start(bl,SC_INCMHPRATE,100,100,time);
  8563. if (tsd) clif_gospel_info(tsd, 0x17);
  8564. break;
  8565. case 4: // MaxSP +100%
  8566. sc_start(bl,SC_INCMSPRATE,100,100,time);
  8567. if (tsd) clif_gospel_info(tsd, 0x18);
  8568. break;
  8569. case 5: // All stats +20
  8570. sc_start(bl,SC_INCALLSTATUS,100,20,time);
  8571. if (tsd) clif_gospel_info(tsd, 0x19);
  8572. break;
  8573. case 6: // Level 10 Blessing
  8574. sc_start(bl,SC_BLESSING,100,10,time);
  8575. break;
  8576. case 7: // Level 10 Increase AGI
  8577. sc_start(bl,SC_INCREASEAGI,100,10,time);
  8578. break;
  8579. case 8: // Enchant weapon with Holy element
  8580. sc_start(bl,SC_ASPERSIO,100,1,time);
  8581. if (tsd) clif_gospel_info(tsd, 0x1c);
  8582. break;
  8583. case 9: // Enchant armor with Holy element
  8584. sc_start(bl,SC_BENEDICTIO,100,1,time);
  8585. if (tsd) clif_gospel_info(tsd, 0x1d);
  8586. break;
  8587. case 10: // DEF +25%
  8588. sc_start(bl,SC_INCDEFRATE,100,25,time);
  8589. if (tsd) clif_gospel_info(tsd, 0x1e);
  8590. break;
  8591. case 11: // ATK +100%
  8592. sc_start(bl,SC_INCATKRATE,100,100,time);
  8593. if (tsd) clif_gospel_info(tsd, 0x1f);
  8594. break;
  8595. case 12: // HIT/Flee +50
  8596. sc_start(bl,SC_INCHIT,100,50,time);
  8597. sc_start(bl,SC_INCFLEE,100,50,time);
  8598. if (tsd) clif_gospel_info(tsd, 0x20);
  8599. break;
  8600. }
  8601. }
  8602. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  8603. { // Offensive Effect
  8604. int i = rand()%9; // Negative buff count
  8605. int time = skill_get_time2(sg->skill_id, sg->skill_lv);
  8606. switch (i)
  8607. {
  8608. case 0: // Deal 1~9999 damage
  8609. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8610. break;
  8611. case 1: // Curse
  8612. sc_start(bl,SC_CURSE,100,1,time);
  8613. break;
  8614. case 2: // Blind
  8615. sc_start(bl,SC_BLIND,100,1,time);
  8616. break;
  8617. case 3: // Poison
  8618. sc_start(bl,SC_POISON,100,1,time);
  8619. break;
  8620. case 4: // Level 10 Provoke
  8621. sc_start(bl,SC_PROVOKE,100,10,time);
  8622. break;
  8623. case 5: // DEF -100%
  8624. sc_start(bl,SC_INCDEFRATE,100,-100,time);
  8625. break;
  8626. case 6: // ATK -100%
  8627. sc_start(bl,SC_INCATKRATE,100,-100,time);
  8628. break;
  8629. case 7: // Flee -100%
  8630. sc_start(bl,SC_INCFLEERATE,100,-100,time);
  8631. break;
  8632. case 8: // Speed/ASPD -25%
  8633. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,time);
  8634. break;
  8635. }
  8636. }
  8637. break;
  8638. case UNT_BASILICA:
  8639. {
  8640. int i = battle_check_target(&src->bl, bl, BCT_ENEMY);
  8641. if( i > 0 && !(status_get_mode(bl)&MD_BOSS) )
  8642. { // knock-back any enemy except Boss
  8643. skill_blown(&src->bl, bl, 2, unit_getdir(bl), 0);
  8644. clif_fixpos(bl);
  8645. }
  8646. if( sg->src_id != bl->id && i <= 0 )
  8647. sc_start4(bl, type, 100, 0, 0, 0, src->bl.id, sg->interval + 100);
  8648. }
  8649. break;
  8650. case UNT_GRAVITATION:
  8651. case UNT_EARTHSTRAIN:
  8652. case UNT_FIREWALK:
  8653. case UNT_ELECTRICWALK:
  8654. case UNT_PSYCHIC_WAVE:
  8655. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  8656. break;
  8657. case UNT_GROUNDDRIFT_WIND:
  8658. case UNT_GROUNDDRIFT_DARK:
  8659. case UNT_GROUNDDRIFT_POISON:
  8660. case UNT_GROUNDDRIFT_WATER:
  8661. case UNT_GROUNDDRIFT_FIRE:
  8662. map_foreachinrange(skill_trap_splash,&src->bl,
  8663. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  8664. &src->bl,tick);
  8665. sg->unit_id = UNT_USED_TRAPS;
  8666. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  8667. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  8668. break;
  8669. /**
  8670. * 3rd stuff
  8671. **/
  8672. case UNT_POISONSMOKE:
  8673. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->data[sg->val2]) && rand()%100 < 20 )
  8674. sc_start(bl,sg->val2,100,sg->val1,skill_get_time2(GC_POISONINGWEAPON,sg->val1));
  8675. break;
  8676. case UNT_EPICLESIS:
  8677. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON )
  8678. {
  8679. int hp, sp;
  8680. switch( sg->skill_lv )
  8681. {
  8682. case 1: case 2: hp = 3; sp = 2; break;
  8683. case 3: case 4: hp = 4; sp = 3; break;
  8684. case 5: default: hp = 5; sp = 4; break;
  8685. }
  8686. hp = tstatus->max_hp * hp / 100;
  8687. sp = tstatus->max_sp * sp / 100;
  8688. status_heal(bl, hp, sp, 0);
  8689. if( tstatus->hp < tstatus->max_hp )
  8690. clif_skill_nodamage(&src->bl, bl, AL_HEAL, hp, 1);
  8691. if( tstatus->sp < tstatus->max_sp )
  8692. clif_skill_nodamage(&src->bl, bl, MG_SRECOVERY, sp, 1);
  8693. sc_start(bl, type, 100, sg->skill_lv, sg->interval + 100);
  8694. sg->val2++;
  8695. // Reveal hidden players every 5 seconds.
  8696. if( sg->val2 >= 5 )
  8697. {
  8698. sg->val2 = 0;
  8699. // TODO: check if other hidden status can be removed.
  8700. status_change_end(bl,SC_HIDING,-1);
  8701. status_change_end(bl,SC_CLOAKING,-1);
  8702. }
  8703. }
  8704. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  8705. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  8706. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  8707. break;
  8708. case UNT_STEALTHFIELD:
  8709. if( bl->id == sg->src_id )
  8710. break; // Dont work on Self (video shows that)
  8711. case UNT_NEUTRALBARRIER:
  8712. sc_start(bl,type,100,sg->skill_lv,sg->interval + 100);
  8713. break;
  8714. case UNT_DIMENSIONDOOR:
  8715. if( tsd && !map[bl->m].flag.noteleport )
  8716. pc_randomwarp(tsd,3);
  8717. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  8718. unit_warp(bl,-1,-1,-1,3);
  8719. break;
  8720. case UNT_REVERBERATION:
  8721. clif_changetraplook(&src->bl,UNT_USED_TRAPS);
  8722. map_foreachinrange(skill_trap_splash,&src->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl,tick);
  8723. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  8724. break;
  8725. case UNT_SEVERE_RAINSTORM:
  8726. if( battle_check_target(&src->bl, bl, BCT_ENEMY) )
  8727. skill_attack(BF_WEAPON,ss,&src->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  8728. break;
  8729. }
  8730. if (sg->state.magic_power && sc && !sc->data[SC_MAGICPOWER])
  8731. { //Unset magic power.
  8732. swap(sstatus->matk_min, sc->mp_matk_min);
  8733. swap(sstatus->matk_max, sc->mp_matk_max);
  8734. }
  8735. if (bl->type == BL_MOB && ss != bl)
  8736. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  8737. return skillid;
  8738. }
  8739. /*==========================================
  8740. * Triggered when a char steps out of a skill cell
  8741. *------------------------------------------*/
  8742. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  8743. {
  8744. struct skill_unit_group *sg;
  8745. struct status_change *sc;
  8746. struct status_change_entry *sce;
  8747. enum sc_type type;
  8748. nullpo_ret(src);
  8749. nullpo_ret(bl);
  8750. nullpo_ret(sg=src->group);
  8751. sc = status_get_sc(bl);
  8752. type = status_skill2sc(sg->skill_id);
  8753. sce = (sc && type != -1)?sc->data[type]:NULL;
  8754. if( bl->prev==NULL ||
  8755. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
  8756. return 0;
  8757. switch(sg->unit_id){
  8758. case UNT_SAFETYWALL:
  8759. case UNT_PNEUMA:
  8760. case UNT_EPICLESIS://Arch Bishop
  8761. if (sce)
  8762. status_change_end(bl, type, INVALID_TIMER);
  8763. break;
  8764. case UNT_BASILICA:
  8765. if( sce && sce->val4 == src->bl.id )
  8766. status_change_end(bl, type, INVALID_TIMER);
  8767. break;
  8768. case UNT_HERMODE: //Clear Hermode if the owner moved.
  8769. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  8770. status_change_end(bl, type, INVALID_TIMER);
  8771. break;
  8772. case UNT_SPIDERWEB:
  8773. {
  8774. struct block_list *target = map_id2bl(sg->val2);
  8775. if (target && target==bl)
  8776. {
  8777. if (sce && sce->val3 == sg->group_id)
  8778. status_change_end(bl, type, INVALID_TIMER);
  8779. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  8780. }
  8781. break;
  8782. }
  8783. }
  8784. return sg->skill_id;
  8785. }
  8786. /*==========================================
  8787. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  8788. *------------------------------------------*/
  8789. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  8790. {
  8791. struct status_change *sc;
  8792. struct status_change_entry *sce;
  8793. enum sc_type type;
  8794. sc = status_get_sc(bl);
  8795. if (sc && !sc->count)
  8796. sc = NULL;
  8797. type = status_skill2sc(skill_id);
  8798. sce = (sc && type != -1)?sc->data[type]:NULL;
  8799. switch (skill_id)
  8800. {
  8801. case WZ_QUAGMIRE:
  8802. if (bl->type==BL_MOB)
  8803. break;
  8804. if (sce)
  8805. status_change_end(bl, type, INVALID_TIMER);
  8806. break;
  8807. case BD_LULLABY:
  8808. case BD_RICHMANKIM:
  8809. case BD_ETERNALCHAOS:
  8810. case BD_DRUMBATTLEFIELD:
  8811. case BD_RINGNIBELUNGEN:
  8812. case BD_ROKISWEIL:
  8813. case BD_INTOABYSS:
  8814. case BD_SIEGFRIED:
  8815. if(sc && sc->data[SC_DANCING] && (sc->data[SC_DANCING]->val1&0xFFFF) == skill_id)
  8816. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  8817. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  8818. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  8819. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  8820. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  8821. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  8822. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  8823. }
  8824. case MG_SAFETYWALL:
  8825. case AL_PNEUMA:
  8826. case SA_VOLCANO:
  8827. case SA_DELUGE:
  8828. case SA_VIOLENTGALE:
  8829. case CG_HERMODE:
  8830. case HW_GRAVITATION:
  8831. case NJ_SUITON:
  8832. if (sce)
  8833. status_change_end(bl, type, INVALID_TIMER);
  8834. break;
  8835. case BA_POEMBRAGI:
  8836. case BA_WHISTLE:
  8837. case BA_ASSASSINCROSS:
  8838. case BA_APPLEIDUN:
  8839. case DC_HUMMING:
  8840. case DC_DONTFORGETME:
  8841. case DC_FORTUNEKISS:
  8842. case DC_SERVICEFORYOU:
  8843. if (sce)
  8844. {
  8845. delete_timer(sce->timer, status_change_timer);
  8846. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  8847. //not possible on our current implementation.
  8848. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  8849. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  8850. }
  8851. break;
  8852. case PF_FOGWALL:
  8853. if (sce)
  8854. {
  8855. status_change_end(bl, type, INVALID_TIMER);
  8856. if ((sce=sc->data[SC_BLIND]))
  8857. {
  8858. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  8859. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8860. else {
  8861. delete_timer(sce->timer, status_change_timer);
  8862. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  8863. }
  8864. }
  8865. }
  8866. break;
  8867. }
  8868. return skill_id;
  8869. }
  8870. /*==========================================
  8871. * Invoked when a unit cell has been placed/removed/deleted.
  8872. * flag values:
  8873. * flag&1: Invoke onplace function (otherwise invoke onout)
  8874. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  8875. *------------------------------------------*/
  8876. static int skill_unit_effect (struct block_list* bl, va_list ap)
  8877. {
  8878. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  8879. struct skill_unit_group* group = unit->group;
  8880. unsigned int tick = va_arg(ap,unsigned int);
  8881. unsigned int flag = va_arg(ap,unsigned int);
  8882. int skill_id;
  8883. bool dissonance;
  8884. if( (!unit->alive && !(flag&4)) || bl->prev == NULL )
  8885. return 0;
  8886. nullpo_ret(group);
  8887. dissonance = skill_dance_switch(unit, 0);
  8888. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  8889. skill_id = group->skill_id;
  8890. //Target-type check.
  8891. if( !(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0) )
  8892. {
  8893. if( flag&4 && group->src_id == bl->id && group->state.song_dance&0x2 )
  8894. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  8895. }
  8896. else
  8897. {
  8898. if( flag&1 )
  8899. skill_unit_onplace(unit,bl,tick);
  8900. else
  8901. skill_unit_onout(unit,bl,tick);
  8902. if( flag&4 )
  8903. skill_unit_onleft(skill_id, bl, tick);
  8904. }
  8905. if( dissonance ) skill_dance_switch(unit, 1);
  8906. return 0;
  8907. }
  8908. /*==========================================
  8909. *
  8910. *------------------------------------------*/
  8911. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  8912. {
  8913. struct skill_unit_group *sg;
  8914. nullpo_ret(src);
  8915. nullpo_ret(sg=src->group);
  8916. switch( sg->unit_id ) {
  8917. case UNT_SKIDTRAP:
  8918. case UNT_LANDMINE:
  8919. case UNT_SHOCKWAVE:
  8920. case UNT_SANDMAN:
  8921. case UNT_FLASHER:
  8922. case UNT_CLAYMORETRAP:
  8923. case UNT_FREEZINGTRAP:
  8924. case UNT_TALKIEBOX:
  8925. case UNT_ANKLESNARE:
  8926. case UNT_ICEWALL:
  8927. src->val1-=damage;
  8928. break;
  8929. case UNT_BLASTMINE:
  8930. skill_blown(bl, &src->bl, 3, -1, 0);
  8931. break;
  8932. default:
  8933. damage = 0;
  8934. break;
  8935. }
  8936. return damage;
  8937. }
  8938. /*==========================================
  8939. *
  8940. *------------------------------------------*/
  8941. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  8942. {
  8943. int *c, skillid;
  8944. struct block_list *src;
  8945. struct map_session_data *sd;
  8946. struct map_session_data *tsd;
  8947. int *p_sd; //Contains the list of characters found.
  8948. nullpo_ret(bl);
  8949. nullpo_ret(tsd=(struct map_session_data*)bl);
  8950. nullpo_ret(src=va_arg(ap,struct block_list *));
  8951. nullpo_ret(sd=(struct map_session_data*)src);
  8952. c=va_arg(ap,int *);
  8953. p_sd = va_arg(ap, int *);
  8954. skillid = va_arg(ap,int);
  8955. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  8956. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  8957. if (bl == src)
  8958. return 0;
  8959. if(pc_isdead(tsd))
  8960. return 0;
  8961. if (tsd->sc.data[SC_SILENCE] || ( tsd->sc.opt1 && tsd->sc.opt1 != OPT1_BURNING ))
  8962. return 0;
  8963. switch(skillid)
  8964. {
  8965. case PR_BENEDICTIO:
  8966. {
  8967. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  8968. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  8969. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  8970. && sd->status.sp >= 10)
  8971. p_sd[(*c)++]=tsd->bl.id;
  8972. return 1;
  8973. }
  8974. case AB_ADORAMUS:
  8975. { // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  8976. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  8977. p_sd[(*c)++] = tsd->bl.id;
  8978. return 1;
  8979. }
  8980. case WL_COMET:
  8981. { // Comet does not consume Red Gemstones when there is at least 1 Warlock class next to the caster
  8982. if( tsd->status.class_ == 4055 || tsd->status.class_ == 4061 )
  8983. p_sd[(*c)++] = tsd->bl.id;
  8984. return 1;
  8985. }
  8986. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  8987. {
  8988. int skilllv;
  8989. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  8990. return 0;
  8991. if (sd->status.sex != tsd->status.sex &&
  8992. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  8993. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  8994. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  8995. sd->status.party_id && tsd->status.party_id &&
  8996. sd->status.party_id == tsd->status.party_id &&
  8997. !tsd->sc.data[SC_DANCING])
  8998. {
  8999. p_sd[(*c)++]=tsd->bl.id;
  9000. return skilllv;
  9001. } else {
  9002. return 0;
  9003. }
  9004. }
  9005. break;
  9006. }
  9007. return 0;
  9008. }
  9009. /*==========================================
  9010. * Checks and stores partners for ensemble skills [Skotlex]
  9011. *------------------------------------------*/
  9012. int skill_check_pc_partner (struct map_session_data *sd, short skill_id, short* skill_lv, int range, int cast_flag)
  9013. {
  9014. static int c=0;
  9015. static int p_sd[2] = { 0, 0 };
  9016. int i;
  9017. if (!battle_config.player_skill_partner_check ||
  9018. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  9019. return 99; //As if there were infinite partners.
  9020. if (cast_flag)
  9021. { //Execute the skill on the partners.
  9022. struct map_session_data* tsd;
  9023. switch (skill_id)
  9024. {
  9025. case PR_BENEDICTIO:
  9026. for (i = 0; i < c; i++)
  9027. {
  9028. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  9029. status_charge(&tsd->bl, 0, 10);
  9030. }
  9031. return c;
  9032. case AB_ADORAMUS:
  9033. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL )
  9034. {
  9035. i = 2 * (*skill_lv);
  9036. status_charge(&tsd->bl, 0, i);
  9037. }
  9038. break;
  9039. default: //Warning: Assuming Ensemble skills here (for speed)
  9040. if (c > 0 && sd->sc.data[SC_DANCING] && (tsd = map_id2sd(p_sd[0])) != NULL)
  9041. {
  9042. sd->sc.data[SC_DANCING]->val4 = tsd->bl.id;
  9043. sc_start4(&tsd->bl,SC_DANCING,100,skill_id,sd->sc.data[SC_DANCING]->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  9044. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  9045. tsd->skillid_dance = skill_id;
  9046. tsd->skilllv_dance = *skill_lv;
  9047. }
  9048. return c;
  9049. }
  9050. }
  9051. //Else: new search for partners.
  9052. c = 0;
  9053. memset (p_sd, 0, sizeof(p_sd));
  9054. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  9055. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  9056. *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.
  9057. return c;
  9058. }
  9059. /*==========================================
  9060. *
  9061. *------------------------------------------*/
  9062. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  9063. {
  9064. int *c,src_id,mob_class,skill;
  9065. struct mob_data *md;
  9066. md=(struct mob_data*)bl;
  9067. src_id=va_arg(ap,int);
  9068. mob_class=va_arg(ap,int);
  9069. skill=va_arg(ap,int);
  9070. c=va_arg(ap,int *);
  9071. if( md->master_id != src_id || md->special_state.ai != (unsigned)(skill == AM_SPHEREMINE?2:3) )
  9072. return 0; //Non alchemist summoned mobs have nothing to do here.
  9073. if(md->class_==mob_class)
  9074. (*c)++;
  9075. return 1;
  9076. }
  9077. /*==========================================
  9078. * Determines if a given skill should be made to consume ammo
  9079. * when used by the player. [Skotlex]
  9080. *------------------------------------------*/
  9081. int skill_isammotype (struct map_session_data *sd, int skill)
  9082. {
  9083. return (
  9084. battle_config.arrow_decrement==2 &&
  9085. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  9086. skill != HT_PHANTASMIC &&
  9087. skill_get_type(skill) == BF_WEAPON &&
  9088. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  9089. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  9090. );
  9091. }
  9092. int skill_check_condition_castbegin(struct map_session_data* sd, short skill, short lv)
  9093. {
  9094. struct status_data *status;
  9095. struct status_change *sc;
  9096. struct skill_condition require;
  9097. int i;
  9098. nullpo_ret(sd);
  9099. if (lv <= 0 || sd->chatID) return 0;
  9100. if( battle_config.gm_skilluncond && pc_isGM(sd)>= battle_config.gm_skilluncond && sd->skillitem != skill )
  9101. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  9102. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  9103. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  9104. return 1;
  9105. }
  9106. if( sd->menuskill_id == AM_PHARMACY )
  9107. {
  9108. switch( skill )
  9109. {
  9110. case AM_PHARMACY:
  9111. case AC_MAKINGARROW:
  9112. case BS_REPAIRWEAPON:
  9113. case AM_TWILIGHT1:
  9114. case AM_TWILIGHT2:
  9115. case AM_TWILIGHT3:
  9116. return 0;
  9117. }
  9118. }
  9119. status = &sd->battle_status;
  9120. sc = &sd->sc;
  9121. if( !sc->count )
  9122. sc = NULL;
  9123. if( sd->skillitem == skill )
  9124. {
  9125. if( sd->state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  9126. sd->state.abra_flag = 0;
  9127. else
  9128. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  9129. if( (i = sd->itemindex) == -1 ||
  9130. sd->status.inventory[i].nameid != sd->itemid ||
  9131. sd->inventory_data[i] == NULL ||
  9132. !sd->inventory_data[i]->flag.delay_consume ||
  9133. sd->status.inventory[i].amount < 1
  9134. )
  9135. { //Something went wrong, item exploit?
  9136. sd->itemid = sd->itemindex = -1;
  9137. return 0;
  9138. }
  9139. //Consume
  9140. sd->itemid = sd->itemindex = -1;
  9141. if( skill == WZ_EARTHSPIKE && sc && sc->data[SC_EARTHSCROLL] && rand()%100 > sc->data[SC_EARTHSCROLL]->val2 ) // [marquis007]
  9142. ; //Do not consume item.
  9143. else if( sd->status.inventory[i].expire_time == 0 )
  9144. pc_delitem(sd,i,1,0,0); // Rental usable items are not consumed until expiration
  9145. }
  9146. return 1;
  9147. }
  9148. if( pc_is90overweight(sd) )
  9149. {
  9150. clif_skill_fail(sd,skill,9,0);
  9151. return 0;
  9152. }
  9153. switch( skill )
  9154. { // Turn off check.
  9155. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  9156. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  9157. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  9158. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  9159. if( sc && sc->data[status_skill2sc(skill)] )
  9160. return 1;
  9161. }
  9162. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  9163. return 0;
  9164. require = skill_get_requirement(sd,skill,lv);
  9165. //Can only update state when weapon/arrow info is checked.
  9166. sd->state.arrow_atk = require.ammo?1:0;
  9167. // perform skill-specific checks (and actions)
  9168. switch( skill )
  9169. {
  9170. case SA_CASTCANCEL:
  9171. if(sd->ud.skilltimer == INVALID_TIMER) {
  9172. clif_skill_fail(sd,skill,0,0);
  9173. return 0;
  9174. }
  9175. break;
  9176. case AL_WARP:
  9177. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  9178. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  9179. return 0;
  9180. }
  9181. break;
  9182. case MO_CALLSPIRITS:
  9183. if(sd->spiritball >= lv) {
  9184. clif_skill_fail(sd,skill,0,0);
  9185. return 0;
  9186. }
  9187. break;
  9188. case MO_FINGEROFFENSIVE:
  9189. case GS_FLING:
  9190. if( sd->spiritball > 0 && sd->spiritball < require.spiritball )
  9191. sd->spiritball_old = require.spiritball = sd->spiritball;
  9192. else
  9193. sd->spiritball_old = require.spiritball;
  9194. break;
  9195. case MO_CHAINCOMBO:
  9196. if(!sc)
  9197. return 0;
  9198. if(sc->data[SC_BLADESTOP])
  9199. break;
  9200. if(sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_TRIPLEATTACK)
  9201. break;
  9202. return 0;
  9203. case MO_COMBOFINISH:
  9204. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_CHAINCOMBO))
  9205. return 0;
  9206. break;
  9207. case CH_TIGERFIST:
  9208. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == MO_COMBOFINISH))
  9209. return 0;
  9210. break;
  9211. case CH_CHAINCRUSH:
  9212. if(!(sc && sc->data[SC_COMBO]))
  9213. return 0;
  9214. if(sc->data[SC_COMBO]->val1 != MO_COMBOFINISH && sc->data[SC_COMBO]->val1 != CH_TIGERFIST)
  9215. return 0;
  9216. break;
  9217. case MO_EXTREMITYFIST:
  9218. // if(sc && sc->data[SC_EXTREMITYFIST]) //To disable Asura during the 5 min skill block uncomment this...
  9219. // return 0;
  9220. if( sc && sc->data[SC_BLADESTOP] )
  9221. break;
  9222. if( sc && sc->data[SC_COMBO] )
  9223. {
  9224. switch(sc->data[SC_COMBO]->val1) {
  9225. case MO_COMBOFINISH:
  9226. case CH_TIGERFIST:
  9227. case CH_CHAINCRUSH:
  9228. break;
  9229. default:
  9230. return 0;
  9231. }
  9232. }
  9233. else if( !unit_can_move(&sd->bl) )
  9234. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  9235. clif_skill_fail(sd,skill,0,0);
  9236. return 0;
  9237. }
  9238. break;
  9239. case TK_MISSION:
  9240. if( (sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON )
  9241. {// Cannot be used by Non-Taekwon classes
  9242. clif_skill_fail(sd,skill,0,0);
  9243. return 0;
  9244. }
  9245. break;
  9246. case TK_READYCOUNTER:
  9247. case TK_READYDOWN:
  9248. case TK_READYSTORM:
  9249. case TK_READYTURN:
  9250. case TK_JUMPKICK:
  9251. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER )
  9252. {// Soul Linkers cannot use this skill
  9253. clif_skill_fail(sd,skill,0,0);
  9254. return 0;
  9255. }
  9256. break;
  9257. case TK_TURNKICK:
  9258. case TK_STORMKICK:
  9259. case TK_DOWNKICK:
  9260. case TK_COUNTER:
  9261. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  9262. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  9263. if(!(sc && sc->data[SC_COMBO]))
  9264. return 0; //Combo needs to be ready
  9265. if (sc->data[SC_COMBO]->val3)
  9266. { //Kick chain
  9267. //Do not repeat a kick.
  9268. if (sc->data[SC_COMBO]->val3 != skill)
  9269. break;
  9270. status_change_end(&sd->bl, SC_COMBO, INVALID_TIMER);
  9271. return 0;
  9272. }
  9273. if(sc->data[SC_COMBO]->val1 != skill)
  9274. { //Cancel combo wait.
  9275. unit_cancel_combo(&sd->bl);
  9276. return 0;
  9277. }
  9278. break; //Combo ready.
  9279. case BD_ADAPTATION:
  9280. {
  9281. int time;
  9282. if(!(sc && sc->data[SC_DANCING]))
  9283. {
  9284. clif_skill_fail(sd,skill,0,0);
  9285. return 0;
  9286. }
  9287. time = 1000*(sc->data[SC_DANCING]->val3>>16);
  9288. if (skill_get_time(
  9289. (sc->data[SC_DANCING]->val1&0xFFFF), //Dance Skill ID
  9290. (sc->data[SC_DANCING]->val1>>16)) //Dance Skill LV
  9291. - time < skill_get_time2(skill,lv))
  9292. {
  9293. clif_skill_fail(sd,skill,0,0);
  9294. return 0;
  9295. }
  9296. }
  9297. break;
  9298. case PR_BENEDICTIO:
  9299. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  9300. {
  9301. clif_skill_fail(sd,skill,0,0);
  9302. return 0;
  9303. }
  9304. break;
  9305. case SL_SMA:
  9306. if(!(sc && sc->data[SC_SMA]))
  9307. return 0;
  9308. break;
  9309. case HT_POWER:
  9310. if(!(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill))
  9311. return 0;
  9312. break;
  9313. case CG_HERMODE:
  9314. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  9315. {
  9316. clif_skill_fail(sd,skill,0,0);
  9317. return 0;
  9318. }
  9319. break;
  9320. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  9321. {
  9322. int i,x,y,range = skill_get_splash(skill, lv)+1;
  9323. int size = range*2+1;
  9324. for (i=0;i<size*size;i++) {
  9325. x = sd->bl.x+(i%size-range);
  9326. y = sd->bl.y+(i/size-range);
  9327. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  9328. clif_skill_fail(sd,skill,0,0);
  9329. return 0;
  9330. }
  9331. }
  9332. }
  9333. break;
  9334. case PR_REDEMPTIO:
  9335. {
  9336. int exp;
  9337. if( ((exp = pc_nextbaseexp(sd)) > 0 && get_percentage(sd->status.base_exp, exp) < 1) ||
  9338. ((exp = pc_nextjobexp(sd)) > 0 && get_percentage(sd->status.job_exp, exp) < 1)) {
  9339. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  9340. return 0;
  9341. }
  9342. break;
  9343. }
  9344. case AM_TWILIGHT2:
  9345. case AM_TWILIGHT3:
  9346. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  9347. {
  9348. clif_skill_fail(sd,skill,0,0);
  9349. return 0;
  9350. }
  9351. break;
  9352. case SG_SUN_WARM:
  9353. case SG_MOON_WARM:
  9354. case SG_STAR_WARM:
  9355. if (sc && sc->data[SC_MIRACLE])
  9356. break;
  9357. i = skill-SG_SUN_WARM;
  9358. if (sd->bl.m == sd->feel_map[i].m)
  9359. break;
  9360. clif_skill_fail(sd,skill,0,0);
  9361. return 0;
  9362. break;
  9363. case SG_SUN_COMFORT:
  9364. case SG_MOON_COMFORT:
  9365. case SG_STAR_COMFORT:
  9366. if (sc && sc->data[SC_MIRACLE])
  9367. break;
  9368. i = skill-SG_SUN_COMFORT;
  9369. if (sd->bl.m == sd->feel_map[i].m &&
  9370. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  9371. break;
  9372. clif_skill_fail(sd,skill,0,0);
  9373. return 0;
  9374. case SG_FUSION:
  9375. if (sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_STAR)
  9376. break;
  9377. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  9378. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  9379. if( require.sp > 0 )
  9380. {
  9381. if (status->sp < (unsigned int)require.sp)
  9382. clif_skill_fail(sd,skill,1,0);
  9383. else
  9384. status_zap(&sd->bl, 0, require.sp);
  9385. }
  9386. return 0;
  9387. case GD_BATTLEORDER:
  9388. case GD_REGENERATION:
  9389. case GD_RESTORE:
  9390. if (!map_flag_gvg2(sd->bl.m)) {
  9391. clif_skill_fail(sd,skill,0,0);
  9392. return 0;
  9393. }
  9394. case GD_EMERGENCYCALL:
  9395. // other checks were already done in skillnotok()
  9396. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  9397. return 0;
  9398. break;
  9399. case GS_GLITTERING:
  9400. if(sd->spiritball >= 10) {
  9401. clif_skill_fail(sd,skill,0,0);
  9402. return 0;
  9403. }
  9404. break;
  9405. case NJ_ISSEN:
  9406. if (status->hp < 2) {
  9407. clif_skill_fail(sd,skill,0,0);
  9408. return 0;
  9409. }
  9410. case NJ_BUNSINJYUTSU:
  9411. if (!(sc && sc->data[SC_NEN])) {
  9412. clif_skill_fail(sd,skill,0,0);
  9413. return 0;
  9414. }
  9415. break;
  9416. case NJ_ZENYNAGE:
  9417. if(sd->status.zeny < require.zeny) {
  9418. clif_skill_fail(sd,skill,5,0);
  9419. return 0;
  9420. }
  9421. break;
  9422. case PF_HPCONVERSION:
  9423. if (status->sp == status->max_sp)
  9424. return 0; //Unusable when at full SP.
  9425. break;
  9426. case AM_CALLHOMUN: //Can't summon if a hom is already out
  9427. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  9428. clif_skill_fail(sd,skill,0,0);
  9429. return 0;
  9430. }
  9431. break;
  9432. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  9433. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  9434. {
  9435. clif_skill_fail(sd,skill,0,0);
  9436. return 0;
  9437. }
  9438. break;
  9439. /**
  9440. * Arch Bishop
  9441. **/
  9442. case AB_ANCILLA:
  9443. {
  9444. int count = 0;
  9445. for( i = 0; i < MAX_INVENTORY; i ++ )
  9446. if( sd->status.inventory[i].nameid == ITEMID_ANCILLA )
  9447. count += sd->status.inventory[i].amount;
  9448. if( count >= 3 ) {
  9449. clif_skill_fail(sd, skill, 0x0c, 0);
  9450. return 0;
  9451. }
  9452. }
  9453. break;
  9454. /**
  9455. * Keeping as a note:
  9456. * Bug Report #17 provides a link to a sep-2011 changelog that shows this requirement was removed
  9457. **/
  9458. //case AB_LAUDAAGNUS:
  9459. //case AB_LAUDARAMUS:
  9460. // if( !sd->status.party_id ) {
  9461. // clif_skill_fail(sd,skill,0,0);
  9462. // return 0;
  9463. // }
  9464. // break;
  9465. case AB_ADORAMUS:
  9466. /**
  9467. * Warlock
  9468. **/
  9469. case WL_COMET:
  9470. if( skill_check_pc_partner(sd,skill,&lv,1,0) <= 0 && ((i = pc_search_inventory(sd,require.itemid[0])) < 0 || sd->status.inventory[i].amount < require.amount[0]) )
  9471. {
  9472. //clif_skill_fail(sd,skill,0x47,require.amount[0],require.itemid[0]);
  9473. clif_skill_fail(sd,skill,0,0);
  9474. return 0;
  9475. }
  9476. break;
  9477. case WL_SUMMONFB:
  9478. case WL_SUMMONBL:
  9479. case WL_SUMMONWB:
  9480. case WL_SUMMONSTONE:
  9481. if( sc )
  9482. {
  9483. ARR_FIND(SC_SPHERE_1,SC_SPHERE_5+1,i,!sc->data[i]);
  9484. if( i == SC_SPHERE_5+1 )
  9485. { // No more free slots
  9486. clif_skill_fail(sd,skill,0x13,0);
  9487. return 0;
  9488. }
  9489. }
  9490. break;
  9491. /**
  9492. * Guilotine Cross
  9493. **/
  9494. case GC_HALLUCINATIONWALK:
  9495. if( sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) ) {
  9496. clif_skill_fail(sd,skill,0x0,0);
  9497. return 0;
  9498. }
  9499. break;
  9500. case GC_COUNTERSLASH:
  9501. case GC_WEAPONCRUSH:
  9502. if( !(sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == GC_WEAPONBLOCKING) ) {
  9503. clif_skill_fail(sd, skill, 0x1f, 0);
  9504. return 0;
  9505. }
  9506. break;
  9507. case GC_CROSSRIPPERSLASHER:
  9508. if( !(sc && sc->data[SC_ROLLINGCUTTER]) ) {
  9509. clif_skill_fail(sd, skill, 0x17, 0);
  9510. return 0;
  9511. }
  9512. break;
  9513. case GC_POISONSMOKE:
  9514. case GC_VENOMPRESSURE:
  9515. if( !(sc && sc->data[SC_POISONINGWEAPON]) ) {
  9516. clif_skill_fail(sd, skill, 0x20, 0);
  9517. return 0;
  9518. }
  9519. break;
  9520. /**
  9521. * Ranger
  9522. **/
  9523. case RA_SENSITIVEKEEN:
  9524. if(!pc_iswug(sd)) {
  9525. clif_skill_fail(sd,skill,0x17,0);
  9526. return 0;
  9527. }
  9528. break;
  9529. }
  9530. switch(require.state) {
  9531. case ST_HIDING:
  9532. if(!(sc && sc->option&OPTION_HIDE)) {
  9533. clif_skill_fail(sd,skill,0,0);
  9534. return 0;
  9535. }
  9536. break;
  9537. case ST_CLOAKING:
  9538. if(!pc_iscloaking(sd)) {
  9539. clif_skill_fail(sd,skill,0,0);
  9540. return 0;
  9541. }
  9542. break;
  9543. case ST_HIDDEN:
  9544. if(!pc_ishiding(sd)) {
  9545. clif_skill_fail(sd,skill,0,0);
  9546. return 0;
  9547. }
  9548. break;
  9549. case ST_RIDING:
  9550. if(!pc_isriding(sd)) {
  9551. clif_skill_fail(sd,skill,0,0);
  9552. return 0;
  9553. }
  9554. break;
  9555. case ST_FALCON:
  9556. if(!pc_isfalcon(sd)) {
  9557. clif_skill_fail(sd,skill,0,0);
  9558. return 0;
  9559. }
  9560. break;
  9561. case ST_CARTBOOST:
  9562. if(!(sc && sc->data[SC_CARTBOOST])) {
  9563. clif_skill_fail(sd,skill,0,0);
  9564. return 0;
  9565. }
  9566. case ST_CART:
  9567. if(!pc_iscarton(sd)) {
  9568. clif_skill_fail(sd,skill,0,0);
  9569. return 0;
  9570. }
  9571. break;
  9572. case ST_SHIELD:
  9573. if(sd->status.shield <= 0) {
  9574. clif_skill_fail(sd,skill,0,0);
  9575. return 0;
  9576. }
  9577. break;
  9578. case ST_SIGHT:
  9579. if(!(sc && sc->data[SC_SIGHT])) {
  9580. clif_skill_fail(sd,skill,0,0);
  9581. return 0;
  9582. }
  9583. break;
  9584. case ST_EXPLOSIONSPIRITS:
  9585. if(!(sc && sc->data[SC_EXPLOSIONSPIRITS])) {
  9586. clif_skill_fail(sd,skill,0,0);
  9587. return 0;
  9588. }
  9589. break;
  9590. case ST_RECOV_WEIGHT_RATE:
  9591. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  9592. clif_skill_fail(sd,skill,0,0);
  9593. return 0;
  9594. }
  9595. break;
  9596. case ST_MOVE_ENABLE:
  9597. if (sc && sc->data[SC_COMBO] && sc->data[SC_COMBO]->val1 == skill)
  9598. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  9599. if (!unit_can_move(&sd->bl)) {
  9600. clif_skill_fail(sd,skill,0,0);
  9601. return 0;
  9602. }
  9603. break;
  9604. case ST_WATER:
  9605. if (sc && (sc->data[SC_DELUGE] || sc->data[SC_SUITON]))
  9606. break;
  9607. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  9608. break;
  9609. clif_skill_fail(sd,skill,0,0);
  9610. return 0;
  9611. /**
  9612. * Rune Knight
  9613. **/
  9614. case ST_RIDINGDRAGON:
  9615. if( !(sd->sc.option&OPTION_DRAGON)) {
  9616. clif_skill_fail(sd,skill,0,0);
  9617. return 0;
  9618. }
  9619. break;
  9620. /**
  9621. * Wug
  9622. **/
  9623. case ST_WUG:
  9624. if( !(sd->sc.option&OPTION_WUG) ) {
  9625. clif_skill_fail(sd,skill,0,0);
  9626. return 0;
  9627. }
  9628. break;
  9629. /**
  9630. * Riding Wug
  9631. **/
  9632. case ST_RIDINGWUG:
  9633. if( !(sd->sc.option&OPTION_WUGRIDER) ){
  9634. clif_skill_fail(sd,skill,0,0);
  9635. return 0;
  9636. }
  9637. break;
  9638. /**
  9639. * Mechanic
  9640. **/
  9641. case ST_MADO:
  9642. if( !(sd->sc.option&OPTION_MADOGEAR) ) {
  9643. clif_skill_fail(sd,skill,0,0);
  9644. return 0;
  9645. }
  9646. break;
  9647. /**
  9648. * Sorcerer
  9649. **/
  9650. //case ST_ELEMENTALSPIRIT:
  9651. // if(!sd->ed) {
  9652. // clif_skill_fail(sd,skill,0x4f,0,0);
  9653. // return 0;
  9654. // }
  9655. // break;
  9656. }
  9657. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  9658. //mhp is the max-hp-requirement, that is,
  9659. //you must have this % or less of HP to cast it.
  9660. clif_skill_fail(sd,skill,2,0);
  9661. return 0;
  9662. }
  9663. if( require.weapon && !pc_check_weapontype(sd,require.weapon) ) {
  9664. clif_skill_fail(sd,skill,6,0);
  9665. return 0;
  9666. }
  9667. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  9668. clif_skill_fail(sd,skill,1,0);
  9669. return 0;
  9670. }
  9671. if( require.zeny > 0 && sd->status.zeny < require.zeny ) {
  9672. clif_skill_fail(sd,skill,5,0);
  9673. return 0;
  9674. }
  9675. if( require.spiritball > 0 && sd->spiritball < require.spiritball) {
  9676. clif_skill_fail(sd,skill,0,0);
  9677. return 0;
  9678. }
  9679. return 1;
  9680. }
  9681. int skill_check_condition_castend(struct map_session_data* sd, short skill, short lv)
  9682. {
  9683. struct skill_condition require;
  9684. struct status_data *status;
  9685. int i;
  9686. int index[MAX_SKILL_ITEM_REQUIRE];
  9687. nullpo_ret(sd);
  9688. if( lv <= 0 || sd->chatID )
  9689. return 0;
  9690. if( battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond && sd->skillitem != skill )
  9691. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  9692. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0; //Need to do arrow state check.
  9693. sd->spiritball_old = sd->spiritball; //Need to do Spiritball check.
  9694. return 1;
  9695. }
  9696. if( sd->menuskill_id == AM_PHARMACY )
  9697. { // Cast start or cast end??
  9698. switch( skill )
  9699. {
  9700. case AM_PHARMACY:
  9701. case AC_MAKINGARROW:
  9702. case BS_REPAIRWEAPON:
  9703. case AM_TWILIGHT1:
  9704. case AM_TWILIGHT2:
  9705. case AM_TWILIGHT3:
  9706. return 0;
  9707. }
  9708. }
  9709. if( sd->skillitem == skill ) // Casting finished (Item skill or Hocus-Pocus)
  9710. return 1;
  9711. if( pc_is90overweight(sd) )
  9712. {
  9713. clif_skill_fail(sd,skill,9,0);
  9714. return 0;
  9715. }
  9716. // perform skill-specific checks (and actions)
  9717. switch( skill )
  9718. {
  9719. case PR_BENEDICTIO:
  9720. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  9721. break;
  9722. case AB_ADORAMUS:
  9723. //if( skill_check_pc_partner(sd,skill,&lv, 1, 2) )
  9724. // sd->state.no_gemstone = 1; // Mark this skill as it don't consume ammo because partners gives SP
  9725. break;
  9726. case AM_CANNIBALIZE:
  9727. case AM_SPHEREMINE:
  9728. {
  9729. int c=0;
  9730. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  9731. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  9732. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill,lv);
  9733. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  9734. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  9735. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  9736. if(c >= maxcount ||
  9737. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  9738. { //Fails when: exceed max limit. There are other plant types already out.
  9739. clif_skill_fail(sd,skill,0,0);
  9740. return 0;
  9741. }
  9742. }
  9743. break;
  9744. }
  9745. case NC_SILVERSNIPER:
  9746. case NC_MAGICDECOY:
  9747. {
  9748. int c = 0, j;
  9749. int maxcount = skill_get_maxcount(skill,lv);
  9750. int mob_class = 2042;
  9751. if( skill == NC_MAGICDECOY )
  9752. mob_class = 2043;
  9753. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) )
  9754. {
  9755. if( skill == NC_MAGICDECOY )
  9756. {
  9757. for( j = mob_class; j <= 2046; j++ )
  9758. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, j, skill, &c);
  9759. }
  9760. else
  9761. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  9762. if( c >= maxcount )
  9763. {
  9764. clif_skill_fail(sd , skill, 0, 0);
  9765. return 0;
  9766. }
  9767. }
  9768. }
  9769. break;
  9770. }
  9771. status = &sd->battle_status;
  9772. require = skill_get_requirement(sd,skill,lv);
  9773. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  9774. clif_skill_fail(sd,skill,2,0);
  9775. return 0;
  9776. }
  9777. if( require.ammo ) { //Skill requires stuff equipped in the arrow slot.
  9778. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  9779. !sd->inventory_data[i] ||
  9780. sd->status.inventory[i].amount < require.ammo_qty
  9781. ) {
  9782. clif_arrow_fail(sd,0);
  9783. return 0;
  9784. }
  9785. if (!(require.ammo&1<<sd->inventory_data[i]->look))
  9786. { //Ammo type check. Send the "wrong weapon type" message
  9787. //which is the closest we have to wrong ammo type. [Skotlex]
  9788. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  9789. //clif_skill_fail(sd,skill,6,0);
  9790. return 0;
  9791. }
  9792. }
  9793. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  9794. {
  9795. if( !require.itemid[i] )
  9796. continue;
  9797. index[i] = pc_search_inventory(sd,require.itemid[i]);
  9798. if( index[i] < 0 || sd->status.inventory[index[i]].amount < require.amount[i] ) {
  9799. if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  9800. clif_skill_fail(sd,skill,7,0);// red gemstone required
  9801. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  9802. clif_skill_fail(sd,skill,8,0);// blue gemstone required
  9803. else
  9804. clif_skill_fail(sd,skill,0,0);
  9805. return 0;
  9806. }
  9807. }
  9808. return 1;
  9809. }
  9810. // type&2: consume items (after skill was used)
  9811. // type&1: consume the others (before skill was used)
  9812. int skill_consume_requirement( struct map_session_data *sd, short skill, short lv, short type)
  9813. {
  9814. int n,i;
  9815. struct skill_condition req;
  9816. nullpo_ret(sd);
  9817. req = skill_get_requirement(sd,skill,lv);
  9818. if( type&1 )
  9819. {
  9820. if( skill == CG_TAROTCARD || sd->state.autocast )
  9821. req.sp = 0; // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  9822. if(req.hp || req.sp)
  9823. status_zap(&sd->bl, req.hp, req.sp);
  9824. if(req.spiritball > 0)
  9825. pc_delspiritball(sd,req.spiritball,0);
  9826. if(req.zeny > 0)
  9827. {
  9828. if( skill == NJ_ZENYNAGE )
  9829. req.zeny = 0; //Zeny is reduced on skill_attack.
  9830. if( sd->status.zeny < req.zeny )
  9831. req.zeny = sd->status.zeny;
  9832. pc_payzeny(sd,req.zeny);
  9833. }
  9834. }
  9835. if( type&2 )
  9836. {
  9837. struct status_change *sc = &sd->sc;
  9838. if( !sc->count )
  9839. sc = NULL;
  9840. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  9841. {
  9842. if( !req.itemid[i] )
  9843. continue;
  9844. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN && sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_WIZARD )
  9845. continue; //Gemstones are checked, but not substracted from inventory.
  9846. if( (n = pc_search_inventory(sd,req.itemid[i])) >= 0 )
  9847. pc_delitem(sd,n,req.amount[i],0,1);
  9848. }
  9849. }
  9850. return 1;
  9851. }
  9852. struct skill_condition skill_get_requirement(struct map_session_data* sd, short skill, short lv)
  9853. {
  9854. struct skill_condition req;
  9855. struct status_data *status;
  9856. struct status_change *sc;
  9857. int i,j,hp_rate,sp_rate;
  9858. memset(&req,0,sizeof(req));
  9859. if( !sd )
  9860. return req;
  9861. if( sd->skillitem == skill )
  9862. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  9863. sc = &sd->sc;
  9864. if( !sc->count )
  9865. sc = NULL;
  9866. switch( skill )
  9867. { // Turn off check.
  9868. case BS_MAXIMIZE: case NV_TRICKDEAD: case TF_HIDING: case AS_CLOAKING: case CR_AUTOGUARD:
  9869. case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
  9870. case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
  9871. case TK_READYSTORM: case TK_READYTURN: case SG_FUSION:
  9872. if( sc && sc->data[status_skill2sc(skill)] )
  9873. return req;
  9874. }
  9875. j = skill_get_index(skill);
  9876. if( j == 0 ) // invalid skill id
  9877. return req;
  9878. if( lv < 1 || lv > MAX_SKILL_LEVEL )
  9879. return req;
  9880. status = &sd->battle_status;
  9881. req.hp = skill_db[j].hp[lv-1];
  9882. hp_rate = skill_db[j].hp_rate[lv-1];
  9883. if(hp_rate > 0)
  9884. req.hp += (status->hp * hp_rate)/100;
  9885. else
  9886. req.hp += (status->max_hp * (-hp_rate))/100;
  9887. req.sp = skill_db[j].sp[lv-1];
  9888. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  9889. req.sp /= 2;
  9890. sp_rate = skill_db[j].sp_rate[lv-1];
  9891. if(sp_rate > 0)
  9892. req.sp += (status->sp * sp_rate)/100;
  9893. else
  9894. req.sp += (status->max_sp * (-sp_rate))/100;
  9895. if( sd->dsprate!=100 )
  9896. req.sp = req.sp * sd->dsprate / 100;
  9897. req.zeny = skill_db[j].zeny[lv-1];
  9898. req.spiritball = skill_db[j].spiritball[lv-1];
  9899. req.state = skill_db[j].state;
  9900. req.mhp = skill_db[j].mhp[lv-1];
  9901. req.weapon = skill_db[j].weapon;
  9902. req.ammo_qty = skill_db[j].ammo_qty[lv-1];
  9903. if (req.ammo_qty)
  9904. req.ammo = skill_db[j].ammo;
  9905. if (!req.ammo && skill && skill_isammotype(sd, skill))
  9906. { //Assume this skill is using the weapon, therefore it requires arrows.
  9907. req.ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  9908. req.ammo_qty = 1;
  9909. }
  9910. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9911. {
  9912. if( (skill == AM_POTIONPITCHER || skill == CR_SLIMPITCHER || skill == CR_CULTIVATION) && i != lv%11 - 1 )
  9913. continue;
  9914. switch( skill )
  9915. {
  9916. case AM_CALLHOMUN:
  9917. if (sd->status.hom_id) //Don't delete items when hom is already out.
  9918. continue;
  9919. break;
  9920. case NC_SHAPESHIFT:
  9921. if( i < 4 )
  9922. continue;
  9923. break;
  9924. case WZ_FIREPILLAR: // celest
  9925. if (lv <= 5) // no gems required at level 1-5
  9926. continue;
  9927. break;
  9928. }
  9929. req.itemid[i] = skill_db[j].itemid[i];
  9930. req.amount[i] = skill_db[j].amount[i];
  9931. if( itemid_isgemstone(req.itemid[i]) && skill != HW_GANBANTEIN )
  9932. {
  9933. if( sd->special_state.no_gemstone )
  9934. { //Make it substract 1 gem rather than skipping the cost.
  9935. if( --req.amount[i] < 1 )
  9936. req.itemid[i] = 0;
  9937. }
  9938. if(sc && sc->data[SC_INTOABYSS])
  9939. {
  9940. if( skill != SA_ABRACADABRA )
  9941. req.itemid[i] = req.amount[i] = 0;
  9942. else if( --req.amount[i] < 1 )
  9943. req.amount[i] = 1; // Hocus Pocus allways use at least 1 gem
  9944. }
  9945. }
  9946. }
  9947. // Check for cost reductions due to skills & SCs
  9948. switch(skill) {
  9949. case MC_MAMMONITE:
  9950. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  9951. req.zeny -= req.zeny*10/100;
  9952. break;
  9953. case AL_HOLYLIGHT:
  9954. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_PRIEST)
  9955. req.sp *= 5;
  9956. break;
  9957. case SL_SMA:
  9958. case SL_STUN:
  9959. case SL_STIN:
  9960. {
  9961. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  9962. if(kaina_lv==0 || sd->status.base_level<70)
  9963. break;
  9964. if(sd->status.base_level>=90)
  9965. req.sp -= req.sp*7*kaina_lv/100;
  9966. else if(sd->status.base_level>=80)
  9967. req.sp -= req.sp*5*kaina_lv/100;
  9968. else if(sd->status.base_level>=70)
  9969. req.sp -= req.sp*3*kaina_lv/100;
  9970. }
  9971. break;
  9972. case MO_TRIPLEATTACK:
  9973. case MO_CHAINCOMBO:
  9974. case MO_COMBOFINISH:
  9975. case CH_TIGERFIST:
  9976. case CH_CHAINCRUSH:
  9977. if(sc && sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_MONK)
  9978. req.sp -= req.sp*25/100; //FIXME: Need real data. this is a custom value.
  9979. break;
  9980. case MO_BODYRELOCATION:
  9981. if( sc && sc->data[SC_EXPLOSIONSPIRITS] )
  9982. req.spiritball = 0;
  9983. break;
  9984. case MO_EXTREMITYFIST:
  9985. if( sc )
  9986. {
  9987. if( sc->data[SC_BLADESTOP] )
  9988. req.spiritball--;
  9989. else if( sc->data[SC_COMBO] )
  9990. {
  9991. switch( sc->data[SC_COMBO]->val1 )
  9992. {
  9993. case MO_COMBOFINISH:
  9994. req.spiritball = 4;
  9995. break;
  9996. case CH_TIGERFIST:
  9997. req.spiritball = 3;
  9998. break;
  9999. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  10000. req.spiritball = sd->spiritball?sd->spiritball:1;
  10001. break;
  10002. }
  10003. }
  10004. }
  10005. break;
  10006. }
  10007. return req;
  10008. }
  10009. /*==========================================
  10010. * Does cast-time reductions based on dex, item bonuses and config setting
  10011. *------------------------------------------*/
  10012. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  10013. {
  10014. int time = skill_get_cast(skill_id, skill_lv);
  10015. struct map_session_data *sd;
  10016. nullpo_ret(bl);
  10017. sd = BL_CAST(BL_PC, bl);
  10018. // calculate base cast time (reduced by dex)
  10019. if( !(skill_get_castnodex(skill_id, skill_lv)&1) ) {
  10020. int scale = CONST_CASTRATE_SCALE - CONST_CASTRATE_CALC;
  10021. if( scale > 0 ) // not instant cast
  10022. time = time * scale / CONST_CASTRATE_SCALE;
  10023. else
  10024. return 0; // instant cast
  10025. }
  10026. // calculate cast time reduced by item/card bonuses
  10027. if( !(skill_get_castnodex(skill_id, skill_lv)&4) && sd )
  10028. {
  10029. int i;
  10030. if( sd->castrate != 100 )
  10031. time = time * sd->castrate / 100;
  10032. for( i = 0; i < ARRAYLENGTH(sd->skillcast) && sd->skillcast[i].id; i++ )
  10033. {
  10034. if( sd->skillcast[i].id == skill_id )
  10035. {
  10036. time+= time * sd->skillcast[i].val / 100;
  10037. break;
  10038. }
  10039. }
  10040. }
  10041. // config cast time multiplier
  10042. if (battle_config.cast_rate != 100)
  10043. time = time * battle_config.cast_rate / 100;
  10044. // return final cast time
  10045. return (time > 0) ? time : 0;
  10046. }
  10047. /*==========================================
  10048. * Does cast-time reductions based on sc data.
  10049. *------------------------------------------*/
  10050. int skill_castfix_sc (struct block_list *bl, int time, int skill_id, int skill_lv)
  10051. {
  10052. struct status_change *sc = status_get_sc(bl);
  10053. #if RECASTING
  10054. int fixed = skill_get_cast(skill_id, skill_lv);
  10055. if( fixed > 1 )
  10056. fixed = fixed * 20 / 100;
  10057. else
  10058. fixed = 0;
  10059. #endif
  10060. if (sc && sc->count) {
  10061. if (sc->data[SC_SLOWCAST])
  10062. time += time * sc->data[SC_SLOWCAST]->val2 / 100;
  10063. if (sc->data[SC_SUFFRAGIUM]) {
  10064. time -= time * sc->data[SC_SUFFRAGIUM]->val2 / 100;
  10065. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  10066. }
  10067. if (sc->data[SC_MEMORIZE]) {
  10068. time>>=1;
  10069. if ((--sc->data[SC_MEMORIZE]->val2) <= 0)
  10070. status_change_end(bl, SC_MEMORIZE, INVALID_TIMER);
  10071. }
  10072. if (sc->data[SC_POEMBRAGI])
  10073. time -= time * sc->data[SC_POEMBRAGI]->val2 / 100;
  10074. #if RECASTING
  10075. /**
  10076. * AB Sacrament reduces fixed cast time by (10 x Level)% (up to 50%)
  10077. **/
  10078. if( sc->data[SC_SECRAMENT] )
  10079. fixed -= fixed * sc->data[SC_SECRAMENT]->val2 / 100;
  10080. #endif
  10081. }
  10082. #if RECASTING
  10083. /**
  10084. * WL_RADIUS decreases 10/15/20% fixed cast time from warlock skills
  10085. **/
  10086. if( bl->type == BL_PC && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP && ( skill_lv = pc_checkskill((TBL_PC*)bl, WL_RADIUS) ) )
  10087. fixed -= fixed * (5+(skill_lv*5)) / 100;
  10088. return (time > 0 || fixed > 0) ? cap_value( time , fixed , INT_MAX ) : 0;
  10089. #else
  10090. return (time > 0) ? time : 0;
  10091. #endif
  10092. }
  10093. /*==========================================
  10094. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  10095. *------------------------------------------*/
  10096. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  10097. {
  10098. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  10099. int time = skill_get_delay(skill_id, skill_lv);
  10100. struct map_session_data *sd;
  10101. struct status_change *sc = status_get_sc(bl);
  10102. nullpo_ret(bl);
  10103. sd = BL_CAST(BL_PC, bl);
  10104. if (skill_id == SA_ABRACADABRA)
  10105. return 0; //Will use picked skill's delay.
  10106. if (bl->type&battle_config.no_skill_delay)
  10107. return battle_config.min_skill_delay_limit;
  10108. if (time < 0)
  10109. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  10110. // Delay reductions
  10111. switch (skill_id)
  10112. { //Monk combo skills have their delay reduced by agi/dex.
  10113. case MO_TRIPLEATTACK:
  10114. case MO_CHAINCOMBO:
  10115. case MO_COMBOFINISH:
  10116. case CH_TIGERFIST:
  10117. case CH_CHAINCRUSH:
  10118. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  10119. break;
  10120. case HP_BASILICA:
  10121. if( sc && !sc->data[SC_BASILICA] )
  10122. time = 0; // There is no Delay on Basilica creation, only on cancel
  10123. break;
  10124. default:
  10125. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  10126. { // if skill delay is allowed to be reduced by dex
  10127. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  10128. if (scale > 0)
  10129. time = time * scale / battle_config.castrate_dex_scale;
  10130. else //To be capped later to minimum.
  10131. time = 0;
  10132. }
  10133. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  10134. { // if skill delay is allowed to be reduced by agi
  10135. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  10136. if (scale > 0)
  10137. time = time * scale / battle_config.castrate_dex_scale;
  10138. else //To be capped later to minimum.
  10139. time = 0;
  10140. }
  10141. }
  10142. if ( sc && sc->data[SC_SPIRIT] )
  10143. {
  10144. switch (skill_id) {
  10145. case CR_SHIELDBOOMERANG:
  10146. if (sc->data[SC_SPIRIT]->val2 == SL_CRUSADER)
  10147. time /= 2;
  10148. break;
  10149. case AS_SONICBLOW:
  10150. if (!map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && sc->data[SC_SPIRIT]->val2 == SL_ASSASIN)
  10151. time /= 2;
  10152. break;
  10153. }
  10154. }
  10155. if (!(delaynodex&2))
  10156. {
  10157. if (sc && sc->count) {
  10158. if (sc->data[SC_POEMBRAGI])
  10159. time -= time * sc->data[SC_POEMBRAGI]->val3 / 100;
  10160. }
  10161. }
  10162. if( !(delaynodex&4) && sd && sd->delayrate != 100 )
  10163. time = time * sd->delayrate / 100;
  10164. if (battle_config.delay_rate != 100)
  10165. time = time * battle_config.delay_rate / 100;
  10166. if (time < status_get_amotion(bl))
  10167. time = status_get_amotion(bl); // Delay can never be below amotion [Playtester]
  10168. return max(time, battle_config.min_skill_delay_limit);
  10169. }
  10170. /*=========================================
  10171. *
  10172. *-----------------------------------------*/
  10173. struct square {
  10174. int val1[5];
  10175. int val2[5];
  10176. };
  10177. static void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  10178. {
  10179. nullpo_retv(tc);
  10180. if(dir == 0){
  10181. tc->val1[0]=x-2;
  10182. tc->val1[1]=x-1;
  10183. tc->val1[2]=x;
  10184. tc->val1[3]=x+1;
  10185. tc->val1[4]=x+2;
  10186. tc->val2[0]=
  10187. tc->val2[1]=
  10188. tc->val2[2]=
  10189. tc->val2[3]=
  10190. tc->val2[4]=y-1;
  10191. }
  10192. else if(dir==2){
  10193. tc->val1[0]=
  10194. tc->val1[1]=
  10195. tc->val1[2]=
  10196. tc->val1[3]=
  10197. tc->val1[4]=x+1;
  10198. tc->val2[0]=y+2;
  10199. tc->val2[1]=y+1;
  10200. tc->val2[2]=y;
  10201. tc->val2[3]=y-1;
  10202. tc->val2[4]=y-2;
  10203. }
  10204. else if(dir==4){
  10205. tc->val1[0]=x-2;
  10206. tc->val1[1]=x-1;
  10207. tc->val1[2]=x;
  10208. tc->val1[3]=x+1;
  10209. tc->val1[4]=x+2;
  10210. tc->val2[0]=
  10211. tc->val2[1]=
  10212. tc->val2[2]=
  10213. tc->val2[3]=
  10214. tc->val2[4]=y+1;
  10215. }
  10216. else if(dir==6){
  10217. tc->val1[0]=
  10218. tc->val1[1]=
  10219. tc->val1[2]=
  10220. tc->val1[3]=
  10221. tc->val1[4]=x-1;
  10222. tc->val2[0]=y+2;
  10223. tc->val2[1]=y+1;
  10224. tc->val2[2]=y;
  10225. tc->val2[3]=y-1;
  10226. tc->val2[4]=y-2;
  10227. }
  10228. else if(dir==1){
  10229. tc->val1[0]=x-1;
  10230. tc->val1[1]=x;
  10231. tc->val1[2]=x+1;
  10232. tc->val1[3]=x+2;
  10233. tc->val1[4]=x+3;
  10234. tc->val2[0]=y-4;
  10235. tc->val2[1]=y-3;
  10236. tc->val2[2]=y-1;
  10237. tc->val2[3]=y;
  10238. tc->val2[4]=y+1;
  10239. }
  10240. else if(dir==3){
  10241. tc->val1[0]=x+3;
  10242. tc->val1[1]=x+2;
  10243. tc->val1[2]=x+1;
  10244. tc->val1[3]=x;
  10245. tc->val1[4]=x-1;
  10246. tc->val2[0]=y-1;
  10247. tc->val2[1]=y;
  10248. tc->val2[2]=y+1;
  10249. tc->val2[3]=y+2;
  10250. tc->val2[4]=y+3;
  10251. }
  10252. else if(dir==5){
  10253. tc->val1[0]=x+1;
  10254. tc->val1[1]=x;
  10255. tc->val1[2]=x-1;
  10256. tc->val1[3]=x-2;
  10257. tc->val1[4]=x-3;
  10258. tc->val2[0]=y+3;
  10259. tc->val2[1]=y+2;
  10260. tc->val2[2]=y+1;
  10261. tc->val2[3]=y;
  10262. tc->val2[4]=y-1;
  10263. }
  10264. else if(dir==7){
  10265. tc->val1[0]=x-3;
  10266. tc->val1[1]=x-2;
  10267. tc->val1[2]=x-1;
  10268. tc->val1[3]=x;
  10269. tc->val1[4]=x+1;
  10270. tc->val2[1]=y;
  10271. tc->val2[0]=y+1;
  10272. tc->val2[2]=y-1;
  10273. tc->val2[3]=y-2;
  10274. tc->val2[4]=y-3;
  10275. }
  10276. }
  10277. static void skill_brandishspear_dir (struct square* tc, int dir, int are)
  10278. {
  10279. int c;
  10280. nullpo_retv(tc);
  10281. for( c = 0; c < 5; c++ )
  10282. {
  10283. switch( dir )
  10284. {
  10285. case 0: tc->val2[c]+=are; break;
  10286. case 1: tc->val1[c]-=are; tc->val2[c]+=are; break;
  10287. case 2: tc->val1[c]-=are; break;
  10288. case 3: tc->val1[c]-=are; tc->val2[c]-=are; break;
  10289. case 4: tc->val2[c]-=are; break;
  10290. case 5: tc->val1[c]+=are; tc->val2[c]-=are; break;
  10291. case 6: tc->val1[c]+=are; break;
  10292. case 7: tc->val1[c]+=are; tc->val2[c]+=are; break;
  10293. }
  10294. }
  10295. }
  10296. void skill_brandishspear(struct block_list* src, struct block_list* bl, int skillid, int skilllv, unsigned int tick, int flag)
  10297. {
  10298. int c,n=4;
  10299. int dir = map_calc_dir(src,bl->x,bl->y);
  10300. struct square tc;
  10301. int x=bl->x,y=bl->y;
  10302. skill_brandishspear_first(&tc,dir,x,y);
  10303. skill_brandishspear_dir(&tc,dir,4);
  10304. skill_area_temp[1] = bl->id;
  10305. if(skilllv > 9){
  10306. for(c=1;c<4;c++){
  10307. map_foreachincell(skill_area_sub,
  10308. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10309. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10310. skill_castend_damage_id);
  10311. }
  10312. }
  10313. if(skilllv > 6){
  10314. skill_brandishspear_dir(&tc,dir,-1);
  10315. n--;
  10316. }else{
  10317. skill_brandishspear_dir(&tc,dir,-2);
  10318. n-=2;
  10319. }
  10320. if(skilllv > 3){
  10321. for(c=0;c<5;c++){
  10322. map_foreachincell(skill_area_sub,
  10323. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  10324. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  10325. skill_castend_damage_id);
  10326. if(skilllv > 6 && n==3 && c==4){
  10327. skill_brandishspear_dir(&tc,dir,-1);
  10328. n--;c=-1;
  10329. }
  10330. }
  10331. }
  10332. for(c=0;c<10;c++){
  10333. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  10334. map_foreachincell(skill_area_sub,
  10335. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  10336. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  10337. skill_castend_damage_id);
  10338. }
  10339. }
  10340. /*==========================================
  10341. * Weapon Repair [Celest/DracoRPG]
  10342. *------------------------------------------*/
  10343. void skill_repairweapon (struct map_session_data *sd, int idx)
  10344. {
  10345. int material;
  10346. int materials[4] = { 1002, 998, 999, 756 };
  10347. struct item *item;
  10348. struct map_session_data *target_sd;
  10349. nullpo_retv(sd);
  10350. target_sd = map_id2sd(sd->menuskill_val);
  10351. if (!target_sd) //Failed....
  10352. return;
  10353. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  10354. return;
  10355. if(idx < 0 || idx >= MAX_INVENTORY)
  10356. return; //Invalid index??
  10357. item = &target_sd->status.inventory[idx];
  10358. if(item->nameid <= 0 || item->attribute == 0)
  10359. return; //Again invalid item....
  10360. if(sd!=target_sd && !battle_check_range(&sd->bl,&target_sd->bl,skill_get_range2(&sd->bl, sd->menuskill_id,pc_checkskill(sd, sd->menuskill_id)))){
  10361. clif_item_repaireffect(sd,item->nameid,1);
  10362. return;
  10363. }
  10364. if (itemdb_type(item->nameid)==IT_WEAPON)
  10365. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  10366. else
  10367. material = materials [2]; // Armors consume 1 Steel
  10368. if (pc_search_inventory(sd,material) < 0 ) {
  10369. clif_skill_fail(sd,sd->menuskill_id,0,0);
  10370. return;
  10371. }
  10372. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  10373. item->attribute=0;
  10374. clif_equiplist(target_sd);
  10375. pc_delitem(sd,pc_search_inventory(sd,material),1,0,0);
  10376. clif_item_repaireffect(sd,item->nameid,0);
  10377. if(sd!=target_sd)
  10378. clif_item_repaireffect(target_sd,item->nameid,0);
  10379. }
  10380. /*==========================================
  10381. * Item Appraisal
  10382. *------------------------------------------*/
  10383. void skill_identify (struct map_session_data *sd, int idx)
  10384. {
  10385. int flag=1;
  10386. nullpo_retv(sd);
  10387. if(idx >= 0 && idx < MAX_INVENTORY) {
  10388. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  10389. flag=0;
  10390. sd->status.inventory[idx].identify=1;
  10391. }
  10392. }
  10393. clif_item_identified(sd,idx,flag);
  10394. }
  10395. /*==========================================
  10396. * Weapon Refine [Celest]
  10397. *------------------------------------------*/
  10398. void skill_weaponrefine (struct map_session_data *sd, int idx)
  10399. {
  10400. int i = 0, ep = 0, per;
  10401. int material[5] = { 0, 1010, 1011, 984, 984 };
  10402. struct item *item;
  10403. nullpo_retv(sd);
  10404. if (idx >= 0 && idx < MAX_INVENTORY)
  10405. {
  10406. struct item_data *ditem = sd->inventory_data[idx];
  10407. item = &sd->status.inventory[idx];
  10408. if(item->nameid > 0 && ditem->type == IT_WEAPON)
  10409. {
  10410. if( item->refine >= sd->menuskill_val
  10411. || item->refine >= MAX_REFINE // if it's no longer refineable
  10412. || ditem->flag.no_refine // if the item isn't refinable
  10413. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  10414. {
  10415. clif_skill_fail(sd,sd->menuskill_id,0,0);
  10416. return;
  10417. }
  10418. per = percentrefinery [ditem->wlv][(int)item->refine];
  10419. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  10420. pc_delitem(sd, i, 1, 0, 0);
  10421. if (per > rand() % 100) {
  10422. item->refine++;
  10423. if(item->equip) {
  10424. ep = item->equip;
  10425. pc_unequipitem(sd,idx,3);
  10426. }
  10427. clif_refine(sd->fd,0,idx,item->refine);
  10428. clif_delitem(sd,idx,1,3);
  10429. clif_additem(sd,idx,1,0);
  10430. if (ep)
  10431. pc_equipitem(sd,idx,ep);
  10432. clif_misceffect(&sd->bl,3);
  10433. if(item->refine == MAX_REFINE &&
  10434. item->card[0] == CARD0_FORGE &&
  10435. (int)MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  10436. { // Fame point system [DracoRPG]
  10437. switch(ditem->wlv){
  10438. case 1:
  10439. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  10440. break;
  10441. case 2:
  10442. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  10443. break;
  10444. case 3:
  10445. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  10446. break;
  10447. }
  10448. }
  10449. } else {
  10450. item->refine = 0;
  10451. if(item->equip)
  10452. pc_unequipitem(sd,idx,3);
  10453. clif_refine(sd->fd,1,idx,item->refine);
  10454. pc_delitem(sd,idx,1,0,2);
  10455. clif_misceffect(&sd->bl,2);
  10456. clif_emotion(&sd->bl, E_OMG);
  10457. }
  10458. }
  10459. }
  10460. }
  10461. /*==========================================
  10462. *
  10463. *------------------------------------------*/
  10464. int skill_autospell (struct map_session_data *sd, int skillid)
  10465. {
  10466. int skilllv;
  10467. int maxlv=1,lv;
  10468. nullpo_ret(sd);
  10469. skilllv = sd->menuskill_val;
  10470. lv=pc_checkskill(sd,skillid);
  10471. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  10472. if(skillid==MG_NAPALMBEAT) maxlv=3;
  10473. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  10474. if (sd->sc.data[SC_SPIRIT] && sd->sc.data[SC_SPIRIT]->val2 == SL_SAGE)
  10475. maxlv =10; //Soul Linker bonus. [Skotlex]
  10476. else if(skilllv==2) maxlv=1;
  10477. else if(skilllv==3) maxlv=2;
  10478. else if(skilllv>=4) maxlv=3;
  10479. }
  10480. else if(skillid==MG_SOULSTRIKE){
  10481. if(skilllv==5) maxlv=1;
  10482. else if(skilllv==6) maxlv=2;
  10483. else if(skilllv>=7) maxlv=3;
  10484. }
  10485. else if(skillid==MG_FIREBALL){
  10486. if(skilllv==8) maxlv=1;
  10487. else if(skilllv>=9) maxlv=2;
  10488. }
  10489. else if(skillid==MG_FROSTDIVER) maxlv=1;
  10490. else return 0;
  10491. if(maxlv > lv)
  10492. maxlv = lv;
  10493. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  10494. skill_get_time(SA_AUTOSPELL,skilllv));
  10495. return 0;
  10496. }
  10497. /*==========================================
  10498. * Sitting skills functions.
  10499. *------------------------------------------*/
  10500. static int skill_sit_count (struct block_list *bl, va_list ap)
  10501. {
  10502. struct map_session_data *sd;
  10503. int type =va_arg(ap,int);
  10504. sd=(struct map_session_data*)bl;
  10505. if(!pc_issit(sd))
  10506. return 0;
  10507. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10508. return 1;
  10509. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  10510. return 1;
  10511. return 0;
  10512. }
  10513. static int skill_sit_in (struct block_list *bl, va_list ap)
  10514. {
  10515. struct map_session_data *sd;
  10516. int type =va_arg(ap,int);
  10517. sd=(struct map_session_data*)bl;
  10518. if(!pc_issit(sd))
  10519. return 0;
  10520. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  10521. sd->state.gangsterparadise=1;
  10522. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  10523. {
  10524. sd->state.rest=1;
  10525. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10526. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10527. }
  10528. return 0;
  10529. }
  10530. static int skill_sit_out (struct block_list *bl, va_list ap)
  10531. {
  10532. struct map_session_data *sd;
  10533. int type =va_arg(ap,int);
  10534. sd=(struct map_session_data*)bl;
  10535. if(sd->state.gangsterparadise && type&1)
  10536. sd->state.gangsterparadise=0;
  10537. if(sd->state.rest && type&2) {
  10538. sd->state.rest=0;
  10539. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  10540. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  10541. }
  10542. return 0;
  10543. }
  10544. int skill_sit (struct map_session_data *sd, int type)
  10545. {
  10546. int flag = 0;
  10547. int range = 0, lv;
  10548. nullpo_ret(sd);
  10549. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  10550. flag|=1;
  10551. range = skill_get_splash(RG_GANGSTER, lv);
  10552. }
  10553. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  10554. flag|=2;
  10555. range = skill_get_splash(TK_HPTIME, lv);
  10556. }
  10557. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  10558. flag|=2;
  10559. range = skill_get_splash(TK_SPTIME, lv);
  10560. }
  10561. if (!flag) return 0;
  10562. if(type) {
  10563. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  10564. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  10565. } else {
  10566. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  10567. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  10568. }
  10569. return 0;
  10570. }
  10571. /*==========================================
  10572. *
  10573. *------------------------------------------*/
  10574. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  10575. {
  10576. struct block_list *src;
  10577. int skillnum,skilllv;
  10578. unsigned int tick;
  10579. nullpo_ret(bl);
  10580. nullpo_ret(src=va_arg(ap,struct block_list*));
  10581. skillnum=va_arg(ap,int);
  10582. skilllv=va_arg(ap,int);
  10583. if(skilllv <= 0) return 0;
  10584. tick=va_arg(ap,unsigned int);
  10585. if (src == bl || status_isdead(bl))
  10586. return 0;
  10587. if (bl->type == BL_PC) {
  10588. struct map_session_data *sd = (struct map_session_data *)bl;
  10589. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  10590. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  10591. }
  10592. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  10593. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  10594. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10595. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  10596. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,ATK_DEF,tick);
  10597. return 0;
  10598. }
  10599. /*==========================================
  10600. *
  10601. *------------------------------------------*/
  10602. static void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, cell_t cell, bool flag)
  10603. {
  10604. int range = skill_get_unit_range(skill_num,skill_lv);
  10605. int x,y;
  10606. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  10607. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  10608. map_setcell(src->bl.m, x, y, cell, flag);
  10609. }
  10610. /*==========================================
  10611. *
  10612. *------------------------------------------*/
  10613. int skill_attack_area (struct block_list *bl, va_list ap)
  10614. {
  10615. struct block_list *src,*dsrc;
  10616. int atk_type,skillid,skilllv,flag,type;
  10617. unsigned int tick;
  10618. if(status_isdead(bl))
  10619. return 0;
  10620. atk_type = va_arg(ap,int);
  10621. src=va_arg(ap,struct block_list*);
  10622. dsrc=va_arg(ap,struct block_list*);
  10623. skillid=va_arg(ap,int);
  10624. skilllv=va_arg(ap,int);
  10625. tick=va_arg(ap,unsigned int);
  10626. flag=va_arg(ap,int);
  10627. type=va_arg(ap,int);
  10628. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  10629. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10630. if(battle_check_target(dsrc,bl,type) <= 0 ||
  10631. !status_check_skilluse(NULL, bl, skillid, 2))
  10632. return 0;
  10633. switch (skillid) {
  10634. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  10635. case NPC_ACIDBREATH:
  10636. case NPC_DARKNESSBREATH:
  10637. case NPC_FIREBREATH:
  10638. case NPC_ICEBREATH:
  10639. case NPC_THUNDERBREATH:
  10640. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  10641. default:
  10642. //Area-splash, disable skill animation.
  10643. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  10644. }
  10645. }
  10646. /*==========================================
  10647. *
  10648. *------------------------------------------*/
  10649. int skill_clear_group (struct block_list *bl, int flag)
  10650. {
  10651. struct unit_data *ud = unit_bl2ud(bl);
  10652. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  10653. int i, count=0;
  10654. nullpo_ret(bl);
  10655. if (!ud) return 0;
  10656. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  10657. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  10658. {
  10659. switch (ud->skillunit[i]->skill_id) {
  10660. case SA_DELUGE:
  10661. case SA_VOLCANO:
  10662. case SA_VIOLENTGALE:
  10663. case SA_LANDPROTECTOR:
  10664. case NJ_SUITON:
  10665. case NJ_KAENSIN:
  10666. if (flag&1)
  10667. group[count++]= ud->skillunit[i];
  10668. break;
  10669. default:
  10670. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  10671. group[count++]= ud->skillunit[i];
  10672. break;
  10673. }
  10674. }
  10675. for (i=0;i<count;i++)
  10676. skill_delunitgroup(group[i]);
  10677. return count;
  10678. }
  10679. /*==========================================
  10680. * Returns the first element field found [Skotlex]
  10681. *------------------------------------------*/
  10682. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  10683. {
  10684. struct unit_data *ud = unit_bl2ud(bl);
  10685. int i;
  10686. nullpo_ret(bl);
  10687. if (!ud) return NULL;
  10688. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  10689. switch (ud->skillunit[i]->skill_id) {
  10690. case SA_DELUGE:
  10691. case SA_VOLCANO:
  10692. case SA_VIOLENTGALE:
  10693. case SA_LANDPROTECTOR:
  10694. case NJ_SUITON:
  10695. return ud->skillunit[i];
  10696. }
  10697. }
  10698. return NULL;
  10699. }
  10700. // for graffiti cleaner [Valaris]
  10701. int skill_graffitiremover (struct block_list *bl, va_list ap)
  10702. {
  10703. struct skill_unit *unit=NULL;
  10704. nullpo_ret(bl);
  10705. nullpo_ret(ap);
  10706. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  10707. return 0;
  10708. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  10709. skill_delunit(unit);
  10710. return 0;
  10711. }
  10712. int skill_greed (struct block_list *bl, va_list ap)
  10713. {
  10714. struct block_list *src;
  10715. struct map_session_data *sd=NULL;
  10716. struct flooritem_data *fitem=NULL;
  10717. nullpo_ret(bl);
  10718. nullpo_ret(src = va_arg(ap, struct block_list *));
  10719. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  10720. pc_takeitem(sd, fitem);
  10721. return 0;
  10722. }
  10723. //For Ranger's Detonator [Jobbie/3CeAM]
  10724. int skill_detonator(struct block_list *bl, va_list ap)
  10725. {
  10726. struct skill_unit *unit=NULL;
  10727. struct block_list *src;
  10728. int unit_id;
  10729. nullpo_ret(bl);
  10730. nullpo_ret(ap);
  10731. src = va_arg(ap,struct block_list *);
  10732. if( bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == NULL || !unit->group )
  10733. return 0;
  10734. if( unit->group->src_id != src->id )
  10735. return 0;
  10736. unit_id = unit->group->unit_id;
  10737. switch( unit_id )
  10738. { //List of Hunter and Ranger Traps that can be detonate.
  10739. case UNT_BLASTMINE:
  10740. case UNT_SANDMAN:
  10741. case UNT_CLAYMORETRAP:
  10742. case UNT_TALKIEBOX:
  10743. case UNT_CLUSTERBOMB:
  10744. case UNT_FIRINGTRAP:
  10745. case UNT_ICEBOUNDTRAP:
  10746. if( unit_id == UNT_TALKIEBOX )
  10747. {
  10748. clif_talkiebox(bl,unit->group->valstr);
  10749. unit->group->val2 = -1;
  10750. }
  10751. else
  10752. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(unit->group->skill_id,unit->group->skill_lv),unit->group->bl_flag,bl,unit->group->tick);
  10753. clif_changetraplook(bl,unit_id == UNT_FIRINGTRAP ? UNT_DUMMYSKILL : UNT_USED_TRAPS);
  10754. unit->group->unit_id = UNT_USED_TRAPS;
  10755. unit->range = -1;
  10756. unit->group->limit = DIFF_TICK(gettick(),unit->group->tick) + (unit_id == UNT_TALKIEBOX ? 5000 : 1500);
  10757. break;
  10758. }
  10759. return 0;
  10760. }
  10761. /*==========================================
  10762. *
  10763. *------------------------------------------*/
  10764. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  10765. {
  10766. int skillid;
  10767. int *alive;
  10768. struct skill_unit *unit;
  10769. struct block_list *src;
  10770. skillid = va_arg(ap,int);
  10771. alive = va_arg(ap,int *);
  10772. src = va_arg(ap,struct block_list *);
  10773. unit = (struct skill_unit *)bl;
  10774. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  10775. return 0;
  10776. switch (skillid)
  10777. {
  10778. case SA_LANDPROTECTOR:
  10779. if( unit->group->skill_id == SA_LANDPROTECTOR )
  10780. { //Check for offensive Land Protector to delete both. [Skotlex]
  10781. (*alive) = 0;
  10782. skill_delunit(unit);
  10783. return 1;
  10784. }
  10785. if( !(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)) )
  10786. { //It deletes everything except songs/dances and traps
  10787. skill_delunit(unit);
  10788. return 1;
  10789. }
  10790. break;
  10791. case HW_GANBANTEIN:
  10792. if( !(unit->group->state.song_dance&0x1) )
  10793. {// Don't touch song/dance.
  10794. skill_delunit(unit);
  10795. return 1;
  10796. }
  10797. break;
  10798. case SA_VOLCANO:
  10799. case SA_DELUGE:
  10800. case SA_VIOLENTGALE:
  10801. // The official implementation makes them fail to appear when casted on top of ANYTHING
  10802. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  10803. // hence, I leave the alternate implementation here, commented. [Skotlex]
  10804. if (unit->range <= 0)
  10805. {
  10806. (*alive) = 0;
  10807. return 1;
  10808. }
  10809. /*
  10810. switch (unit->group->skill_id)
  10811. { //These cannot override each other.
  10812. case SA_VOLCANO:
  10813. case SA_DELUGE:
  10814. case SA_VIOLENTGALE:
  10815. (*alive) = 0;
  10816. return 1;
  10817. }
  10818. */
  10819. break;
  10820. case PF_FOGWALL:
  10821. switch(unit->group->skill_id)
  10822. {
  10823. case SA_VOLCANO: //Can't be placed on top of these
  10824. case SA_VIOLENTGALE:
  10825. (*alive) = 0;
  10826. return 1;
  10827. case SA_DELUGE:
  10828. case NJ_SUITON:
  10829. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  10830. (*alive) = 2;
  10831. break;
  10832. }
  10833. break;
  10834. case HP_BASILICA:
  10835. if (unit->group->skill_id == HP_BASILICA)
  10836. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  10837. (*alive) = 0;
  10838. return 1;
  10839. }
  10840. break;
  10841. }
  10842. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  10843. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  10844. { //It deletes everything except songs/dances/traps
  10845. (*alive) = 0;
  10846. return 1;
  10847. }
  10848. return 0;
  10849. }
  10850. /*==========================================
  10851. *
  10852. *------------------------------------------*/
  10853. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  10854. {
  10855. struct mob_data* md;
  10856. struct unit_data*ud = unit_bl2ud(bl);
  10857. struct block_list *from_bl;
  10858. struct block_list *to_bl;
  10859. md = (struct mob_data*)bl;
  10860. from_bl = va_arg(ap,struct block_list *);
  10861. to_bl = va_arg(ap,struct block_list *);
  10862. if(ud && ud->target == from_bl->id)
  10863. ud->target = to_bl->id;
  10864. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  10865. md->target_id = to_bl->id;
  10866. return 0;
  10867. }
  10868. /*==========================================
  10869. *
  10870. *------------------------------------------*/
  10871. static int skill_trap_splash (struct block_list *bl, va_list ap)
  10872. {
  10873. struct block_list *src;
  10874. int tick;
  10875. struct skill_unit *unit;
  10876. struct skill_unit_group *sg;
  10877. struct block_list *ss;
  10878. src = va_arg(ap,struct block_list *);
  10879. unit = (struct skill_unit *)src;
  10880. tick = va_arg(ap,int);
  10881. if( !unit->alive || bl->prev == NULL )
  10882. return 0;
  10883. nullpo_ret(sg = unit->group);
  10884. nullpo_ret(ss = map_id2bl(sg->src_id));
  10885. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  10886. return 0;
  10887. switch(sg->unit_id){
  10888. case UNT_SHOCKWAVE:
  10889. case UNT_SANDMAN:
  10890. case UNT_FLASHER:
  10891. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  10892. break;
  10893. case UNT_GROUNDDRIFT_WIND:
  10894. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10895. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10896. break;
  10897. case UNT_GROUNDDRIFT_DARK:
  10898. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10899. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10900. break;
  10901. case UNT_GROUNDDRIFT_POISON:
  10902. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10903. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10904. break;
  10905. case UNT_GROUNDDRIFT_WATER:
  10906. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10907. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  10908. break;
  10909. case UNT_GROUNDDRIFT_FIRE:
  10910. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10911. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  10912. break;
  10913. case UNT_ELECTRICSHOCKER:
  10914. clif_skill_damage(src,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  10915. break;
  10916. case UNT_FIRINGTRAP:
  10917. case UNT_ICEBOUNDTRAP:
  10918. case UNT_CLUSTERBOMB:
  10919. if(skill_attack(BF_MISC,ss,bl,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  10920. clif_skill_damage(bl,bl,tick,0,0,-30000,1,sg->skill_id,sg->skill_lv,5);
  10921. break;
  10922. default:
  10923. skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  10924. break;
  10925. }
  10926. return 1;
  10927. }
  10928. /*==========================================
  10929. *
  10930. *------------------------------------------*/
  10931. int skill_enchant_elemental_end (struct block_list *bl, int type)
  10932. {
  10933. struct status_change *sc;
  10934. const enum sc_type scs[] = { SC_ENCPOISON, SC_ASPERSIO, SC_FIREWEAPON, SC_WATERWEAPON, SC_WINDWEAPON, SC_EARTHWEAPON, SC_SHADOWWEAPON, SC_GHOSTWEAPON, SC_ENCHANTARMS };
  10935. int i;
  10936. nullpo_ret(bl);
  10937. nullpo_ret(sc= status_get_sc(bl));
  10938. if (!sc->count) return 0;
  10939. for (i = 0; i < ARRAYLENGTH(scs); i++)
  10940. if (type != scs[i] && sc->data[scs[i]])
  10941. status_change_end(bl, scs[i], INVALID_TIMER);
  10942. return 0;
  10943. }
  10944. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  10945. {
  10946. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  10947. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  10948. bool wall = true;
  10949. int i;
  10950. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  10951. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  10952. { //Check for walls.
  10953. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  10954. if( i == 8 )
  10955. wall = false;
  10956. }
  10957. if( sce )
  10958. {
  10959. if( !wall )
  10960. {
  10961. if( sce->val1 < 3 ) //End cloaking.
  10962. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10963. else
  10964. if( sce->val4&1 )
  10965. { //Remove wall bonus
  10966. sce->val4&=~1;
  10967. status_calc_bl(bl,SCB_SPEED);
  10968. }
  10969. }
  10970. else
  10971. {
  10972. if( !(sce->val4&1) )
  10973. { //Add wall speed bonus
  10974. sce->val4|=1;
  10975. status_calc_bl(bl,SCB_SPEED);
  10976. }
  10977. }
  10978. }
  10979. return wall;
  10980. }
  10981. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  10982. {
  10983. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  10984. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  10985. bool wall = true;
  10986. int i;
  10987. if( bl->type == BL_PC )
  10988. { //Check for walls.
  10989. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  10990. if( i == 8 )
  10991. wall = false;
  10992. }
  10993. if( sce )
  10994. {
  10995. if( !wall )
  10996. {
  10997. if( sce->val1 < 3 ) //End camouflage.
  10998. status_change_end(bl, SC_CAMOUFLAGE, -1);
  10999. else
  11000. if( sce->val3&1 )
  11001. { //Remove wall bonus
  11002. sce->val3&=~1;
  11003. status_calc_bl(bl,SCB_SPEED);
  11004. }
  11005. }
  11006. }
  11007. return wall;
  11008. }
  11009. /*==========================================
  11010. *
  11011. *------------------------------------------*/
  11012. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  11013. {
  11014. struct skill_unit *unit;
  11015. nullpo_retr(NULL, group);
  11016. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  11017. nullpo_retr(NULL, unit=&group->unit[idx]);
  11018. if(!unit->alive)
  11019. group->alive_count++;
  11020. unit->bl.id=map_get_new_object_id();
  11021. unit->bl.type=BL_SKILL;
  11022. unit->bl.m=group->map;
  11023. unit->bl.x=x;
  11024. unit->bl.y=y;
  11025. unit->group=group;
  11026. unit->alive=1;
  11027. unit->val1=val1;
  11028. unit->val2=val2;
  11029. idb_put(skillunit_db, unit->bl.id, unit);
  11030. map_addiddb(&unit->bl);
  11031. map_addblock(&unit->bl);
  11032. // perform oninit actions
  11033. switch (group->skill_id) {
  11034. case WZ_ICEWALL:
  11035. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  11036. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  11037. break;
  11038. case SA_LANDPROTECTOR:
  11039. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  11040. break;
  11041. case HP_BASILICA:
  11042. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  11043. break;
  11044. /**
  11045. * Ranger
  11046. **/
  11047. case RA_ELECTRICSHOCKER:
  11048. {
  11049. struct block_list* target = map_id2bl(group->val2);
  11050. if( target )
  11051. status_change_end(target, SC_ELECTRICSHOCKER, -1);
  11052. }
  11053. break;
  11054. default:
  11055. if (group->state.song_dance&0x1) //Check for dissonance.
  11056. skill_dance_overlap(unit, 1);
  11057. break;
  11058. }
  11059. clif_skill_setunit(unit);
  11060. return unit;
  11061. }
  11062. /*==========================================
  11063. *
  11064. *------------------------------------------*/
  11065. int skill_delunit (struct skill_unit* unit)
  11066. {
  11067. struct skill_unit_group *group;
  11068. nullpo_ret(unit);
  11069. if( !unit->alive )
  11070. return 0;
  11071. unit->alive=0;
  11072. nullpo_ret(group=unit->group);
  11073. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  11074. skill_dance_overlap(unit, 0);
  11075. // invoke onout event
  11076. if( !unit->range )
  11077. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  11078. // perform ondelete actions
  11079. switch (group->skill_id) {
  11080. case HT_ANKLESNARE:
  11081. {
  11082. struct block_list* target = map_id2bl(group->val2);
  11083. if( target )
  11084. status_change_end(target, SC_ANKLE, INVALID_TIMER);
  11085. }
  11086. break;
  11087. case WZ_ICEWALL:
  11088. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  11089. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  11090. break;
  11091. case SA_LANDPROTECTOR:
  11092. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  11093. break;
  11094. case HP_BASILICA:
  11095. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  11096. break;
  11097. }
  11098. clif_skill_delunit(unit);
  11099. unit->group=NULL;
  11100. map_delblock(&unit->bl); // don't free yet
  11101. map_deliddb(&unit->bl);
  11102. idb_remove(skillunit_db, unit->bl.id);
  11103. if(--group->alive_count==0)
  11104. skill_delunitgroup(group);
  11105. return 0;
  11106. }
  11107. /*==========================================
  11108. *
  11109. *------------------------------------------*/
  11110. static DBMap* group_db = NULL;// int group_id -> struct skill_unit_group*
  11111. /// Returns the target skill_unit_group or NULL if not found.
  11112. struct skill_unit_group* skill_id2group(int group_id)
  11113. {
  11114. return (struct skill_unit_group*)idb_get(group_db, group_id);
  11115. }
  11116. static int skill_unit_group_newid = MAX_SKILL_DB;
  11117. /// Returns a new group_id that isn't being used in group_db.
  11118. /// Fatal error if nothing is available.
  11119. static int skill_get_new_group_id(void)
  11120. {
  11121. if( skill_unit_group_newid >= MAX_SKILL_DB && skill_id2group(skill_unit_group_newid) == NULL )
  11122. return skill_unit_group_newid++;// available
  11123. {// find next id
  11124. int base_id = skill_unit_group_newid;
  11125. while( base_id != ++skill_unit_group_newid )
  11126. {
  11127. if( skill_unit_group_newid < MAX_SKILL_DB )
  11128. skill_unit_group_newid = MAX_SKILL_DB;
  11129. if( skill_id2group(skill_unit_group_newid) == NULL )
  11130. return skill_unit_group_newid++;// available
  11131. }
  11132. // full loop, nothing available
  11133. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  11134. exit(1);
  11135. }
  11136. }
  11137. struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count, short skillid, short skilllv, int unit_id, int limit, int interval)
  11138. {
  11139. struct unit_data* ud = unit_bl2ud( src );
  11140. struct skill_unit_group* group;
  11141. int i;
  11142. if(skillid <= 0 || skilllv <= 0) return 0;
  11143. nullpo_retr(NULL, src);
  11144. nullpo_retr(NULL, ud);
  11145. // find a free spot to store the new unit group
  11146. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == NULL );
  11147. if(i == MAX_SKILLUNITGROUP)
  11148. {
  11149. // array is full, make room by discarding oldest group
  11150. int j=0;
  11151. unsigned maxdiff=0,x,tick=gettick();
  11152. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  11153. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  11154. maxdiff=x;
  11155. j=i;
  11156. }
  11157. skill_delunitgroup(ud->skillunit[j]);
  11158. //Since elements must have shifted, we use the last slot.
  11159. i = MAX_SKILLUNITGROUP-1;
  11160. }
  11161. group = ers_alloc(skill_unit_ers, struct skill_unit_group);
  11162. group->src_id = src->id;
  11163. group->party_id = status_get_party_id(src);
  11164. group->guild_id = status_get_guild_id(src);
  11165. group->bg_id = bg_team_get_id(src);
  11166. group->group_id = skill_get_new_group_id();
  11167. group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  11168. group->unit_count = count;
  11169. group->alive_count = 0;
  11170. group->val1 = 0;
  11171. group->val2 = 0;
  11172. group->val3 = 0;
  11173. group->skill_id = skillid;
  11174. group->skill_lv = skilllv;
  11175. group->unit_id = unit_id;
  11176. group->map = src->m;
  11177. group->limit = limit;
  11178. group->interval = interval;
  11179. group->tick = gettick();
  11180. group->valstr = NULL;
  11181. ud->skillunit[i] = group;
  11182. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  11183. group->tick += 1500;
  11184. idb_put(group_db, group->group_id, group);
  11185. return group;
  11186. }
  11187. /*==========================================
  11188. *
  11189. *------------------------------------------*/
  11190. int skill_delunitgroup_(struct skill_unit_group *group, const char* file, int line, const char* func)
  11191. {
  11192. struct block_list* src;
  11193. struct unit_data *ud;
  11194. int i,j;
  11195. if( group == NULL )
  11196. {
  11197. ShowDebug("skill_delunitgroup: group is NULL (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  11198. return 0;
  11199. }
  11200. src=map_id2bl(group->src_id);
  11201. ud = unit_bl2ud(src);
  11202. if(!src || !ud) {
  11203. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11204. return 0;
  11205. }
  11206. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  11207. {
  11208. struct status_change* sc = status_get_sc(src);
  11209. if (sc && sc->data[SC_DANCING])
  11210. {
  11211. sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  11212. status_change_end(src, SC_DANCING, INVALID_TIMER);
  11213. }
  11214. }
  11215. // end Gospel's status change on 'src'
  11216. // (needs to be done when the group is deleted by other means than skill deactivation)
  11217. if (group->unit_id == UNT_GOSPEL) {
  11218. struct status_change *sc = status_get_sc(src);
  11219. if(sc && sc->data[SC_GOSPEL]) {
  11220. sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
  11221. status_change_end(src, SC_GOSPEL, INVALID_TIMER);
  11222. }
  11223. }
  11224. switch( group->skill_id ) {
  11225. case SG_SUN_WARM:
  11226. case SG_MOON_WARM:
  11227. case SG_STAR_WARM:
  11228. {
  11229. struct status_change *sc = NULL;
  11230. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
  11231. sc->data[SC_WARM]->val4 = 0;
  11232. status_change_end(src, SC_WARM, INVALID_TIMER);
  11233. }
  11234. }
  11235. break;
  11236. case NC_NEUTRALBARRIER:
  11237. {
  11238. struct status_change *sc = NULL;
  11239. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
  11240. sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
  11241. status_change_end(src,SC_NEUTRALBARRIER_MASTER,-1);
  11242. }
  11243. }
  11244. break;
  11245. case NC_STEALTHFIELD:
  11246. {
  11247. struct status_change *sc = NULL;
  11248. if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
  11249. sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
  11250. status_change_end(src,SC_STEALTHFIELD_MASTER,-1);
  11251. }
  11252. }
  11253. break;
  11254. }
  11255. if (src->type==BL_PC && group->state.ammo_consume)
  11256. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  11257. group->alive_count=0;
  11258. // remove all unit cells
  11259. if(group->unit != NULL)
  11260. for( i = 0; i < group->unit_count; i++ )
  11261. skill_delunit(&group->unit[i]);
  11262. // clear Talkie-box string
  11263. if( group->valstr != NULL )
  11264. {
  11265. aFree(group->valstr);
  11266. group->valstr = NULL;
  11267. }
  11268. idb_remove(group_db, group->group_id);
  11269. map_freeblock(&group->unit->bl); // schedules deallocation of whole array (HACK)
  11270. group->unit=NULL;
  11271. group->group_id=0;
  11272. group->unit_count=0;
  11273. // locate this group, swap with the last entry and delete it
  11274. ARR_FIND( 0, MAX_SKILLUNITGROUP, i, ud->skillunit[i] == group );
  11275. ARR_FIND( i, MAX_SKILLUNITGROUP, j, ud->skillunit[j] == NULL ); j--;
  11276. if( i < MAX_SKILLUNITGROUP )
  11277. {
  11278. ud->skillunit[i] = ud->skillunit[j];
  11279. ud->skillunit[j] = NULL;
  11280. ers_free(skill_unit_ers, group);
  11281. }
  11282. else
  11283. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  11284. return 1;
  11285. }
  11286. /*==========================================
  11287. *
  11288. *------------------------------------------*/
  11289. int skill_clear_unitgroup (struct block_list *src)
  11290. {
  11291. struct unit_data *ud = unit_bl2ud(src);
  11292. nullpo_ret(ud);
  11293. while (ud->skillunit[0])
  11294. skill_delunitgroup(ud->skillunit[0]);
  11295. return 1;
  11296. }
  11297. /*==========================================
  11298. *
  11299. *------------------------------------------*/
  11300. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  11301. {
  11302. int i,j=-1,k,s,id;
  11303. struct unit_data *ud;
  11304. struct skill_unit_group_tickset *set;
  11305. nullpo_ret(bl);
  11306. if (group->interval==-1)
  11307. return NULL;
  11308. ud = unit_bl2ud(bl);
  11309. if (!ud) return NULL;
  11310. set = ud->skillunittick;
  11311. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  11312. id = s = group->skill_id;
  11313. else
  11314. id = s = group->group_id;
  11315. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  11316. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  11317. if (set[k].id == id)
  11318. return &set[k];
  11319. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  11320. j=k;
  11321. }
  11322. if (j == -1) {
  11323. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  11324. j = id % MAX_SKILLUNITGROUPTICKSET;
  11325. }
  11326. set[j].id = id;
  11327. set[j].tick = tick;
  11328. return &set[j];
  11329. }
  11330. /*==========================================
  11331. *
  11332. *------------------------------------------*/
  11333. int skill_unit_timer_sub_onplace (struct block_list* bl, va_list ap)
  11334. {
  11335. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  11336. struct skill_unit_group* group = unit->group;
  11337. unsigned int tick = va_arg(ap,unsigned int);
  11338. if( !unit->alive || bl->prev == NULL )
  11339. return 0;
  11340. nullpo_ret(group);
  11341. if( !(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP|INF2_NOLP)) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) )
  11342. return 0; //AoE skills are ineffective. [Skotlex]
  11343. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  11344. return 0;
  11345. skill_unit_onplace_timer(unit,bl,tick);
  11346. return 1;
  11347. }
  11348. /*==========================================
  11349. *
  11350. *------------------------------------------*/
  11351. static int skill_unit_timer_sub (DBKey key, void* data, va_list ap)
  11352. {
  11353. struct skill_unit* unit = (struct skill_unit*)data;
  11354. struct skill_unit_group* group = unit->group;
  11355. unsigned int tick = va_arg(ap,unsigned int);
  11356. bool dissonance;
  11357. struct block_list* bl = &unit->bl;
  11358. if( !unit->alive )
  11359. return 0;
  11360. nullpo_ret(group);
  11361. // check for expiration
  11362. if( (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  11363. {// skill unit expired (inlined from skill_unit_onlimit())
  11364. switch( group->unit_id )
  11365. {
  11366. case UNT_BLASTMINE:
  11367. case UNT_GROUNDDRIFT_WIND:
  11368. case UNT_GROUNDDRIFT_DARK:
  11369. case UNT_GROUNDDRIFT_POISON:
  11370. case UNT_GROUNDDRIFT_WATER:
  11371. case UNT_GROUNDDRIFT_FIRE:
  11372. group->unit_id = UNT_USED_TRAPS;
  11373. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  11374. group->limit=DIFF_TICK(tick+1500,group->tick);
  11375. unit->limit=DIFF_TICK(tick+1500,group->tick);
  11376. break;
  11377. case UNT_ANKLESNARE:
  11378. if( group->val2 > 0 ) {
  11379. // Used Trap don't returns back to item
  11380. skill_delunit(unit);
  11381. break;
  11382. }
  11383. case UNT_SKIDTRAP:
  11384. case UNT_LANDMINE:
  11385. case UNT_SHOCKWAVE:
  11386. case UNT_SANDMAN:
  11387. case UNT_FLASHER:
  11388. case UNT_FREEZINGTRAP:
  11389. case UNT_CLAYMORETRAP:
  11390. case UNT_TALKIEBOX:
  11391. case UNT_CLUSTERBOMB:
  11392. case UNT_MAGENTATRAP:
  11393. case UNT_COBALTTRAP:
  11394. case UNT_MAIZETRAP:
  11395. case UNT_VERDURETRAP:
  11396. case UNT_FIRINGTRAP:
  11397. case UNT_ICEBOUNDTRAP:
  11398. {
  11399. struct block_list* src;
  11400. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != NULL && src->type == BL_PC )
  11401. { // revert unit back into a trap
  11402. struct item item_tmp;
  11403. memset(&item_tmp,0,sizeof(item_tmp));
  11404. item_tmp.nameid = ITEMID_TRAP;
  11405. item_tmp.identify = 1;
  11406. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,0);
  11407. }
  11408. skill_delunit(unit);
  11409. }
  11410. break;
  11411. case UNT_WARP_ACTIVE:
  11412. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  11413. group->unit_id = skill_get_unit_id(group->skill_id, 1); // UNT_WARP_WAITING
  11414. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  11415. // restart timers
  11416. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  11417. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  11418. // apply effect to all units standing on it
  11419. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  11420. break;
  11421. case UNT_CALLFAMILY:
  11422. {
  11423. struct map_session_data *sd = NULL;
  11424. if(group->val1) {
  11425. sd = map_charid2sd(group->val1);
  11426. group->val1 = 0;
  11427. if (sd && !map[sd->bl.m].flag.nowarp)
  11428. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11429. }
  11430. if(group->val2) {
  11431. sd = map_charid2sd(group->val2);
  11432. group->val2 = 0;
  11433. if (sd && !map[sd->bl.m].flag.nowarp)
  11434. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  11435. }
  11436. skill_delunit(unit);
  11437. }
  11438. break;
  11439. default:
  11440. skill_delunit(unit);
  11441. }
  11442. }
  11443. else
  11444. {// skill unit is still active
  11445. switch( group->unit_id )
  11446. {
  11447. case UNT_ICEWALL:
  11448. // icewall loses 50 hp every second
  11449. unit->val1 -= SKILLUNITTIMER_INTERVAL/20; // trap's hp
  11450. if( unit->val1 <= 0 && unit->limit + group->tick > tick + 700 )
  11451. unit->limit = DIFF_TICK(tick+700,group->tick);
  11452. break;
  11453. case UNT_SKIDTRAP:
  11454. case UNT_LANDMINE:
  11455. case UNT_SHOCKWAVE:
  11456. case UNT_SANDMAN:
  11457. case UNT_FLASHER:
  11458. case UNT_CLAYMORETRAP:
  11459. case UNT_FREEZINGTRAP:
  11460. case UNT_TALKIEBOX:
  11461. case UNT_ANKLESNARE:
  11462. /**
  11463. * Ranger
  11464. **/
  11465. case UNT_ELECTRICSHOCKER:
  11466. case UNT_CLUSTERBOMB:
  11467. if( unit->val1 <= 0 ) {
  11468. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  11469. skill_delunit(unit);
  11470. else {
  11471. group->unit_id = UNT_USED_TRAPS;
  11472. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  11473. }
  11474. }
  11475. break;
  11476. }
  11477. }
  11478. //Don't continue if unit or even group is expired and has been deleted.
  11479. if( !group || !unit->alive )
  11480. return 0;
  11481. dissonance = skill_dance_switch(unit, 0);
  11482. if( unit->range >= 0 && group->interval != -1 )
  11483. {
  11484. if( battle_config.skill_wall_check )
  11485. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11486. else
  11487. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  11488. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  11489. group->unit_id = UNT_USED_TRAPS;
  11490. if( group->unit_id == UNT_TATAMIGAESHI )
  11491. {
  11492. unit->range = -1; //Disable processed cell.
  11493. if (--group->val1 <= 0) // number of live cells
  11494. { //All tiles were processed, disable skill.
  11495. group->target_flag=BCT_NOONE;
  11496. group->bl_flag= BL_NUL;
  11497. }
  11498. }
  11499. }
  11500. if( dissonance ) skill_dance_switch(unit, 1);
  11501. return 0;
  11502. }
  11503. /*==========================================
  11504. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  11505. *------------------------------------------*/
  11506. int skill_unit_timer(int tid, unsigned int tick, int id, intptr_t data)
  11507. {
  11508. map_freeblock_lock();
  11509. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  11510. map_freeblock_unlock();
  11511. return 0;
  11512. }
  11513. static int skill_unit_temp[20]; // temporary storage for tracking skill unit skill ids as players move in/out of them
  11514. /*==========================================
  11515. *
  11516. *------------------------------------------*/
  11517. int skill_unit_move_sub (struct block_list* bl, va_list ap)
  11518. {
  11519. struct skill_unit* unit = (struct skill_unit *)bl;
  11520. struct skill_unit_group* group = unit->group;
  11521. struct block_list* target = va_arg(ap,struct block_list*);
  11522. unsigned int tick = va_arg(ap,unsigned int);
  11523. int flag = va_arg(ap,int);
  11524. bool dissonance;
  11525. int skill_id;
  11526. int i;
  11527. nullpo_ret(group);
  11528. if( !unit->alive || target->prev == NULL )
  11529. return 0;
  11530. if( unit->group->skill_id == PF_SPIDERWEB && flag&1 )
  11531. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  11532. dissonance = skill_dance_switch(unit, 0);
  11533. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  11534. skill_id = unit->group->skill_id;
  11535. if( unit->group->interval != -1 && !(skill_get_unit_flag(skill_id)&UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  11536. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  11537. if( dissonance ) skill_dance_switch(unit, 1);
  11538. return 0;
  11539. }
  11540. //Target-type check.
  11541. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) )
  11542. {
  11543. if( group->src_id == target->id && group->state.song_dance&0x2 )
  11544. { //Ensemble check to see if they went out/in of the area [Skotlex]
  11545. if( flag&1 )
  11546. {
  11547. if( flag&2 )
  11548. { //Clear this skill id.
  11549. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == skill_id );
  11550. if( i < ARRAYLENGTH(skill_unit_temp) )
  11551. skill_unit_temp[i] = 0;
  11552. }
  11553. }
  11554. else
  11555. {
  11556. if( flag&2 )
  11557. { //Store this skill id.
  11558. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11559. if( i < ARRAYLENGTH(skill_unit_temp) )
  11560. skill_unit_temp[i] = skill_id;
  11561. else
  11562. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11563. }
  11564. }
  11565. if( flag&4 )
  11566. skill_unit_onleft(skill_id,target,tick);
  11567. }
  11568. if( dissonance ) skill_dance_switch(unit, 1);
  11569. return 0;
  11570. }
  11571. else
  11572. {
  11573. if( flag&1 )
  11574. {
  11575. int result = skill_unit_onplace(unit,target,tick);
  11576. if( flag&2 && result )
  11577. { //Clear skill ids we have stored in onout.
  11578. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == result );
  11579. if( i < ARRAYLENGTH(skill_unit_temp) )
  11580. skill_unit_temp[i] = 0;
  11581. }
  11582. }
  11583. else
  11584. {
  11585. int result = skill_unit_onout(unit,target,tick);
  11586. if( flag&2 && result )
  11587. { //Store this unit id.
  11588. ARR_FIND( 0, ARRAYLENGTH(skill_unit_temp), i, skill_unit_temp[i] == 0 );
  11589. if( i < ARRAYLENGTH(skill_unit_temp) )
  11590. skill_unit_temp[i] = skill_id;
  11591. else
  11592. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  11593. }
  11594. }
  11595. //TODO: Normally, this is dangerous since the unit and group could be freed
  11596. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  11597. //cells do not get deleted within them. [Skotlex]
  11598. if( dissonance ) skill_dance_switch(unit, 1);
  11599. if( flag&4 )
  11600. skill_unit_onleft(skill_id,target,tick);
  11601. return 1;
  11602. }
  11603. }
  11604. /*==========================================
  11605. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  11606. * Flag values:
  11607. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  11608. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  11609. * units to figure out when they have left a group.
  11610. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  11611. *------------------------------------------*/
  11612. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  11613. {
  11614. nullpo_ret(bl);
  11615. if( bl->prev == NULL )
  11616. return 0;
  11617. if( flag&2 && !(flag&1) )
  11618. { //Onout, clear data
  11619. memset(skill_unit_temp, 0, sizeof(skill_unit_temp));
  11620. }
  11621. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  11622. if( flag&2 && flag&1 )
  11623. { //Onplace, check any skill units you have left.
  11624. int i;
  11625. for( i = 0; i < ARRAYLENGTH(skill_unit_temp); i++ )
  11626. if( skill_unit_temp[i] )
  11627. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  11628. }
  11629. return 0;
  11630. }
  11631. /*==========================================
  11632. *
  11633. *------------------------------------------*/
  11634. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  11635. {
  11636. int i,j;
  11637. unsigned int tick = gettick();
  11638. int *m_flag;
  11639. struct skill_unit *unit1;
  11640. struct skill_unit *unit2;
  11641. if (group == NULL)
  11642. return 0;
  11643. if (group->unit_count<=0)
  11644. return 0;
  11645. if (group->unit==NULL)
  11646. return 0;
  11647. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE)
  11648. return 0; //Ensembles may not be moved around.
  11649. if( group->unit_id == UNT_ICEWALL )
  11650. return 0; //Icewalls don't get knocked back
  11651. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  11652. // m_flag
  11653. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  11654. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  11655. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  11656. // 3: Both 1+2.
  11657. for(i=0;i<group->unit_count;i++){
  11658. unit1=&group->unit[i];
  11659. if (!unit1->alive || unit1->bl.m!=m)
  11660. continue;
  11661. for(j=0;j<group->unit_count;j++){
  11662. unit2=&group->unit[j];
  11663. if (!unit2->alive)
  11664. continue;
  11665. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  11666. m_flag[i] |= 0x1;
  11667. }
  11668. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  11669. m_flag[i] |= 0x2;
  11670. }
  11671. }
  11672. }
  11673. j = 0;
  11674. for (i=0;i<group->unit_count;i++) {
  11675. unit1=&group->unit[i];
  11676. if (!unit1->alive)
  11677. continue;
  11678. if (!(m_flag[i]&0x2)) {
  11679. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  11680. skill_dance_overlap(unit1, 0);
  11681. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  11682. }
  11683. //Move Cell using "smart" criteria (avoid useless moving around)
  11684. switch(m_flag[i])
  11685. {
  11686. case 0:
  11687. //Cell moves independently, safely move it.
  11688. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  11689. break;
  11690. case 1:
  11691. //Cell moves unto another cell, look for a replacement cell that won't collide
  11692. //and has no cell moving into it (flag == 2)
  11693. for(;j<group->unit_count;j++)
  11694. {
  11695. if(m_flag[j]!=2 || !group->unit[j].alive)
  11696. continue;
  11697. //Move to where this cell would had moved.
  11698. unit2 = &group->unit[j];
  11699. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  11700. j++; //Skip this cell as we have used it.
  11701. break;
  11702. }
  11703. break;
  11704. case 2:
  11705. case 3:
  11706. break; //Don't move the cell as a cell will end on this tile anyway.
  11707. }
  11708. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  11709. if (group->state.song_dance&0x1) //Check for dissonance effect.
  11710. skill_dance_overlap(unit1, 1);
  11711. clif_skill_setunit(unit1);
  11712. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  11713. }
  11714. }
  11715. aFree(m_flag);
  11716. return 0;
  11717. }
  11718. /*==========================================
  11719. *
  11720. *------------------------------------------*/
  11721. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  11722. {
  11723. int i,j;
  11724. nullpo_ret(sd);
  11725. if(nameid<=0)
  11726. return 0;
  11727. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  11728. if(skill_produce_db[i].nameid == nameid )
  11729. break;
  11730. }
  11731. if( i >= MAX_SKILL_PRODUCE_DB )
  11732. return 0;
  11733. if( pc_checkadditem(sd, nameid, qty) == ADDITEM_OVERAMOUNT )
  11734. {// cannot carry the produced stuff
  11735. return 0;
  11736. }
  11737. if(trigger>=0){
  11738. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  11739. if(skill_produce_db[i].itemlv!=trigger)
  11740. return 0;
  11741. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  11742. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  11743. return 0;
  11744. } else { // Weapon (itemlv must be higher or equal)
  11745. if(skill_produce_db[i].itemlv>trigger)
  11746. return 0;
  11747. }
  11748. }
  11749. if((j=skill_produce_db[i].req_skill)>0 &&
  11750. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  11751. return 0;
  11752. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  11753. int id,x,y;
  11754. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  11755. continue;
  11756. if(skill_produce_db[i].mat_amount[j] <= 0) {
  11757. if(pc_search_inventory(sd,id) < 0)
  11758. return 0;
  11759. }
  11760. else {
  11761. for(y=0,x=0;y<MAX_INVENTORY;y++)
  11762. if( sd->status.inventory[y].nameid == id )
  11763. x+=sd->status.inventory[y].amount;
  11764. if(x<qty*skill_produce_db[i].mat_amount[j])
  11765. return 0;
  11766. }
  11767. }
  11768. return i+1;
  11769. }
  11770. /*==========================================
  11771. *
  11772. *------------------------------------------*/
  11773. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  11774. {
  11775. int slot[3];
  11776. int i,sc,ele,idx,equip,wlv,make_per,flag;
  11777. int num = -1; // exclude the recipe
  11778. struct status_data *status;
  11779. nullpo_ret(sd);
  11780. status = status_get_status_data(&sd->bl);
  11781. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  11782. return 0;
  11783. idx--;
  11784. if (qty < 1)
  11785. qty = 1;
  11786. if (!skill_id) //A skill can be specified for some override cases.
  11787. skill_id = skill_produce_db[idx].req_skill;
  11788. if( skill_id == GC_RESEARCHNEWPOISON )
  11789. skill_id = GC_CREATENEWPOISON;
  11790. slot[0]=slot1;
  11791. slot[1]=slot2;
  11792. slot[2]=slot3;
  11793. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  11794. int j;
  11795. if( slot[i]<=0 )
  11796. continue;
  11797. j = pc_search_inventory(sd,slot[i]);
  11798. if(j < 0)
  11799. continue;
  11800. if(slot[i]==1000){ /* Star Crumb */
  11801. pc_delitem(sd,j,1,1,0);
  11802. sc++;
  11803. }
  11804. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  11805. static const int ele_table[4]={3,1,4,2};
  11806. pc_delitem(sd,j,1,1,0);
  11807. ele=ele_table[slot[i]-994];
  11808. }
  11809. }
  11810. if( skill_id == RK_RUNEMASTERY ) {
  11811. int temp_qty, skill_lv = pc_checkskill(sd,skill_id);
  11812. if( skill_lv == 10 ) temp_qty = 1 + rand()%3;
  11813. else if( skill_lv > 5 ) temp_qty = 1 + rand()%2;
  11814. else temp_qty = 1;
  11815. for( i = 0; i < MAX_INVENTORY; i++ ) {
  11816. if( sd->status.inventory[i].nameid == nameid ) {
  11817. if( sd->status.inventory[i].amount >= MAX_RUNE ) {
  11818. clif_msgtable(sd->fd,0x61b);
  11819. return 0;
  11820. } else {
  11821. /**
  11822. * the amount fits, say we got temp_qty 4 and 19 runes, we trim temp_qty to 1.
  11823. **/
  11824. if( temp_qty + sd->status.inventory[i].amount >= MAX_RUNE )
  11825. temp_qty = MAX_RUNE - sd->status.inventory[i].amount;
  11826. }
  11827. break;
  11828. }
  11829. }
  11830. qty = temp_qty;
  11831. }
  11832. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  11833. int j,id,x;
  11834. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  11835. continue;
  11836. num++;
  11837. x=( skill_id == RK_RUNEMASTERY ? 1 : qty)*skill_produce_db[idx].mat_amount[i];
  11838. do{
  11839. int y=0;
  11840. j = pc_search_inventory(sd,id);
  11841. if(j >= 0){
  11842. y = sd->status.inventory[j].amount;
  11843. if(y>x)y=x;
  11844. pc_delitem(sd,j,y,0,0);
  11845. } else
  11846. ShowError("skill_produce_mix: material item error\n");
  11847. x-=y;
  11848. }while( j>=0 && x>0 );
  11849. }
  11850. if((equip=itemdb_isequip(nameid)))
  11851. wlv = itemdb_wlv(nameid);
  11852. if(!equip) {
  11853. switch(skill_id){
  11854. case BS_IRON:
  11855. case BS_STEEL:
  11856. case BS_ENCHANTEDSTONE:
  11857. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  11858. i = pc_checkskill(sd,skill_id);
  11859. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  11860. switch(nameid){
  11861. case 998: // Iron
  11862. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  11863. break;
  11864. case 999: // Steel
  11865. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  11866. break;
  11867. case 1000: //Star Crumb
  11868. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  11869. break;
  11870. default: // Enchanted Stones
  11871. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  11872. break;
  11873. }
  11874. break;
  11875. case ASC_CDP:
  11876. make_per = (2000 + 40*status->dex + 20*status->luk);
  11877. break;
  11878. case AL_HOLYWATER:
  11879. /**
  11880. * Arch Bishop
  11881. **/
  11882. case AB_ANCILLA:
  11883. make_per = 100000; //100% success
  11884. break;
  11885. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  11886. case AM_TWILIGHT1:
  11887. case AM_TWILIGHT2:
  11888. case AM_TWILIGHT3:
  11889. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  11890. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  11891. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  11892. if(merc_is_hom_active(sd->hd)) {//Player got a homun
  11893. int skill;
  11894. if((skill=merc_hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  11895. make_per += skill*100; //+1% bonus per level
  11896. }
  11897. switch(nameid){
  11898. case 501: // Red Potion
  11899. case 503: // Yellow Potion
  11900. case 504: // White Potion
  11901. make_per += (1+rand()%100)*10 + 2000;
  11902. break;
  11903. case 970: // Alcohol
  11904. make_per += (1+rand()%100)*10 + 1000;
  11905. break;
  11906. case 7135: // Bottle Grenade
  11907. case 7136: // Acid Bottle
  11908. case 7137: // Plant Bottle
  11909. case 7138: // Marine Sphere Bottle
  11910. make_per += (1+rand()%100)*10;
  11911. break;
  11912. case 546: // Condensed Yellow Potion
  11913. make_per -= (1+rand()%50)*10;
  11914. break;
  11915. case 547: // Condensed White Potion
  11916. case 7139: // Glistening Coat
  11917. make_per -= (1+rand()%100)*10;
  11918. break;
  11919. //Common items, recieve no bonus or penalty, listed just because they are commonly produced
  11920. case 505: // Blue Potion
  11921. case 545: // Condensed Red Potion
  11922. case 605: // Anodyne
  11923. case 606: // Aloevera
  11924. default:
  11925. break;
  11926. }
  11927. if(battle_config.pp_rate != 100)
  11928. make_per = make_per * battle_config.pp_rate / 100;
  11929. break;
  11930. case SA_CREATECON: // Elemental Converter Creation
  11931. make_per = 100000; // should be 100% success rate
  11932. break;
  11933. /**
  11934. * Rune Knight
  11935. **/
  11936. case RK_RUNEMASTERY:
  11937. make_per = 5 * (sd->itemid + pc_checkskill(sd,skill_id)) * 100;
  11938. break;
  11939. /**
  11940. * Guilotine Cross
  11941. **/
  11942. case GC_CREATENEWPOISON:
  11943. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  11944. qty = 1+rand()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  11945. break;
  11946. default:
  11947. if (sd->menuskill_id == AM_PHARMACY &&
  11948. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  11949. { //Assume Cooking Dish
  11950. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  11951. make_per = 10000; //100% Success
  11952. else
  11953. make_per = 1200 * (sd->menuskill_val - 10)
  11954. + 20 * (sd->status.base_level + 1)
  11955. + 20 * (status->dex + 1)
  11956. + 100 * (rand()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  11957. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  11958. - 10 * (100 - status->luk + 1)
  11959. - 500 * (num - 1)
  11960. - 100 * (rand()%4 + 1);
  11961. break;
  11962. }
  11963. make_per = 5000;
  11964. break;
  11965. }
  11966. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  11967. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  11968. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  11969. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100 +((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100:0); // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10, Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  11970. make_per -= (ele?2000:0) + sc*1500 + (wlv>1?wlv*1000:0); // Element Stone: -20%, Star Crumb: -15% each, Weapon level malus: -0/-20/-30
  11971. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  11972. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  11973. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  11974. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  11975. if(battle_config.wp_rate != 100)
  11976. make_per = make_per * battle_config.wp_rate / 100;
  11977. }
  11978. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  11979. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  11980. if(make_per < 1) make_per = 1;
  11981. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  11982. struct item tmp_item;
  11983. memset(&tmp_item,0,sizeof(tmp_item));
  11984. tmp_item.nameid=nameid;
  11985. tmp_item.amount=1;
  11986. tmp_item.identify=1;
  11987. if(equip){
  11988. tmp_item.card[0]=CARD0_FORGE;
  11989. tmp_item.card[1]=((sc*5)<<8)+ele;
  11990. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  11991. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  11992. } else {
  11993. //Flag is only used on the end, so it can be used here. [Skotlex]
  11994. switch (skill_id) {
  11995. case BS_DAGGER:
  11996. case BS_SWORD:
  11997. case BS_TWOHANDSWORD:
  11998. case BS_AXE:
  11999. case BS_MACE:
  12000. case BS_KNUCKLE:
  12001. case BS_SPEAR:
  12002. flag = battle_config.produce_item_name_input&0x1;
  12003. break;
  12004. case AM_PHARMACY:
  12005. case AM_TWILIGHT1:
  12006. case AM_TWILIGHT2:
  12007. case AM_TWILIGHT3:
  12008. flag = battle_config.produce_item_name_input&0x2;
  12009. break;
  12010. case AL_HOLYWATER:
  12011. /**
  12012. * Arch Bishop
  12013. **/
  12014. case AB_ANCILLA:
  12015. flag = battle_config.produce_item_name_input&0x8;
  12016. break;
  12017. case ASC_CDP:
  12018. flag = battle_config.produce_item_name_input&0x10;
  12019. break;
  12020. default:
  12021. flag = battle_config.produce_item_name_input&0x80;
  12022. break;
  12023. }
  12024. if (flag) {
  12025. tmp_item.card[0]=CARD0_CREATE;
  12026. tmp_item.card[1]=0;
  12027. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  12028. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  12029. }
  12030. }
  12031. // if(log_config.produce > 0)
  12032. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  12033. //TODO update PICKLOG
  12034. if(equip){
  12035. clif_produceeffect(sd,0,nameid);
  12036. clif_misceffect(&sd->bl,3);
  12037. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  12038. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  12039. } else {
  12040. int fame = 0;
  12041. tmp_item.amount = 0;
  12042. for (i=0; i< qty; i++)
  12043. { //Apply quantity modifiers.
  12044. if (rand()%10000 < make_per || qty == 1)
  12045. { //Success
  12046. tmp_item.amount++;
  12047. if(nameid < 545 || nameid > 547)
  12048. continue;
  12049. if(skill_id != AM_PHARMACY &&
  12050. skill_id != AM_TWILIGHT1 &&
  12051. skill_id != AM_TWILIGHT2 &&
  12052. skill_id != AM_TWILIGHT3)
  12053. continue;
  12054. //Add fame as needed.
  12055. switch(++sd->potion_success_counter) {
  12056. case 3:
  12057. fame+=1; // Success to prepare 3 Condensed Potions in a row
  12058. break;
  12059. case 5:
  12060. fame+=3; // Success to prepare 5 Condensed Potions in a row
  12061. break;
  12062. case 7:
  12063. fame+=10; // Success to prepare 7 Condensed Potions in a row
  12064. break;
  12065. case 10:
  12066. fame+=50; // Success to prepare 10 Condensed Potions in a row
  12067. sd->potion_success_counter = 0;
  12068. break;
  12069. }
  12070. } else //Failure
  12071. sd->potion_success_counter = 0;
  12072. }
  12073. if (fame)
  12074. pc_addfame(sd,fame);
  12075. //Visual effects and the like.
  12076. switch (skill_id) {
  12077. case AM_PHARMACY:
  12078. case AM_TWILIGHT1:
  12079. case AM_TWILIGHT2:
  12080. case AM_TWILIGHT3:
  12081. case ASC_CDP:
  12082. clif_produceeffect(sd,2,nameid);
  12083. clif_misceffect(&sd->bl,5);
  12084. break;
  12085. case BS_IRON:
  12086. case BS_STEEL:
  12087. case BS_ENCHANTEDSTONE:
  12088. clif_produceeffect(sd,0,nameid);
  12089. clif_misceffect(&sd->bl,3);
  12090. break;
  12091. case RK_RUNEMASTERY:
  12092. case GC_CREATENEWPOISON:
  12093. clif_produceeffect(sd,2,nameid);
  12094. clif_misceffect(&sd->bl,5);
  12095. break;
  12096. default: //Those that don't require a skill?
  12097. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20)
  12098. { //Cooking items.
  12099. clif_specialeffect(&sd->bl, 608, AREA);
  12100. if( sd->cook_mastery < 1999 )
  12101. pc_setglobalreg(sd, "COOK_MASTERY",sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  12102. }
  12103. break;
  12104. }
  12105. }
  12106. if (tmp_item.amount) { //Success
  12107. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  12108. clif_additem(sd,0,0,flag);
  12109. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  12110. }
  12111. return 1;
  12112. }
  12113. }
  12114. //Failure
  12115. // if(log_config.produce)
  12116. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  12117. //TODO update PICKLOG
  12118. if(equip){
  12119. clif_produceeffect(sd,1,nameid);
  12120. clif_misceffect(&sd->bl,2);
  12121. } else {
  12122. switch (skill_id) {
  12123. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  12124. status_percent_damage(NULL, &sd->bl, -25, 0, true);
  12125. case AM_PHARMACY:
  12126. case AM_TWILIGHT1:
  12127. case AM_TWILIGHT2:
  12128. case AM_TWILIGHT3:
  12129. clif_produceeffect(sd,3,nameid);
  12130. clif_misceffect(&sd->bl,6);
  12131. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  12132. break;
  12133. case BS_IRON:
  12134. case BS_STEEL:
  12135. case BS_ENCHANTEDSTONE:
  12136. clif_produceeffect(sd,1,nameid);
  12137. clif_misceffect(&sd->bl,2);
  12138. break;
  12139. case RK_RUNEMASTERY:
  12140. case GC_CREATENEWPOISON:
  12141. clif_produceeffect(sd,3,nameid);
  12142. clif_misceffect(&sd->bl,6);
  12143. break;
  12144. default:
  12145. if( skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 )
  12146. { //Cooking items.
  12147. clif_specialeffect(&sd->bl, 609, AREA);
  12148. if( sd->cook_mastery > 0 )
  12149. pc_setglobalreg(sd, "COOK_MASTERY", sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  12150. }
  12151. }
  12152. }
  12153. return 0;
  12154. }
  12155. int skill_arrow_create (struct map_session_data *sd, int nameid)
  12156. {
  12157. int i,j,flag,index=-1;
  12158. struct item tmp_item;
  12159. nullpo_ret(sd);
  12160. if(nameid <= 0)
  12161. return 1;
  12162. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  12163. if(nameid == skill_arrow_db[i].nameid) {
  12164. index = i;
  12165. break;
  12166. }
  12167. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  12168. return 1;
  12169. pc_delitem(sd,j,1,0,0);
  12170. for(i=0;i<MAX_ARROW_RESOURCE;i++) {
  12171. memset(&tmp_item,0,sizeof(tmp_item));
  12172. tmp_item.identify = 1;
  12173. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  12174. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  12175. if(battle_config.produce_item_name_input&0x4) {
  12176. tmp_item.card[0]=CARD0_CREATE;
  12177. tmp_item.card[1]=0;
  12178. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  12179. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  12180. }
  12181. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  12182. continue;
  12183. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  12184. clif_additem(sd,0,0,flag);
  12185. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
  12186. }
  12187. }
  12188. return 0;
  12189. }
  12190. int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
  12191. sc_type type;
  12192. int t_lv = 0, chance, i;
  12193. nullpo_ret(sd);
  12194. if( nameid <= 0 || (i = pc_search_inventory(sd,nameid)) < 0 || pc_delitem(sd,i,1,0,0) ) {
  12195. clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
  12196. return 0;
  12197. }
  12198. switch( nameid )
  12199. { // t_lv used to take duration from skill_get_time2
  12200. case PO_PARALYSE: type = SC_PARALYSE; t_lv = 1; break;
  12201. case PO_PYREXIA: type = SC_PYREXIA; t_lv = 2; break;
  12202. case PO_DEATHHURT: type = SC_DEATHHURT; t_lv = 3; break;
  12203. case PO_LEECHESEND: type = SC_LEECHESEND; t_lv = 4; break;
  12204. case PO_VENOMBLEED: type = SC_VENOMBLEED; t_lv = 6; break;
  12205. case PO_TOXIN: type = SC_TOXIN; t_lv = 7; break;
  12206. case PO_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; t_lv = 8; break;
  12207. case PO_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; t_lv = 9; break;
  12208. default:
  12209. clif_skill_fail(sd,GC_POISONINGWEAPON,0,0);
  12210. return 0;
  12211. }
  12212. chance = 2 + 2 * sd->menuskill_val; // 2 + 2 * skill_lv
  12213. sc_start4(&sd->bl,SC_POISONINGWEAPON,100,t_lv,type,chance,0,skill_get_time(GC_POISONINGWEAPON,sd->menuskill_val));
  12214. return 0;
  12215. }
  12216. int skill_magicdecoy(struct map_session_data *sd, int nameid) {
  12217. int x, y, i, class_, skill;
  12218. struct mob_data *md;
  12219. nullpo_ret(sd);
  12220. skill = sd->menuskill_val;
  12221. if( nameid <= 0 || !itemdb_is_element(nameid) || (i = pc_search_inventory(sd,nameid)) < 0 || !skill || pc_delitem(sd,i,1,0,0) )
  12222. {
  12223. clif_skill_fail(sd,NC_MAGICDECOY,0,0);
  12224. return 0;
  12225. }
  12226. // Spawn Position
  12227. pc_delitem(sd,i,1,0,0);
  12228. x = sd->sc.comet_x;
  12229. y = sd->sc.comet_y;
  12230. sd->sc.comet_x = sd->sc.comet_y = 0;
  12231. sd->menuskill_val = 0;
  12232. class_ = (nameid == 990 || nameid == 991) ? 2043 + nameid - 990 : (nameid == 992) ? 2046 : 2045;
  12233. md = mob_once_spawn_sub(&sd->bl, sd->bl.m, x, y, sd->status.name, class_, "");
  12234. if( md ) {
  12235. md->master_id = sd->bl.id;
  12236. md->special_state.ai = 3;
  12237. if( md->deletetimer != INVALID_TIMER )
  12238. delete_timer(md->deletetimer, mob_timer_delete);
  12239. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  12240. mob_spawn(md);
  12241. md->status.matk_min = md->status.matk_max = 250 + (50 * skill);
  12242. }
  12243. return 0;
  12244. }
  12245. // Warlock Spellbooks. [LimitLine/3CeAM]
  12246. int skill_spellbook (struct map_session_data *sd, int nameid) {
  12247. int i, j, points, skillid, preserved = 0, max_preserve;
  12248. nullpo_ret(sd);
  12249. if( sd->sc.data[SC_STOP] ) status_change_end(&sd->bl,SC_STOP,-1);
  12250. if( nameid <= 0 ) return 0;
  12251. if( pc_search_inventory(sd,nameid) < 0 )
  12252. { // User with no item on inventory
  12253. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12254. return 0;
  12255. }
  12256. ARR_FIND(0,MAX_SPELLBOOK,j,sd->rsb[j].skillid == 0); // Search for a free slot
  12257. if( j == MAX_SPELLBOOK )
  12258. { // No more free slots
  12259. clif_skill_fail(sd,WL_READING_SB,0x35,0);
  12260. return 0;
  12261. }
  12262. ARR_FIND(0,MAX_SKILL_SPELLBOOK_DB,i,skill_spellbook_db[i].nameid == nameid); // Search for information of this item
  12263. if( i == MAX_SKILL_SPELLBOOK_DB )
  12264. { // Fake nameid
  12265. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12266. return 0;
  12267. }
  12268. skillid = skill_spellbook_db[i].skillid;
  12269. points = skill_spellbook_db[i].points;
  12270. if( !pc_checkskill(sd,skillid) )
  12271. { // User don't know the skill
  12272. sc_start(&sd->bl,SC_SLEEP,100,1,skill_get_time(WL_READING_SB,pc_checkskill(sd,WL_READING_SB)));
  12273. clif_skill_fail(sd,WL_READING_SB,0x34,0);
  12274. return 0;
  12275. }
  12276. max_preserve = 4 * pc_checkskill(sd,WL_FREEZE_SP) + status_get_int(&sd->bl) / 10 + sd->status.base_level / 10;
  12277. for( i = 0; i < MAX_SPELLBOOK && sd->rsb[i].skillid; i++ )
  12278. preserved += sd->rsb[i].points;
  12279. if( preserved + points >= max_preserve )
  12280. { // No more free points
  12281. clif_skill_fail(sd,WL_READING_SB,0x04,0);
  12282. return 0;
  12283. }
  12284. sd->rsb[j].skillid = skillid;
  12285. sd->rsb[j].level = pc_checkskill(sd,skillid);
  12286. sd->rsb[j].points = points;
  12287. sc_start2(&sd->bl,SC_READING_SB,100,0,preserved+points,-1);
  12288. return 1;
  12289. }
  12290. /*==========================================
  12291. *
  12292. *------------------------------------------*/
  12293. int skill_blockpc_end(int tid, unsigned int tick, int id, intptr_t data)
  12294. {
  12295. struct map_session_data *sd = map_id2sd(id);
  12296. struct skill_cd * cd = NULL;
  12297. if (data <= 0 || data >= MAX_SKILL)
  12298. return 0;
  12299. if (!sd) return 0;
  12300. if (sd->blockskill[data] != (0x1|(tid&0xFE))) return 0;
  12301. if( ( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12302. int i,cursor;
  12303. ARR_FIND( 0, cd->cursor+1, cursor, cd->skidx[cursor] == data );
  12304. cd->duration[cursor] = 0;
  12305. cd->skidx[cursor] = 0;
  12306. cd->nameid[cursor] = 0;
  12307. // compact the cool down list
  12308. for( i = 0, cursor = 0; i < cd->cursor; i++ ) {
  12309. if( cd->duration[i] == 0 )
  12310. continue;
  12311. if( cursor != i ) {
  12312. cd->duration[cursor] = cd->duration[i];
  12313. cd->skidx[cursor] = cd->skidx[i];
  12314. cd->nameid[cursor] = cd->nameid[i];
  12315. }
  12316. cursor++;
  12317. }
  12318. if( cursor == 0 ) {
  12319. idb_remove(skillcd_db,sd->status.char_id);
  12320. aFree(cd);
  12321. } else
  12322. cd->cursor = cursor;
  12323. }
  12324. sd->blockskill[data] = 0;
  12325. return 1;
  12326. }
  12327. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  12328. {
  12329. struct skill_cd * cd = NULL;
  12330. int oskillid = skillid;
  12331. nullpo_retr (-1, sd);
  12332. skillid = skill_get_index(skillid);
  12333. if (skillid == 0)
  12334. return -1;
  12335. if (tick < 1) {
  12336. sd->blockskill[skillid] = 0;
  12337. return -1;
  12338. }
  12339. if( battle_config.display_status_timers )
  12340. clif_skill_cooldown(sd, skillid, tick);
  12341. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) ) {
  12342. CREATE(cd,struct skill_cd,1);
  12343. idb_put(skillcd_db, sd->status.char_id, cd);
  12344. }
  12345. cd->duration[cd->cursor] = tick;
  12346. cd->skidx[cd->cursor] = skillid;
  12347. cd->nameid[cd->cursor] = oskillid;
  12348. cd->cursor++;
  12349. sd->blockskill[skillid] = 0x1|(0xFE&add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid));
  12350. return 0;
  12351. }
  12352. int skill_blockhomun_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12353. {
  12354. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  12355. if (data <= 0 || data >= MAX_SKILL)
  12356. return 0;
  12357. if (hd) hd->blockskill[data] = 0;
  12358. return 1;
  12359. }
  12360. int skill_blockhomun_start(struct homun_data *hd, int skillid, int tick) //[orn]
  12361. {
  12362. nullpo_retr (-1, hd);
  12363. skillid = skill_get_index(skillid);
  12364. if (skillid == 0)
  12365. return -1;
  12366. if (tick < 1) {
  12367. hd->blockskill[skillid] = 0;
  12368. return -1;
  12369. }
  12370. hd->blockskill[skillid] = 1;
  12371. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skillid);
  12372. }
  12373. int skill_blockmerc_end(int tid, unsigned int tick, int id, intptr_t data) //[orn]
  12374. {
  12375. struct mercenary_data *md = (TBL_MER*)map_id2bl(id);
  12376. if( data <= 0 || data >= MAX_SKILL )
  12377. return 0;
  12378. if( md ) md->blockskill[data] = 0;
  12379. return 1;
  12380. }
  12381. int skill_blockmerc_start(struct mercenary_data *md, int skillid, int tick)
  12382. {
  12383. nullpo_retr (-1, md);
  12384. if( (skillid = skill_get_index(skillid)) == 0 )
  12385. return -1;
  12386. if( tick < 1 )
  12387. {
  12388. md->blockskill[skillid] = 0;
  12389. return -1;
  12390. }
  12391. md->blockskill[skillid] = 1;
  12392. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skillid);
  12393. }
  12394. /*
  12395. *
  12396. */
  12397. int skill_split_str (char *str, char **val, int num)
  12398. {
  12399. int i;
  12400. for( i = 0; i < num && str; i++ )
  12401. {
  12402. val[i] = str;
  12403. str = strchr(str,',');
  12404. if( str )
  12405. *str++=0;
  12406. }
  12407. return i;
  12408. }
  12409. /*
  12410. *
  12411. */
  12412. int skill_split_atoi (char *str, int *val)
  12413. {
  12414. int i, j, diff, step = 1;
  12415. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  12416. if (!str) break;
  12417. val[i] = atoi(str);
  12418. str = strchr(str,':');
  12419. if (str)
  12420. *str++=0;
  12421. }
  12422. if(i==0) //No data found.
  12423. return 0;
  12424. if(i==1)
  12425. { //Single value, have the whole range have the same value.
  12426. for (; i < MAX_SKILL_LEVEL; i++)
  12427. val[i] = val[i-1];
  12428. return i;
  12429. }
  12430. //Check for linear change with increasing steps until we reach half of the data acquired.
  12431. for (step = 1; step <= i/2; step++)
  12432. {
  12433. diff = val[i-1] - val[i-step-1];
  12434. for(j = i-1; j >= step; j--)
  12435. if ((val[j]-val[j-step]) != diff)
  12436. break;
  12437. if (j>=step) //No match, try next step.
  12438. continue;
  12439. for(; i < MAX_SKILL_LEVEL; i++)
  12440. { //Apply linear increase
  12441. val[i] = val[i-step]+diff;
  12442. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  12443. { val[i] = 1; diff = 0; step = 1; }
  12444. }
  12445. return i;
  12446. }
  12447. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  12448. for (;i<MAX_SKILL_LEVEL; i++)
  12449. val[i] = val[i-1];
  12450. return i;
  12451. }
  12452. /*
  12453. *
  12454. */
  12455. void skill_init_unit_layout (void)
  12456. {
  12457. int i,j,size,pos = 0;
  12458. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  12459. // standard square layouts go first
  12460. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  12461. size = i*2+1;
  12462. skill_unit_layout[i].count = size*size;
  12463. for (j=0; j<size*size; j++) {
  12464. skill_unit_layout[i].dx[j] = (j%size-i);
  12465. skill_unit_layout[i].dy[j] = (j/size-i);
  12466. }
  12467. }
  12468. // afterwards add special ones
  12469. pos = i;
  12470. for (i=0;i<MAX_SKILL_DB;i++) {
  12471. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  12472. continue;
  12473. switch (i) {
  12474. case MG_FIREWALL:
  12475. case WZ_ICEWALL:
  12476. case WL_EARTHSTRAIN://Warlock
  12477. // these will be handled later
  12478. break;
  12479. case PR_SANCTUARY:
  12480. case NPC_EVILLAND:
  12481. {
  12482. static const int dx[] = {
  12483. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  12484. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  12485. static const int dy[]={
  12486. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  12487. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  12488. skill_unit_layout[pos].count = 21;
  12489. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12490. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12491. break;
  12492. }
  12493. case PR_MAGNUS:
  12494. {
  12495. static const int dx[] = {
  12496. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12497. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12498. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  12499. static const int dy[] = {
  12500. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12501. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12502. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  12503. skill_unit_layout[pos].count = 33;
  12504. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12505. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12506. break;
  12507. }
  12508. case AS_VENOMDUST:
  12509. {
  12510. static const int dx[] = {-1, 0, 0, 0, 1};
  12511. static const int dy[] = { 0,-1, 0, 1, 0};
  12512. skill_unit_layout[pos].count = 5;
  12513. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12514. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12515. break;
  12516. }
  12517. case CR_GRANDCROSS:
  12518. case NPC_GRANDDARKNESS:
  12519. {
  12520. static const int dx[] = {
  12521. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  12522. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  12523. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  12524. static const int dy[] = {
  12525. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  12526. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  12527. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  12528. skill_unit_layout[pos].count = 29;
  12529. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12530. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12531. break;
  12532. }
  12533. case PF_FOGWALL:
  12534. {
  12535. static const int dx[] = {
  12536. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  12537. static const int dy[] = {
  12538. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  12539. skill_unit_layout[pos].count = 15;
  12540. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12541. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12542. break;
  12543. }
  12544. case PA_GOSPEL:
  12545. {
  12546. static const int dx[] = {
  12547. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  12548. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  12549. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  12550. -1, 0, 1};
  12551. static const int dy[] = {
  12552. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  12553. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  12554. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  12555. 3, 3, 3};
  12556. skill_unit_layout[pos].count = 33;
  12557. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12558. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12559. break;
  12560. }
  12561. case NJ_KAENSIN:
  12562. {
  12563. static const int dx[] = {-2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  12564. static const int dy[] = { 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-1,-2,-2,-2,-2,-2};
  12565. skill_unit_layout[pos].count = 24;
  12566. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12567. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12568. break;
  12569. }
  12570. case NJ_TATAMIGAESHI:
  12571. {
  12572. //Level 1 (count 4, cross of 3x3)
  12573. static const int dx1[] = {-1, 1, 0, 0};
  12574. static const int dy1[] = { 0, 0,-1, 1};
  12575. //Level 2-3 (count 8, cross of 5x5)
  12576. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  12577. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  12578. //Level 4-5 (count 12, cross of 7x7
  12579. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  12580. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  12581. //lv1
  12582. j = 0;
  12583. skill_unit_layout[pos].count = 4;
  12584. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  12585. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  12586. skill_db[i].unit_layout_type[j] = pos;
  12587. //lv2/3
  12588. j++;
  12589. pos++;
  12590. skill_unit_layout[pos].count = 8;
  12591. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  12592. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  12593. skill_db[i].unit_layout_type[j] = pos;
  12594. skill_db[i].unit_layout_type[++j] = pos;
  12595. //lv4/5
  12596. j++;
  12597. pos++;
  12598. skill_unit_layout[pos].count = 12;
  12599. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  12600. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  12601. skill_db[i].unit_layout_type[j] = pos;
  12602. skill_db[i].unit_layout_type[++j] = pos;
  12603. //Fill in the rest using lv 5.
  12604. for (;j<MAX_SKILL_LEVEL;j++)
  12605. skill_db[i].unit_layout_type[j] = pos;
  12606. //Skip, this way the check below will fail and continue to the next skill.
  12607. pos++;
  12608. break;
  12609. }
  12610. default:
  12611. ShowError("unknown unit layout at skill %d\n",i);
  12612. break;
  12613. }
  12614. if (!skill_unit_layout[pos].count)
  12615. continue;
  12616. for (j=0;j<MAX_SKILL_LEVEL;j++)
  12617. skill_db[i].unit_layout_type[j] = pos;
  12618. pos++;
  12619. }
  12620. // firewall and icewall have 8 layouts (direction-dependent)
  12621. firewall_unit_pos = pos;
  12622. for (i=0;i<8;i++) {
  12623. if (i&1) {
  12624. skill_unit_layout[pos].count = 5;
  12625. if (i&0x2) {
  12626. int dx[] = {-1,-1, 0, 0, 1};
  12627. int dy[] = { 1, 0, 0,-1,-1};
  12628. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12629. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12630. } else {
  12631. int dx[] = { 1, 1 ,0, 0,-1};
  12632. int dy[] = { 1, 0, 0,-1,-1};
  12633. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12634. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12635. }
  12636. } else {
  12637. skill_unit_layout[pos].count = 3;
  12638. if (i%4==0) {
  12639. int dx[] = {-1, 0, 1};
  12640. int dy[] = { 0, 0, 0};
  12641. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12642. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12643. } else {
  12644. int dx[] = { 0, 0, 0};
  12645. int dy[] = {-1, 0, 1};
  12646. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12647. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12648. }
  12649. }
  12650. pos++;
  12651. }
  12652. icewall_unit_pos = pos;
  12653. for (i=0;i<8;i++) {
  12654. skill_unit_layout[pos].count = 5;
  12655. if (i&1) {
  12656. if (i&0x2) {
  12657. int dx[] = {-2,-1, 0, 1, 2};
  12658. int dy[] = { 2, 1, 0,-1,-2};
  12659. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12660. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12661. } else {
  12662. int dx[] = { 2, 1 ,0,-1,-2};
  12663. int dy[] = { 2, 1, 0,-1,-2};
  12664. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12665. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12666. }
  12667. } else {
  12668. if (i%4==0) {
  12669. int dx[] = {-2,-1, 0, 1, 2};
  12670. int dy[] = { 0, 0, 0, 0, 0};
  12671. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12672. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12673. } else {
  12674. int dx[] = { 0, 0, 0, 0, 0};
  12675. int dy[] = {-2,-1, 0, 1, 2};
  12676. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12677. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12678. }
  12679. }
  12680. pos++;
  12681. }
  12682. earthstrain_unit_pos = pos;
  12683. for( i = 0; i < 8; i++ )
  12684. { // For each Direction
  12685. skill_unit_layout[pos].count = 3; // Temp code being used as the official method makes too much noise in game. [Rytech]
  12686. //skill_unit_layout[pos].count = 15; // This line is here to replace the above one once gravity changes the animation.
  12687. switch( i )
  12688. {
  12689. case 0: case 1: case 3: case 4: case 5: case 7:
  12690. {
  12691. int dx[] = {-5, 0, 5};
  12692. int dy[] = { 0, 0, 0};
  12693. //int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7}; // Leave this here for future use.
  12694. //int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  12695. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12696. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12697. }
  12698. break;
  12699. case 2:
  12700. case 6:
  12701. {
  12702. int dx[] = { 0, 0, 0};
  12703. int dy[] = {-5, 0, 5};
  12704. //int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; // Leave this here for future use.
  12705. //int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  12706. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  12707. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  12708. }
  12709. break;
  12710. }
  12711. pos++;
  12712. }
  12713. }
  12714. // Stasis skill usage check. [LimitLine/3CeAM]
  12715. int skill_stasis_check(struct block_list *bl, int src_id, int skillid)
  12716. {
  12717. int inf = 0;
  12718. if( !bl || skillid < 1 )
  12719. return 0; // Can do it
  12720. inf = skill_get_inf2(skillid);
  12721. if( inf == INF2_SONG_DANCE || /*skill_get_inf2(skillid) == INF2_CHORUS_SKILL ||*/ inf == INF2_SPIRIT_SKILL )
  12722. return 1; // Can't do it.
  12723. switch( skillid )
  12724. {
  12725. case NV_FIRSTAID: case TF_HIDING: case AS_CLOAKING: case WZ_SIGHTRASHER:
  12726. case RG_STRIPWEAPON: case RG_STRIPSHIELD: case RG_STRIPARMOR: case WZ_METEOR:
  12727. case RG_STRIPHELM: case SC_STRIPACCESSARY: case ST_FULLSTRIP: case WZ_SIGHTBLASTER:
  12728. case ST_CHASEWALK: case SC_ENERVATION: case SC_GROOMY: case WZ_ICEWALL:
  12729. case SC_IGNORANCE: case SC_LAZINESS: case SC_UNLUCKY: case WZ_STORMGUST:
  12730. case SC_WEAKNESS: case AL_RUWACH: case AL_PNEUMA: case WZ_JUPITEL:
  12731. case AL_HEAL: case AL_BLESSING: case AL_INCAGI: case WZ_VERMILION:
  12732. case AL_TELEPORT: case AL_WARP: case AL_HOLYWATER: case WZ_EARTHSPIKE:
  12733. case AL_HOLYLIGHT: case PR_IMPOSITIO: case PR_ASPERSIO: case WZ_HEAVENDRIVE:
  12734. case PR_SANCTUARY: case PR_STRECOVERY: case PR_MAGNIFICAT: case WZ_QUAGMIRE:
  12735. case ALL_RESURRECTION: case PR_LEXDIVINA: case PR_LEXAETERNA: case HW_GRAVITATION:
  12736. case PR_MAGNUS: case PR_TURNUNDEAD: case MG_SRECOVERY: case HW_MAGICPOWER:
  12737. case MG_SIGHT: case MG_NAPALMBEAT: case MG_SAFETYWALL: case HW_GANBANTEIN:
  12738. case MG_SOULSTRIKE: case MG_COLDBOLT: case MG_FROSTDIVER: case WL_DRAINLIFE:
  12739. case MG_STONECURSE: case MG_FIREBALL: case MG_FIREWALL: case WL_SOULEXPANSION:
  12740. case MG_FIREBOLT: case MG_LIGHTNINGBOLT: case MG_THUNDERSTORM: case MG_ENERGYCOAT:
  12741. case WL_WHITEIMPRISON: case WL_SUMMONFB: case WL_SUMMONBL: case WL_SUMMONWB:
  12742. case WL_SUMMONSTONE: case WL_SIENNAEXECRATE: case WL_RELEASE: case WL_EARTHSTRAIN:
  12743. case WL_RECOGNIZEDSPELL: case WL_READING_SB: case SA_MAGICROD: case SA_SPELLBREAKER:
  12744. case SA_DISPELL: case SA_FLAMELAUNCHER: case SA_FROSTWEAPON: case SA_LIGHTNINGLOADER:
  12745. case SA_SEISMICWEAPON: case SA_VOLCANO: case SA_DELUGE: case SA_VIOLENTGALE:
  12746. case SA_LANDPROTECTOR: case PF_HPCONVERSION: case PF_SOULCHANGE: case PF_SPIDERWEB:
  12747. case PF_FOGWALL: case TK_RUN: case TK_HIGHJUMP: case TK_SEVENWIND:
  12748. case SL_KAAHI: case SL_KAUPE: case SL_KAITE:
  12749. // Skills that need to be confirmed.
  12750. case SO_FIREWALK: case SO_ELECTRICWALK: case SO_SPELLFIST: case SO_EARTHGRAVE:
  12751. case SO_DIAMONDDUST: case SO_POISON_BUSTER: case SO_PSYCHIC_WAVE: case SO_CLOUD_KILL:
  12752. case SO_STRIKING: case SO_WARMER: case SO_VACUUM_EXTREME: case SO_VARETYR_SPEAR:
  12753. case SO_ARRULLO:
  12754. return 1; // Can't do it.
  12755. default:
  12756. return 0; // Can do it.
  12757. }
  12758. return 0; // Can Cast anything else like Weapon Skills
  12759. }
  12760. void skill_cooldown_load(struct map_session_data * sd) {
  12761. struct skill_cd * cd = NULL;
  12762. int i;
  12763. if( !( cd = idb_get(skillcd_db,sd->status.char_id) ) )
  12764. return;//nothing for us here
  12765. for( i = 0; i < cd->cursor; i++ ) {
  12766. skill_blockpc_start(sd, cd->nameid[i], cd->duration[i]);
  12767. }
  12768. return;
  12769. }
  12770. /*==========================================
  12771. * DB reading.
  12772. * skill_db.txt
  12773. * skill_require_db.txt
  12774. * skill_cast_db.txt
  12775. * skill_castnodex_db.txt
  12776. * skill_nocast_db.txt
  12777. * skill_unit_db.txt
  12778. * produce_db.txt
  12779. * create_arrow_db.txt
  12780. * abra_db.txt
  12781. *------------------------------------------*/
  12782. static bool skill_parse_row_skilldb(char* split[], int columns, int current)
  12783. {// id,range,hit,inf,element,nk,splash,max,list_num,castcancel,cast_defence_rate,inf2,maxcount,skill_type,blow_count,name,description
  12784. int id = atoi(split[0]);
  12785. int i;
  12786. if( (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  12787. || (id >= HM_SKILLRANGEMIN && id <= HM_SKILLRANGEMAX)
  12788. || (id >= MC_SKILLRANGEMIN && id <= MC_SKILLRANGEMAX) )
  12789. {
  12790. ShowWarning("skill_parse_row_skilldb: Skill id %d is forbidden (interferes with guild/homun/mercenary skill mapping)!\n", id);
  12791. return false;
  12792. }
  12793. i = skill_get_index(id);
  12794. if( !i ) // invalid skill id
  12795. return false;
  12796. skill_split_atoi(split[1],skill_db[i].range);
  12797. skill_db[i].hit = atoi(split[2]);
  12798. skill_db[i].inf = atoi(split[3]);
  12799. skill_split_atoi(split[4],skill_db[i].element);
  12800. skill_db[i].nk = (int)strtol(split[5], NULL, 0);
  12801. skill_split_atoi(split[6],skill_db[i].splash);
  12802. skill_db[i].max = atoi(split[7]);
  12803. skill_split_atoi(split[8],skill_db[i].num);
  12804. if( strcmpi(split[9],"yes") == 0 )
  12805. skill_db[i].castcancel = 1;
  12806. else
  12807. skill_db[i].castcancel = 0;
  12808. skill_db[i].cast_def_rate = atoi(split[10]);
  12809. skill_db[i].inf2 = (int)strtol(split[11], NULL, 0);
  12810. skill_split_atoi(split[12],skill_db[i].maxcount);
  12811. if( strcmpi(split[13],"weapon") == 0 )
  12812. skill_db[i].skill_type = BF_WEAPON;
  12813. else if( strcmpi(split[13],"magic") == 0 )
  12814. skill_db[i].skill_type = BF_MAGIC;
  12815. else if( strcmpi(split[13],"misc") == 0 )
  12816. skill_db[i].skill_type = BF_MISC;
  12817. else
  12818. skill_db[i].skill_type = 0;
  12819. skill_split_atoi(split[14],skill_db[i].blewcount);
  12820. safestrncpy(skill_db[i].name, trim(split[15]), sizeof(skill_db[i].name));
  12821. safestrncpy(skill_db[i].desc, trim(split[16]), sizeof(skill_db[i].desc));
  12822. strdb_put(skilldb_name2id, skill_db[i].name, (void*)id);
  12823. return true;
  12824. }
  12825. static bool skill_parse_row_requiredb(char* split[], int columns, int current)
  12826. {// SkillID,HPCost,MaxHPTrigger,SPCost,HPRateCost,SPRateCost,ZenyCost,RequiredWeapons,RequiredAmmoTypes,RequiredAmmoAmount,RequiredState,SpiritSphereCost,RequiredItemID1,RequiredItemAmount1,RequiredItemID2,RequiredItemAmount2,RequiredItemID3,RequiredItemAmount3,RequiredItemID4,RequiredItemAmount4,RequiredItemID5,RequiredItemAmount5,RequiredItemID6,RequiredItemAmount6,RequiredItemID7,RequiredItemAmount7,RequiredItemID8,RequiredItemAmount8,RequiredItemID9,RequiredItemAmount9,RequiredItemID10,RequiredItemAmount10
  12827. char* p;
  12828. int j;
  12829. int i = atoi(split[0]);
  12830. i = skill_get_index(i);
  12831. if( !i ) // invalid skill id
  12832. return false;
  12833. skill_split_atoi(split[1],skill_db[i].hp);
  12834. skill_split_atoi(split[2],skill_db[i].mhp);
  12835. skill_split_atoi(split[3],skill_db[i].sp);
  12836. skill_split_atoi(split[4],skill_db[i].hp_rate);
  12837. skill_split_atoi(split[5],skill_db[i].sp_rate);
  12838. skill_split_atoi(split[6],skill_db[i].zeny);
  12839. //FIXME: document this
  12840. p = split[7];
  12841. for( j = 0; j < 32; j++ )
  12842. {
  12843. int l = atoi(p);
  12844. if( l == 99 ) // Any weapon
  12845. {
  12846. skill_db[i].weapon = 0;
  12847. break;
  12848. }
  12849. else
  12850. skill_db[i].weapon |= 1<<l;
  12851. p = strchr(p,':');
  12852. if(!p)
  12853. break;
  12854. p++;
  12855. }
  12856. //FIXME: document this
  12857. p = split[8];
  12858. for( j = 0; j < 32; j++ )
  12859. {
  12860. int l = atoi(p);
  12861. if( l == 99 ) // Any ammo type
  12862. {
  12863. skill_db[i].ammo = 0xFFFFFFFF;
  12864. break;
  12865. }
  12866. else if( l ) // 0 stands for no requirement
  12867. skill_db[i].ammo |= 1<<l;
  12868. p = strchr(p,':');
  12869. if( !p )
  12870. break;
  12871. p++;
  12872. }
  12873. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  12874. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state = ST_HIDING;
  12875. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state = ST_CLOAKING;
  12876. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state = ST_HIDDEN;
  12877. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state = ST_RIDING;
  12878. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state = ST_FALCON;
  12879. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state = ST_CART;
  12880. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state = ST_SHIELD;
  12881. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state = ST_SIGHT;
  12882. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state = ST_EXPLOSIONSPIRITS;
  12883. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state = ST_CARTBOOST;
  12884. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state = ST_RECOV_WEIGHT_RATE;
  12885. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state = ST_MOVE_ENABLE;
  12886. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state = ST_WATER;
  12887. /**
  12888. * New States
  12889. **/
  12890. else if( strcmpi(split[10],"dragon")==0 ) skill_db[i].state = ST_RIDINGDRAGON;
  12891. else if( strcmpi(split[10],"warg")==0 ) skill_db[i].state = ST_WUG;
  12892. else if( strcmpi(split[10],"ridingwarg")==0 ) skill_db[i].state = ST_RIDINGWUG;
  12893. else if( strcmpi(split[10],"mado")==0 ) skill_db[i].state = ST_MADO;
  12894. else if( strcmpi(split[10],"elementalspirit")==0 ) skill_db[i].state = ST_ELEMENTALSPIRIT;
  12895. /**
  12896. * Unknown or no state
  12897. **/
  12898. else skill_db[i].state = ST_NONE;
  12899. skill_split_atoi(split[11],skill_db[i].spiritball);
  12900. for( j = 0; j < MAX_SKILL_ITEM_REQUIRE; j++ ) {
  12901. skill_db[i].itemid[j] = atoi(split[12+ 2*j]);
  12902. skill_db[i].amount[j] = atoi(split[13+ 2*j]);
  12903. }
  12904. return true;
  12905. }
  12906. static bool skill_parse_row_castdb(char* split[], int columns, int current)
  12907. {// SkillID,CastingTime,AfterCastActDelay,AfterCastWalkDelay,Duration1,Duration2
  12908. int i = atoi(split[0]);
  12909. i = skill_get_index(i);
  12910. if( !i ) // invalid skill id
  12911. return false;
  12912. skill_split_atoi(split[1],skill_db[i].cast);
  12913. skill_split_atoi(split[2],skill_db[i].delay);
  12914. skill_split_atoi(split[3],skill_db[i].walkdelay);
  12915. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  12916. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  12917. skill_split_atoi(split[6],skill_db[i].cooldown);
  12918. return true;
  12919. }
  12920. static bool skill_parse_row_castnodexdb(char* split[], int columns, int current)
  12921. {// Skill id,Cast,Delay (optional)
  12922. int i = atoi(split[0]);
  12923. i = skill_get_index(i);
  12924. if( !i ) // invalid skill id
  12925. return false;
  12926. skill_split_atoi(split[1],skill_db[i].castnodex);
  12927. if( split[2] ) // optional column
  12928. skill_split_atoi(split[2],skill_db[i].delaynodex);
  12929. return true;
  12930. }
  12931. static bool skill_parse_row_nocastdb(char* split[], int columns, int current)
  12932. {// SkillID,Flag
  12933. int i = atoi(split[0]);
  12934. i = skill_get_index(i);
  12935. if( !i ) // invalid skill id
  12936. return false;
  12937. skill_db[i].nocast |= atoi(split[1]);
  12938. return true;
  12939. }
  12940. static bool skill_parse_row_unitdb(char* split[], int columns, int current)
  12941. {// ID,unit ID,unit ID 2,layout,range,interval,target,flag
  12942. int i = atoi(split[0]);
  12943. i = skill_get_index(i);
  12944. if( !i ) // invalid skill id
  12945. return false;
  12946. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  12947. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  12948. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  12949. skill_split_atoi(split[4],skill_db[i].unit_range);
  12950. skill_db[i].unit_interval = atoi(split[5]);
  12951. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  12952. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target = BCT_NOENEMY;
  12953. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target = BCT_PARTY;
  12954. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target = BCT_PARTY|BCT_GUILD;
  12955. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target = BCT_ALL;
  12956. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target = BCT_ENEMY;
  12957. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target = BCT_SELF;
  12958. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target = BCT_NOONE;
  12959. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  12960. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  12961. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  12962. skill_db[i].unit_target = BCT_NOENEMY;
  12963. //By default, target just characters.
  12964. skill_db[i].unit_target |= BL_CHAR;
  12965. if (skill_db[i].unit_flag&UF_NOPC)
  12966. skill_db[i].unit_target &= ~BL_PC;
  12967. if (skill_db[i].unit_flag&UF_NOMOB)
  12968. skill_db[i].unit_target &= ~BL_MOB;
  12969. if (skill_db[i].unit_flag&UF_SKILL)
  12970. skill_db[i].unit_target |= BL_SKILL;
  12971. return true;
  12972. }
  12973. static bool skill_parse_row_producedb(char* split[], int columns, int current)
  12974. {// ProduceItemID,ItemLV,RequireSkill,RequireSkillLv,MaterialID1,MaterialAmount1,......
  12975. int x,y;
  12976. int i = atoi(split[0]);
  12977. if( !i )
  12978. return false;
  12979. skill_produce_db[current].nameid = i;
  12980. skill_produce_db[current].itemlv = atoi(split[1]);
  12981. skill_produce_db[current].req_skill = atoi(split[2]);
  12982. skill_produce_db[current].req_skill_lv = atoi(split[3]);
  12983. for( x = 4, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++ )
  12984. {
  12985. skill_produce_db[current].mat_id[y] = atoi(split[x]);
  12986. skill_produce_db[current].mat_amount[y] = atoi(split[x+1]);
  12987. }
  12988. return true;
  12989. }
  12990. static bool skill_parse_row_createarrowdb(char* split[], int columns, int current)
  12991. {// SourceID,MakeID1,MakeAmount1,...,MakeID5,MakeAmount5
  12992. int x,y;
  12993. int i = atoi(split[0]);
  12994. if( !i )
  12995. return false;
  12996. skill_arrow_db[current].nameid = i;
  12997. for( x = 1, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_ARROW_RESOURCE; x += 2, y++ )
  12998. {
  12999. skill_arrow_db[current].cre_id[y] = atoi(split[x]);
  13000. skill_arrow_db[current].cre_amount[y] = atoi(split[x+1]);
  13001. }
  13002. return true;
  13003. }
  13004. static bool skill_parse_row_spellbookdb(char* split[], int columns, int current)
  13005. {// SkillID,PreservePoints
  13006. int skillid = atoi(split[0]),
  13007. points = atoi(split[1]),
  13008. nameid = atoi(split[2]);
  13009. if( !skill_get_index(skillid) || !skill_get_max(skillid) )
  13010. ShowError("spellbook_db: Invalid skill ID %d\n", skillid);
  13011. if ( !skill_get_inf(skillid) )
  13012. ShowError("spellbook_db: Passive skills cannot be memorized (%d/%s)\n", skillid, skill_get_name(skillid));
  13013. if( points < 1 )
  13014. ShowError("spellbook_db: PreservePoints have to be 1 or above! (%d/%s)\n", skillid, skill_get_name(skillid));
  13015. else
  13016. {
  13017. skill_spellbook_db[current].skillid = skillid;
  13018. skill_spellbook_db[current].points = points;
  13019. skill_spellbook_db[current].nameid = nameid;
  13020. return true;
  13021. }
  13022. return false;
  13023. }
  13024. static bool skill_parse_row_magicmushroomdb(char* split[], int column, int current)
  13025. {
  13026. int i = atoi(split[0]);
  13027. if( !skill_get_index(i) || !skill_get_max(i) )
  13028. {
  13029. ShowError("magicmushroom_db: Invalid skill ID %d\n", i);
  13030. return false;
  13031. }
  13032. if ( !skill_get_inf(i) )
  13033. {
  13034. ShowError("magicmushroom_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  13035. return false;
  13036. }
  13037. skill_magicmushroom_db[current].skillid = i;
  13038. return true;
  13039. }
  13040. static bool skill_parse_row_abradb(char* split[], int columns, int current)
  13041. {// SkillID,DummyName,RequiredHocusPocusLevel,Rate
  13042. int i = atoi(split[0]);
  13043. if( !skill_get_index(i) || !skill_get_max(i) )
  13044. {
  13045. ShowError("abra_db: Invalid skill ID %d\n", i);
  13046. return false;
  13047. }
  13048. if ( !skill_get_inf(i) )
  13049. {
  13050. ShowError("abra_db: Passive skills cannot be casted (%d/%s)\n", i, skill_get_name(i));
  13051. return false;
  13052. }
  13053. skill_abra_db[current].skillid = i;
  13054. skill_abra_db[current].req_lv = atoi(split[2]);
  13055. skill_abra_db[current].per = atoi(split[3]);
  13056. return true;
  13057. }
  13058. static void skill_readdb(void)
  13059. {
  13060. // init skill db structures
  13061. db_clear(skilldb_name2id);
  13062. memset(skill_db,0,sizeof(skill_db));
  13063. memset(skill_produce_db,0,sizeof(skill_produce_db));
  13064. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  13065. memset(skill_abra_db,0,sizeof(skill_abra_db));
  13066. memset(skill_spellbook_db,0,sizeof(skill_spellbook_db));
  13067. memset(skill_magicmushroom_db,0,sizeof(skill_magicmushroom_db));
  13068. // load skill databases
  13069. safestrncpy(skill_db[0].name, "UNKNOWN_SKILL", sizeof(skill_db[0].name));
  13070. safestrncpy(skill_db[0].desc, "Unknown Skill", sizeof(skill_db[0].desc));
  13071. sv_readdb(db_path, "skill_db.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  13072. sv_readdb(db_path, "skill_require_db.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  13073. sv_readdb(db_path, "skill_cast_db.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  13074. sv_readdb(db_path, "skill_castnodex_db.txt", ',', 2, 3, MAX_SKILL_DB, skill_parse_row_castnodexdb);
  13075. sv_readdb(db_path, "skill_nocast_db.txt" , ',', 2, 2, MAX_SKILL_DB, skill_parse_row_nocastdb);
  13076. sv_readdb(db_path, "skill_unit_db.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  13077. #if REMODE
  13078. sv_readdb(db_path, "skill_db_re.txt" , ',', 17, 17, MAX_SKILL_DB, skill_parse_row_skilldb);
  13079. sv_readdb(db_path, "skill_require_db_re.txt" , ',', 32, 32, MAX_SKILL_DB, skill_parse_row_requiredb);
  13080. sv_readdb(db_path, "skill_cast_db_re.txt" , ',', 7, 7, MAX_SKILL_DB, skill_parse_row_castdb);
  13081. sv_readdb(db_path, "skill_unit_db_re.txt" , ',', 8, 8, MAX_SKILL_DB, skill_parse_row_unitdb);
  13082. #endif
  13083. skill_init_unit_layout();
  13084. sv_readdb(db_path, "produce_db.txt" , ',', 4, 4+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb);
  13085. sv_readdb(db_path, "create_arrow_db.txt" , ',', 1+2, 1+2*MAX_ARROW_RESOURCE, MAX_SKILL_ARROW_DB, skill_parse_row_createarrowdb);
  13086. sv_readdb(db_path, "abra_db.txt" , ',', 4, 4, MAX_SKILL_ABRA_DB, skill_parse_row_abradb);
  13087. //Warlock
  13088. sv_readdb(db_path, "spellbook_db.txt" , ',', 3, 3, MAX_SKILL_SPELLBOOK_DB, skill_parse_row_spellbookdb);
  13089. //Guillotine Cross
  13090. sv_readdb(db_path, "magicmushroom_db.txt" , ',', 1, 1, MAX_SKILL_MAGICMUSHROOM_DB, skill_parse_row_magicmushroomdb);
  13091. }
  13092. void skill_reload (void)
  13093. {
  13094. skill_readdb();
  13095. }
  13096. /*==========================================
  13097. *
  13098. *------------------------------------------*/
  13099. int do_init_skill (void)
  13100. {
  13101. skilldb_name2id = strdb_alloc(DB_OPT_DUP_KEY, 0);
  13102. skill_readdb();
  13103. group_db = idb_alloc(DB_OPT_BASE);
  13104. skillunit_db = idb_alloc(DB_OPT_BASE);
  13105. skillcd_db = idb_alloc(DB_OPT_BASE);
  13106. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  13107. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  13108. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  13109. add_timer_func_list(skill_castend_id,"skill_castend_id");
  13110. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  13111. add_timer_func_list(skill_timerskill,"skill_timerskill");
  13112. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  13113. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  13114. return 0;
  13115. }
  13116. int do_final_skill(void)
  13117. {
  13118. db_destroy(skilldb_name2id);
  13119. db_destroy(group_db);
  13120. db_destroy(skillunit_db);
  13121. db_destroy(skillcd_db);
  13122. ers_destroy(skill_unit_ers);
  13123. ers_destroy(skill_timer_ers);
  13124. return 0;
  13125. }