skill.c 359 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/ers.h"
  9. #include "skill.h"
  10. #include "map.h"
  11. #include "clif.h"
  12. #include "pc.h"
  13. #include "status.h"
  14. #include "pet.h"
  15. #include "mercenary.h" //[orn]
  16. #include "mob.h"
  17. #include "npc.h"
  18. #include "battle.h"
  19. #include "party.h"
  20. #include "itemdb.h"
  21. #include "script.h"
  22. #include "intif.h"
  23. #include "log.h"
  24. #include "chrif.h"
  25. #include "guild.h"
  26. #include "date.h"
  27. #include "unit.h"
  28. #include <stdio.h>
  29. #include <stdlib.h>
  30. #include <string.h>
  31. #include <time.h>
  32. #define SKILLUNITTIMER_INVERVAL 100
  33. //Guild Skills are shifted to these to make them stick into the skill array.
  34. #define GD_SKILLRANGEMIN 900
  35. #define GD_SKILLRANGEMAX GD_SKILLRANGEMIN+MAX_GUILDSKILL
  36. #define HM_SKILLRANGEMIN 800
  37. #define HM_SKILLRANGEMAX HM_SKILLRANGEMIN+MAX_HOMUNSKILL
  38. int skill_names_id[MAX_SKILL_DB];
  39. const struct skill_name_db skill_names[] = {
  40. { AC_CHARGEARROW, "AC_CHARGEARROW", "Arrow Repel" } ,
  41. { AC_CONCENTRATION, "AC_CONCENTRATION", "Improve Concentration" } ,
  42. { AC_DOUBLE, "AC_DOUBLE", "Double Strafe" } ,
  43. { AC_MAKINGARROW, "AC_MAKINGARROW", "Arrow Crafting" } ,
  44. { AC_OWL, "AC_OWL", "Owl's Eye" } ,
  45. { AC_SHOWER, "AC_SHOWER", "Arrow Shower" } ,
  46. { AC_VULTURE, "AC_VULTURE", "Vulture's Eye" } ,
  47. { ALL_RESURRECTION, "ALL_RESURRECTION", "Resurrection" } ,
  48. { AL_ANGELUS, "AL_ANGELUS", "Angelus" } ,
  49. { AL_BLESSING, "AL_BLESSING", "Blessing" } ,
  50. { AL_CRUCIS, "AL_CRUCIS", "Signum Crusis" } ,
  51. { AL_CURE, "AL_CURE", "Cure" } ,
  52. { AL_DECAGI, "AL_DECAGI", "Decrease AGI" } ,
  53. { AL_DEMONBANE, "AL_DEMONBANE", "Demon Bane" } ,
  54. { AL_DP, "AL_DP", "Divine Protection" } ,
  55. { AL_HEAL, "AL_HEAL", "Heal" } ,
  56. { AL_HOLYLIGHT, "AL_HOLYLIGHT", "Holy Light" } ,
  57. { AL_HOLYWATER, "AL_HOLYWATER", "Aqua Benedicta" } ,
  58. { AL_INCAGI, "AL_INCAGI", "Increase AGI" } ,
  59. { AL_PNEUMA, "AL_PNEUMA", "Pneuma" } ,
  60. { AL_RUWACH, "AL_RUWACH", "Ruwach" } ,
  61. { AL_TELEPORT, "AL_TELEPORT", "Teleport" } ,
  62. { AL_WARP, "AL_WARP", "Warp Portal" } ,
  63. { AM_ACIDTERROR, "AM_ACIDTERROR", "Acid Terror" } ,
  64. { AM_AXEMASTERY, "AM_AXEMASTERY", "Axe Mastery" } ,
  65. { AM_BERSERKPITCHER, "AM_BERSERKPITCHER", "Aid Berserk Potion" } ,
  66. { AM_BIOETHICS, "AM_BIOETHICS", "Bioethics" } ,
  67. { AM_CALLHOMUN, "AM_CALLHOMUN", "Call Homunculus" } ,
  68. { AM_CANNIBALIZE, "AM_CANNIBALIZE", "Summon Flora" } ,
  69. { AM_CP_ARMOR, "AM_CP_ARMOR", "Synthetic Armor" } ,
  70. { AM_CP_HELM, "AM_CP_HELM", "Biochemical Helm" } ,
  71. { AM_CP_SHIELD, "AM_CP_SHIELD", "Synthetized Shield" } ,
  72. { AM_CP_WEAPON, "AM_CP_WEAPON", "Alchemical Weapon" } ,
  73. { AM_CULTIVATION, "AM_CULTIVATION", "Cultivation" } ,
  74. { AM_DEMONSTRATION, "AM_DEMONSTRATION", "Bomb" } ,
  75. { AM_LEARNINGPOTION, "AM_LEARNINGPOTION", "Potion Research" } ,
  76. { AM_PHARMACY, "AM_PHARMACY", "Prepare Potion" } ,
  77. { AM_POTIONPITCHER, "AM_POTIONPITCHER", "Aid Potion" } ,
  78. { AM_REST, "AM_REST", "Vaporize" } ,
  79. { AM_RESURRECTHOMUN, "AM_RESURRECTHOMUN", "Homunculus Resurrection" } ,
  80. { AM_SPHEREMINE, "AM_SPHEREMINE", "Summon Marine Sphere" } ,
  81. { AM_TWILIGHT1, "AM_TWILIGHT1", "Twilight Pharmacy 1" } ,
  82. { AM_TWILIGHT2, "AM_TWILIGHT2", "Twilight Pharmacy 2" } ,
  83. { AM_TWILIGHT3, "AM_TWILIGHT3", "Twilight Pharmacy 3" } ,
  84. { ASC_BREAKER, "ASC_BREAKER", "Soul Destroyer" } ,
  85. { ASC_CDP, "ASC_CDP", "Create Deadly Poison" } ,
  86. { ASC_EDP, "ASC_EDP", "Enchant Deadly Poison" } ,
  87. { ASC_KATAR, "ASC_KATAR", "Advanced Katar Mastery" } ,
  88. { ASC_METEORASSAULT, "ASC_METEORASSAULT", "Meteor Assault" } ,
  89. { AS_CLOAKING, "AS_CLOAKING", "Cloaking" } ,
  90. { AS_ENCHANTPOISON, "AS_ENCHANTPOISON", "Enchant Poison" } ,
  91. { AS_GRIMTOOTH, "AS_GRIMTOOTH", "Grimtooth" } ,
  92. { AS_KATAR, "AS_KATAR", "Katar Mastery" } ,
  93. { AS_LEFT, "AS_LEFT", "Lefthand Mastery" } ,
  94. { AS_POISONREACT, "AS_POISONREACT", "Poison React" } ,
  95. { AS_RIGHT, "AS_RIGHT", "Righthand Mastery" } ,
  96. { AS_SONICACCEL, "AS_SONICACCEL", "Sonic Acceleration" } ,
  97. { AS_SONICBLOW, "AS_SONICBLOW", "Sonic Blow" } ,
  98. { AS_SPLASHER, "AS_SPLASHER", "Venom Splasher" } ,
  99. { AS_VENOMDUST, "AS_VENOMDUST", "Venom Dust" } ,
  100. { AS_VENOMKNIFE, "AS_VENOMKNIFE", "Throw Venom Knife" } ,
  101. { BA_APPLEIDUN, "BA_APPLEIDUN", "Song of Lutie" } ,
  102. { BA_ASSASSINCROSS, "BA_ASSASSINCROSS", "Impressive Riff" } ,
  103. { BA_DISSONANCE, "BA_DISSONANCE", "Unchained Serenade" } ,
  104. { BA_FROSTJOKE, "BA_FROSTJOKE", "Unbarring Octave" } ,
  105. { BA_MUSICALLESSON, "BA_MUSICALLESSON", "Music Lessons" } ,
  106. { BA_MUSICALSTRIKE, "BA_MUSICALSTRIKE", "Melody Strike" } ,
  107. { BA_PANGVOICE, "BA_PANGVOICE", "Pang Voice" } ,
  108. { BA_POEMBRAGI, "BA_POEMBRAGI", "Magic Strings" } ,
  109. { BA_WHISTLE, "BA_WHISTLE", "Perfect Tablature" } ,
  110. { BD_ADAPTATION, "BD_ADAPTATION", "Amp" } ,
  111. { BD_DRUMBATTLEFIELD, "BD_DRUMBATTLEFIELD", "Battle Theme" } ,
  112. { BD_ENCORE, "BD_ENCORE", "Encore" } ,
  113. { BD_ETERNALCHAOS, "BD_ETERNALCHAOS", "Down Tempo" } ,
  114. { BD_INTOABYSS, "BD_INTOABYSS", "Power Cord" } ,
  115. { BD_LULLABY, "BD_LULLABY", "Lullaby" } ,
  116. { BD_RICHMANKIM, "BD_RICHMANKIM", "Mental Sensing" } ,
  117. { BD_RINGNIBELUNGEN, "BD_RINGNIBELUNGEN", "Harmonic Lick" } ,
  118. { BD_ROKISWEIL, "BD_ROKISWEIL", "Classical Pluck" } ,
  119. { BD_SIEGFRIED, "BD_SIEGFRIED", "Acoustic Rhythm" } ,
  120. { BS_ADRENALINE, "BS_ADRENALINE", "Adrenaline Rush" } ,
  121. { BS_ADRENALINE2, "BS_ADRENALINE2", "Advanced Adrenaline Rush" } ,
  122. { BS_AXE, "BS_AXE", "Smith Axe" } ,
  123. { BS_DAGGER, "BS_DAGGER", "Smith Dagger" } ,
  124. { BS_ENCHANTEDSTONE, "BS_ENCHANTEDSTONE", "Enchantedstone Craft" } ,
  125. { BS_FINDINGORE, "BS_FINDINGORE", "Ore Discovery" } ,
  126. { BS_GREED, "BS_GREED", "Greed" } ,
  127. { BS_HAMMERFALL, "BS_HAMMERFALL", "Hammer Fall" } ,
  128. { BS_HILTBINDING, "BS_HILTBINDING", "Hilt Binding" } ,
  129. { BS_IRON, "BS_IRON", "Iron Tempering" } ,
  130. { BS_KNUCKLE, "BS_KNUCKLE", "Smith Knucklebrace" } ,
  131. { BS_MACE, "BS_MACE", "Smith Mace" } ,
  132. { BS_MAXIMIZE, "BS_MAXIMIZE", "Power Maximize" } ,
  133. { BS_ORIDEOCON, "BS_ORIDEOCON", "Oridecon Research" } ,
  134. { BS_OVERTHRUST, "BS_OVERTHRUST", "Power-Thrust" } ,
  135. { BS_REPAIRWEAPON, "BS_REPAIRWEAPON", "Weapon Repair" } ,
  136. { BS_SKINTEMPER, "BS_SKINTEMPER", "Skin Tempering" } ,
  137. { BS_SPEAR, "BS_SPEAR", "Smith Spear" } ,
  138. { BS_STEEL, "BS_STEEL", "Steel Tempering" } ,
  139. { BS_SWORD, "BS_SWORD", "Smith Sword" } ,
  140. { BS_TWOHANDSWORD, "BS_TWOHANDSWORD", "Smith Two-handed Sword" } ,
  141. { BS_UNFAIRLYTRICK, "BS_UNFAIRLYTRICK", "Unfair Trick" } ,
  142. { BS_WEAPONPERFECT, "BS_WEAPONPERFECT", "Weapon Perfection" } ,
  143. { BS_WEAPONRESEARCH, "BS_WEAPONRESEARCH", "Weaponry Research" } ,
  144. { CG_ARROWVULCAN, "CG_ARROWVULCAN", "Vulcan Arrow" } ,
  145. { CG_HERMODE, "CG_HERMODE", "Wand of Hermode" } ,
  146. { CG_LONGINGFREEDOM, "CG_LONGINGFREEDOM", "Longing for Freedom" } ,
  147. { CG_MARIONETTE, "CG_MARIONETTE", "Marionette Control" } ,
  148. { CG_MOONLIT, "CG_MOONLIT", "Sheltering Bliss" } ,
  149. { CG_TAROTCARD, "CG_TAROTCARD", "Tarot Card of Fate" } ,
  150. { CH_CHAINCRUSH, "CH_CHAINCRUSH", "Chain Crush Combo" } ,
  151. { CH_PALMSTRIKE, "CH_PALMSTRIKE", "Raging Palm Strike" } ,
  152. { CH_SOULCOLLECT, "CH_SOULCOLLECT", "Zen" } ,
  153. { CH_TIGERFIST, "CH_TIGERFIST", "Glacier Fist" } ,
  154. { CR_ACIDDEMONSTRATION, "CR_ACIDDEMONSTRATION", "Acid Demonstration" } ,
  155. { CR_ALCHEMY, "CR_ALCHEMY", "Alchemy" } ,
  156. { CR_AUTOGUARD, "CR_AUTOGUARD", "Guard" } ,
  157. { CR_CULTIVATION, "CR_CULTIVATION", "Plant Cultivation" } ,
  158. { CR_DEFENDER, "CR_DEFENDER", "Defending Aura" } ,
  159. { CR_DEVOTION, "CR_DEVOTION", "Sacrifice" } ,
  160. { CR_FULLPROTECTION, "CR_FULLPROTECTION", "Full Protection" } ,
  161. { CR_GRANDCROSS, "CR_GRANDCROSS", "Grand Cross" } ,
  162. { CR_HOLYCROSS, "CR_HOLYCROSS", "Holy Cross" } ,
  163. { CR_PROVIDENCE, "CR_PROVIDENCE", "Resistant Souls" } ,
  164. { CR_REFLECTSHIELD, "CR_REFLECTSHIELD", "Shield Reflect" } ,
  165. { CR_SHIELDBOOMERANG, "CR_SHIELDBOOMERANG", "Shield Boomerang" } ,
  166. { CR_SHIELDCHARGE, "CR_SHIELDCHARGE", "Smite" } ,
  167. { CR_SHRINK, "CR_SHRINK", "Shrink" } ,
  168. { CR_SLIMPITCHER, "CR_SLIMPITCHER", "Slim Pitcher" } ,
  169. { CR_SPEARQUICKEN, "CR_SPEARQUICKEN", "Spear Quicken" } ,
  170. { CR_SYNTHESISPOTION, "CR_SYNTHESISPOTION", "Potion Synthesis" } ,
  171. { CR_TRUST, "CR_TRUST", "Faith" } ,
  172. { DC_DANCINGLESSON, "DC_DANCINGLESSON", "Dance Lessons" } ,
  173. { DC_DONTFORGETME, "DC_DONTFORGETME", "Slow Grace" } ,
  174. { DC_FORTUNEKISS, "DC_FORTUNEKISS", "Lady Luck" } ,
  175. { DC_HUMMING, "DC_HUMMING", "Focus Ballet" } ,
  176. { DC_SCREAM, "DC_SCREAM", "Dazzler" } ,
  177. { DC_SERVICEFORYOU, "DC_SERVICEFORYOU", "Gypsy's Kiss" } ,
  178. { DC_THROWARROW, "DC_THROWARROW", "Slinging Arrow" } ,
  179. { DC_UGLYDANCE, "DC_UGLYDANCE", "Hip Shaker" } ,
  180. { DC_WINKCHARM, "DC_WINKCHARM", "Sexy Wink" } ,
  181. { GD_APPROVAL, "GD_APPROVAL", "Official Guild Approval" } ,
  182. { GD_BATTLEORDER, "GD_BATTLEORDER", "Battle Command" } ,
  183. { GD_DEVELOPMENT, "GD_DEVELOPMENT", "Permanent Development" } ,
  184. { GD_EMERGENCYCALL, "GD_EMERGENCYCALL", "Urgent Call" } ,
  185. { GD_EXTENSION, "GD_EXTENSION", "Guild Extension" } ,
  186. { GD_GLORYGUILD, "GD_GLORYGUILD", "Glory of Guild" } ,
  187. { GD_GLORYWOUNDS, "GD_GLORYWOUNDS", "Glorious Wounds" } ,
  188. { GD_GUARDUP, "GD_GUARDUP", "Strengthen Guardian" } ,
  189. { GD_HAWKEYES, "GD_HAWKEYES", "Sharp Gaze" } ,
  190. { GD_KAFRACONTRACT, "GD_KAFRACONTRACT", "Contract with Kafra" } ,
  191. { GD_LEADERSHIP, "GD_LEADERSHIP", "Great Leadership" } ,
  192. { GD_REGENERATION, "GD_REGENERATION", "Regeneration" } ,
  193. { GD_RESTORE, "GD_RESTORE", "Restoration" } ,
  194. { GD_SOULCOLD, "GD_SOULCOLD", "Cold Heart" } ,
  195. { GS_ADJUSTMENT, "GS_ADJUSTMENT", "Adjustment" } ,
  196. { GS_BULLSEYE, "GS_BULLSEYE", "Bulls Eye" } ,
  197. { GS_CHAINACTION, "GS_CHAINACTION", "Chain Action" } ,
  198. { GS_CRACKER, "GS_CRACKER", "Cracker" } ,
  199. { GS_DESPERADO, "GS_DESPERADO", "Desperado" } ,
  200. { GS_DISARM, "GS_DISARM", "Disarm" } ,
  201. { GS_DUST, "GS_DUST", "Dust" } ,
  202. { GS_FLING, "GS_FLING", "Fling" } ,
  203. { GS_FULLBUSTER, "GS_FULLBUSTER", "Full Buster" } ,
  204. { GS_GATLINGFEVER, "GS_GATLINGFEVER", "Gatling Fever" } ,
  205. { GS_GLITTERING, "GS_GLITTERING", "Flip the Coin" } ,
  206. { GS_GROUNDDRIFT, "GS_GROUNDDRIFT", "Ground Drift" } ,
  207. { GS_INCREASING, "GS_INCREASING", "Increasing Accuracy" } ,
  208. { GS_MADNESSCANCEL, "GS_MADNESSCANCEL", "Madness Canceler" } ,
  209. { GS_MAGICALBULLET, "GS_MAGICALBULLET", "Magical Bullet" } ,
  210. { GS_PIERCINGSHOT, "GS_PIERCINGSHOT", "Piercing Shot" } ,
  211. { GS_RAPIDSHOWER, "GS_RAPIDSHOWER", "Rapid Shower" } ,
  212. { GS_SINGLEACTION, "GS_SINGLEACTION", "Single Action" } ,
  213. { GS_SNAKEEYE, "GS_SNAKEEYE", "Snake Eye" } ,
  214. { GS_SPREADATTACK, "GS_SPREADATTACK", "Spread Attack" } ,
  215. { GS_TRACKING, "GS_TRACKING", "Tracking" } ,
  216. { GS_TRIPLEACTION, "GS_TRIPLEACTION", "Triple Action" } ,
  217. { HP_ASSUMPTIO, "HP_ASSUMPTIO", "Assumptio" } ,
  218. { HP_BASILICA, "HP_BASILICA", "Basilica" } ,
  219. { HP_MANARECHARGE, "HP_MANARECHARGE", "Mana Recharge" } ,
  220. { HP_MEDITATIO, "HP_MEDITATIO", "Meditatio" } ,
  221. { HT_ANKLESNARE, "HT_ANKLESNARE", "Ankle Snare" } ,
  222. { HT_BEASTBANE, "HT_BEASTBANE", "Beast Bane" } ,
  223. { HT_BLASTMINE, "HT_BLASTMINE", "Blast Mine" } ,
  224. { HT_BLITZBEAT, "HT_BLITZBEAT", "Blitz Beat" } ,
  225. { HT_CLAYMORETRAP, "HT_CLAYMORETRAP", "Claymore Trap" } ,
  226. { HT_DETECTING, "HT_DETECTING", "Detect" } ,
  227. { HT_FALCON, "HT_FALCON", "Falconry Mastery" } ,
  228. { HT_FLASHER, "HT_FLASHER", "Flasher" } ,
  229. { HT_FREEZINGTRAP, "HT_FREEZINGTRAP", "Freezing Trap" } ,
  230. { HT_LANDMINE, "HT_LANDMINE", "Land Mine" } ,
  231. { HT_PHANTASMIC, "HT_PHANTASMIC", "Phantasmic Arrow" } ,
  232. { HT_POWER, "HT_POWER", "Beast Strafing" } ,
  233. { HT_REMOVETRAP, "HT_REMOVETRAP", "Remove Trap" } ,
  234. { HT_SANDMAN, "HT_SANDMAN", "Sandman" } ,
  235. { HT_SHOCKWAVE, "HT_SHOCKWAVE", "Shockwave Trap" } ,
  236. { HT_SKIDTRAP, "HT_SKIDTRAP", "Skid Trap" } ,
  237. { HT_SPRINGTRAP, "HT_SPRINGTRAP", "Spring Trap" } ,
  238. { HT_STEELCROW, "HT_STEELCROW", "Steel Crow" } ,
  239. { HT_TALKIEBOX, "HT_TALKIEBOX", "Talkie Box" } ,
  240. { HW_GANBANTEIN, "HW_GANBANTEIN", "Ganbantein" } ,
  241. { HW_GRAVITATION, "HW_GRAVITATION", "Gravitation Field" } ,
  242. { HW_MAGICCRASHER, "HW_MAGICCRASHER", "Stave Crasher" } ,
  243. { HW_MAGICPOWER, "HW_MAGICPOWER", "Mystical Amplification" } ,
  244. { HW_NAPALMVULCAN, "HW_NAPALMVULCAN", "Napalm Vulcan" } ,
  245. { HW_SOULDRAIN, "HW_SOULDRAIN", "Soul Drain" } ,
  246. { ITEM_ENCHANTARMS, "ITEM_ENCHANTARMS", "Weapon Enchantment" },
  247. { ITM_TOMAHAWK, "ITM_TOMAHAWK", "Tomahawk Throwing" } ,
  248. { KN_AUTOCOUNTER, "KN_AUTOCOUNTER", "Counter Attack" } ,
  249. { KN_BOWLINGBASH, "KN_BOWLINGBASH", "Bowling Bash" } ,
  250. { KN_BRANDISHSPEAR, "KN_BRANDISHSPEAR", "Brandish Spear" } ,
  251. { KN_CAVALIERMASTERY, "KN_CAVALIERMASTERY", "Cavalier Mastery" } ,
  252. { KN_CHARGEATK, "KN_CHARGEATK", "Charge Attack" } ,
  253. { KN_ONEHAND, "KN_ONEHAND", "Onehand Quicken" } ,
  254. { KN_PIERCE, "KN_PIERCE", "Pierce" } ,
  255. { KN_RIDING, "KN_RIDING", "Peco Peco Ride" } ,
  256. { KN_SPEARBOOMERANG, "KN_SPEARBOOMERANG", "Spear Boomerang" } ,
  257. { KN_SPEARMASTERY, "KN_SPEARMASTERY", "Spear Mastery" } ,
  258. { KN_SPEARSTAB, "KN_SPEARSTAB", "Spear Stab" } ,
  259. { KN_TWOHANDQUICKEN, "KN_TWOHANDQUICKEN", "Twohand Quicken" } ,
  260. { LK_AURABLADE, "LK_AURABLADE", "Aura Blade" } ,
  261. { LK_BERSERK, "LK_BERSERK", "Frenzy" } ,
  262. { LK_CONCENTRATION, "LK_CONCENTRATION", "Spear Dynamo" } ,
  263. { LK_HEADCRUSH, "LK_HEADCRUSH", "Traumatic Blow" } ,
  264. { LK_JOINTBEAT, "LK_JOINTBEAT", "Vital Strike" } ,
  265. { LK_PARRYING, "LK_PARRYING", "Parry" } ,
  266. { LK_SPIRALPIERCE, "LK_SPIRALPIERCE", "Clashing Spiral" } ,
  267. { LK_TENSIONRELAX, "LK_TENSIONRELAX", "Relax" } ,
  268. { MC_CARTREVOLUTION, "MC_CARTREVOLUTION", "Cart Revolution" } ,
  269. { MC_CHANGECART, "MC_CHANGECART", "Change Cart" } ,
  270. { MC_DISCOUNT, "MC_DISCOUNT", "Discount" } ,
  271. { MC_IDENTIFY, "MC_IDENTIFY", "Item Appraisal" } ,
  272. { MC_INCCARRY, "MC_INCCARRY", "Enlarge Weight Limit" } ,
  273. { MC_LOUD, "MC_LOUD", "Crazy Uproar" } ,
  274. { MC_MAMMONITE, "MC_MAMMONITE", "Mammonite" } ,
  275. { MC_OVERCHARGE, "MC_OVERCHARGE", "Overcharge" } ,
  276. { MC_PUSHCART, "MC_PUSHCART", "Pushcart" } ,
  277. { MC_VENDING, "MC_VENDING", "Vending" } ,
  278. { MG_COLDBOLT, "MG_COLDBOLT", "Cold Bolt" } ,
  279. { MG_ENERGYCOAT, "MG_ENERGYCOAT", "Energy Coat" } ,
  280. { MG_FIREBALL, "MG_FIREBALL", "Fire Ball" } ,
  281. { MG_FIREBOLT, "MG_FIREBOLT", "Fire Bolt" } ,
  282. { MG_FIREWALL, "MG_FIREWALL", "Fire Wall" } ,
  283. { MG_FROSTDIVER, "MG_FROSTDIVER", "Frost Diver" } ,
  284. { MG_LIGHTNINGBOLT, "MG_LIGHTNINGBOLT", "Lightening Bolt" } ,
  285. { MG_NAPALMBEAT, "MG_NAPALMBEAT", "Napalm Beat" } ,
  286. { MG_SAFETYWALL, "MG_SAFETYWALL", "Safety Wall" } ,
  287. { MG_SIGHT, "MG_SIGHT", "Sight" } ,
  288. { MG_SOULSTRIKE, "MG_SOULSTRIKE", "Soul Strike" } ,
  289. { MG_SRECOVERY, "MG_SRECOVERY", "Increase SP Recovery" } ,
  290. { MG_STONECURSE, "MG_STONECURSE", "Stone Curse" } ,
  291. { MG_THUNDERSTORM, "MG_THUNDERSTORM", "Thunderstorm" } ,
  292. { MO_ABSORBSPIRITS, "MO_ABSORBSPIRITS", "Spiritual Sphere Absorption" } ,
  293. { MO_BALKYOUNG, "MO_BALKYOUNG", "Ki Explosion" } ,
  294. { MO_BLADESTOP, "MO_BLADESTOP", "Root" } ,
  295. { MO_BODYRELOCATION, "MO_BODYRELOCATION", "Snap" } ,
  296. { MO_CALLSPIRITS, "MO_CALLSPIRITS", "Summon Spirit Sphere" } ,
  297. { MO_CHAINCOMBO, "MO_CHAINCOMBO", "Raging Quadruple Blow" } ,
  298. { MO_COMBOFINISH, "MO_COMBOFINISH", "Raging Thrust" } ,
  299. { MO_DODGE, "MO_DODGE", "Flee" } ,
  300. { MO_EXPLOSIONSPIRITS, "MO_EXPLOSIONSPIRITS", "Fury" } ,
  301. { MO_EXTREMITYFIST, "MO_EXTREMITYFIST", "Guillotine Fist" } ,
  302. { MO_FINGEROFFENSIVE, "MO_FINGEROFFENSIVE", "Throw Spirit Sphere" } ,
  303. { MO_INVESTIGATE, "MO_INVESTIGATE", "Occult Impaction" } ,
  304. { MO_IRONHAND, "MO_IRONHAND", "Iron Fists" } ,
  305. { MO_KITRANSLATION, "MO_KITRANSLATION", "Ki Translation" } ,
  306. { MO_SPIRITSRECOVERY, "MO_SPIRITSRECOVERY", "Spiritual Cadence" } ,
  307. { MO_STEELBODY, "MO_STEELBODY", "Mental Strength" } ,
  308. { MO_TRIPLEATTACK, "MO_TRIPLEATTACK", "Raging Trifecta Blow" } ,
  309. { NJ_BAKUENRYU, "NJ_BAKUENRYU", "Raging Fire Dragon" } ,
  310. { NJ_BUNSINJYUTSU, "NJ_BUNSINJYUTSU", "Mirror Image" } ,
  311. { NJ_HUUJIN, "NJ_HUUJIN", "Wind Blade" } ,
  312. { NJ_HUUMA, "NJ_HUUMA", "Throw Huuma Shuriken" } ,
  313. { NJ_HYOUSENSOU, "NJ_HYOUSENSOU", "Spear of Ice" } ,
  314. { NJ_HYOUSYOURAKU, "NJ_HYOUSYOURAKU", "Ice Meteor" } ,
  315. { NJ_ISSEN, "NJ_ISSEN", "Final Strike" } ,
  316. { NJ_KAENSIN, "NJ_KAENSIN", "Crimson Fire Formation" } ,
  317. { NJ_KAMAITACHI, "NJ_KAMAITACHI", "Kamaitachi" } ,
  318. { NJ_KASUMIKIRI, "NJ_KASUMIKIRI", "Vanishing Slash" } ,
  319. { NJ_KIRIKAGE, "NJ_KIRIKAGE", "Shadow Slash" } ,
  320. { NJ_KOUENKA, "NJ_KOUENKA", "Crimson Fire Petal" } ,
  321. { NJ_KUNAI, "NJ_KUNAI", "Throw Kunai" } ,
  322. { NJ_NEN, "NJ_NEN", "Soul" } ,
  323. { NJ_NINPOU, "NJ_NINPOU", "Spirit of the Blade" } ,
  324. { NJ_RAIGEKISAI, "NJ_RAIGEKISAI", "Lightning Strike of Destruction" } ,
  325. { NJ_SHADOWJUMP, "NJ_SHADOWJUMP", "Shadow Leap" } ,
  326. { NJ_SUITON, "NJ_SUITON", "Hidden Water" } ,
  327. { NJ_SYURIKEN, "NJ_SYURIKEN", "Throw Shuriken" } ,
  328. { NJ_TATAMIGAESHI, "NJ_TATAMIGAESHI", "Improvised Defense" } ,
  329. { NJ_TOBIDOUGU, "NJ_TOBIDOUGU", "Shuriken Training" } ,
  330. { NJ_UTSUSEMI, "NJ_UTSUSEMI", "Cicada Skin Sheeding" } ,
  331. { NJ_ZENYNAGE, "NJ_ZENYNAGE", "Zeny Nage" } ,
  332. { NPC_ACIDBREATH, "NPC_ACIDBREATH", "Acid Breath" } ,
  333. { NPC_AGIUP, "NPC_AGIUP", "Agility UP" } ,
  334. { NPC_ANTIMAGIC, "NPC_ANTIMAGIC", "Anti Magic" } ,
  335. { NPC_ATTRICHANGE, "NPC_ATTRICHANGE", "Attribute Change" } ,
  336. { NPC_BARRIER, "NPC_BARRIER", "Barrier" } ,
  337. { NPC_BLEEDING, "NPC_BLEEDING", "Bleeding" } ,
  338. { NPC_BLINDATTACK, "NPC_BLINDATTACK", "Blind Attack" } ,
  339. { NPC_BLOODDRAIN, "NPC_BLOODDRAIN", "Blood Drain" } ,
  340. { NPC_ARMORBRAKE, "NPC_ARMORBRAKE", "Break Armor" } ,
  341. { NPC_HELMBRAKE, "NPC_HELMBRAKE", "Break Helm" } ,
  342. { NPC_SHIELDBRAKE, "NPC_SHIELDBRAKE", "Break Shield" } ,
  343. { NPC_WEAPONBRAKER, "NPC_WEAPONBRAKER", "Break Weapon" } ,
  344. { NPC_CALLSLAVE, "NPC_CALLSLAVE", "Recall Slaves" } ,
  345. { NPC_CHANGEDARKNESS, "NPC_CHANGEDARKNESS", "Darkness Change" } ,
  346. { NPC_CHANGEFIRE, "NPC_CHANGEFIRE", "Fire Change" } ,
  347. { NPC_CHANGEGROUND, "NPC_CHANGEGROUND", "Earth Change" } ,
  348. { NPC_CHANGEHOLY, "NPC_CHANGEHOLY", "Holy Change" } ,
  349. { NPC_CHANGEPOISON, "NPC_CHANGEPOISON", "Poison Change" } ,
  350. { NPC_CHANGETELEKINESIS, "NPC_CHANGETELEKINESIS", "Ghost Change" } ,
  351. { NPC_CHANGEUNDEAD, "NPC_CHANGEUNDEAD", "Undead Change" } ,
  352. { NPC_CHANGEWATER, "NPC_CHANGEWATER", "Water Change" } ,
  353. { NPC_CHANGEWIND, "NPC_CHANGEWIND", "Wind Change" } ,
  354. { NPC_COMBOATTACK, "NPC_COMBOATTACK", "Combo Attack" } ,
  355. { NPC_CRITICALSLASH, "NPC_CRITICALSLASH", "Critical Slash" } ,
  356. { NPC_CRITICALWOUND, "NPC_CRITICALWOUND", "Critical Wounds" } ,
  357. { NPC_CURSEATTACK, "NPC_CURSEATTACK", "Curse Attack" } ,
  358. { NPC_DARKBLESSING, "NPC_DARKBLESSING", "Dark Blessing" } ,
  359. { NPC_DARKBREATH, "NPC_DARKBREATH", "Dark Breath" } ,
  360. { NPC_DARKCROSS, "NPC_DARKCROSS", "Dark Cross" } ,
  361. { NPC_DARKNESSATTACK, "NPC_DARKNESSATTACK", "Shadow Attack" } ,
  362. { NPC_DARKNESSBREATH, "NPC_DARKNESSBREATH", "Darkness Breath" } ,
  363. { NPC_DARKSTRIKE, "NPC_DARKSTRIKE", "DarkStrike" } ,
  364. { NPC_DARKTHUNDER, "NPC_DARKTHUNDER", "DarkThunder" } ,
  365. { NPC_DEFENDER, "NPC_DEFENDER", "Defender" } ,
  366. { NPC_DRAGONFEAR, "NPC_DRAGONFEAR", "Dragon Fear" } ,
  367. { NPC_EARTHQUAKE, "NPC_EARTHQUAKE", "Earthquake" } ,
  368. { NPC_EMOTION, "NPC_EMOTION", "Emotion" } ,
  369. { NPC_EMOTION_ON, "NPC_EMOTION_ON", "Emotion ON" } ,
  370. { NPC_ENERGYDRAIN, "NPC_ENERGYDRAIN", "Energy Drain" } ,
  371. { NPC_EVILLAND, "NPC_EVILLAND", "Evil Land" } ,
  372. { NPC_EXPULSION, "NPC_EXPULSION", "Expulsion" } ,
  373. { NPC_FIREATTACK, "NPC_FIREATTACK", "Fire Attack" } ,
  374. { NPC_FIREBREATH, "NPC_FIREBREATH", "Fire Breath" } ,
  375. { NPC_GRANDDARKNESS, "NPC_GRANDDARKNESS", "Grand Dark Cross" } ,
  376. { NPC_GROUNDATTACK, "NPC_GROUNDATTACK", "Earth Attack" } ,
  377. { NPC_GUIDEDATTACK, "NPC_GUIDEDATTACK", "Guided Attack" } ,
  378. { NPC_HALLUCINATION, "NPC_HALLUCINATION", "Hallucination" } ,
  379. { NPC_HELLJUDGEMENT, "NPC_HELLJUDGEMENT", "Hell's Judgement" } ,
  380. { NPC_HOLYATTACK, "NPC_HOLYATTACK", "Holy Attack" } ,
  381. { NPC_ICEBREATH, "NPC_ICEBREATH", "Ice Breath" } ,
  382. { NPC_INVISIBLE, "NPC_INVISIBLE", "Invisible" } ,
  383. { NPC_KEEPING, "NPC_KEEPING", "Keeping" } ,
  384. { NPC_LICK, "NPC_LICK", "Lick" } ,
  385. { NPC_MAGICALATTACK, "NPC_MAGICALATTACK", "Magical Attack" } ,
  386. { NPC_MAGICMIRROR, "NPC_MAGICMIRROR", "Magic Mirror" } ,
  387. { NPC_MENTALBREAKER, "NPC_MENTALBREAKER", "Mental Breaker" } ,
  388. { NPC_METAMORPHOSIS, "NPC_METAMORPHOSIS", "Metamorphosis" } ,
  389. { NPC_PETRIFYATTACK, "NPC_PETRIFYATTACK", "Petrify Attack" } ,
  390. { NPC_PIERCINGATT, "NPC_PIERCINGATT", "Piercing Attack" } ,
  391. { NPC_POISON, "NPC_POISON", "Poisoning" } ,
  392. { NPC_POISONATTACK, "NPC_POISONATTACK", "Poison Attack" } ,
  393. { NPC_POWERUP, "NPC_POWERUP", "Power Up" } ,
  394. { NPC_PROVOCATION, "NPC_PROVOCATION", "Provocation" } ,
  395. { NPC_PULSESTRIKE, "NPC_PULSESTRIKE", "Pulse Strike" } ,
  396. { NPC_RANDOMATTACK, "NPC_RANDOMATTACK", "Random Attack" } ,
  397. { NPC_RANDOMMOVE, "NPC_RANDOMMOVE", "Random Move" } ,
  398. { NPC_RANGEATTACK, "NPC_RANGEATTACK", "Ranged attack" } ,
  399. { NPC_REBIRTH, "NPC_REBIRTH", "Rebirth" } ,
  400. { NPC_REVENGE, "NPC_REVENGE", "Revenge" } ,
  401. { NPC_RUN, "NPC_RUN", "Run" } ,
  402. { NPC_SELFDESTRUCTION, "NPC_SELFDESTRUCTION", "Self Destruction" } ,
  403. { NPC_SIEGEMODE, "NPC_SIEGEMODE", "Siege Mode" } ,
  404. { NPC_SILENCEATTACK, "NPC_SILENCEATTACK", "Silence Attack" } ,
  405. { NPC_SLEEPATTACK, "NPC_SLEEPATTACK", "Sleep Attack" } ,
  406. { NPC_SLOWCAST, "NPC_SLOWCAST", "Slow Cast" } ,
  407. { NPC_SMOKING, "NPC_SMOKING", "Smoking" } ,
  408. { NPC_SPEEDUP, "NPC_SPEEDUP", "Speed UP" } ,
  409. { NPC_SPLASHATTACK, "NPC_SPLASHATTACK", "Splash Attack" } ,
  410. { NPC_STONESKIN, "NPC_STONESKIN", "Stone Skin" } ,
  411. { NPC_STOP, "NPC_STOP", "Stop" } ,
  412. { NPC_STUNATTACK, "NPC_STUNATTACK", "Stun Attack" } ,
  413. { NPC_SUICIDE, "NPC_SUICIDE", "Suicide" } ,
  414. { NPC_SUMMONMONSTER, "NPC_SUMMONMONSTER", "Summon Monster" } ,
  415. { NPC_SUMMONSLAVE, "NPC_SUMMONSLAVE", "Summon :Slave" } ,
  416. { NPC_TELEKINESISATTACK, "NPC_TELEKINESISATTACK", "Ghost Attack" } ,
  417. { NPC_THUNDERBREATH, "NPC_THUNDERBREATH", "Thunder Breath" } ,
  418. { NPC_TRANSFORMATION, "NPC_TRANSFORMATION", "Transformation" } ,
  419. { NPC_UNDEADATTACK, "NPC_UNDEADATTACK", "Undead Attack" } ,
  420. { NPC_VAMPIRE_GIFT, "NPC_VAMPIRE_GIFT", "Vampire Gift" } ,
  421. { NPC_WATERATTACK, "NPC_WATERATTACK", "Water Attack" } ,
  422. { NPC_WIDEBLEEDING, "NPC_WIDEBLEEDING", "Wide Bleeding" } ,
  423. { NPC_WIDECONFUSE, "NPC_WIDECONFUSE", "Wide Confusion" } ,
  424. { NPC_WIDECURSE, "NPC_WIDECURSE", "Wide Curse" } ,
  425. { NPC_WIDEFREEZE, "NPC_WIDEFREEZE", "Wide Freeze" } ,
  426. { NPC_WIDESLEEP, "NPC_WIDESLEEP", "Wide Sleep" } ,
  427. { NPC_WIDESIGHT, "NPC_WIDESIGHT", "Wide Sight" } ,
  428. { NPC_WIDESILENCE, "NPC_WIDESILENCE", "Wide Silence" } ,
  429. { NPC_WIDESOULDRAIN, "NPC_WIDESOULDRAIN", "Wide Soul Drain" } ,
  430. { NPC_WIDESTONE, "NPC_WIDESTONE", "Wide Petrify" } ,
  431. { NPC_WIDESTUN, "NPC_WIDESTUN", "Wide Stun" } ,
  432. { NPC_WINDATTACK, "NPC_WINDATTACK", "Wind Attack" } ,
  433. { NV_BASIC, "NV_BASIC", "Basic Skill" } ,
  434. { NV_FIRSTAID, "NV_FIRSTAID", "First Aid" } ,
  435. { NV_TRICKDEAD, "NV_TRICKDEAD", "Play Dead" } ,
  436. { PA_GOSPEL, "PA_GOSPEL", "Battle Chant" } ,
  437. { PA_PRESSURE, "PA_PRESSURE", "Gloria Domini" } ,
  438. { PA_SACRIFICE, "PA_SACRIFICE", "Martyr's Reckoning" } ,
  439. { PA_SHIELDCHAIN, "PA_SHIELDCHAIN", "Shield Chain" } ,
  440. { PF_DOUBLECASTING, "PF_DOUBLECASTING", "Double Casting" } ,
  441. { PF_FOGWALL, "PF_FOGWALL", "Blinding Mist" } ,
  442. { PF_HPCONVERSION, "PF_HPCONVERSION", "Indulge" } ,
  443. { PF_MEMORIZE, "PF_MEMORIZE", "Foresight" } ,
  444. { PF_MINDBREAKER, "PF_MINDBREAKER", "Mind Breaker" } ,
  445. { PF_SOULBURN, "PF_SOULBURN", "Soul Siphon" } ,
  446. { PF_SOULCHANGE, "PF_SOULCHANGE", "Soul Exhale" } ,
  447. { PF_SPIDERWEB, "PF_SPIDERWEB", "Fiber Lock" } ,
  448. { PR_ASPERSIO, "PR_ASPERSIO", "Aspersio" } ,
  449. { PR_BENEDICTIO, "PR_BENEDICTIO", "B.S. Sacramenti" } ,
  450. { PR_GLORIA, "PR_GLORIA", "Gloria" } ,
  451. { PR_IMPOSITIO, "PR_IMPOSITIO", "Impositio Manus" } ,
  452. { PR_KYRIE, "PR_KYRIE", "Kyrie Eleison" } ,
  453. { PR_LEXAETERNA, "PR_LEXAETERNA", "Lex Aeterna" } ,
  454. { PR_LEXDIVINA, "PR_LEXDIVINA", "Lex Divina" } ,
  455. { PR_MACEMASTERY, "PR_MACEMASTERY", "Mace Mastery" } ,
  456. { PR_MAGNIFICAT, "PR_MAGNIFICAT", "Magnificat" } ,
  457. { PR_MAGNUS, "PR_MAGNUS", "Magnus Exorcismus" } ,
  458. { PR_REDEMPTIO, "PR_REDEMPTIO", "Redemptio" } ,
  459. { PR_SANCTUARY, "PR_SANCTUARY", "Sanctuary" } ,
  460. { PR_SLOWPOISON, "PR_SLOWPOISON", "Slow Poison" } ,
  461. { PR_STRECOVERY, "PR_STRECOVERY", "Status Recovery" } ,
  462. { PR_SUFFRAGIUM, "PR_SUFFRAGIUM", "Suffragium" } ,
  463. { PR_TURNUNDEAD, "PR_TURNUNDEAD", "Turn Undead" } ,
  464. { RG_BACKSTAP, "RG_BACKSTAP", "Back Stab" } ,
  465. { RG_CLEANER, "RG_CLEANER", "Remover" } ,
  466. { RG_CLOSECONFINE, "RG_CLOSECONFINE", "Close Confine"} ,
  467. { RG_COMPULSION, "RG_COMPULSION", "Haggle" } ,
  468. { RG_FLAGGRAFFITI, "RG_FLAGGRAFFITI", "Piece" } ,
  469. { RG_GANGSTER, "RG_GANGSTER", "Slyness" } ,
  470. { RG_GRAFFITI, "RG_GRAFFITI", "Scribble" } ,
  471. { RG_INTIMIDATE, "RG_INTIMIDATE", "Snatch" } ,
  472. { RG_PLAGIARISM, "RG_PLAGIARISM", "Intimidate" } ,
  473. { RG_RAID, "RG_RAID", "Sightless Mind" } ,
  474. { RG_SNATCHER, "RG_SNATCHER", "Gank" } ,
  475. { RG_STEALCOIN, "RG_STEALCOIN", "Mug" } ,
  476. { RG_STRIPARMOR, "RG_STRIPARMOR", "Divest Armor" } ,
  477. { RG_STRIPHELM, "RG_STRIPHELM", "Divest Helm" } ,
  478. { RG_STRIPSHIELD, "RG_STRIPSHIELD", "Divest Shield" } ,
  479. { RG_STRIPWEAPON, "RG_STRIPWEAPON", "Divest Weapon" } ,
  480. { RG_TUNNELDRIVE, "RG_TUNNELDRIVE", "Stalk" } ,
  481. { SA_ABRACADABRA, "SA_ABRACADABRA", "Hocus-pocus" } ,
  482. { SA_ADVANCEDBOOK, "SA_ADVANCEDBOOK", "Advanced Book" } ,
  483. { SA_AUTOSPELL, "SA_AUTOSPELL", "Hindsight" } ,
  484. { SA_CASTCANCEL, "SA_CASTCANCEL", "Cast Cancel" } ,
  485. { SA_CLASSCHANGE, "SA_CLASSCHANGE", "Class Change" } ,
  486. { SA_COMA, "SA_COMA", "Coma" } ,
  487. { SA_CREATECON, "SA_CREATECON", "Create Elemental Converter" } ,
  488. { SA_DEATH, "SA_DEATH", "Grim Reaper" } ,
  489. { SA_DELUGE, "SA_DELUGE", "Deluge" } ,
  490. { SA_DISPELL, "SA_DISPELL", "Dispell" } ,
  491. { SA_DRAGONOLOGY, "SA_DRAGONOLOGY", "Dragonology" } ,
  492. { SA_ELEMENTFIRE, "SA_ELEMENTFIRE", "Elemental Change Fire" } ,
  493. { SA_ELEMENTGROUND, "SA_ELEMENTGROUND", "Elemental Change Earth" } ,
  494. { SA_ELEMENTWATER, "SA_ELEMENTWATER", "Elemental Change Water" } ,
  495. { SA_ELEMENTWIND, "SA_ELEMENTWIND", "Elemental Change Wind" } ,
  496. { SA_FLAMELAUNCHER, "SA_FLAMELAUNCHER", "Endow Blaze" } ,
  497. { SA_FORTUNE, "SA_FORTUNE", "Gold Digger" } ,
  498. { SA_FREECAST, "SA_FREECAST", "Free Cast" } ,
  499. { SA_FROSTWEAPON, "SA_FROSTWEAPON", "Endow Tsunami" } ,
  500. { SA_FULLRECOVERY, "SA_FULLRECOVERY", "Rejuvenation" } ,
  501. { SA_GRAVITY, "SA_GRAVITY", "Gravity" } ,
  502. { SA_INSTANTDEATH, "SA_INSTANTDEATH", "Suicide" } ,
  503. { SA_LANDPROTECTOR, "SA_LANDPROTECTOR", "Magnetic Earth" } ,
  504. { SA_LEVELUP, "SA_LEVELUP", "Leveling" } ,
  505. { SA_LIGHTNINGLOADER, "SA_LIGHTNINGLOADER", "Endow Tornado" } ,
  506. { SA_MAGICROD, "SA_MAGICROD", "Magic Rod" } ,
  507. { SA_MONOCELL, "SA_MONOCELL", "Mono Cell" } ,
  508. { SA_QUESTION, "SA_QUESTION", "Questioning" } ,
  509. { SA_REVERSEORCISH, "SA_REVERSEORCISH", "Grampus Morph" } ,
  510. { SA_SEISMICWEAPON, "SA_SEISMICWEAPON", "Endow Quake" } ,
  511. { SA_SPELLBREAKER, "SA_SPELLBREAKER", "Spell Breaker" } ,
  512. { SA_SUMMONMONSTER, "SA_SUMMONMONSTER", "Monster Chant" } ,
  513. { SA_TAMINGMONSTER, "SA_TAMINGMONSTER", "Beastly Hypnosis" } ,
  514. { SA_VIOLENTGALE, "SA_VIOLENTGALE", "Whirlwind" } ,
  515. { SA_VOLCANO, "SA_VOLCANO", "Volcano" } ,
  516. { SG_DEVIL, "SG_DEVIL", "Devil of the Sun, Moon and Stars" } ,
  517. { SG_FEEL, "SG_FEEL", "Feeling of the Sun, Moon and Star" } ,
  518. { SG_FRIEND, "SG_FRIEND", "Companion of the Sun and Moon" } ,
  519. { SG_FUSION, "SG_FUSION", "Union of the Sun, Moon and Stars" } ,
  520. { SG_HATE, "SG_HATE", "Hatred of the Sun, Moon and Stars" } ,
  521. { SG_KNOWLEDGE, "SG_KNOWLEDGE", "Knowledge of the Sun, Moon and Stars" } ,
  522. { SG_MOON_ANGER, "SG_MOON_ANGER", "Fury of the Moon" } ,
  523. { SG_MOON_BLESS, "SG_MOON_BLESS", "Bless of the Moon" } ,
  524. { SG_MOON_COMFORT, "SG_MOON_COMFORT", "Comfort of the Moon" } ,
  525. { SG_MOON_WARM, "SG_MOON_WARM", "Warmth of the Moon" } ,
  526. { SG_STAR_ANGER, "SG_STAR_ANGER", "Fury of the Stars" } ,
  527. { SG_STAR_BLESS, "SG_STAR_BLESS", "Bless of the Stars" } ,
  528. { SG_STAR_COMFORT, "SG_STAR_COMFORT", "Comfort of the Stars" } ,
  529. { SG_STAR_WARM, "SG_STAR_WARM", "Warmth of the Stars" } ,
  530. { SG_SUN_ANGER, "SG_SUN_ANGER", "Fury of the Sun" } ,
  531. { SG_SUN_BLESS, "SG_SUN_BLESS", "Bless of the Sun" } ,
  532. { SG_SUN_COMFORT, "SG_SUN_COMFORT", "Comfort of the Sun" } ,
  533. { SG_SUN_WARM, "SG_SUN_WARM", "Warmth of the Sun" } ,
  534. { SL_ALCHEMIST, "SL_ALCHEMIST", "Spirit of Alchemist" } ,
  535. { SL_ASSASIN, "SL_ASSASIN", "Spirit of Assassin" } ,
  536. { SL_BARDDANCER, "SL_BARDDANCER", "Spirit of Bard and Dancer" } ,
  537. { SL_BLACKSMITH, "SL_BLACKSMITH", "Spirit of Blacksmith" } ,
  538. { SL_CRUSADER, "SL_CRUSADER", "Spirit of Crusader" } ,
  539. { SL_HIGH, "SL_HIGH", "Spirit of Advanced 1st Class" } ,
  540. { SL_HUNTER, "SL_HUNTER", "Spirit of Hunter" } ,
  541. { SL_KAAHI, "SL_KAAHI", "Kaahi" } ,
  542. { SL_KAINA, "SL_KAINA", "Kaina" } ,
  543. { SL_KAITE, "SL_KAITE", "Kaite" } ,
  544. { SL_KAIZEL, "SL_KAIZEL", "Kaizel" } ,
  545. { SL_KAUPE, "SL_KAUPE", "Kaupe" } ,
  546. { SL_KNIGHT, "SL_KNIGHT", "Spirit of Knight" } ,
  547. { SL_MONK, "SL_MONK", "Spirit of Monk" } ,
  548. { SL_PRIEST, "SL_PRIEST", "Spirit of Priest" } ,
  549. { SL_ROGUE, "SL_ROGUE", "Spirit of Rogue" } ,
  550. { SL_SAGE, "SL_SAGE", "Spirit of Sage" } ,
  551. { SL_SKA, "SL_SKA", "Eska" } ,
  552. { SL_SKE, "SL_SKE", "Eske" } ,
  553. { SL_SMA, "SL_SMA", "Esma" } ,
  554. { SL_SOULLINKER, "SL_SOULLINKER", "Spirit of Soul Linker" } ,
  555. { SL_STAR, "SL_STAR", "Spirit of Stars" } ,
  556. { SL_STIN, "SL_STIN", "Estin" } ,
  557. { SL_STUN, "SL_STUN", "Estun" } ,
  558. { SL_SUPERNOVICE, "SL_SUPERNOVICE", "Spirit of Super Novice" } ,
  559. { SL_SWOO, "SL_SWOO", "Eswoo" } ,
  560. { SL_WIZARD, "SL_WIZARD", "Spirit of Wizard" } ,
  561. { SM_AUTOBERSERK, "SM_AUTOBERSERK", "Berserk" } ,
  562. { SM_BASH, "SM_BASH", "Bash" } ,
  563. { SM_ENDURE, "SM_ENDURE", "Endure" } ,
  564. { SM_FATALBLOW, "SM_FATALBLOW", "Fatal Blow" } ,
  565. { SM_MAGNUM, "SM_MAGNUM", "Magnum Break" } ,
  566. { SM_MOVINGRECOVERY, "SM_MOVINGRECOVERY", "HP Recovery While Moving" } ,
  567. { SM_PROVOKE, "SM_PROVOKE", "Provoke" } ,
  568. { SM_RECOVERY, "SM_RECOVERY", "Increase HP Recovery" } ,
  569. { SM_SWORD, "SM_SWORD", "Sword Mastery" } ,
  570. { SM_TWOHAND, "SM_TWOHAND", "Two-Handed Sword Mastery" } ,
  571. { SN_FALCONASSAULT, "SN_FALCONASSAULT", "Falcon Assault" } ,
  572. { SN_SHARPSHOOTING, "SN_SHARPSHOOTING", "Focused Arrow Strike" } ,
  573. { SN_SIGHT, "SN_SIGHT", "Falcon Eyes" } ,
  574. { SN_WINDWALK, "SN_WINDWALK", "Wind Walker" } ,
  575. { ST_CHASEWALK, "ST_CHASEWALK", "Stealth" } ,
  576. { ST_FULLSTRIP, "ST_FULLSTRIP", "Full Divestment" } ,
  577. { ST_PRESERVE, "ST_PRESERVE", "Preserve" } ,
  578. { ST_REJECTSWORD, "ST_REJECTSWORD", "Counter Instinct" } ,
  579. { TF_BACKSLIDING, "TF_BACKSLIDING", "Back Slide" } ,
  580. { TF_DETOXIFY, "TF_DETOXIFY", "Detoxify" } ,
  581. { TF_DOUBLE, "TF_DOUBLE", "Double Attack" } ,
  582. { TF_HIDING, "TF_HIDING", "Hiding" } ,
  583. { TF_MISS, "TF_MISS", "Improve Dodge" } ,
  584. { TF_PICKSTONE, "TF_PICKSTONE", "Find Stone" } ,
  585. { TF_POISON, "TF_POISON", "Envenom" } ,
  586. { TF_SPRINKLESAND, "TF_SPRINKLESAND", "Sand Attack" } ,
  587. { TF_STEAL, "TF_STEAL", "Steal" } ,
  588. { TF_THROWSTONE, "TF_THROWSTONE", "Stone Fling" } ,
  589. { TK_COUNTER, "TK_COUNTER", "Spin Kick" } ,
  590. { TK_DODGE, "TK_DODGE", "Sprint" } ,
  591. { TK_DOWNKICK, "TK_DOWNKICK", "Heel Drop" } ,
  592. { TK_HIGHJUMP, "TK_HIGHJUMP", "Taekwon Jump" } ,
  593. { TK_HPTIME, "TK_HPTIME", "Peaceful Break" } ,
  594. { TK_JUMPKICK, "TK_JUMPKICK", "Flying Kick" } ,
  595. { TK_MISSION, "TK_MISSION", "Mission" } ,
  596. { TK_POWER, "TK_POWER", "Kihop" } ,
  597. { TK_READYCOUNTER, "TK_READYCOUNTER", "Spin Kick Stance" } ,
  598. { TK_READYDOWN, "TK_READYDOWN", "Heel Drop Stance" } ,
  599. { TK_READYSTORM, "TK_READYSTORM", "Tornado Stance" } ,
  600. { TK_READYTURN, "TK_READYTURN", "Roundhouse Stance" } ,
  601. { TK_RUN, "TK_RUN", "Sprint" } ,
  602. { TK_SEVENWIND, "TK_SEVENWIND", "Mild Wind" } ,
  603. { TK_SPTIME, "TK_SPTIME", "Happy Break" } ,
  604. { TK_STORMKICK, "TK_STORMKICK", "Storm Kick" } ,
  605. { TK_TURNKICK, "TK_TURNKICK", "Turn Kick" } ,
  606. { WE_BABY, "WE_BABY", "Mom, Dad, I love you!" } ,
  607. { WE_CALLBABY, "WE_CALLBABY", "Come to me, honey~" } ,
  608. { WE_CALLPARENT, "WE_CALLPARENT", "Mom, Dad, I miss you!" } ,
  609. { WE_CALLPARTNER, "WE_CALLPARTNER", "Romantic Rendezvous" } ,
  610. { WE_FEMALE, "WE_FEMALE", "Loving Touch" } ,
  611. { WE_MALE, "WE_MALE", "Undying Love" } ,
  612. { WS_CARTBOOST, "WS_CARTBOOST", "Cart Boost" } ,
  613. { WS_CARTTERMINATION, "WS_CARTTERMINATION", "Cart Termination" } ,
  614. { WS_CREATECOIN, "WS_CREATECOIN", "Coin Craft" } ,
  615. { WS_CREATENUGGET, "WS_CREATENUGGET", "Nugget Craft" } ,
  616. { WS_MELTDOWN, "WS_MELTDOWN", "Shattering Strike" } ,
  617. { WS_OVERTHRUSTMAX, "WS_OVERTHRUSTMAX", "Max Power-Thust" } ,
  618. { WS_SYSTEMCREATE, "WS_SYSTEMCREATE", "Auto Attacking Machine Craft" } ,
  619. { WS_WEAPONREFINE, "WS_WEAPONREFINE", "Weapon Refine" } ,
  620. { WZ_EARTHSPIKE, "WZ_EARTHSPIKE", "Earth Spike" } ,
  621. { WZ_ESTIMATION, "WZ_ESTIMATION", "Sense" } ,
  622. { WZ_FIREPILLAR, "WZ_FIREPILLAR", "Fire Pillar" } ,
  623. { WZ_FROSTNOVA, "WZ_FROSTNOVA", "Frost Nova" } ,
  624. { WZ_HEAVENDRIVE, "WZ_HEAVENDRIVE", "Heaven's Drive" } ,
  625. { WZ_ICEWALL, "WZ_ICEWALL", "Ice Wall" } ,
  626. { WZ_JUPITEL, "WZ_JUPITEL", "Jupitel Thunder" } ,
  627. { WZ_METEOR, "WZ_METEOR", "Meteor Storm" } ,
  628. { WZ_QUAGMIRE, "WZ_QUAGMIRE", "Quagmire" } ,
  629. { WZ_SIGHTBLASTER, "WZ_SIGHTBLASTER", "Sight Blaster" } ,
  630. { WZ_SIGHTRASHER, "WZ_SIGHTRASHER", "Sightrasher" } ,
  631. { WZ_STORMGUST, "WZ_STORMGUST", "Storm Gust" } ,
  632. { WZ_VERMILION, "WZ_VERMILION", "Lord of Vermilion" } ,
  633. { WZ_WATERBALL, "WZ_WATERBALL", "Water Ball" } ,
  634. //[blackhole89]
  635. { HLIF_HEAL, "HLIF_HEAL", "Healing Touch" },
  636. { HLIF_AVOID, "HLIF_AVOID", "Avoid" },
  637. { HLIF_BRAIN, "HLIF_BRAIN", "Brain Surgery" },
  638. { HLIF_CHANGE, "HLIF_CHANGE", "Change" },
  639. { HAMI_CASTLE, "HAMI_CASTLE", "Castling" },
  640. { HAMI_DEFENCE, "HAMI_DEFENCE", "Defense" },
  641. { HAMI_SKIN, "HAMI_SKIN", "Adamantium Skin" },
  642. { HAMI_BLOODLUST, "HAMI_BLOODLUST", "Bloodlust" },
  643. { HFLI_MOON, "HFLI_MOON", "Moonlight" },
  644. { HFLI_FLEET, "HFLI_FLEET", "Fleeting Move" },
  645. { HFLI_SPEED, "HFLI_SPEED", "Speed" },
  646. { HFLI_SBR44, "HFLI_SBR44", "S.B.R.44" },
  647. { HVAN_CAPRICE, "HVAN_CAPRICE", "Caprice" },
  648. { HVAN_CHAOTIC, "HVAN_CHAOTIC", "Benediction of Chaos" },
  649. { HVAN_INSTRUCT, "HVAN_INSTRUCT", "Instruct" },
  650. { HVAN_EXPLOSION, "HVAN_EXPLOSION", "Bio Explosion" },
  651. { 0, "UNKNOWN_SKILL", "Unknown_Skill" }
  652. };
  653. static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
  654. static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
  655. struct skill_db skill_db[MAX_SKILL_DB];
  656. struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  657. struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
  658. struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
  659. // macros to check for out of bounds errors [celest]
  660. // i: Skill ID, l: Skill Level, var: Value to return after checking
  661. // for values that don't require level just put a one (putting 0 will trigger return 0; instead
  662. // for values that might need to use a different function just skill_chk would suffice.
  663. #define skill_chk(i, l) \
  664. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) { return 0; } \
  665. if (i >= HM_SKILLRANGEMIN && i <= HM_SKILLRANGEMAX) { return 0; } \
  666. if (i >= GD_SKILLBASE) {i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;} \
  667. if (i >= HM_SKILLBASE) {i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;} \
  668. if (i < 1 || i >= MAX_SKILL_DB) {return 0;} \
  669. if (l <= 0 || l > MAX_SKILL_LEVEL) {return 0;}
  670. #define skill_get(var, i, l) \
  671. { skill_chk(i, l); return var; }
  672. // Skill DB
  673. int skill_get_hit( int id ){ skill_get (skill_db[id].hit, id, 1); }
  674. int skill_get_inf( int id ){ skill_get (skill_db[id].inf, id, 1); }
  675. int skill_get_pl( int id , int lv ){ skill_get (skill_db[id].pl[lv-1], id, lv); }
  676. int skill_get_nk( int id ){ skill_get (skill_db[id].nk, id, 1); }
  677. int skill_get_max( int id ){ skill_get (skill_db[id].max, id, 1); }
  678. int skill_get_range( int id , int lv ){ skill_get(skill_db[id].range[lv-1], id, lv); }
  679. 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); }
  680. int skill_get_hp( int id ,int lv ){ skill_get (skill_db[id].hp[lv-1], id, lv); }
  681. int skill_get_sp( int id ,int lv ){ skill_get (skill_db[id].sp[lv-1], id, lv); }
  682. int skill_get_hp_rate(int id, int lv ){ skill_get (skill_db[id].hp_rate[lv-1], id, lv); }
  683. int skill_get_sp_rate(int id, int lv ){ skill_get (skill_db[id].sp_rate[lv-1], id, lv); }
  684. int skill_get_state(int id) { skill_get (skill_db[id].state, id, 1); }
  685. int skill_get_spiritball(int id, int lv) { skill_get (skill_db[id].spiritball[lv-1], id, lv); }
  686. int skill_get_itemid(int id, int idx) { skill_get (skill_db[id].itemid[idx], id, 1); }
  687. int skill_get_itemqty(int id, int idx) { skill_get (skill_db[id].amount[idx], id, 1); }
  688. int skill_get_zeny( int id ,int lv ){ skill_get (skill_db[id].zeny[lv-1], id, lv); }
  689. int skill_get_num( int id ,int lv ){ skill_get (skill_db[id].num[lv-1], id, lv); }
  690. int skill_get_cast( int id ,int lv ){ skill_get (skill_db[id].cast[lv-1], id, lv); }
  691. int skill_get_delay( int id ,int lv ){ skill_get (skill_db[id].delay[lv-1], id, lv); }
  692. int skill_get_walkdelay( int id ,int lv ){ skill_get (skill_db[id].walkdelay[lv-1], id, lv); }
  693. int skill_get_time( int id ,int lv ){ skill_get (skill_db[id].upkeep_time[lv-1], id, lv); }
  694. int skill_get_time2( int id ,int lv ){ skill_get (skill_db[id].upkeep_time2[lv-1], id, lv); }
  695. int skill_get_castdef( int id ){ skill_get (skill_db[id].cast_def_rate, id, 1); }
  696. int skill_get_weapontype( int id ){ skill_get (skill_db[id].weapon, id, 1); }
  697. int skill_get_ammotype( int id ){ skill_get (skill_db[id].ammo, id, 1); }
  698. int skill_get_ammo_qty( int id, int lv ){ skill_get (skill_db[id].ammo_qty[lv-1], id, lv); }
  699. int skill_get_inf2( int id ){ skill_get (skill_db[id].inf2, id, 1); }
  700. int skill_get_castcancel( int id ){ skill_get (skill_db[id].castcancel, id, 1); }
  701. int skill_get_maxcount( int id ){ skill_get (skill_db[id].maxcount, id, 1); }
  702. int skill_get_blewcount( int id ,int lv ){ skill_get (skill_db[id].blewcount[lv-1], id, lv); }
  703. int skill_get_mhp( int id ,int lv ){ skill_get (skill_db[id].mhp[lv-1], id, lv); }
  704. int skill_get_castnodex( int id ,int lv ){ skill_get (skill_db[id].castnodex[lv-1], id, lv); }
  705. int skill_get_delaynodex( int id ,int lv ){ skill_get (skill_db[id].delaynodex[lv-1], id, lv); }
  706. int skill_get_nocast ( int id ){ skill_get (skill_db[id].nocast, id, 1); }
  707. int skill_get_type( int id ){ skill_get (skill_db[id].skill_type, id, 1); }
  708. int skill_get_unit_id ( int id, int flag ){ skill_get (skill_db[id].unit_id[flag], id, 1); }
  709. int skill_get_unit_layout_type( int id ,int lv ){ skill_get (skill_db[id].unit_layout_type[lv-1], id, lv); }
  710. int skill_get_unit_interval( int id ){ skill_get (skill_db[id].unit_interval, id, 1); }
  711. int skill_get_unit_range( int id, int lv ){ skill_get (skill_db[id].unit_range[lv-1], id, lv); }
  712. int skill_get_unit_target( int id ){ skill_get ((skill_db[id].unit_target&BCT_ALL), id, 1); }
  713. int skill_get_unit_bl_target( int id ){ skill_get ((skill_db[id].unit_target&BL_ALL), id, 1); }
  714. int skill_get_unit_flag( int id ){ skill_get (skill_db[id].unit_flag, id, 1); }
  715. const char* skill_get_name( int id ){
  716. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  717. return "UNKNOWN_SKILL";
  718. if (id >= GD_SKILLBASE)
  719. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  720. if (id >= HM_SKILLBASE) //[orn]
  721. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  722. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].name==NULL)
  723. return "UNKNOWN_SKILL"; //Can't use skill_chk because we return a string.
  724. return skill_db[id].name;
  725. }
  726. const char* skill_get_desc( int id ){
  727. if (id >= GD_SKILLRANGEMIN && id <= GD_SKILLRANGEMAX)
  728. return "Unknown Skill";
  729. if (id >= GD_SKILLBASE)
  730. id = GD_SKILLRANGEMIN + id - GD_SKILLBASE;
  731. if (id >= HM_SKILLBASE) //[orn]
  732. id = HM_SKILLRANGEMIN + id - HM_SKILLBASE;
  733. if (id < 1 || id > MAX_SKILL_DB || skill_db[id].desc==NULL)
  734. return "Unknown Skill"; //Can't use skill_chk because we return a string.
  735. return skill_db[id].desc;
  736. }
  737. int skill_tree_get_max(int id, int b_class)
  738. {
  739. int i, skillid;
  740. for(i=0;(skillid=skill_tree[b_class][i].id)>0;i++)
  741. if (id == skillid) return skill_tree[b_class][i].max;
  742. return skill_get_max (id);
  743. }
  744. int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
  745. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  746. int status_change_timer_sub(struct block_list *bl, va_list ap);
  747. int skill_attack_area(struct block_list *bl,va_list ap);
  748. struct skill_unit_group *skill_locate_element_field(struct block_list *bl); // [Skotlex]
  749. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  750. int skill_greed(struct block_list *bl, va_list ap);
  751. int skill_cell_overlap(struct block_list *bl, va_list ap);
  752. int skill_ganbatein(struct block_list *bl, va_list ap);
  753. int skill_trap_splash(struct block_list *bl, va_list ap);
  754. int skill_count_target(struct block_list *bl, va_list ap);
  755. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,struct skill_unit_group *sg,int tick);
  756. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick);
  757. static int skill_unit_onleft(int skill_id, struct block_list *bl,unsigned int tick);
  758. int skill_unit_effect(struct block_list *bl,va_list ap);
  759. int enchant_eff[5] = { 10, 14, 17, 19, 20 };
  760. int deluge_eff[5] = { 5, 9, 12, 14, 15 };
  761. int skill_get_casttype (int id)
  762. {
  763. int inf = skill_get_inf(id);
  764. if (inf&(INF_GROUND_SKILL))
  765. return CAST_GROUND;
  766. if (inf&INF_SUPPORT_SKILL)
  767. return CAST_NODAMAGE;
  768. if (inf&INF_SELF_SKILL) {
  769. if(skill_get_inf2(id)&INF2_NO_TARGET_SELF)
  770. return CAST_DAMAGE; //Combo skill.
  771. return CAST_NODAMAGE;
  772. }
  773. if (skill_get_nk(id)&NK_NO_DAMAGE)
  774. return CAST_NODAMAGE;
  775. return CAST_DAMAGE;
  776. };
  777. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  778. int skill_get_range2 (struct block_list *bl, int id, int lv)
  779. {
  780. int range;
  781. if(bl->type == BL_MOB && !(battle_config.mob_ai&0x400))
  782. return 9; //Mobs have a range of 9 regardless of skill used.
  783. range = skill_get_range(id, lv);
  784. if(range < 0) {
  785. if (battle_config.use_weapon_skill_range&bl->type)
  786. return status_get_range(bl);
  787. range *=-1;
  788. }
  789. //TODO: Find a way better than hardcoding the list of skills affected by AC_VULTURE
  790. switch (id) {
  791. case AC_SHOWER:
  792. case AC_DOUBLE:
  793. case HT_BLITZBEAT:
  794. case AC_CHARGEARROW:
  795. case SN_FALCONASSAULT:
  796. case SN_SHARPSHOOTING:
  797. case HT_POWER:
  798. if (bl->type == BL_PC)
  799. range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  800. else
  801. range += 10; //Assume level 10?
  802. break;
  803. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  804. case GS_RAPIDSHOWER:
  805. case GS_PIERCINGSHOT:
  806. case GS_FULLBUSTER:
  807. case GS_SPREADATTACK:
  808. case GS_GROUNDDRIFT:
  809. if (bl->type == BL_PC)
  810. range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  811. else
  812. range += 10; //Assume level 10?
  813. break;
  814. case NJ_KIRIKAGE:
  815. if (bl->type == BL_PC)
  816. range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  817. break;
  818. }
  819. if(!range && bl->type != BL_PC)
  820. return 9; // Enable non players to use self skills on others. [Skotlex]
  821. return range;
  822. }
  823. int skill_calc_heal (struct block_list *src, struct block_list *target, int skill_lv)
  824. {
  825. int skill, heal;
  826. struct status_change* sc;
  827. if (skill_lv >= battle_config.max_heal_lv)
  828. return battle_config.max_heal;
  829. heal = ( status_get_lv(src)+status_get_int(src) )/8 *(4+ skill_lv*8);
  830. if(src->type == BL_PC && ((skill = pc_checkskill((TBL_PC*)src, HP_MEDITATIO)) > 0))
  831. heal += heal * skill * 2 / 100;
  832. if(src->type == BL_HOM && (skill = merc_hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  833. heal += heal * skill * 2 / 100;
  834. sc = status_get_sc(target);
  835. if (sc && sc->count && sc->data[SC_CRITICALWOUND].timer!=-1)
  836. heal -= heal * sc->data[SC_CRITICALWOUND].val2/100;
  837. return heal;
  838. }
  839. // Making plagiarize check its own function [Aru]
  840. int can_copy (struct map_session_data *sd, int skillid)
  841. {
  842. // Never copy NPC/Wedding Skills
  843. if (skill_get_inf2(skillid)&(INF2_NPC_SKILL|INF2_WEDDING_SKILL))
  844. return 0;
  845. // High-class skills
  846. if((skillid >= LK_AURABLADE && skillid <= ASC_CDP) || (skillid >= ST_PRESERVE && skillid <= CR_CULTIVATION))
  847. {
  848. if(battle_config.copyskill_restrict == 2)
  849. return 0;
  850. else if(battle_config.copyskill_restrict)
  851. return (sd->status.class_ == JOB_STALKER);
  852. }
  853. return 1;
  854. }
  855. // [MouseJstr] - skill ok to cast? and when?
  856. int skillnotok (int skillid, struct map_session_data *sd)
  857. {
  858. int i = skillid,m;
  859. nullpo_retr (1, sd);
  860. m = sd->bl.m;
  861. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  862. return 1;
  863. if (i >= GD_SKILLBASE)
  864. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  865. if (i >= HM_SKILLBASE) //[orn]
  866. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  867. if (i > MAX_SKILL || i < 0)
  868. return 1;
  869. if (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
  870. return 0; // GMs can do any damn thing they want
  871. if (sd->blockskill[i] > 0)
  872. return 1;
  873. // Check skill restrictions [Celest]
  874. if(!map_flag_vs(m) && skill_get_nocast (skillid) & 1)
  875. return 1;
  876. if(map[m].flag.pvp && skill_get_nocast (skillid) & 2)
  877. return 1;
  878. if(map_flag_gvg(m) && skill_get_nocast (skillid) & 4)
  879. return 1;
  880. if(agit_flag && skill_get_nocast (skillid) & 8)
  881. return 1;
  882. if(map[m].flag.restricted && map[m].zone && skill_get_nocast (skillid) & (8*map[m].zone))
  883. return 1;
  884. switch (skillid) {
  885. case AL_WARP:
  886. if(map[m].flag.nowarp) {
  887. clif_skill_teleportmessage(sd,0);
  888. return 1;
  889. }
  890. return 0;
  891. break;
  892. case AL_TELEPORT:
  893. if(map[m].flag.noteleport) {
  894. clif_skill_teleportmessage(sd,0);
  895. return 1;
  896. }
  897. return 0;
  898. case WE_CALLPARTNER:
  899. case WE_CALLPARENT:
  900. case WE_CALLBABY:
  901. if (map[m].flag.nomemo) {
  902. clif_skill_teleportmessage(sd,1);
  903. return 1;
  904. }
  905. break;
  906. case MC_VENDING:
  907. case MC_IDENTIFY:
  908. return 0; // always allowed
  909. case WZ_ICEWALL:
  910. // noicewall flag [Valaris]
  911. if (map[m].flag.noicewall) {
  912. clif_skill_fail(sd,skillid,0,0);
  913. return 1;
  914. }
  915. break;
  916. case GD_EMERGENCYCALL:
  917. if (
  918. !(battle_config.emergency_call&(agit_flag?2:1)) ||
  919. !(battle_config.emergency_call&(map[m].flag.gvg || map[m].flag.gvg_castle?8:4)) ||
  920. (battle_config.emergency_call&16 && map[m].flag.nowarpto && !map[m].flag.gvg_castle)
  921. ) {
  922. clif_skill_fail(sd,skillid,0,0);
  923. return 1;
  924. }
  925. break;
  926. }
  927. return (map[m].flag.noskill);
  928. }
  929. // [orn] - skill ok to cast? and when? //homunculus
  930. int skillnotok_hom (int skillid, struct homun_data *hd)
  931. {
  932. int i = skillid;
  933. nullpo_retr (1, hd);
  934. if (skillid >= GD_SKILLRANGEMIN && skillid <= GD_SKILLRANGEMAX)
  935. return 1;
  936. if (i >= GD_SKILLBASE)
  937. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  938. if (i >= HM_SKILLBASE) //[orn]
  939. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  940. if (i > MAX_SKILL || i < 0)
  941. return 1;
  942. if (hd->blockskill[i] > 0)
  943. return 1;
  944. //Use master's criteria.
  945. return skillnotok(skillid, hd->master);
  946. }
  947. struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  948. int firewall_unit_pos;
  949. int icewall_unit_pos;
  950. struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struct block_list *src, int x, int y)
  951. {
  952. int pos = skill_get_unit_layout_type(skillid,skilllv);
  953. int dir;
  954. if (pos != -1)
  955. return &skill_unit_layout[pos];
  956. if (src->x == x && src->y == y)
  957. dir = 2;
  958. else
  959. dir = map_calc_dir(src,x,y);
  960. if (skillid == MG_FIREWALL)
  961. return &skill_unit_layout [firewall_unit_pos + dir];
  962. else if (skillid == WZ_ICEWALL)
  963. return &skill_unit_layout [icewall_unit_pos + dir];
  964. ShowError("Unknown unit layout for skill %d, %d\n",skillid,skilllv);
  965. return &skill_unit_layout[0];
  966. }
  967. /*==========================================
  968. *
  969. *------------------------------------------*/
  970. int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  971. {
  972. struct map_session_data *sd=NULL, *dstsd=NULL;
  973. struct mob_data *md=NULL, *dstmd=NULL;
  974. struct status_data *sstatus, *tstatus;
  975. struct status_change *sc, *tsc;
  976. int skill;
  977. int rate;
  978. nullpo_retr(0, src);
  979. nullpo_retr(0, bl);
  980. if(skillid < 0)
  981. { // remove the debug print when this case is finished
  982. ShowDebug("skill_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  983. src, bl,skillid,skilllv,attack_type,tick);
  984. return 0;
  985. }
  986. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  987. switch (src->type) {
  988. case BL_PC:
  989. sd = (struct map_session_data *)src;
  990. break;
  991. case BL_MOB:
  992. md = (struct mob_data *)src;
  993. break;
  994. }
  995. switch (bl->type) {
  996. case BL_PC:
  997. dstsd=(struct map_session_data *)bl;
  998. break;
  999. case BL_MOB:
  1000. dstmd=(struct mob_data *)bl;
  1001. break;
  1002. }
  1003. sc = status_get_sc(src);
  1004. tsc = status_get_sc(bl);
  1005. sstatus = status_get_status_data(src);
  1006. tstatus = status_get_status_data(bl);
  1007. if (!tsc) //skill additional effect is about adding effects to the target...
  1008. //So if the target can't be inflicted with statuses, this is pointless.
  1009. return 0;
  1010. if (sc && !sc->count)
  1011. sc = NULL;
  1012. switch(skillid){
  1013. case 0: // Normal attacks (no skill used)
  1014. {
  1015. if(sd) {
  1016. // Automatic trigger of Blitz Beat
  1017. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 &&
  1018. rand()%1000 <= sstatus->luk*10/3+1 ) {
  1019. rate=(sd->status.job_level+9)/10;
  1020. skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<rate)?skill:rate,tick,SD_LEVEL);
  1021. }
  1022. // Gank
  1023. if(dstmd && sd->status.weapon != W_BOW &&
  1024. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1025. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rand()%1000) {
  1026. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1027. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1028. else
  1029. clif_skill_fail(sd,RG_SNATCHER,0,0);
  1030. }
  1031. // Chance to trigger Taekwon kicks [Dralnu]
  1032. if(sc && sc->data[SC_COMBO].timer == -1) {
  1033. if(sc->data[SC_READYSTORM].timer != -1 &&
  1034. sc_start(src,SC_COMBO, 15, TK_STORMKICK,
  1035. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1036. ; //Stance triggered
  1037. else if(sc->data[SC_READYDOWN].timer != -1 &&
  1038. sc_start(src,SC_COMBO, 15, TK_DOWNKICK,
  1039. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1040. ; //Stance triggered
  1041. else if(sc->data[SC_READYTURN].timer != -1 &&
  1042. sc_start(src,SC_COMBO, 15, TK_TURNKICK,
  1043. (2000 - 4*sstatus->agi - 2*sstatus->dex)))
  1044. ; //Stance triggered
  1045. else if(sc->data[SC_READYCOUNTER].timer != -1)
  1046. { //additional chance from SG_FRIEND [Komurka]
  1047. rate = 20;
  1048. if (sc->data[SC_SKILLRATE_UP].timer != -1 && sc->data[SC_SKILLRATE_UP].val1 == TK_COUNTER) {
  1049. rate += rate*sc->data[SC_SKILLRATE_UP].val2/100;
  1050. status_change_end(src,SC_SKILLRATE_UP,-1);
  1051. }
  1052. sc_start4(src,SC_COMBO, rate, TK_COUNTER, bl->id,0,0,
  1053. (2000 - 4*sstatus->agi - 2*sstatus->dex));
  1054. }
  1055. }
  1056. if (sd->special_state.bonus_coma) {
  1057. rate = sd->weapon_coma_ele[tstatus->def_ele];
  1058. rate += sd->weapon_coma_race[tstatus->race];
  1059. rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
  1060. if (rate)
  1061. status_change_start(bl, SC_COMA, rate, 0, 0, 0, 0, 0, 0);
  1062. }
  1063. }
  1064. if (sc) {
  1065. // Enchant Poison gives a chance to poison attacked enemies
  1066. if(sc->data[SC_ENCPOISON].timer != -1) //Don't use sc_start since chance comes in 1/10000 rate.
  1067. status_change_start(bl,SC_POISON,sc->data[SC_ENCPOISON].val2,
  1068. sc->data[SC_ENCPOISON].val1,0,0,0,
  1069. skill_get_time2(AS_ENCHANTPOISON,sc->data[SC_ENCPOISON].val1),0);
  1070. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1071. if(sc->data[SC_EDP].timer != -1)
  1072. sc_start4(bl,SC_DPOISON,sc->data[SC_EDP].val2,
  1073. sc->data[SC_EDP].val1,0,0,0,skill_get_time2(ASC_EDP,sc->data[SC_EDP].val1));
  1074. }
  1075. }
  1076. break;
  1077. case SM_BASH:
  1078. if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1079. //TODO: How much % per base level it actually is?
  1080. sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
  1081. skilllv,skill_get_time2(SM_FATALBLOW,skilllv));
  1082. }
  1083. break;
  1084. case AS_VENOMKNIFE:
  1085. if (sd) //Poison chance must be that of Envenom. [Skotlex]
  1086. skilllv = pc_checkskill(sd, TF_POISON);
  1087. case TF_POISON:
  1088. case AS_SPLASHER:
  1089. if(!sc_start(bl,SC_POISON,(4*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
  1090. && sd && skillid==TF_POISON
  1091. )
  1092. clif_skill_fail(sd,skillid,0,0);
  1093. break;
  1094. case AS_SONICBLOW:
  1095. sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
  1096. break;
  1097. case AS_GRIMTOOTH:
  1098. skill = dstsd?SC_SLOWDOWN:SC_STOP;
  1099. if (tsc->data[skill].timer == -1)
  1100. sc_start(bl,skill,100,skilllv,skill_get_time2(skillid, skilllv));
  1101. break;
  1102. case MG_FROSTDIVER:
  1103. case WZ_FROSTNOVA:
  1104. sc_start(bl,SC_FREEZE,skilllv*3+35,skilllv,skill_get_time2(skillid,skilllv));
  1105. break;
  1106. case WZ_STORMGUST:
  1107. //Use two since the counter is increased AFTER the attack.
  1108. if(tsc->data[SC_FREEZE].val3 >= 2) //Tharis pointed out that this is normal freeze chance with a base of 300%
  1109. sc_start(bl,SC_FREEZE,300,skilllv,skill_get_time2(skillid,skilllv));
  1110. break;
  1111. case WZ_METEOR:
  1112. sc_start(bl,SC_STUN,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1113. break;
  1114. case WZ_VERMILION:
  1115. sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1116. break;
  1117. case HT_FREEZINGTRAP:
  1118. sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
  1119. break;
  1120. case HT_FLASHER:
  1121. sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1122. break;
  1123. case HT_LANDMINE:
  1124. sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
  1125. break;
  1126. case HT_SHOCKWAVE:
  1127. status_percent_damage(src, bl, 0, 15*skilllv+5);
  1128. break;
  1129. case HT_SANDMAN:
  1130. sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
  1131. break;
  1132. case TF_SPRINKLESAND:
  1133. sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
  1134. break;
  1135. case TF_THROWSTONE:
  1136. sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
  1137. sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
  1138. break;
  1139. case NPC_DARKCROSS:
  1140. case CR_HOLYCROSS:
  1141. sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1142. break;
  1143. case CR_GRANDCROSS:
  1144. case NPC_GRANDDARKNESS:
  1145. if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
  1146. sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
  1147. break;
  1148. case AM_ACIDTERROR:
  1149. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1150. if (skill_break_equip(bl, EQP_ARMOR, 100*skill_get_time(skillid,skilllv), BCT_ENEMY))
  1151. clif_emotion(bl,23);
  1152. break;
  1153. case AM_DEMONSTRATION:
  1154. skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
  1155. break;
  1156. case CR_SHIELDCHARGE:
  1157. sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
  1158. break;
  1159. case PA_PRESSURE:
  1160. status_percent_damage(src, bl, 0, 15+5*skilllv);
  1161. break;
  1162. case RG_RAID:
  1163. sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1164. sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1165. break;
  1166. case BA_FROSTJOKE:
  1167. sc_start(bl,SC_FREEZE,(15+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1168. break;
  1169. case DC_SCREAM:
  1170. sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1171. break;
  1172. case BD_LULLABY:
  1173. sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
  1174. break;
  1175. case DC_UGLYDANCE:
  1176. rate = 5+5*skilllv;
  1177. if(sd && (skill=pc_checkskill(sd,DC_DANCINGLESSON)))
  1178. rate += 5+skill;
  1179. status_zap(bl, 0, rate);
  1180. break;
  1181. case SL_STUN:
  1182. if (tstatus->size==1) //Only stuns mid-sized mobs.
  1183. sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
  1184. break;
  1185. case NPC_PETRIFYATTACK:
  1186. sc_start4(bl,SkillStatusChangeTable(skillid),50+10*skilllv,
  1187. skilllv,0,0,skill_get_time(skillid,skilllv),
  1188. skill_get_time2(skillid,skilllv));
  1189. break;
  1190. case NPC_CURSEATTACK:
  1191. case NPC_SLEEPATTACK:
  1192. case NPC_BLINDATTACK:
  1193. case NPC_POISON:
  1194. case NPC_SILENCEATTACK:
  1195. case NPC_STUNATTACK:
  1196. sc_start(bl,SkillStatusChangeTable(skillid),50+10*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1197. break;
  1198. case NPC_ACIDBREATH:
  1199. case NPC_ICEBREATH:
  1200. sc_start(bl,SkillStatusChangeTable(skillid),70,skilllv,skill_get_time2(skillid,skilllv));
  1201. break;
  1202. case NPC_BLEEDING:
  1203. sc_start(bl,SC_BLEEDING,(20*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1204. break;
  1205. case NPC_MENTALBREAKER:
  1206. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1207. //equal to Matk*skLevel.
  1208. rate = sstatus->matk_min;
  1209. if (rate < sstatus->matk_max)
  1210. rate += rand()%(sstatus->matk_max - sstatus->matk_min);
  1211. rate*=skilllv;
  1212. status_zap(bl, 0, rate);
  1213. break;
  1214. }
  1215. // Equipment breaking monster skills [Celest]
  1216. case NPC_WEAPONBRAKER:
  1217. skill_break_equip(bl, EQP_WEAPON, 150*skilllv, BCT_ENEMY);
  1218. break;
  1219. case NPC_ARMORBRAKE:
  1220. skill_break_equip(bl, EQP_ARMOR, 150*skilllv, BCT_ENEMY);
  1221. break;
  1222. case NPC_HELMBRAKE:
  1223. skill_break_equip(bl, EQP_HELM, 150*skilllv, BCT_ENEMY);
  1224. break;
  1225. case NPC_SHIELDBRAKE:
  1226. skill_break_equip(bl, EQP_SHIELD, 150*skilllv, BCT_ENEMY);
  1227. break;
  1228. case CH_TIGERFIST:
  1229. sc_start(bl,SC_STOP,(10+skilllv*10),0,skill_get_time2(skillid,skilllv));
  1230. break;
  1231. case LK_SPIRALPIERCE:
  1232. sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
  1233. break;
  1234. case ST_REJECTSWORD:
  1235. sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
  1236. break;
  1237. case PF_FOGWALL:
  1238. if (src != bl && tsc->data[SC_DELUGE].timer == -1)
  1239. status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  1240. break;
  1241. case LK_HEADCRUSH: /* 繝倥ャ繝峨け繝ゥ繝�す繝・ */
  1242. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1243. sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
  1244. break;
  1245. case LK_JOINTBEAT:
  1246. skill = SkillStatusChangeTable(skillid);
  1247. if (tsc->data[skill].val4) {
  1248. sc_start2(bl,skill,(5*skilllv+5),skilllv,tsc->data[skill].val4&BREAK_FLAGS,skill_get_time2(skillid,skilllv));
  1249. tsc->data[skill].val4 = 0;
  1250. }
  1251. break;
  1252. case ASC_METEORASSAULT:
  1253. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
  1254. switch(rand()%3) {
  1255. case 0:
  1256. sc_start(bl,SC_BLIND,(5+skilllv*5),skilllv,skill_get_time2(skillid,1));
  1257. break;
  1258. case 1:
  1259. sc_start(bl,SC_STUN,(5+skilllv*5),skilllv,skill_get_time2(skillid,2));
  1260. break;
  1261. default:
  1262. sc_start(bl,SC_BLEEDING,(5+skilllv*5),skilllv,skill_get_time2(skillid,3));
  1263. }
  1264. break;
  1265. case HW_NAPALMVULCAN:
  1266. sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1267. break;
  1268. case WS_CARTTERMINATION: // Cart termination
  1269. sc_start(bl,SC_STUN,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1270. break;
  1271. case CR_ACIDDEMONSTRATION:
  1272. skill_break_equip(bl, EQP_WEAPON|EQP_ARMOR, 100*skilllv, BCT_ENEMY);
  1273. break;
  1274. case TK_DOWNKICK:
  1275. sc_start(bl,SC_STUN,100,skilllv,skill_get_time2(skillid,skilllv));
  1276. break;
  1277. case TK_JUMPKICK:
  1278. //Cancel out Soul Linker status of the target. [Skotlex]
  1279. if (tsc->count) {
  1280. //Remove NORMAL potions effect.
  1281. if (tsc->data[SC_ASPDPOTION0].timer != -1 && !tsc->data[SC_ASPDPOTION0].val4)
  1282. status_change_end(bl, SC_ASPDPOTION0, -1);
  1283. if (tsc->data[SC_ASPDPOTION1].timer != -1 && !tsc->data[SC_ASPDPOTION1].val4)
  1284. status_change_end(bl, SC_ASPDPOTION1, -1);
  1285. if (tsc->data[SC_ASPDPOTION2].timer != -1 && !tsc->data[SC_ASPDPOTION2].val4)
  1286. status_change_end(bl, SC_ASPDPOTION2, -1);
  1287. if (tsc->data[SC_ASPDPOTION3].timer != -1 && !tsc->data[SC_ASPDPOTION3].val4)
  1288. status_change_end(bl, SC_ASPDPOTION3, -1);
  1289. if (tsc->data[SC_SPEEDUP0].timer != -1 && !tsc->data[SC_SPEEDUP0].val4)
  1290. status_change_end(bl, SC_SPEEDUP0, -1);
  1291. if (tsc->data[SC_SPEEDUP1].timer != -1 && !tsc->data[SC_SPEEDUP1].val4)
  1292. status_change_end(bl, SC_SPEEDUP1, -1);
  1293. if (tsc->data[SC_SPIRIT].timer != -1)
  1294. status_change_end(bl, SC_SPIRIT, -1);
  1295. if (tsc->data[SC_ONEHAND].timer != -1)
  1296. status_change_end(bl, SC_ONEHAND, -1);
  1297. if (tsc->data[SC_ADRENALINE2].timer != -1)
  1298. status_change_end(bl, SC_ADRENALINE2, -1);
  1299. }
  1300. break;
  1301. case TK_TURNKICK:
  1302. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1303. if(attack_type&BF_MISC) //70% base stun chance...
  1304. sc_start(bl,SC_STUN,70,skilllv,skill_get_time2(skillid,skilllv));
  1305. break;
  1306. case GS_BULLSEYE: //0.1% coma rate.
  1307. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
  1308. status_change_start(bl,SC_COMA,10,skilllv,0,0,0,0,0);
  1309. break;
  1310. case GS_PIERCINGSHOT:
  1311. sc_start(bl,SC_BLEEDING,(skilllv*3),skilllv,skill_get_time2(skillid,skilllv));
  1312. break;
  1313. case NJ_HYOUSYOURAKU:
  1314. sc_start(bl,SC_FREEZE,(10+10*skilllv),skilllv,skill_get_time2(skillid,skilllv));
  1315. break;
  1316. case GS_FLING:
  1317. sc_start(bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skillid,skilllv));
  1318. break;
  1319. case GS_DISARM:
  1320. rate = 3*skilllv;
  1321. if (sstatus->dex > tstatus->dex)
  1322. rate += (sstatus->dex - tstatus->dex)/5;
  1323. if (skill_strip_equip(bl, EQP_WEAPON, rate, skilllv, skill_get_time(skillid,skilllv)))
  1324. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  1325. break;
  1326. case NPC_EVILLAND:
  1327. sc_start(bl,SC_BLIND,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1328. break;
  1329. case NPC_HELLJUDGEMENT:
  1330. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  1331. break;
  1332. case NPC_CRITICALWOUND:
  1333. sc_start(bl,SC_CRITICALWOUND,100,skilllv,skill_get_time2(skillid,skilllv));
  1334. break;
  1335. }
  1336. if(sd && attack_type&BF_WEAPON &&
  1337. skillid != WS_CARTTERMINATION &&
  1338. skillid != AM_DEMONSTRATION &&
  1339. skillid != CR_REFLECTSHIELD
  1340. ){ //Trigger status effects
  1341. int i, type;
  1342. for(i=0; i < MAX_PC_BONUS && sd->addeff[i].flag; i++)
  1343. {
  1344. rate = sd->addeff[i].rate;
  1345. if (attack_type&BF_LONG) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1346. rate += sd->addeff[i].arrow_rate;
  1347. if (!rate) continue;
  1348. if ((sd->addeff[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1349. { //Trigger has range consideration.
  1350. if((sd->addeff[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1351. (sd->addeff[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1352. continue; //Range Failed.
  1353. }
  1354. type = sd->addeff[i].id;
  1355. skill = skill_get_time2(StatusSkillChangeTable[type],7);
  1356. if (sd->addeff[i].flag&ATF_TARGET)
  1357. status_change_start(bl,type,rate,7,0,0,0,skill,0);
  1358. if (sd->addeff[i].flag&ATF_SELF)
  1359. status_change_start(src,type,rate,7,0,0,0,skill,0);
  1360. }
  1361. }
  1362. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai)
  1363. { //Pass heritage to Master for status causing effects. [Skotlex]
  1364. sd = map_id2sd(md->master_id);
  1365. src = sd?&sd->bl:src;
  1366. }
  1367. // Autospell when attacking
  1368. if(sd && !status_isdead(bl) && src != bl && sd->autospell[0].id) {
  1369. struct block_list *tbl;
  1370. struct unit_data *ud;
  1371. int i, skilllv;
  1372. for (i = 0; i < MAX_PC_BONUS && sd->autospell[i].id; i++) {
  1373. if(!(sd->autospell[i].flag&attack_type&BF_WEAPONMASK &&
  1374. sd->autospell[i].flag&attack_type&BF_RANGEMASK &&
  1375. sd->autospell[i].flag&attack_type&BF_SKILLMASK))
  1376. continue; // one or more trigger conditions were not fulfilled
  1377. skill = (sd->autospell[i].id > 0) ? sd->autospell[i].id : -sd->autospell[i].id;
  1378. if (skillnotok(skill, sd))
  1379. continue;
  1380. skilllv = sd->autospell[i].lv?sd->autospell[i].lv:1;
  1381. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1382. rate = (!sd->state.arrow_atk) ? sd->autospell[i].rate : sd->autospell[i].rate / 2;
  1383. if (rand()%1000 > rate)
  1384. continue;
  1385. if (sd->autospell[i].id < 0)
  1386. tbl = src;
  1387. else
  1388. tbl = bl;
  1389. switch (skill_get_casttype(skill)) {
  1390. case CAST_GROUND:
  1391. skill_castend_pos2(src, tbl->x, tbl->y, skill, skilllv, tick, 0);
  1392. break;
  1393. case CAST_NODAMAGE:
  1394. skill_castend_nodamage_id(src, tbl, skill, skilllv, tick, 0);
  1395. break;
  1396. case CAST_DAMAGE:
  1397. skill_castend_damage_id(src, tbl, skill, skilllv, tick, 0);
  1398. break;
  1399. }
  1400. //Set canact delay. [Skotlex]
  1401. ud = unit_bl2ud(src);
  1402. if (ud) {
  1403. rate = skill_delayfix(src, skill, skilllv);
  1404. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1405. ud->canact_tick = tick+rate;
  1406. }
  1407. break; //Only one auto skill comes off at a time.
  1408. }
  1409. }
  1410. //Polymorph
  1411. if(sd && sd->classchange && attack_type&BF_WEAPON &&
  1412. dstmd && !(tstatus->mode&MD_BOSS) &&
  1413. (rand()%10000 < sd->classchange))
  1414. {
  1415. struct mob_db *mob;
  1416. int class_;
  1417. skill = 0;
  1418. do {
  1419. do {
  1420. class_ = rand() % MAX_MOB_DB;
  1421. } while (!mobdb_checkid(class_));
  1422. rate = rand() % 1000000;
  1423. mob = mob_db(class_);
  1424. } while (
  1425. (mob->status.mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= rate) &&
  1426. (skill++) < 2000);
  1427. if (skill < 2000)
  1428. mob_class_change(dstmd,class_);
  1429. }
  1430. return 0;
  1431. }
  1432. /* Splitted off from skill_additional_effect, which is never called when the
  1433. * attack skill kills the enemy. Place in this function counter status effects
  1434. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  1435. * from cards) that will take effect on the source, not the target. [Skotlex]
  1436. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  1437. * type of skills, so not every instance of skill_additional_effect needs a call
  1438. * to this one.
  1439. */
  1440. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
  1441. {
  1442. int rate;
  1443. struct map_session_data *sd=NULL;
  1444. struct map_session_data *dstsd=NULL;
  1445. struct status_change *tsc;
  1446. nullpo_retr(0, src);
  1447. nullpo_retr(0, bl);
  1448. if(skillid < 0)
  1449. { // remove the debug print when this case is finished
  1450. ShowDebug("skill_counter_additional_effect: skillid=%i\ncall: %p %p %i %i %i %i",skillid,
  1451. src, bl,skillid,skilllv,attack_type,tick);
  1452. return 0;
  1453. }
  1454. if(skillid > 0 && skilllv <= 0) return 0; // don't forget auto attacks! - celest
  1455. tsc = status_get_sc(bl);
  1456. if (tsc && !tsc->count)
  1457. tsc = NULL;
  1458. BL_CAST(BL_PC, src, sd);
  1459. BL_CAST(BL_PC, bl, dstsd);
  1460. switch(skillid){
  1461. case 0: //Normal Attack
  1462. if(tsc && tsc->data[SC_KAAHI].timer != -1 && tsc->data[SC_KAAHI].val4 == -1)
  1463. tsc->data[SC_KAAHI].val4 = add_timer(
  1464. tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
  1465. kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
  1466. break;
  1467. case MO_EXTREMITYFIST:
  1468. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time2(skillid,skilllv));
  1469. break;
  1470. case GS_FULLBUSTER:
  1471. sc_start(src,SC_BLIND,2*skilllv,skilllv,skill_get_time2(skillid,skilllv));
  1472. break;
  1473. case HFLI_SBR44: //[orn]
  1474. case HVAN_EXPLOSION:
  1475. if(src->type == BL_HOM){
  1476. TBL_HOM *hd = (TBL_HOM*)src;
  1477. hd->homunculus.intimacy = 200;
  1478. if (hd->master)
  1479. clif_send_homdata(hd->master,0x100,hd->homunculus.intimacy/100);
  1480. }
  1481. break;
  1482. }
  1483. if(sd && skillid && attack_type&BF_MAGIC && status_isdead(bl) &&
  1484. !(skill_get_inf(skillid)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  1485. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  1486. ){ //Soul Drain should only work on targetted spells [Skotlex]
  1487. if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  1488. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  1489. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  1490. }
  1491. if(dstsd && attack_type&BF_WEAPON)
  1492. { //Counter effects.
  1493. int i, type, time;
  1494. for(i=0; i < MAX_PC_BONUS && dstsd->addeff2[i].flag; i++)
  1495. {
  1496. rate = dstsd->addeff2[i].rate;
  1497. if (attack_type&BF_LONG)
  1498. rate+=dstsd->addeff2[i].arrow_rate;
  1499. if (!rate) continue;
  1500. if ((dstsd->addeff2[i].flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT))
  1501. { //Trigger has range consideration.
  1502. if((dstsd->addeff2[i].flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1503. (dstsd->addeff2[i].flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1504. continue; //Range Failed.
  1505. }
  1506. type = dstsd->addeff2[i].id;
  1507. time = skill_get_time2(StatusSkillChangeTable[type],7);
  1508. if (dstsd->addeff2[i].flag&ATF_TARGET)
  1509. status_change_start(src,type,rate,7,0,0,0,time,0);
  1510. if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
  1511. status_change_start(bl,type,rate,7,0,0,0,time,0);
  1512. }
  1513. }
  1514. // Trigger counter-spells to retaliate against damage causing skills.
  1515. if(dstsd && !status_isdead(bl) && src != bl && dstsd->autospell2[0].id &&
  1516. !(skillid && skill_get_nk(skillid)&NK_NO_DAMAGE))
  1517. {
  1518. struct block_list *tbl;
  1519. struct unit_data *ud;
  1520. int i, skillid, skilllv, rate;
  1521. for (i = 0; i < MAX_PC_BONUS && dstsd->autospell2[i].id; i++) {
  1522. if(!(dstsd->autospell2[i].flag&attack_type&BF_WEAPONMASK &&
  1523. dstsd->autospell2[i].flag&attack_type&BF_RANGEMASK &&
  1524. dstsd->autospell2[i].flag&attack_type&BF_SKILLMASK))
  1525. continue; // one or more trigger conditions were not fulfilled
  1526. skillid = (dstsd->autospell2[i].id > 0) ? dstsd->autospell2[i].id : -dstsd->autospell2[i].id;
  1527. skilllv = dstsd->autospell2[i].lv?dstsd->autospell2[i].lv:1;
  1528. if (skilllv < 0) skilllv = 1+rand()%(-skilllv);
  1529. rate = dstsd->autospell2[i].rate;
  1530. if (attack_type&BF_LONG)
  1531. rate>>=1;
  1532. if (skillnotok(skillid, dstsd))
  1533. continue;
  1534. if (rand()%1000 > rate)
  1535. continue;
  1536. if (dstsd->autospell2[i].id < 0)
  1537. tbl = bl;
  1538. else
  1539. tbl = src;
  1540. switch (skill_get_casttype(skillid)) {
  1541. case CAST_GROUND:
  1542. skill_castend_pos2(bl, tbl->x, tbl->y, skillid, skilllv, tick, 0);
  1543. break;
  1544. case CAST_NODAMAGE:
  1545. skill_castend_nodamage_id(bl, tbl, skillid, skilllv, tick, 0);
  1546. break;
  1547. case CAST_DAMAGE:
  1548. skill_castend_damage_id(bl, tbl, skillid, skilllv, tick, 0);
  1549. break;
  1550. }
  1551. //Set canact delay. [Skotlex]
  1552. ud = unit_bl2ud(bl);
  1553. if (ud) {
  1554. rate = skill_delayfix(bl, skillid, skilllv);
  1555. if (DIFF_TICK(ud->canact_tick, tick + rate) < 0)
  1556. ud->canact_tick = tick+rate;
  1557. }
  1558. break; //trigger only one auto-spell per hit.
  1559. }
  1560. }
  1561. return 0;
  1562. }
  1563. /*=========================================================================
  1564. Breaks equipment. On-non players causes the corresponding strip effect.
  1565. - rate goes from 0 to 10000 (100.00%)
  1566. - flag is a BCT_ flag to indicate which type of adjustment should be used
  1567. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  1568. --------------------------------------------------------------------------*/
  1569. int skill_break_equip (struct block_list *bl, unsigned short where, int rate, int flag)
  1570. {
  1571. const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
  1572. const int scatk[4] = {SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM};
  1573. const int scdef[4] = {SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM};
  1574. struct status_change *sc = status_get_sc(bl);
  1575. int i,j;
  1576. TBL_PC *sd;
  1577. BL_CAST(BL_PC, bl, sd);
  1578. if (sc && !sc->count)
  1579. sc = NULL;
  1580. if (sd) {
  1581. if (sd->unbreakable_equip)
  1582. where &= ~sd->unbreakable_equip;
  1583. if (sd->unbreakable)
  1584. rate -= rate*sd->unbreakable/100;
  1585. if (where&EQP_WEAPON) {
  1586. switch (sd->status.weapon) {
  1587. case W_FIST: //Bare fists should not break :P
  1588. case W_1HAXE:
  1589. case W_2HAXE:
  1590. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  1591. case W_STAFF:
  1592. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  1593. case W_HUUMA:
  1594. where &= ~EQP_WEAPON;
  1595. }
  1596. }
  1597. }
  1598. if (flag&BCT_ENEMY) {
  1599. if (battle_config.equip_skill_break_rate != 100)
  1600. rate = rate*battle_config.equip_skill_break_rate/100;
  1601. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  1602. if (battle_config.equip_self_break_rate != 100)
  1603. rate = rate*battle_config.equip_self_break_rate/100;
  1604. }
  1605. for (i = 0; i < 4; i++) {
  1606. if (where&where_list[i]) {
  1607. if (sc && sc->count && sc->data[scdef[i]].timer != -1)
  1608. where&=~where_list[i];
  1609. else if (rand()%10000 >= rate)
  1610. where&=~where_list[i];
  1611. else if (!sd) //Cause Strip effect.
  1612. sc_start(bl,scatk[i],100,0,skill_get_time(StatusSkillChangeTable[scatk[i]],1));
  1613. }
  1614. }
  1615. if (!where) //Nothing to break.
  1616. return 0;
  1617. if (sd) {
  1618. for (i = 0; i < EQI_MAX; i++) {
  1619. j = sd->equip_index[i];
  1620. if (j <= 0 || sd->status.inventory[j].attribute == 1 || !sd->inventory_data[j])
  1621. continue;
  1622. flag = 0;
  1623. switch(i) {
  1624. case EQI_HEAD_TOP: //Upper Head
  1625. flag = (where&EQP_HELM);
  1626. break;
  1627. case EQI_ARMOR: //Body
  1628. flag = (where&EQP_ARMOR);
  1629. break;
  1630. case EQI_HAND_R: //Left/Right hands
  1631. case EQI_HAND_L:
  1632. flag = (
  1633. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  1634. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  1635. break;
  1636. default:
  1637. continue;
  1638. }
  1639. if (flag) {
  1640. sd->status.inventory[j].attribute = 1;
  1641. pc_unequipitem(sd, j, 3);
  1642. }
  1643. }
  1644. clif_equiplist(sd);
  1645. }
  1646. return where; //Return list of pieces broken.
  1647. }
  1648. int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int lv, int time)
  1649. {
  1650. struct status_change *sc;
  1651. const int pos[4] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM};
  1652. const int sc_atk[4] = {SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM};
  1653. const int sc_def[4] = {SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM};
  1654. int i;
  1655. if (rand()%100 >= rate)
  1656. return 0;
  1657. sc = status_get_sc(bl);
  1658. if (!sc)
  1659. return 0;
  1660. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1661. if (where&pos[i] && sc->data[sc_def[i]].timer != -1)
  1662. where&=~pos[i];
  1663. }
  1664. if (!where) return 0;
  1665. for (i = 0; i < sizeof(pos)/sizeof(pos[0]); i++) {
  1666. if (where&pos[i] && !sc_start(bl, sc_atk[i], 100, lv, time))
  1667. where&=~pos[i];
  1668. }
  1669. return where?1:0;
  1670. }
  1671. /*=========================================================================
  1672. Used to knock back players, monsters, traps, etc
  1673. - 'count' is the number of squares to knock back
  1674. - 'direction' indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  1675. - if 'flag&0x1', position update packets must not be sent.
  1676. -------------------------------------------------------------------------*/
  1677. int skill_blown(struct block_list* src, struct block_list* target, int count, int direction, int flag)
  1678. {
  1679. int dx = 0, dy = 0, nx, ny;
  1680. int ret;
  1681. struct skill_unit* su = NULL;
  1682. nullpo_retr(0, src);
  1683. if (src != target && map_flag_gvg(target->m))
  1684. return 0; //No knocking back in WoE
  1685. if (count == 0)
  1686. return 0; //Actual knockback distance is 0.
  1687. switch (target->type)
  1688. {
  1689. case BL_MOB:
  1690. if (((TBL_MOB*)target)->class_ == MOBID_EMPERIUM)
  1691. return 0;
  1692. if(src != target && is_boss(target)) //Bosses can't be knocked-back
  1693. return 0;
  1694. break;
  1695. case BL_PC:
  1696. if(src != target && ((TBL_PC*)target)->special_state.no_knockback)
  1697. return 0;
  1698. break;
  1699. case BL_SKILL:
  1700. su = (struct skill_unit *)target;
  1701. break;
  1702. }
  1703. if (direction == -1) // <optimized>: do the computation here instead of outside
  1704. direction = map_calc_dir(target, src->x, src->y); // direction from src to target, reversed
  1705. if (direction >= 0 && direction < 8)
  1706. { // take the reversed 'direction' and reverse it
  1707. dx = -dirx[direction];
  1708. dy = -diry[direction];
  1709. }
  1710. ret=path_blownpos(target->m,target->x,target->y,dx,dy,count);
  1711. nx = ret>>16;
  1712. ny = ret&0xffff;
  1713. if (!su)
  1714. unit_stop_walking(target,0);
  1715. dx = nx - target->x;
  1716. dy = ny - target->y;
  1717. if (!dx && !dy) //Could not knockback.
  1718. return 0;
  1719. map_foreachinmovearea(clif_outsight, target, AREA_SIZE, dx, dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1720. if(su)
  1721. skill_unit_move_unit_group(su->group,target->m,dx,dy);
  1722. else
  1723. map_moveblock(target, nx, ny, gettick());
  1724. map_foreachinmovearea(clif_insight, target, AREA_SIZE, -dx, -dy, target->type == BL_PC ? BL_ALL : BL_PC, target);
  1725. if(!(flag&0x1))
  1726. clif_blown(target);
  1727. if(target->type == BL_PC && map_getcell(target->m, target->x, target->y, CELL_CHKNPC))
  1728. npc_touch_areanpc((TBL_PC*)target, target->m, target->x, target->y); //Invoke area NPC
  1729. return count; //Return amount of knocked back cells.
  1730. }
  1731. /*
  1732. * =========================================================================
  1733. * Does a skill attack with the given properties.
  1734. * src is the master behind the attack (player/mob/pet)
  1735. * dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  1736. * bl is the target to be attacked.
  1737. * flag can hold a bunch of information:
  1738. * flag&0xFFF is passed to the underlying battle_calc_attack for processing
  1739. * (usually holds number of targets, or just 1 for simple splash attacks)
  1740. * flag&0x1000 is used to tag that this is a splash-attack (so the damage
  1741. * packet shouldn't display a skill animation)
  1742. * flag&0x2000 is used to signal that the skilllv should be passed as -1 to the
  1743. * client (causes player characters to not scream skill name)
  1744. *-------------------------------------------------------------------------*/
  1745. 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)
  1746. {
  1747. struct Damage dmg;
  1748. struct status_data *sstatus, *tstatus;
  1749. struct status_change *sc;
  1750. struct map_session_data *sd, *tsd;
  1751. int type,damage,rdamage=0;
  1752. if(skillid > 0 && skilllv <= 0) return 0;
  1753. nullpo_retr(0, src); //Source is the master behind the attack (player/mob/pet)
  1754. nullpo_retr(0, dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  1755. nullpo_retr(0, bl); //Target to be attacked.
  1756. if (src != dsrc) {
  1757. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  1758. if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skillid, 2))
  1759. return 0;
  1760. } else if ((flag&SD_ANIMATION) && skill_get_nk(skillid)&NK_SPLASH) {
  1761. //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]
  1762. if (!status_check_skilluse(src, bl, skillid, 2))
  1763. return 0;
  1764. }
  1765. BL_CAST(BL_PC, src, sd);
  1766. BL_CAST(BL_PC, bl, tsd);
  1767. sstatus = status_get_status_data(src);
  1768. tstatus = status_get_status_data(bl);
  1769. sc= status_get_sc(bl);
  1770. if (sc && !sc->count) sc = NULL; //Don't need it.
  1771. // Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
  1772. if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y)
  1773. return 0;
  1774. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  1775. if (sc && sc->data[SC_TRICKDEAD].timer != -1 && !(sstatus->mode&MD_BOSS))
  1776. return 0;
  1777. dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xFFF);
  1778. attack_type|=dmg.flag; //Add on the rest of attack properties.
  1779. //Skotlex: Adjusted to the new system
  1780. if(src->type==BL_PET)
  1781. { // [Valaris]
  1782. struct pet_data *pd = (TBL_PET*)src;
  1783. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skillid)
  1784. {
  1785. int element = skill_get_pl(skillid, skilllv);
  1786. if (skillid == -1)
  1787. element = sstatus->rhw.ele;
  1788. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  1789. dmg.damage=battle_attr_fix(src, bl, skilllv, element, tstatus->def_ele, tstatus->ele_lv);
  1790. else
  1791. dmg.damage= skilllv;
  1792. dmg.damage2=0;
  1793. dmg.div_= pd->a_skill->div_;
  1794. }
  1795. }
  1796. if (attack_type&BF_MAGIC) {
  1797. if(sc && sc->data[SC_KAITE].timer != -1 && (dmg.damage || dmg.damage2)
  1798. && !(sstatus->mode&MD_BOSS) && (sd || status_get_lv(src) <= 80) )
  1799. { //Works on players or mobs with level under 80.
  1800. clif_specialeffect(bl, 438, AREA);
  1801. if (--sc->data[SC_KAITE].val2 <= 0)
  1802. status_change_end(bl, SC_KAITE, -1);
  1803. clif_skill_nodamage(bl,src,skillid,skilllv,1);
  1804. bl = src; //Just make the skill attack yourself @.@
  1805. sc = status_get_sc(bl);
  1806. tsd = (bl->type == BL_PC)?(TBL_PC*)bl:NULL;
  1807. if (sc && !sc->count)
  1808. sc = NULL; //Don't need it.
  1809. //Spirit of Wizard blocks bounced back spells.
  1810. if (sc && sc->data[SC_SPIRIT].timer != -1 &&
  1811. sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  1812. {
  1813. //It should only consume once per skill casted. Val3 is the skill
  1814. //id and val4 is the ID of the damage src, this should account for
  1815. //ground spells (and single target spells will be completed on
  1816. //castend_id) [Skotlex]
  1817. if (tsd && !(
  1818. sc->data[SC_SPIRIT].val3 == skillid &&
  1819. sc->data[SC_SPIRIT].val4 == dsrc->id)
  1820. ) { //Check if you have stone to consume.
  1821. type = pc_search_inventory (tsd, 7321);
  1822. if (type >= 0)
  1823. pc_delitem(tsd, type, 1, 0);
  1824. } else
  1825. type = 0;
  1826. if (type >= 0) {
  1827. dmg.damage = dmg.damage2 = 0;
  1828. dmg.dmg_lv = ATK_FLEE;
  1829. sc->data[SC_SPIRIT].val3 = skillid;
  1830. sc->data[SC_SPIRIT].val4 = dsrc->id;
  1831. }
  1832. }
  1833. }
  1834. if(sc && sc->data[SC_MAGICROD].timer != -1 && src == dsrc) {
  1835. int sp = skill_get_sp(skillid,skilllv);
  1836. dmg.damage = dmg.damage2 = 0;
  1837. dmg.dmg_lv = ATK_FLEE; //This will prevent skill additional effect from taking effect. [Skotlex]
  1838. sp = sp * sc->data[SC_MAGICROD].val2 / 100;
  1839. if(skillid == WZ_WATERBALL && skilllv > 1)
  1840. sp = sp/((skilllv|1)*(skilllv|1)); //Estimate SP cost of a single water-ball
  1841. status_heal(bl, 0, sp, 2);
  1842. clif_skill_nodamage(bl,bl,SA_MAGICROD,sc->data[SC_MAGICROD].val1,1);
  1843. }
  1844. }
  1845. damage = dmg.damage + dmg.damage2;
  1846. if (damage > 0 && src != bl && skillid != WS_CARTTERMINATION) // FIXME(?): Quick and dirty check, but HSCR does bypass Shield Reflect... so I make it bypass the whole reflect thing [DracoRPG]
  1847. rdamage = battle_calc_return_damage(bl, &damage, src == dsrc, dmg.flag);
  1848. //Skill hit type
  1849. type=(skillid==0)?5:skill_get_hit(skillid);
  1850. if(damage < dmg.div_
  1851. //Only skills that knockback even when they miss. [Skotlex]
  1852. && skillid != CH_PALMSTRIKE)
  1853. dmg.blewcount = 0;
  1854. if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {
  1855. if(battle_config.gx_disptype) dsrc = src;
  1856. if(src == bl) type = 4;
  1857. else flag|=SD_ANIMATION;
  1858. }
  1859. if(skillid == NJ_TATAMIGAESHI) {
  1860. dsrc = src; //For correct knockback.
  1861. flag|=SD_ANIMATION;
  1862. }
  1863. if(sd) {
  1864. int flag = 0; //Used to signal if this skill can be combo'ed later on.
  1865. if (sd->sc.data[SC_COMBO].timer!=-1)
  1866. { //End combo state after skill is invoked. [Skotlex]
  1867. switch (skillid) {
  1868. case TK_TURNKICK:
  1869. case TK_STORMKICK:
  1870. case TK_DOWNKICK:
  1871. case TK_COUNTER:
  1872. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  1873. { //Extend combo time.
  1874. sd->skillid_old = skillid; //Set as previous so you can't repeat
  1875. sd->skilllv_old = skilllv;
  1876. sd->sc.data[SC_COMBO].val1 = skillid; //Update combo-skill
  1877. delete_timer(sd->sc.data[SC_COMBO].timer, status_change_timer);
  1878. sd->sc.data[SC_COMBO].timer = add_timer(
  1879. tick+sd->sc.data[SC_COMBO].val4,
  1880. status_change_timer, src->id, SC_COMBO);
  1881. break;
  1882. }
  1883. default:
  1884. status_change_end(src,SC_COMBO,-1);
  1885. }
  1886. }
  1887. switch(skillid)
  1888. {
  1889. case MO_TRIPLEATTACK:
  1890. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0)
  1891. flag=1;
  1892. break;
  1893. case MO_CHAINCOMBO:
  1894. if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0)
  1895. flag=1;
  1896. break;
  1897. case MO_COMBOFINISH:
  1898. if (sd->status.party_id>0) //bonus from SG_FRIEND [Komurka]
  1899. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skilllv);
  1900. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0)
  1901. flag=1;
  1902. case CH_TIGERFIST:
  1903. if (!flag && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)
  1904. flag=1;
  1905. case CH_CHAINCRUSH:
  1906. if (!flag && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.data[SC_EXPLOSIONSPIRITS].timer != -1)
  1907. flag=1;
  1908. break;
  1909. case AC_DOUBLE:
  1910. if((tstatus->race == RC_BRUTE || tstatus->race == RC_INSECT) &&
  1911. pc_checkskill(sd, HT_POWER))
  1912. {
  1913. //TODO: This code was taken from Triple Blows, is this even how it should be? [Skotlex]
  1914. sc_start4(src,SC_COMBO,100,HT_POWER,bl->id,0,0,2000);
  1915. clif_combo_delay(src,2000);
  1916. }
  1917. break;
  1918. case TK_COUNTER:
  1919. { //bonus from SG_FRIEND [Komurka]
  1920. int level;
  1921. if(sd->status.party_id>0 && (level = pc_checkskill(sd,SG_FRIEND)))
  1922. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  1923. }
  1924. break;
  1925. case SL_STIN:
  1926. case SL_STUN:
  1927. if (skilllv >= 7 && sd->sc.data[SC_SMA].timer == -1)
  1928. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA, skilllv));
  1929. break;
  1930. case GS_FULLBUSTER:
  1931. //Can't attack nor use items until skill's delay expires. [Skotlex]
  1932. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick;
  1933. break;
  1934. } //Switch End
  1935. if (flag) { //Possible to chain
  1936. flag = DIFF_TICK(sd->ud.canact_tick, tick);
  1937. if (flag < 0) flag = 0;
  1938. flag += 300 * battle_config.combo_delay_rate/100;
  1939. sc_start(src,SC_COMBO,100,skillid,flag);
  1940. clif_combo_delay(src, flag);
  1941. }
  1942. }
  1943. //Display damage.
  1944. switch(skillid){
  1945. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  1946. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, 5);
  1947. break;
  1948. //Skills that need be passed as a normal attack for the client to display correctly.
  1949. case HVAN_EXPLOSION:
  1950. case NPC_SELFDESTRUCTION:
  1951. if(src->type==BL_PC)
  1952. dmg.blewcount = 10;
  1953. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  1954. case KN_AUTOCOUNTER:
  1955. case NPC_CRITICALSLASH:
  1956. case NPC_SPLASHATTACK:
  1957. case TF_DOUBLE:
  1958. case GS_CHAINACTION:
  1959. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2);
  1960. break;
  1961. default:
  1962. //Disabling skill animation doesn't works on multi-hit.
  1963. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion,
  1964. damage, dmg.div_, skillid, flag&SD_LEVEL?-1:skilllv,
  1965. (flag&SD_ANIMATION && dmg.div_ < 2?5:type));
  1966. break;
  1967. }
  1968. map_freeblock_lock();
  1969. if(damage > 0 && dmg.flag&BF_SKILL && tsd
  1970. && pc_checkskill(tsd,RG_PLAGIARISM)
  1971. && (!sc || sc->data[SC_PRESERVE].timer == -1)
  1972. && damage < tsd->status.hp)
  1973. { //Updated to not be able to copy skills if the blow will kill you. [Skotlex]
  1974. if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
  1975. can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
  1976. {
  1977. if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
  1978. tsd->status.skill[tsd->cloneskill_id].id = 0;
  1979. tsd->status.skill[tsd->cloneskill_id].lv = 0;
  1980. tsd->status.skill[tsd->cloneskill_id].flag = 0;
  1981. }
  1982. tsd->cloneskill_id = skillid;
  1983. tsd->status.skill[skillid].id = skillid;
  1984. tsd->status.skill[skillid].lv = skilllv;
  1985. if ((type = pc_checkskill(tsd,RG_PLAGIARISM)) < skilllv)
  1986. tsd->status.skill[skillid].lv = type;
  1987. tsd->status.skill[skillid].flag = 13;//cloneskill flag
  1988. pc_setglobalreg(tsd, "CLONE_SKILL", tsd->cloneskill_id);
  1989. pc_setglobalreg(tsd, "CLONE_SKILL_LV", tsd->status.skill[skillid].lv);
  1990. clif_skillinfoblock(tsd);
  1991. }
  1992. }
  1993. if (skillid != WZ_HEAVENDRIVE && bl->type == BL_SKILL && damage > 0) {
  1994. struct skill_unit* su = (struct skill_unit*)bl;
  1995. if (su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  1996. damage = 0; //Only Heaven's drive may damage traps. [Skotlex]
  1997. }
  1998. if (dmg.dmg_lv == ATK_DEF && (type = skill_get_walkdelay(skillid, skilllv)) > 0)
  1999. { //Skills with can't walk delay also stop normal attacking for that
  2000. //duration when the attack connects. [Skotlex]
  2001. struct unit_data *ud = unit_bl2ud(src);
  2002. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  2003. ud->attackabletime = tick + type;
  2004. }
  2005. if (!dmg.amotion) {
  2006. status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  2007. if (dmg.dmg_lv == ATK_DEF || damage > 0) {
  2008. if (!status_isdead(bl))
  2009. skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick);
  2010. //Counter status effects [Skotlex]
  2011. skill_counter_additional_effect(dsrc,bl,skillid,skilllv,attack_type,tick);
  2012. }
  2013. }
  2014. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  2015. if (dmg.blewcount > 0 && !status_isdead(bl))
  2016. {
  2017. int direction = -1; // default
  2018. switch(skillid)
  2019. {
  2020. case MG_FIREWALL: direction = unit_getdir(bl); break; // backwards
  2021. case WZ_STORMGUST: direction = rand()%8; break; // randomly
  2022. case PR_SANCTUARY: direction = unit_getdir(bl); break; // backwards
  2023. }
  2024. skill_blown(dsrc,bl,dmg.blewcount,direction,0);
  2025. }
  2026. //Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  2027. if (dmg.amotion)
  2028. battle_delay_damage(tick+dmg.amotion,src,bl,attack_type,skillid,skilllv,damage,dmg.dmg_lv,dmg.dmotion);
  2029. if(skillid == RG_INTIMIDATE && damage > 0 && !(tstatus->mode&MD_BOSS)) {
  2030. int rate = 50 + skilllv * 5;
  2031. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  2032. if(rand()%100 < rate)
  2033. skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag);
  2034. }
  2035. if(sd && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) {
  2036. if (battle_config.left_cardfix_to_right)
  2037. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->mode&MD_BOSS);
  2038. else
  2039. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->mode&MD_BOSS);
  2040. }
  2041. if (rdamage>0) {
  2042. if (dmg.amotion)
  2043. battle_delay_damage(tick+dmg.amotion,bl,src,0,0,0,rdamage,ATK_DEF,0);
  2044. else
  2045. status_fix_damage(bl,src,rdamage,0);
  2046. clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0);
  2047. //Use Reflect Shield to signal this kind of skill trigger. [Skotlex]
  2048. if (tsd && src != bl)
  2049. battle_drain(tsd, src, rdamage, rdamage, sstatus->race, is_boss(src));
  2050. skill_additional_effect(bl,src,CR_REFLECTSHIELD, 1,BF_WEAPON,tick);
  2051. }
  2052. if (!(flag&2) &&
  2053. (
  2054. skillid == MG_COLDBOLT || skillid == MG_FIREBOLT || skillid == MG_LIGHTNINGBOLT
  2055. ) &&
  2056. (sc = status_get_sc(src)) &&
  2057. sc->count && sc->data[SC_DOUBLECAST].timer != -1 &&
  2058. rand() % 100 < 40+10*sc->data[SC_DOUBLECAST].val1)
  2059. {
  2060. // skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2061. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skillid, skilllv, BF_MAGIC, flag|2);
  2062. }
  2063. map_freeblock_unlock();
  2064. return damage;
  2065. }
  2066. /*==========================================
  2067. * スキル範??U?用(map_foreachinareaから呼ばれる)
  2068. * flagについて?F16?i?を確認
  2069. * MSB <- 00fTffff ->LSB
  2070. * T =タ?ゲット選?用(BCT_*)
  2071. * ffff=自由に使用可能
  2072. * 0 =予約?B0に固定
  2073. *------------------------------------------*/
  2074. static int skill_area_temp[8];
  2075. static int skill_unit_temp[64]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
  2076. static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
  2077. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, unsigned int, int);
  2078. int skill_area_sub (struct block_list *bl, va_list ap)
  2079. {
  2080. struct block_list *src;
  2081. int skill_id,skill_lv,flag;
  2082. unsigned int tick;
  2083. SkillFunc func;
  2084. nullpo_retr(0, bl);
  2085. nullpo_retr(0, ap);
  2086. src=va_arg(ap,struct block_list *);
  2087. skill_id=va_arg(ap,int);
  2088. skill_lv=va_arg(ap,int);
  2089. tick=va_arg(ap,unsigned int);
  2090. flag=va_arg(ap,int);
  2091. func=va_arg(ap,SkillFunc);
  2092. if(battle_check_target(src,bl,flag) > 0)
  2093. func(src,bl,skill_id,skill_lv,tick,flag);
  2094. return 0;
  2095. }
  2096. static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
  2097. {
  2098. struct skill_unit *unit;
  2099. int skillid,g_skillid;
  2100. unit = (struct skill_unit *)bl;
  2101. if(bl->prev == NULL || bl->type != BL_SKILL)
  2102. return 0;
  2103. if(!unit->alive)
  2104. return 0;
  2105. skillid = va_arg(ap,int);
  2106. g_skillid = unit->group->skill_id;
  2107. switch (skillid)
  2108. {
  2109. case MG_SAFETYWALL:
  2110. case AL_PNEUMA:
  2111. if(g_skillid != MG_SAFETYWALL && g_skillid != AL_PNEUMA)
  2112. return 0;
  2113. break;
  2114. case AL_WARP:
  2115. case HT_SKIDTRAP:
  2116. case HT_LANDMINE:
  2117. case HT_ANKLESNARE:
  2118. case HT_SHOCKWAVE:
  2119. case HT_SANDMAN:
  2120. case HT_FLASHER:
  2121. case HT_FREEZINGTRAP:
  2122. case HT_BLASTMINE:
  2123. case HT_CLAYMORETRAP:
  2124. case HT_TALKIEBOX:
  2125. case HP_BASILICA:
  2126. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  2127. if (skillid != g_skillid && !(skill_get_inf2(g_skillid)&INF2_TRAP) && g_skillid != AS_VENOMDUST)
  2128. return 0;
  2129. break;
  2130. default: //Avoid stacking with same kind of trap. [Skotlex]
  2131. if (g_skillid != skillid)
  2132. return 0;
  2133. break;
  2134. }
  2135. return 1;
  2136. }
  2137. static int skill_check_unit_range (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2138. {
  2139. //Non players do not check for the skill's splash-trigger area.
  2140. int range = bl->type==BL_PC?skill_get_unit_range(skillid, skilllv):0;
  2141. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2142. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2143. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2144. return 0;
  2145. }
  2146. range += layout_type;
  2147. return map_foreachinarea(skill_check_unit_range_sub,bl->m,
  2148. x-range,y-range,x+range,y+range,BL_SKILL,skillid);
  2149. }
  2150. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  2151. {
  2152. int skillid;
  2153. if(bl->prev == NULL)
  2154. return 0;
  2155. if(status_isdead(bl))
  2156. return 0;
  2157. skillid = va_arg(ap,int);
  2158. if (skillid==HP_BASILICA && bl->type==BL_PC)
  2159. return 0;
  2160. if (skillid==AM_DEMONSTRATION && bl->type==BL_MOB && ((TBL_MOB*)bl)->class_ == MOBID_EMPERIUM)
  2161. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  2162. return 1;
  2163. }
  2164. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, int skillid, int skilllv)
  2165. {
  2166. int range, type;
  2167. switch (skillid) { // to be expanded later
  2168. case WZ_ICEWALL:
  2169. range = 2;
  2170. break;
  2171. default:
  2172. {
  2173. int layout_type = skill_get_unit_layout_type(skillid,skilllv);
  2174. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  2175. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skillid);
  2176. return 0;
  2177. }
  2178. range = skill_get_unit_range(skillid,skilllv) + layout_type;
  2179. }
  2180. break;
  2181. }
  2182. // if the caster is a monster/NPC, only check for players
  2183. // otherwise just check characters
  2184. if (bl->type == BL_PC)
  2185. type = BL_CHAR;
  2186. else
  2187. type = BL_PC;
  2188. return map_foreachinarea(skill_check_unit_range2_sub, bl->m,
  2189. x - range, y - range, x + range, y + range,
  2190. type, skillid);
  2191. }
  2192. int skill_guildaura_sub (struct block_list *bl, va_list ap)
  2193. {
  2194. struct map_session_data *sd;
  2195. int gid, id, strvit, agidex;
  2196. sd = (struct map_session_data *)bl;
  2197. id = va_arg(ap,int);
  2198. gid = va_arg(ap,int);
  2199. if (sd->status.guild_id != gid)
  2200. return 0;
  2201. if(id == sd->bl.id && battle_config.guild_aura&16)
  2202. return 0;
  2203. strvit = va_arg(ap,int);
  2204. agidex = va_arg(ap,int);
  2205. if (sd->sc.count && sd->sc.data[SC_GUILDAURA].timer != -1) {
  2206. if (sd->sc.data[SC_GUILDAURA].val3 != strvit ||
  2207. sd->sc.data[SC_GUILDAURA].val4 != agidex) {
  2208. sd->sc.data[SC_GUILDAURA].val3 = strvit;
  2209. sd->sc.data[SC_GUILDAURA].val4 = agidex;
  2210. status_calc_bl(&sd->bl, StatusChangeFlagTable[SC_GUILDAURA]);
  2211. }
  2212. return 0;
  2213. }
  2214. sc_start4(&sd->bl, SC_GUILDAURA,100, 1, id, strvit, agidex, 1000);
  2215. return 1;
  2216. }
  2217. /*==========================================
  2218. * [orn]
  2219. * Checks that you have the requirements for casting a skill for homunculus.
  2220. * Flag:
  2221. * &1: finished casting the skill (invoke hp/sp/item consumption)
  2222. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  2223. *------------------------------------------*/
  2224. static int skill_check_condition_hom (struct homun_data *hd, int skill, int lv, int type)
  2225. {
  2226. struct status_data *status;
  2227. struct status_change *sc;
  2228. TBL_PC * sd;
  2229. int i,j,hp,sp,hp_rate,sp_rate,state,mhp ;
  2230. int index[10],itemid[10],amount[10];
  2231. int checkitem_flag = 1, delitem_flag = 1;
  2232. nullpo_retr(0, hd);
  2233. sd = hd->master;
  2234. if (lv <= 0) return 0;
  2235. status = &hd->battle_status;
  2236. sc = &hd->sc;
  2237. if (!sc->count)
  2238. sc = NULL;
  2239. // for the guild skills [celest]
  2240. if (skill >= HM_SKILLBASE) //[orn]
  2241. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  2242. else
  2243. j = skill;
  2244. if (j < 0 || j >= MAX_SKILL_DB)
  2245. return 0;
  2246. //Code speedup, rather than using skill_get_* over and over again.
  2247. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  2248. return 0;
  2249. for(i = 0; i < 10; i++) {
  2250. itemid[i] = skill_db[j].itemid[i];
  2251. amount[i] = skill_db[j].amount[i];
  2252. }
  2253. hp = skill_db[j].hp[lv-1];
  2254. sp = skill_db[j].sp[lv-1];
  2255. hp_rate = skill_db[j].hp_rate[lv-1];
  2256. sp_rate = skill_db[j].sp_rate[lv-1];
  2257. state = skill_db[j].state;
  2258. mhp = skill_db[j].mhp[lv-1];
  2259. if(mhp > 0)
  2260. hp += (status->max_hp * mhp)/100;
  2261. if(hp_rate > 0)
  2262. hp += (status->hp * hp_rate)/100;
  2263. else
  2264. hp += (status->max_hp * (-hp_rate))/100;
  2265. if(sp_rate > 0)
  2266. sp += (status->sp * sp_rate)/100;
  2267. else
  2268. sp += (status->max_sp * (-sp_rate))/100;
  2269. switch(skill) { // Check for cost reductions due to skills & SCs
  2270. case HFLI_SBR44:
  2271. if(hd->homunculus.intimacy <= 200)
  2272. return 0;
  2273. break;
  2274. case HVAN_EXPLOSION:
  2275. if(hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate)
  2276. return 0;
  2277. break;
  2278. }
  2279. if(!(type&2)){
  2280. if( hp>0 && status->hp <= (unsigned int)hp) {
  2281. clif_skill_fail(sd,skill,2,0);
  2282. return 0;
  2283. }
  2284. if( sp>0 && status->sp < (unsigned int)sp) {
  2285. clif_skill_fail(sd,skill,1,0);
  2286. return 0;
  2287. }
  2288. }
  2289. if (!type) //States are only checked on begin casting.
  2290. switch(state) {
  2291. case ST_MOVE_ENABLE:
  2292. if(!unit_can_move(&hd->bl)) {
  2293. clif_skill_fail(sd,skill,0,0);
  2294. return 0;
  2295. }
  2296. break;
  2297. }
  2298. if (checkitem_flag) {
  2299. for(i=0;i<10;i++) {
  2300. index[i] = -1;
  2301. if(itemid[i] <= 0)
  2302. continue;
  2303. index[i] = pc_search_inventory(sd,itemid[i]);
  2304. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
  2305. {
  2306. clif_skill_fail(sd,skill,0,0);
  2307. return 0;
  2308. }
  2309. }
  2310. }
  2311. if(!(type&1))
  2312. return 1;
  2313. if(delitem_flag) {
  2314. for(i=0;i<10;i++) {
  2315. if(index[i] >= 0)
  2316. pc_delitem(sd,index[i],amount[i],0);
  2317. }
  2318. }
  2319. if(type&2)
  2320. return 1;
  2321. if(sp || hp)
  2322. status_zap(&hd->bl, hp, sp);
  2323. return 1;
  2324. }
  2325. /*==========================================
  2326. *
  2327. *------------------------------------------*/
  2328. int skill_area_sub_count (struct block_list *src, struct block_list *target, int skillid, int skilllv, unsigned int tick, int flag)
  2329. {
  2330. if(skill_area_temp[0] < 0xffff)
  2331. skill_area_temp[0]++;
  2332. return 1;
  2333. }
  2334. int skill_count_water (struct block_list *src, int range)
  2335. {
  2336. int i,x,y,cnt = 0,size = range*2+1;
  2337. struct skill_unit *unit;
  2338. for (i=0;i<size*size;i++) {
  2339. x = src->x+(i%size-range);
  2340. y = src->y+(i/size-range);
  2341. if (map_getcell(src->m,x,y,CELL_CHKWATER)) {
  2342. cnt++;
  2343. continue;
  2344. }
  2345. unit = map_find_skill_unit_oncell(src,x,y,SA_DELUGE,NULL);
  2346. if (!unit)
  2347. unit = map_find_skill_unit_oncell(src,x,y,NJ_SUITON,NULL);
  2348. if (unit) {
  2349. cnt++;
  2350. skill_delunit(unit, 1);
  2351. }
  2352. }
  2353. return cnt;
  2354. }
  2355. /*==========================================
  2356. *
  2357. *------------------------------------------*/
  2358. static int skill_timerskill (int tid, unsigned int tick, int id, int data)
  2359. {
  2360. struct block_list *src = map_id2bl(id),*target;
  2361. struct unit_data *ud = unit_bl2ud(src);
  2362. struct skill_timerskill *skl = NULL;
  2363. int range;
  2364. nullpo_retr(0, src);
  2365. nullpo_retr(0, ud);
  2366. skl = ud->skilltimerskill[data];
  2367. nullpo_retr(0, skl);
  2368. ud->skilltimerskill[data] = NULL;
  2369. do {
  2370. if(src->prev == NULL)
  2371. break;
  2372. if(skl->target_id) {
  2373. target = map_id2bl(skl->target_id);
  2374. if(!target && skl->skill_id == RG_INTIMIDATE)
  2375. target = src; //Required since it has to warp.
  2376. if(target == NULL)
  2377. break;
  2378. if(target->prev == NULL)
  2379. break;
  2380. if(src->m != target->m)
  2381. break;
  2382. if(status_isdead(src))
  2383. break;
  2384. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  2385. break;
  2386. switch(skl->skill_id) {
  2387. case RG_INTIMIDATE:
  2388. if (unit_warp(src,-1,-1,-1,3) == 0) {
  2389. short x,y;
  2390. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  2391. if (target != src && !status_isdead(target))
  2392. unit_warp(target, -1, x, y, 3);
  2393. }
  2394. break;
  2395. case BA_FROSTJOKE:
  2396. case DC_SCREAM:
  2397. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  2398. map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  2399. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  2400. break;
  2401. case WZ_WATERBALL:
  2402. if (!status_isdead(target))
  2403. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2404. if (skl->type>1 && !status_isdead(target)) {
  2405. skill_addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
  2406. } else {
  2407. struct status_change *sc = status_get_sc(src);
  2408. if(sc) {
  2409. if(sc->data[SC_MAGICPOWER].timer != -1)
  2410. status_change_end(src,SC_MAGICPOWER,-1);
  2411. if(sc->data[SC_SPIRIT].timer != -1 &&
  2412. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  2413. sc->data[SC_SPIRIT].val3 == skl->skill_id)
  2414. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  2415. }
  2416. }
  2417. break;
  2418. default:
  2419. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  2420. break;
  2421. }
  2422. }
  2423. else {
  2424. if(src->m != skl->map)
  2425. break;
  2426. switch(skl->skill_id) {
  2427. case WZ_METEOR:
  2428. if(skl->type >= 0) {
  2429. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,skl->flag);
  2430. clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick);
  2431. }
  2432. else
  2433. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,skl->flag);
  2434. break;
  2435. }
  2436. }
  2437. } while (0);
  2438. //Free skl now that it is no longer needed.
  2439. ers_free(skill_timer_ers, skl);
  2440. return 0;
  2441. }
  2442. /*==========================================
  2443. *
  2444. *------------------------------------------*/
  2445. 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)
  2446. {
  2447. int i;
  2448. struct unit_data *ud;
  2449. nullpo_retr(1, src);
  2450. ud = unit_bl2ud(src);
  2451. nullpo_retr(1, ud);
  2452. for(i=0;i<MAX_SKILLTIMERSKILL && ud->skilltimerskill[i]; i++);
  2453. if (i==MAX_SKILLTIMERSKILL) return 1;
  2454. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  2455. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  2456. ud->skilltimerskill[i]->src_id = src->id;
  2457. ud->skilltimerskill[i]->target_id = target;
  2458. ud->skilltimerskill[i]->skill_id = skill_id;
  2459. ud->skilltimerskill[i]->skill_lv = skill_lv;
  2460. ud->skilltimerskill[i]->map = src->m;
  2461. ud->skilltimerskill[i]->x = x;
  2462. ud->skilltimerskill[i]->y = y;
  2463. ud->skilltimerskill[i]->type = type;
  2464. ud->skilltimerskill[i]->flag = flag;
  2465. return 0;
  2466. }
  2467. /*==========================================
  2468. *
  2469. *------------------------------------------*/
  2470. int skill_cleartimerskill (struct block_list *src)
  2471. {
  2472. int i;
  2473. struct unit_data *ud;
  2474. nullpo_retr(0, src);
  2475. ud = unit_bl2ud(src);
  2476. nullpo_retr(0, ud);
  2477. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  2478. if(ud->skilltimerskill[i]) {
  2479. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  2480. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  2481. ud->skilltimerskill[i]=NULL;
  2482. }
  2483. }
  2484. return 1;
  2485. }
  2486. static int skill_reveal_trap (struct block_list *bl, va_list ap)
  2487. {
  2488. TBL_SKILL *su = (TBL_SKILL*)bl;
  2489. if (su->alive && su->group && skill_get_inf2(su->group->skill_id)&INF2_TRAP)
  2490. { //Reveal trap.
  2491. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  2492. //clif_changetraplook(bl, su->group->unit_id);
  2493. clif_skill_setunit(su);
  2494. return 1;
  2495. }
  2496. return 0;
  2497. }
  2498. /*==========================================
  2499. *
  2500. *
  2501. *------------------------------------------*/
  2502. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  2503. {
  2504. struct map_session_data *sd = NULL, *tsd = NULL;
  2505. struct status_data *tstatus;
  2506. struct status_change *sc;
  2507. if (skillid > 0 && skilllv <= 0) return 0;
  2508. nullpo_retr(1, src);
  2509. nullpo_retr(1, bl);
  2510. if (src->m != bl->m)
  2511. return 1;
  2512. if (bl->prev == NULL)
  2513. return 1;
  2514. if (src->type == BL_PC)
  2515. sd = (struct map_session_data *)src;
  2516. if (bl->type == BL_PC)
  2517. tsd = (struct map_session_data *)bl;
  2518. if (status_isdead(bl))
  2519. return 1;
  2520. if (skillid && skill_get_type(skillid) == BF_MAGIC && status_isimmune(bl) == 100)
  2521. { //GTB makes all targetted magic fail silently.
  2522. if (sd) clif_skill_fail(sd,skillid,0,0);
  2523. return 1;
  2524. }
  2525. sc = status_get_sc(src);
  2526. if (sc && !sc->count)
  2527. sc = NULL; //Unneeded
  2528. tstatus = status_get_status_data(bl);
  2529. map_freeblock_lock();
  2530. switch(skillid)
  2531. {
  2532. case SM_BASH:
  2533. case MC_MAMMONITE:
  2534. case TF_DOUBLE:
  2535. case AC_DOUBLE:
  2536. case AS_SONICBLOW:
  2537. case KN_PIERCE:
  2538. case KN_SPEARBOOMERANG:
  2539. case TF_POISON:
  2540. case TF_SPRINKLESAND:
  2541. case AC_CHARGEARROW:
  2542. case RG_INTIMIDATE:
  2543. case AM_ACIDTERROR:
  2544. case BA_MUSICALSTRIKE:
  2545. case DC_THROWARROW:
  2546. case BA_DISSONANCE:
  2547. case CR_HOLYCROSS:
  2548. case NPC_DARKCROSS:
  2549. case CR_SHIELDCHARGE:
  2550. case CR_SHIELDBOOMERANG:
  2551. case NPC_PIERCINGATT:
  2552. case NPC_MENTALBREAKER:
  2553. case NPC_RANGEATTACK:
  2554. case NPC_CRITICALSLASH:
  2555. case NPC_COMBOATTACK:
  2556. case NPC_GUIDEDATTACK:
  2557. case NPC_POISON:
  2558. case NPC_RANDOMATTACK:
  2559. case NPC_WATERATTACK:
  2560. case NPC_GROUNDATTACK:
  2561. case NPC_FIREATTACK:
  2562. case NPC_WINDATTACK:
  2563. case NPC_POISONATTACK:
  2564. case NPC_HOLYATTACK:
  2565. case NPC_DARKNESSATTACK:
  2566. case NPC_TELEKINESISATTACK:
  2567. case NPC_UNDEADATTACK:
  2568. case NPC_ARMORBRAKE:
  2569. case NPC_WEAPONBRAKER:
  2570. case NPC_HELMBRAKE:
  2571. case NPC_SHIELDBRAKE:
  2572. case NPC_BLINDATTACK:
  2573. case NPC_SILENCEATTACK:
  2574. case NPC_STUNATTACK:
  2575. case NPC_PETRIFYATTACK:
  2576. case NPC_CURSEATTACK:
  2577. case NPC_SLEEPATTACK:
  2578. case LK_AURABLADE:
  2579. case LK_SPIRALPIERCE:
  2580. case LK_HEADCRUSH:
  2581. case CG_ARROWVULCAN:
  2582. case HW_MAGICCRASHER:
  2583. case ITM_TOMAHAWK:
  2584. case MO_TRIPLEATTACK:
  2585. case CH_CHAINCRUSH:
  2586. case CH_TIGERFIST:
  2587. case PA_SHIELDCHAIN: // Shield Chain
  2588. case PA_SACRIFICE:
  2589. case WS_CARTTERMINATION: // Cart Termination
  2590. case AS_VENOMKNIFE:
  2591. case HT_PHANTASMIC:
  2592. case HT_POWER:
  2593. case TK_DOWNKICK:
  2594. case TK_COUNTER:
  2595. case GS_CHAINACTION:
  2596. case GS_TRIPLEACTION:
  2597. case GS_MAGICALBULLET:
  2598. case GS_TRACKING:
  2599. case GS_PIERCINGSHOT:
  2600. case GS_RAPIDSHOWER:
  2601. case GS_DUST:
  2602. case GS_DISARM: // Added disarm. [Reddozen]
  2603. case GS_FULLBUSTER:
  2604. case NJ_SYURIKEN:
  2605. case NJ_KUNAI:
  2606. case ASC_BREAKER:
  2607. case HFLI_MOON: //[orn]
  2608. case HFLI_SBR44: //[orn]
  2609. case NPC_BLEEDING:
  2610. case NPC_CRITICALWOUND:
  2611. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2612. break;
  2613. case LK_JOINTBEAT: // decide the ailment first (affects attack damage and effect)
  2614. switch( rand()%6 ){
  2615. case 0: flag |= BREAK_ANKLE; break;
  2616. case 1: flag |= BREAK_WRIST; break;
  2617. case 2: flag |= BREAK_KNEE; break;
  2618. case 3: flag |= BREAK_SHOULDER; break;
  2619. case 4: flag |= BREAK_WAIST; break;
  2620. case 5: flag |= BREAK_NECK; break;
  2621. }
  2622. //Seems a little ugly, but we have done this or worse with other skills like Storm Gust. [Skotlex]
  2623. //val3 holds the status that it should start when it connects.
  2624. sc = status_get_sc(bl);
  2625. if (sc) sc->data[SkillStatusChangeTable(skillid)].val4 = flag;
  2626. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2627. break;
  2628. case MO_COMBOFINISH:
  2629. if (!(flag&1) && sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  2630. { //Becomes a splash attack when Soul Linked.
  2631. map_foreachinrange(skill_area_sub, bl,
  2632. skill_get_splash(skillid, skilllv),BL_CHAR,
  2633. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  2634. skill_castend_damage_id);
  2635. } else
  2636. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2637. break;
  2638. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  2639. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2640. skill_area_temp[1] = 0;
  2641. map_foreachinrange(skill_attack_area, src,
  2642. skill_get_splash(skillid, skilllv), BL_CHAR,
  2643. BF_WEAPON, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  2644. break;
  2645. case KN_CHARGEATK:
  2646. flag = distance_bl(src, bl);
  2647. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2648. if (unit_movepos(src, bl->x, bl->y, 1, 1))
  2649. clif_slide(src,bl->x,bl->y);
  2650. break;
  2651. case TK_JUMPKICK:
  2652. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2653. if (unit_movepos(src, bl->x, bl->y, 0, 0))
  2654. clif_slide(src,bl->x,bl->y);
  2655. break;
  2656. case SN_SHARPSHOOTING:
  2657. case NJ_KAMAITACHI:
  2658. //It won't shoot through walls since on castend there has to be a direct
  2659. //line of sight between caster and target.
  2660. skill_area_temp[1] = bl->id;
  2661. map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2662. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid), BL_CHAR,
  2663. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2664. break;
  2665. case NPC_ACIDBREATH:
  2666. case NPC_DARKNESSBREATH:
  2667. case NPC_FIREBREATH:
  2668. case NPC_ICEBREATH:
  2669. case NPC_THUNDERBREATH:
  2670. skill_area_temp[1] = bl->id;
  2671. map_foreachinpath(skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
  2672. skill_get_splash(skillid, skilllv),skill_get_maxcount(skillid), BL_CHAR,
  2673. skill_get_type(skillid),src,src,skillid,skilllv,tick,flag,BCT_ENEMY);
  2674. break;
  2675. case MO_INVESTIGATE:
  2676. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2677. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2678. status_change_end(src,SC_BLADESTOP,-1);
  2679. break;
  2680. case RG_BACKSTAP:
  2681. {
  2682. int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  2683. if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
  2684. if (sc && sc->data[SC_HIDING].timer != -1)
  2685. status_change_end(src, SC_HIDING, -1);
  2686. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
  2687. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  2688. unit_setdir(bl,dir);
  2689. }
  2690. else if (sd)
  2691. clif_skill_fail(sd,skillid,0,0);
  2692. }
  2693. break;
  2694. case MO_FINGEROFFENSIVE:
  2695. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2696. if (battle_config.finger_offensive_type && sd) {
  2697. int i;
  2698. for (i = 1; i < sd->spiritball_old; i++)
  2699. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2700. }
  2701. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2702. status_change_end(src,SC_BLADESTOP,-1);
  2703. break;
  2704. case MO_CHAINCOMBO:
  2705. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2706. if (sc && sc->data[SC_BLADESTOP].timer != -1)
  2707. status_change_end(src,SC_BLADESTOP,-1);
  2708. break;
  2709. case NJ_ISSEN:
  2710. if (sc) {
  2711. if (sc->data[SC_NEN].timer != -1)
  2712. status_change_end(src,SC_NEN,-1);
  2713. if (sc->data[SC_HIDING].timer != -1)
  2714. status_change_end(src,SC_HIDING,-1);
  2715. }
  2716. case MO_EXTREMITYFIST:
  2717. if (sc && skillid == MO_EXTREMITYFIST)
  2718. {
  2719. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  2720. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  2721. if (sc->data[SC_BLADESTOP].timer != -1)
  2722. status_change_end(src,SC_BLADESTOP,-1);
  2723. }
  2724. //Client expects you to move to target regardless of distance
  2725. {
  2726. struct unit_data *ud = unit_bl2ud(src);
  2727. short dx,dy;
  2728. int i,speed;
  2729. i = skillid == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
  2730. dx = bl->x - src->x;
  2731. dy = bl->y - src->y;
  2732. if (dx < 0) dx-=i;
  2733. else if (dx > 0) dx+=i;
  2734. if (dy < 0) dy-=i;
  2735. else if (dy > 0) dy+=i;
  2736. if (!dx && !dy) dy++;
  2737. if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
  2738. {
  2739. dx = bl->x;
  2740. dy = bl->y;
  2741. } else {
  2742. dx = src->x + dx;
  2743. dy = src->y + dy;
  2744. }
  2745. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  2746. if(unit_walktoxy(src, dx, dy, 2) && ud) {
  2747. //Increase can't walk delay to not alter your walk path
  2748. ud->canmove_tick = tick;
  2749. speed = status_get_speed(src);
  2750. for (i = 0; i < ud->walkpath.path_len; i ++)
  2751. {
  2752. if(ud->walkpath.path[i]&1)
  2753. ud->canmove_tick+=7*speed/5;
  2754. else
  2755. ud->canmove_tick+=speed;
  2756. }
  2757. }
  2758. }
  2759. break;
  2760. //Splash attack skills.
  2761. case NPC_PULSESTRIKE:
  2762. case NPC_HELLJUDGEMENT:
  2763. skill_attack(skill_get_type(skillid), src, src, bl,
  2764. skillid, skilllv, tick, skill_area_temp[0]|(flag&SD_LEVEL));
  2765. break;
  2766. case AS_SPLASHER:
  2767. case AS_GRIMTOOTH:
  2768. case SM_MAGNUM:
  2769. case HT_BLITZBEAT:
  2770. case MC_CARTREVOLUTION:
  2771. case NPC_SPLASHATTACK:
  2772. case AC_SHOWER:
  2773. case MG_NAPALMBEAT:
  2774. case MG_FIREBALL:
  2775. case RG_RAID:
  2776. case HW_NAPALMVULCAN:
  2777. case NJ_HUUMA:
  2778. case NJ_BAKUENRYU:
  2779. case ASC_METEORASSAULT:
  2780. case GS_DESPERADO:
  2781. case GS_SPREADATTACK:
  2782. case NPC_EARTHQUAKE:
  2783. if (flag&1)
  2784. { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
  2785. if (skill_area_temp[1] != bl->id)
  2786. skill_attack(skill_get_type(skillid), src, src, bl,
  2787. skillid, skilllv, tick, skill_area_temp[0]|SD_ANIMATION|(flag&SD_LEVEL));
  2788. break;
  2789. }
  2790. if ( skillid == NJ_BAKUENRYU )
  2791. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2792. skill_area_temp[0] = 0;
  2793. skill_area_temp[1] = bl->id;
  2794. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat
  2795. if (flag&SD_LEVEL || skill_get_nk(skillid)&NK_SPLASHSPLIT)
  2796. map_foreachinrange(skill_area_sub, bl,
  2797. skill_get_splash(skillid, skilllv), BL_CHAR,
  2798. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  2799. else if (skillid==AS_SPLASHER) //Need split damage anyway.
  2800. skill_area_temp[0] = 2;
  2801. map_foreachinrange(skill_area_sub, bl,
  2802. skill_get_splash(skillid, skilllv), BL_CHAR,
  2803. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  2804. skill_castend_damage_id);
  2805. //Splasher Should do 100% damage on targetted character.
  2806. skill_attack(skill_get_type(skillid), src, src, bl, skillid, skilllv,
  2807. tick, (skillid == AS_SPLASHER?0:skill_area_temp[0])|(flag&SD_LEVEL));
  2808. if (skillid == SM_MAGNUM) {
  2809. //Initiate 10% of your damage becomes fire element.
  2810. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  2811. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  2812. }
  2813. break;
  2814. case KN_BRANDISHSPEAR:
  2815. //Coded apart for it needs the flag passed to the damage calculation.
  2816. if (skill_area_temp[1] != bl->id)
  2817. skill_attack(skill_get_type(skillid), src, src, bl,
  2818. skillid, skilllv, tick, flag|SD_ANIMATION);
  2819. else
  2820. skill_attack(skill_get_type(skillid), src, src, bl,
  2821. skillid, skilllv, tick, flag);
  2822. break;
  2823. case KN_BOWLINGBASH:
  2824. if(flag&1){
  2825. if(bl->id==skill_area_temp[1])
  2826. break;
  2827. //two hits for 500%
  2828. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2829. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION);
  2830. } else {
  2831. int i,c;
  2832. c = skill_get_blewcount(skillid,skilllv);
  2833. // keep moving target in the direction that src is looking, square by square
  2834. for(i=0;i<c;i++){
  2835. if (!skill_blown(src,bl,1,(unit_getdir(src)+4)%8,0x1))
  2836. break; //Can't knockback
  2837. skill_area_temp[0]=0;
  2838. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  2839. src, skillid, skilllv, tick, flag|BCT_ENEMY, skill_area_sub_count);
  2840. if(skill_area_temp[0]>1) break; // collision
  2841. }
  2842. clif_blown(bl); //Update target pos.
  2843. if (i!=c) { //Splash
  2844. skill_area_temp[1]=bl->id;
  2845. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skillid, skilllv), BL_CHAR,
  2846. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  2847. }
  2848. //Weirdo dual-hit property, two attacks for 500%
  2849. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2850. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0);
  2851. }
  2852. break;
  2853. case KN_SPEARSTAB:
  2854. if(flag&1) {
  2855. if (bl->id==skill_area_temp[1])
  2856. break;
  2857. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,SD_ANIMATION))
  2858. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2859. } else {
  2860. int x=bl->x,y=bl->y,i,dir;
  2861. dir = map_calc_dir(bl,src->x,src->y);
  2862. skill_area_temp[1] = bl->id;
  2863. skill_area_temp[2] = skill_get_blewcount(skillid,skilllv);
  2864. // all the enemies between the caster and the target are hit, as well as the target
  2865. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0))
  2866. skill_blown(src,bl,skill_area_temp[2],-1,0);
  2867. for (i=0;i<4;i++) {
  2868. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  2869. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  2870. x += dirx[dir];
  2871. y += diry[dir];
  2872. }
  2873. }
  2874. break;
  2875. case TK_TURNKICK:
  2876. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  2877. {
  2878. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  2879. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag))
  2880. map_foreachinrange(skill_area_sub,bl,
  2881. skill_get_splash(skillid, skilllv),BL_CHAR,
  2882. src,skillid,skilllv,tick,flag|BCT_ENEMY|1,
  2883. skill_castend_nodamage_id);
  2884. }
  2885. break;
  2886. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  2887. // clif_skill_nodamage(src,bl,skillid,skilllv,0); //Can't make this one display the correct attack animation delay :/
  2888. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,4,0); //Display an absorbed damage attack.
  2889. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
  2890. break;
  2891. case PR_TURNUNDEAD:
  2892. case ALL_RESURRECTION:
  2893. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  2894. break;
  2895. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2896. break;
  2897. case MG_SOULSTRIKE:
  2898. case NPC_DARKSTRIKE:
  2899. case MG_COLDBOLT:
  2900. case MG_FIREBOLT:
  2901. case MG_LIGHTNINGBOLT:
  2902. case WZ_EARTHSPIKE:
  2903. case AL_HEAL:
  2904. case AL_HOLYLIGHT:
  2905. case WZ_JUPITEL:
  2906. case NPC_DARKTHUNDER:
  2907. case PR_ASPERSIO:
  2908. case MG_FROSTDIVER:
  2909. case WZ_SIGHTBLASTER:
  2910. case WZ_SIGHTRASHER:
  2911. case NJ_KOUENKA:
  2912. case NJ_HYOUSENSOU:
  2913. case NJ_HUUJIN:
  2914. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2915. break;
  2916. case NPC_MAGICALATTACK:
  2917. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2918. sc_start(src,SkillStatusChangeTable(skillid),100,skilllv,skill_get_time(skillid,skilllv));
  2919. break;
  2920. case HVAN_CAPRICE: //[blackhole89]
  2921. {
  2922. int ran=rand()%4;
  2923. int sid = 0;
  2924. switch(ran)
  2925. {
  2926. case 0: sid=MG_COLDBOLT; break;
  2927. case 1: sid=MG_FIREBOLT; break;
  2928. case 2: sid=MG_LIGHTNINGBOLT; break;
  2929. case 3: sid=WZ_EARTHSPIKE; break;
  2930. }
  2931. skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag|SD_LEVEL);
  2932. }
  2933. break;
  2934. case WZ_WATERBALL: /* 繧ヲ繧ゥ繝シ繧ソ繝シ繝懊�繝ォ */
  2935. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2936. if (skilllv>1) {
  2937. int range = skilllv/2;
  2938. int cnt;
  2939. if (sd)
  2940. cnt = skill_count_water(src,range);
  2941. else {
  2942. range = 2*range+1;
  2943. cnt = range*range;
  2944. }
  2945. cnt--;
  2946. if (cnt > 0)
  2947. skill_addtimerskill(src,tick+125,bl->id,0,0,
  2948. skillid,skilllv,cnt,flag);
  2949. } else if (sd) //Eat up deluge tiles.
  2950. skill_count_water(src,0);
  2951. break;
  2952. case PR_BENEDICTIO:
  2953. //Should attack undead and demons. [Skotlex]
  2954. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  2955. skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
  2956. break;
  2957. case SL_SMA:
  2958. if (sc && sc->data[SC_SMA].timer != -1)
  2959. status_change_end(src,SC_SMA,-1);
  2960. case SL_STIN:
  2961. case SL_STUN:
  2962. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  2963. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  2964. clif_skill_fail(sd,skillid,0,0);
  2965. break;
  2966. }
  2967. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2968. break;
  2969. case NPC_DARKBREATH:
  2970. clif_emotion(src,7);
  2971. case SN_FALCONASSAULT:
  2972. case PA_PRESSURE:
  2973. case CR_ACIDDEMONSTRATION:
  2974. case TF_THROWSTONE:
  2975. case NPC_SMOKING:
  2976. case GS_FLING:
  2977. case NJ_ZENYNAGE:
  2978. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2979. break;
  2980. case HVAN_EXPLOSION:
  2981. case NPC_SELFDESTRUCTION:
  2982. if (src != bl)
  2983. skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag);
  2984. break;
  2985. // Celest
  2986. case PF_SOULBURN:
  2987. if (rand()%100 < (skilllv < 5 ? 30 + skilllv * 10 : 70)) {
  2988. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  2989. if (skilllv == 5)
  2990. skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
  2991. status_percent_damage(src, bl, 0, 100);
  2992. } else {
  2993. clif_skill_nodamage(src,src,skillid,skilllv,1);
  2994. if (skilllv == 5)
  2995. skill_attack(BF_MAGIC,src,src,src,skillid,skilllv,tick,flag);
  2996. status_percent_damage(src, src, 0, 100);
  2997. }
  2998. if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
  2999. break;
  3000. case NPC_BLOODDRAIN:
  3001. case NPC_ENERGYDRAIN:
  3002. {
  3003. int heal = skill_attack( (skillid == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  3004. src, src, bl, skillid, skilllv, tick, flag);
  3005. if (heal > 0){
  3006. clif_skill_nodamage(NULL, src, AL_HEAL, heal, 1);
  3007. status_heal(src, heal, 0, 0);
  3008. }
  3009. }
  3010. break;
  3011. case GS_BULLSEYE:
  3012. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3013. break;
  3014. case NJ_KASUMIKIRI:
  3015. if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag) > 0)
  3016. sc_start(src,SC_HIDING,100,skilllv,skill_get_time(skillid,skilllv));
  3017. break;
  3018. case NJ_KIRIKAGE:
  3019. if (!map_flag_gvg(src->m))
  3020. { //You don't move on GVG grounds.
  3021. short x, y;
  3022. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  3023. if (unit_movepos(src, x, y, 0, 0))
  3024. clif_slide(src,src->x,src->y);
  3025. }
  3026. if (sc && sc->data[SC_HIDING].timer != -1)
  3027. status_change_end(src, SC_HIDING, -1);
  3028. skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
  3029. break;
  3030. case 0:
  3031. if(sd) {
  3032. if (flag & 3){
  3033. if (bl->id != skill_area_temp[1])
  3034. skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, SD_ANIMATION|flag);
  3035. } else {
  3036. skill_area_temp[1] = bl->id;
  3037. map_foreachinrange(skill_area_sub, bl,
  3038. sd->splash_range, BL_CHAR,
  3039. src, skillid, skilllv, tick, flag | BCT_ENEMY | 1,
  3040. skill_castend_damage_id);
  3041. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  3042. }
  3043. }
  3044. break;
  3045. default:
  3046. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skillid);
  3047. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  3048. 0, abs(skill_get_num(skillid, skilllv)),
  3049. skillid, skilllv, skill_get_hit(skillid));
  3050. map_freeblock_unlock();
  3051. return 1;
  3052. }
  3053. map_freeblock_unlock();
  3054. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  3055. battle_consume_ammo(sd, skillid, skilllv);
  3056. return 0;
  3057. }
  3058. /*==========================================
  3059. *
  3060. *------------------------------------------*/
  3061. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
  3062. {
  3063. struct map_session_data *sd = NULL;
  3064. struct homun_data *hd = NULL;
  3065. struct map_session_data *dstsd = NULL;
  3066. struct status_data *sstatus, *tstatus;
  3067. struct status_change *tsc;
  3068. struct mob_data *md = NULL;
  3069. struct mob_data *dstmd = NULL;
  3070. int i,type=-1;
  3071. if(skillid > 0 && skilllv <= 0) return 0; // celest
  3072. nullpo_retr(1, src);
  3073. nullpo_retr(1, bl);
  3074. if (src->m != bl->m)
  3075. return 1;
  3076. if (src->type == BL_PC) {
  3077. sd = (struct map_session_data *)src;
  3078. } else if (src->type == BL_HOM) { //[orn]
  3079. hd = (struct homun_data *)src;
  3080. } else if (src->type == BL_MOB) {
  3081. md = (struct mob_data *)src;
  3082. }
  3083. if (bl->type == BL_PC){
  3084. dstsd = (struct map_session_data *)bl;
  3085. } else if (bl->type == BL_MOB){
  3086. dstmd = (struct mob_data *)bl;
  3087. }
  3088. if(bl->prev == NULL)
  3089. return 1;
  3090. if(status_isdead(src))
  3091. return 1;
  3092. if(src!=bl && status_isdead(bl) && skillid != ALL_RESURRECTION && skillid != PR_REDEMPTIO)
  3093. return 1;
  3094. tstatus = status_get_status_data(bl);
  3095. sstatus = status_get_status_data(src);
  3096. if(src!=bl && (i = skill_get_pl(skillid, skilllv)) > ELE_NEUTRAL &&
  3097. battle_attr_fix(NULL, NULL, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  3098. return 1; //Skills with an element should be blocked if the target element absorbs it.
  3099. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  3100. switch (skillid) {
  3101. case HLIF_HEAL: //[orn]
  3102. if (bl->type != BL_HOM) {
  3103. if (sd) clif_skill_fail(sd,skillid,0,0) ;
  3104. break ;
  3105. }
  3106. case AL_HEAL:
  3107. case ALL_RESURRECTION:
  3108. case PR_ASPERSIO:
  3109. //Apparently only player casted skills can be offensive like this.
  3110. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3111. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  3112. //Offensive heal does not works on non-enemies. [Skotlex]
  3113. clif_skill_fail(sd,skillid,0,0);
  3114. return 0;
  3115. }
  3116. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3117. }
  3118. break;
  3119. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  3120. return skill_castend_damage_id (src, bl, skillid, skilllv, tick, flag);
  3121. default:
  3122. //Skill is actually ground placed.
  3123. if (src == bl && skill_get_unit_id(skillid,0))
  3124. return skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0);
  3125. }
  3126. if (skillid > 0)
  3127. type = SkillStatusChangeTable(skillid);
  3128. tsc = status_get_sc(bl);
  3129. map_freeblock_lock();
  3130. switch(skillid)
  3131. {
  3132. case HLIF_HEAL: //[orn]
  3133. case AL_HEAL:
  3134. {
  3135. int heal = skill_calc_heal(src, bl, skilllv);
  3136. int heal_get_jobexp;
  3137. if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
  3138. heal=0;
  3139. if (sd) {
  3140. if ((i = pc_skillheal_bonus(sd, skillid)))
  3141. heal += heal * i / 100;
  3142. if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
  3143. (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  3144. heal = heal*2;
  3145. }
  3146. if (tsc && tsc->count)
  3147. {
  3148. if (tsc->data[SC_KAITE].timer != -1 && !(sstatus->mode&MD_BOSS)
  3149. ) { //Bounce back heal
  3150. if (--tsc->data[SC_KAITE].val2 <= 0)
  3151. status_change_end(bl, SC_KAITE, -1);
  3152. if (src == bl)
  3153. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  3154. else {
  3155. bl = src;
  3156. dstsd = sd;
  3157. }
  3158. } else
  3159. if (tsc->data[SC_BERSERK].timer != -1)
  3160. heal = 0; //Needed so that it actually displays 0 when healing.
  3161. }
  3162. heal_get_jobexp = status_heal(bl,heal,0,0);
  3163. clif_skill_nodamage (src, bl, skillid, heal, 1);
  3164. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  3165. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  3166. if (heal_get_jobexp <= 0)
  3167. heal_get_jobexp = 1;
  3168. pc_gainexp (sd, bl, 0, heal_get_jobexp);
  3169. }
  3170. }
  3171. break;
  3172. case PR_REDEMPTIO:
  3173. if (sd && !(flag&1)) {
  3174. if (sd->status.party_id == 0) {
  3175. clif_skill_fail(sd,skillid,0,0);
  3176. break;
  3177. }
  3178. skill_area_temp[0] = 0;
  3179. party_foreachsamemap(skill_area_sub,
  3180. sd,skill_get_splash(skillid, skilllv),
  3181. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3182. skill_castend_nodamage_id);
  3183. if (skill_area_temp[0] == 0) {
  3184. clif_skill_fail(sd,skillid,0,0);
  3185. break;
  3186. }
  3187. skill_area_temp[0] = 5 - skill_area_temp[0]; // The actual penalty...
  3188. if (skill_area_temp[0] > 0 && !map[src->m].flag.noexppenalty) { //Apply penalty
  3189. sd->status.base_exp -= pc_nextbaseexp(sd) * skill_area_temp[0] * 2/1000; //0.2% penalty per each.
  3190. sd->status.job_exp -= pc_nextjobexp(sd) * skill_area_temp[0] * 2/1000;
  3191. clif_updatestatus(sd,SP_BASEEXP);
  3192. clif_updatestatus(sd,SP_JOBEXP);
  3193. }
  3194. status_set_hp(src, 1, 0);
  3195. status_set_sp(src, 0, 0);
  3196. break;
  3197. } else if (status_isdead(bl) && flag&1) { //Revive
  3198. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  3199. skilllv = 3; //Resurrection level 3 is used
  3200. } else //Invalid target, skip resurrection.
  3201. break;
  3202. case ALL_RESURRECTION:
  3203. if(sd && map_flag_gvg(bl->m))
  3204. { //No reviving in WoE grounds!
  3205. clif_skill_fail(sd,skillid,0,0);
  3206. break;
  3207. }
  3208. if (!status_isdead(bl))
  3209. break;
  3210. {
  3211. int per = 0, sper = 0;
  3212. if (map[bl->m].flag.pvp && dstsd && dstsd->pvp_point < 0)
  3213. break;
  3214. switch(skilllv){
  3215. case 1: per=10; break;
  3216. case 2: per=30; break;
  3217. case 3: per=50; break;
  3218. case 4: per=80; break;
  3219. }
  3220. if(dstsd && dstsd->special_state.restart_full_recover)
  3221. per = sper = 100;
  3222. if (status_revive(bl, per, sper))
  3223. {
  3224. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skilllv,1); //Both Redemptio and Res show this skill-animation.
  3225. if(sd && dstsd && battle_config.resurrection_exp > 0)
  3226. {
  3227. int exp = 0,jexp = 0;
  3228. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  3229. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  3230. exp = (int)((double)dstsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3231. if (exp < 1) exp = 1;
  3232. }
  3233. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  3234. jexp = (int)((double)dstsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.);
  3235. if (jexp < 1) jexp = 1;
  3236. }
  3237. if(exp > 0 || jexp > 0)
  3238. pc_gainexp (sd, bl, exp, jexp);
  3239. }
  3240. }
  3241. }
  3242. break;
  3243. case AL_DECAGI:
  3244. clif_skill_nodamage (src, bl, skillid, skilllv,
  3245. sc_start(bl, type,
  3246. (40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
  3247. skilllv, skill_get_time(skillid,skilllv)));
  3248. break;
  3249. case AL_CRUCIS:
  3250. if (flag & 1) {
  3251. if (battle_check_target (src, bl, BCT_ENEMY))
  3252. sc_start(bl,type,
  3253. 23+skilllv*4 +status_get_lv(src) -status_get_lv(bl),
  3254. skilllv,60000);
  3255. } else {
  3256. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv), BL_CHAR,
  3257. src, skillid, skilllv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  3258. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  3259. }
  3260. break;
  3261. case PR_LEXDIVINA:
  3262. if (tsc && tsc->count && tsc->data[type].timer != -1) {
  3263. status_change_end(bl,type, -1);
  3264. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3265. } else
  3266. clif_skill_nodamage (src, bl, skillid, skilllv,
  3267. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3268. break;
  3269. case SA_ABRACADABRA:
  3270. {
  3271. int abra_skillid = 0, abra_skilllv;
  3272. do {
  3273. abra_skillid = rand() % MAX_SKILL_ABRA_DB;
  3274. if (
  3275. //Unneeded check, use the "per" field to know if the skill is valid.
  3276. // skill_get_inf2(abra_skillid)&(INF2_NPC_SKILL|INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) || //NPC/Song/Dance skills are out
  3277. !skill_get_inf(abra_skillid) || //Passive skills cannot be casted
  3278. skill_abra_db[abra_skillid].req_lv > skilllv || //Required lv for it to appear
  3279. rand()%10000 >= skill_abra_db[abra_skillid].per
  3280. )
  3281. abra_skillid = 0; // reset to get a new id
  3282. } while (abra_skillid == 0);
  3283. abra_skilllv = min(skilllv, skill_get_max(abra_skillid));
  3284. clif_skill_nodamage (src, bl, skillid, skilllv, 1);
  3285. if (sd)
  3286. { //Crash-protection against Abracadabra casting pets
  3287. sd->skillitem = abra_skillid;
  3288. sd->skillitemlv = abra_skilllv;
  3289. sd->state.abra_flag = 1;
  3290. clif_item_skill (sd, abra_skillid, abra_skilllv);
  3291. } else
  3292. { // [Skotlex]
  3293. struct unit_data *ud = unit_bl2ud(src);
  3294. int inf = skill_get_inf(abra_skillid);
  3295. int target_id = 0;
  3296. if (!ud) break;
  3297. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  3298. if (src->type == BL_PET)
  3299. bl = (struct block_list*)((TBL_PET*)src)->msd;
  3300. if (!bl) bl = src;
  3301. unit_skilluse_id(src, bl->id, abra_skillid, abra_skilllv);
  3302. } else { //Assume offensive skills
  3303. if (ud->target)
  3304. target_id = ud->target;
  3305. else switch (src->type) {
  3306. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  3307. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  3308. }
  3309. if (!target_id)
  3310. break;
  3311. if (skill_get_casttype(abra_skillid) == CAST_GROUND) {
  3312. bl = map_id2bl(target_id);
  3313. if (!bl) bl = src;
  3314. unit_skilluse_pos(src, bl->x, bl->y, abra_skillid, abra_skilllv);
  3315. } else
  3316. unit_skilluse_id(src, target_id, abra_skillid, abra_skilllv);
  3317. }
  3318. }
  3319. }
  3320. break;
  3321. case SA_COMA:
  3322. clif_skill_nodamage(src,bl,skillid,skilllv,
  3323. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv)));
  3324. break;
  3325. case SA_FULLRECOVERY:
  3326. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3327. if (status_isimmune(bl))
  3328. break;
  3329. status_percent_heal(bl, 100, 100);
  3330. break;
  3331. case SA_SUMMONMONSTER:
  3332. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3333. if (sd) mob_once_spawn(sd,map[src->m].name,src->x,src->y,"--ja--",-1,1,"");
  3334. break;
  3335. case SA_LEVELUP:
  3336. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3337. if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd, NULL, pc_nextbaseexp(sd) * 10 / 100, 0);
  3338. break;
  3339. case SA_INSTANTDEATH:
  3340. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3341. status_set_hp(bl,1,0);
  3342. break;
  3343. case SA_QUESTION:
  3344. case SA_GRAVITY:
  3345. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3346. break;
  3347. case SA_CLASSCHANGE:
  3348. {
  3349. static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
  3350. ,1157,1159,1190,1272,1312,1373,1492};
  3351. int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
  3352. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3353. if(dstmd) mob_class_change(dstmd,class_);
  3354. }
  3355. break;
  3356. case SA_MONOCELL:
  3357. {
  3358. static int poringclass[]={1002};
  3359. int class_ = mob_random_class (poringclass,sizeof(poringclass)/sizeof(poringclass[0]));
  3360. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3361. if(dstmd) mob_class_change(dstmd,class_);
  3362. }
  3363. break;
  3364. case SA_DEATH:
  3365. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3366. status_kill(bl);
  3367. break;
  3368. case SA_REVERSEORCISH:
  3369. clif_skill_nodamage(src,bl,skillid,skilllv,
  3370. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3371. break;
  3372. case SA_FORTUNE:
  3373. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3374. if(sd) pc_getzeny(sd,status_get_lv(bl)*100);
  3375. break;
  3376. case SA_TAMINGMONSTER:
  3377. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3378. if (sd && dstmd) {
  3379. for (i = 0; i < MAX_PET_DB; i++) {
  3380. if (dstmd->class_ == pet_db[i].class_) {
  3381. pet_catch_process1 (sd, dstmd->class_);
  3382. break;
  3383. }
  3384. }
  3385. }
  3386. break;
  3387. case CR_PROVIDENCE:
  3388. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  3389. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3390. clif_skill_fail(sd,skillid,0,0);
  3391. map_freeblock_unlock();
  3392. return 1;
  3393. }
  3394. }
  3395. clif_skill_nodamage(src,bl,skillid,skilllv,
  3396. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3397. break;
  3398. case CG_MARIONETTE:
  3399. {
  3400. struct status_change *sc= status_get_sc(src);
  3401. int type2 = SC_MARIONETTE2;
  3402. if(sc && tsc){
  3403. if (sc->data[type].timer == -1 && tsc->data[type2].timer == -1) {
  3404. sc_start(src,type,100,bl->id,skill_get_time(skillid,skilllv));
  3405. sc_start(bl,type2,100,src->id,skill_get_time(skillid,skilllv));
  3406. clif_marionette(src, bl);
  3407. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3408. }
  3409. else if (sc->data[type].timer != -1 && tsc->data[type2].timer != -1 &&
  3410. sc->data[type].val1 == bl->id && tsc->data[type2].val1 == src->id) {
  3411. status_change_end(src, type, -1);
  3412. status_change_end(bl, type2, -1);
  3413. }
  3414. else {
  3415. if (sd) clif_skill_fail(sd,skillid,0,0);
  3416. map_freeblock_unlock();
  3417. return 1;
  3418. }
  3419. }
  3420. }
  3421. break;
  3422. case RG_CLOSECONFINE:
  3423. clif_skill_nodamage(src,bl,skillid,skilllv,
  3424. sc_start4(bl,type,100,skilllv,src->id,0,0,skill_get_time(skillid,skilllv)));
  3425. break;
  3426. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  3427. case SA_FROSTWEAPON:
  3428. case SA_LIGHTNINGLOADER:
  3429. case SA_SEISMICWEAPON:
  3430. if (dstsd) {
  3431. if(dstsd->status.weapon == W_FIST ||
  3432. (dstsd->sc.count && dstsd->sc.data[type].timer == -1 &&
  3433. ( //Allow re-enchanting to lenghten time. [Skotlex]
  3434. dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3435. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3436. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3437. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3438. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3439. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1 ||
  3440. dstsd->sc.data[SC_ENCPOISON].timer != -1
  3441. ))
  3442. ) {
  3443. if (sd) clif_skill_fail(sd,skillid,0,0);
  3444. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3445. break;
  3446. }
  3447. }
  3448. if (sd) {
  3449. int i = pc_search_inventory (sd, skill_db[skillid].itemid[0]);
  3450. if(i < 0 || sd->status.inventory[i].amount < skill_db[skillid].amount[0]) {
  3451. clif_skill_fail(sd,skillid,0,0);
  3452. break;
  3453. }
  3454. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  3455. }
  3456. // 100% success rate at lv4 & 5, but lasts longer at lv5
  3457. if(!clif_skill_nodamage(src,bl,skillid,skilllv, sc_start(bl,type,(60+skilllv*10),skilllv, skill_get_time(skillid,skilllv)))) {
  3458. if (sd)
  3459. clif_skill_fail(sd,skillid,0,0);
  3460. if (skill_break_equip(bl, EQP_WEAPON, 10000, BCT_PARTY) && sd && sd != dstsd)
  3461. clif_displaymessage(sd->fd,"You broke target's weapon");
  3462. }
  3463. break;
  3464. case PR_ASPERSIO:
  3465. if (sd && dstmd) {
  3466. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3467. break;
  3468. }
  3469. clif_skill_nodamage(src,bl,skillid,skilllv,
  3470. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3471. break;
  3472. case ITEM_ENCHANTARMS:
  3473. clif_skill_nodamage(src,bl,skillid,skilllv,
  3474. sc_start2(bl,type,100,skilllv,
  3475. skill_get_pl(skillid,skilllv), skill_get_time(skillid,skilllv)));
  3476. break;
  3477. case TK_SEVENWIND:
  3478. switch(skill_get_pl(skillid,skilllv)) {
  3479. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  3480. case ELE_WIND : type = SC_WINDWEAPON; break;
  3481. case ELE_WATER : type = SC_WATERWEAPON; break;
  3482. case ELE_FIRE : type = SC_FIREWEAPON; break;
  3483. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  3484. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  3485. case ELE_HOLY : type = SC_ASPERSIO; break;
  3486. }
  3487. clif_skill_nodamage(src,bl,skillid,skilllv,
  3488. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3489. break;
  3490. case PR_KYRIE:
  3491. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3492. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3493. break;
  3494. //Passive Magnum, should had been casted on yourself.
  3495. case SM_MAGNUM:
  3496. skill_area_temp[1] = 0;
  3497. map_foreachinrange(skill_area_sub, src, skill_get_splash(skillid, skilllv),BL_CHAR,
  3498. src,skillid,skilllv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  3499. //Initiate 10% of your damage becomes fire element.
  3500. clif_skill_nodamage (src,src,skillid,skilllv,1);
  3501. sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
  3502. if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
  3503. break;
  3504. case AL_INCAGI:
  3505. case AL_BLESSING:
  3506. case PR_SLOWPOISON:
  3507. case PR_IMPOSITIO:
  3508. case PR_LEXAETERNA:
  3509. case PR_SUFFRAGIUM:
  3510. case PR_BENEDICTIO:
  3511. case LK_BERSERK:
  3512. case KN_AUTOCOUNTER:
  3513. case KN_TWOHANDQUICKEN:
  3514. case KN_ONEHAND:
  3515. case CR_SPEARQUICKEN:
  3516. case CR_REFLECTSHIELD:
  3517. case AS_POISONREACT:
  3518. case MC_LOUD:
  3519. case MG_ENERGYCOAT:
  3520. case MO_EXPLOSIONSPIRITS:
  3521. case MO_STEELBODY:
  3522. case MO_BLADESTOP:
  3523. case LK_AURABLADE:
  3524. case LK_PARRYING:
  3525. case LK_CONCENTRATION:
  3526. case WS_CARTBOOST:
  3527. case SN_SIGHT:
  3528. case WS_MELTDOWN:
  3529. case WS_OVERTHRUSTMAX:
  3530. case ST_REJECTSWORD:
  3531. case HW_MAGICPOWER:
  3532. case PF_MEMORIZE:
  3533. case PA_SACRIFICE:
  3534. case ASC_EDP:
  3535. case NPC_STOP:
  3536. case PF_DOUBLECASTING:
  3537. case SG_SUN_COMFORT:
  3538. case SG_MOON_COMFORT:
  3539. case SG_STAR_COMFORT:
  3540. case NPC_HALLUCINATION:
  3541. case HP_ASSUMPTIO:
  3542. case GS_MADNESSCANCEL:
  3543. case GS_ADJUSTMENT:
  3544. case GS_INCREASING:
  3545. case NJ_KASUMIKIRI:
  3546. case NJ_UTSUSEMI:
  3547. case NJ_NEN:
  3548. case NPC_DEFENDER:
  3549. case NPC_MAGICMIRROR:
  3550. clif_skill_nodamage(src,bl,skillid,skilllv,
  3551. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3552. break;
  3553. case MG_SIGHT:
  3554. case AL_RUWACH:
  3555. case WZ_SIGHTBLASTER:
  3556. case NPC_WIDESIGHT:
  3557. case NPC_STONESKIN:
  3558. case NPC_ANTIMAGIC:
  3559. clif_skill_nodamage(src,bl,skillid,skilllv,
  3560. sc_start2(bl,type,100,skilllv,skillid,skill_get_time(skillid,skilllv)));
  3561. break;
  3562. case HLIF_AVOID:
  3563. if (hd)
  3564. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  3565. case HAMI_DEFENCE:
  3566. i = skill_get_time(skillid,skilllv);
  3567. clif_skill_nodamage(bl,bl,skillid,skilllv,sc_start(bl,type,100,skilllv,i)); // Master
  3568. clif_skill_nodamage(src,src,skillid,skilllv,sc_start(src,type,100,skilllv,i)); // Homunc
  3569. break;
  3570. case NJ_BUNSINJYUTSU:
  3571. clif_skill_nodamage(src,bl,skillid,skilllv,
  3572. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3573. if (tsc && tsc->data[SC_NEN].timer != -1)
  3574. status_change_end(bl,SC_NEN,-1);
  3575. break;
  3576. /* Was modified to only affect targetted char. [Skotlex]
  3577. case HP_ASSUMPTIO:
  3578. if (flag&1)
  3579. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3580. else
  3581. {
  3582. map_foreachinrange(skill_area_sub, bl,
  3583. skill_get_splash(skillid, skilllv), BL_PC,
  3584. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  3585. skill_castend_nodamage_id);
  3586. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3587. }
  3588. break;
  3589. */
  3590. case SM_ENDURE:
  3591. clif_skill_nodamage(src,bl,skillid,skilllv,
  3592. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3593. if (sd)
  3594. skill_blockpc_start (sd, skillid, skill_get_time2(skillid,skilllv));
  3595. break;
  3596. case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
  3597. if (sd && dstsd && dstsd->sc.count) {
  3598. if (dstsd->sc.data[SC_FIREWEAPON].timer != -1 ||
  3599. dstsd->sc.data[SC_WATERWEAPON].timer != -1 ||
  3600. dstsd->sc.data[SC_WINDWEAPON].timer != -1 ||
  3601. dstsd->sc.data[SC_EARTHWEAPON].timer != -1 ||
  3602. dstsd->sc.data[SC_SHADOWWEAPON].timer != -1 ||
  3603. dstsd->sc.data[SC_GHOSTWEAPON].timer != -1
  3604. // dstsd->sc.data[SC_ENCPOISON].timer != -1 //People say you should be able to recast to lengthen the timer. [Skotlex]
  3605. ) {
  3606. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  3607. clif_skill_fail(sd,skillid,0,0);
  3608. break;
  3609. }
  3610. }
  3611. clif_skill_nodamage(src,bl,skillid,skilllv,
  3612. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3613. break;
  3614. case LK_TENSIONRELAX:
  3615. clif_skill_nodamage(src,bl,skillid,skilllv,
  3616. sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
  3617. skill_get_time(skillid,skilllv)));
  3618. break;
  3619. case MC_CHANGECART:
  3620. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3621. break;
  3622. case TK_MISSION:
  3623. if (sd) {
  3624. int id;
  3625. if (sd->mission_mobid && (sd->mission_count || rand()%100)) { //Cannot change target when already have one
  3626. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  3627. clif_skill_fail(sd,skillid,0,0);
  3628. break;
  3629. }
  3630. id = mob_get_random_id(0,0xC, sd->status.base_level);
  3631. if (!id) {
  3632. clif_skill_fail(sd,skillid,0,0);
  3633. break;
  3634. }
  3635. sd->mission_mobid = id;
  3636. sd->mission_count = 0;
  3637. pc_setglobalreg(sd,"TK_MISSION_ID", id);
  3638. clif_mission_info(sd, id, 0);
  3639. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3640. }
  3641. break;
  3642. case AC_CONCENTRATION:
  3643. {
  3644. clif_skill_nodamage(src,bl,skillid,skilllv,
  3645. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3646. map_foreachinrange( status_change_timer_sub, src,
  3647. skill_get_splash(skillid, skilllv), BL_CHAR,
  3648. src,status_get_sc(src),type,tick);
  3649. }
  3650. break;
  3651. case SM_PROVOKE:
  3652. if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  3653. map_freeblock_unlock();
  3654. return 1;
  3655. }
  3656. //TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
  3657. clif_skill_nodamage(src,bl,skillid,skilllv,
  3658. (i=sc_start(bl,type,
  3659. 50 +3*skilllv +status_get_lv(src) -status_get_lv(bl),
  3660. skilllv,skill_get_time(skillid,skilllv))));
  3661. if (!i)
  3662. {
  3663. if (sd)
  3664. clif_skill_fail(sd,skillid,0,0);
  3665. map_freeblock_unlock();
  3666. return 0;
  3667. }
  3668. unit_skillcastcancel(bl, 2);
  3669. if(tsc && tsc->count){
  3670. if(tsc->data[SC_FREEZE].timer!=-1)
  3671. status_change_end(bl,SC_FREEZE,-1);
  3672. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  3673. status_change_end(bl,SC_STONE,-1);
  3674. if(tsc->data[SC_SLEEP].timer!=-1)
  3675. status_change_end(bl,SC_SLEEP,-1);
  3676. }
  3677. if(dstmd) {
  3678. dstmd->state.provoke_flag = src->id;
  3679. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  3680. }
  3681. break;
  3682. case CR_DEVOTION:
  3683. if(sd && dstsd)
  3684. {
  3685. int lv = sd->status.base_level - dstsd->status.base_level;
  3686. if (lv < 0) lv = -lv;
  3687. if (lv > battle_config.devotion_level_difference ||
  3688. (dstsd->sc.data[type].timer != -1 && dstsd->sc.data[type].val1 != src->id) || //Avoid overriding [Skotlex]
  3689. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  3690. clif_skill_fail(sd,skillid,0,0);
  3691. map_freeblock_unlock();
  3692. return 1;
  3693. }
  3694. //Look for an empty slot (or reuse in case you cast it twice in the same char. [Skotlex]
  3695. for (i = 0; i < skilllv && i < 5 && sd->devotion[i]!=bl->id && sd->devotion[i]; i++);
  3696. if (i == skilllv)
  3697. {
  3698. clif_skill_fail(sd,skillid,0,0);
  3699. map_freeblock_unlock();
  3700. return 1;
  3701. }
  3702. sd->devotion[i] = bl->id;
  3703. clif_skill_nodamage(src,bl,skillid,skilllv,
  3704. sc_start4(bl,type,100,src->id,i,skill_get_range2(src,skillid,skilllv),skill_get_time2(skillid, skilllv),1000));
  3705. clif_devotion(sd);
  3706. }
  3707. else
  3708. if (sd)
  3709. clif_skill_fail(sd,skillid,0,0);
  3710. break;
  3711. case MO_CALLSPIRITS:
  3712. if(sd) {
  3713. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3714. pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
  3715. }
  3716. break;
  3717. case CH_SOULCOLLECT:
  3718. if(sd) {
  3719. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3720. for (i = 0; i < 5; i++)
  3721. pc_addspiritball(sd,skill_get_time(skillid,skilllv),5);
  3722. }
  3723. break;
  3724. case MO_KITRANSLATION:
  3725. if(dstsd && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  3726. pc_addspiritball(dstsd,skill_get_time(skillid,skilllv),5);
  3727. }
  3728. break;
  3729. case TK_TURNKICK:
  3730. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  3731. if (skill_area_temp[1] != bl->id) {
  3732. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),-1,0);
  3733. skill_additional_effect(src,bl,skillid,skilllv,BF_MISC,tick); //Use Misc rather than weapon to signal passive pushback
  3734. }
  3735. break;
  3736. case MO_ABSORBSPIRITS:
  3737. i = 0;
  3738. if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
  3739. { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  3740. i = dstsd->spiritball * 10;
  3741. pc_delspiritball(dstsd,dstsd->spiritball,0);
  3742. } else if (dstmd && !(tstatus->mode&MD_BOSS) && rand() % 100 < 20)
  3743. { // check if target is a monster and not a Boss, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  3744. i = 2 * dstmd->level;
  3745. mob_target(dstmd,src,0);
  3746. }
  3747. if (i) status_heal(src, 0, i, 3);
  3748. clif_skill_nodamage(src,bl,skillid,skilllv,i?1:0);
  3749. break;
  3750. case AC_MAKINGARROW:
  3751. if(sd) {
  3752. clif_arrow_create_list(sd);
  3753. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3754. }
  3755. break;
  3756. case AM_PHARMACY:
  3757. if(sd) {
  3758. clif_skill_produce_mix_list(sd,22);
  3759. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3760. }
  3761. break;
  3762. case SA_CREATECON:
  3763. if(sd) {
  3764. clif_skill_produce_mix_list(sd,23);
  3765. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3766. }
  3767. break;
  3768. case BS_HAMMERFALL:
  3769. clif_skill_nodamage(src,bl,skillid,skilllv,
  3770. sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
  3771. break;
  3772. case RG_RAID:
  3773. skill_area_temp[1] = 0;
  3774. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3775. map_foreachinrange(skill_area_sub, bl,
  3776. skill_get_splash(skillid, skilllv), BL_CHAR,
  3777. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3778. skill_castend_damage_id);
  3779. status_change_end(src, SC_HIDING, -1);
  3780. break;
  3781. case NPC_EARTHQUAKE:
  3782. case ASC_METEORASSAULT:
  3783. case GS_SPREADATTACK:
  3784. skill_area_temp[0] = 0;
  3785. if (skill_get_nk(skillid)&NK_SPLASHSPLIT)
  3786. map_foreachinrange(skill_area_sub, bl,
  3787. skill_get_splash(skillid, skilllv), BL_CHAR,
  3788. src, skillid, skilllv, tick, BCT_ENEMY, skill_area_sub_count);
  3789. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3790. case NPC_HELLJUDGEMENT:
  3791. case NPC_PULSESTRIKE:
  3792. skill_area_temp[1] = bl->id;
  3793. //Mob casted skills should also hit skills.
  3794. map_foreachinrange(skill_area_sub, bl,
  3795. skill_get_splash(skillid, skilllv), md?BL_CHAR|BL_SKILL:BL_CHAR,
  3796. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3797. skill_castend_damage_id);
  3798. break;
  3799. case KN_BRANDISHSPEAR:
  3800. {
  3801. int c,n=4;
  3802. int dir = map_calc_dir(src,bl->x,bl->y);
  3803. struct square tc;
  3804. int x=bl->x,y=bl->y;
  3805. skill_brandishspear_first(&tc,dir,x,y);
  3806. skill_brandishspear_dir(&tc,dir,4);
  3807. skill_area_temp[1] = bl->id;
  3808. if(skilllv > 9){
  3809. for(c=1;c<4;c++){
  3810. map_foreachincell(skill_area_sub,
  3811. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3812. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3813. skill_castend_damage_id);
  3814. }
  3815. }
  3816. if(skilllv > 6){
  3817. skill_brandishspear_dir(&tc,dir,-1);
  3818. n--;
  3819. }else{
  3820. skill_brandishspear_dir(&tc,dir,-2);
  3821. n-=2;
  3822. }
  3823. if(skilllv > 3){
  3824. for(c=0;c<5;c++){
  3825. map_foreachincell(skill_area_sub,
  3826. bl->m,tc.val1[c],tc.val2[c],BL_CHAR,
  3827. src,skillid,skilllv,tick, flag|BCT_ENEMY|n,
  3828. skill_castend_damage_id);
  3829. if(skilllv > 6 && n==3 && c==4){
  3830. skill_brandishspear_dir(&tc,dir,-1);
  3831. n--;c=-1;
  3832. }
  3833. }
  3834. }
  3835. for(c=0;c<10;c++){
  3836. if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
  3837. map_foreachincell(skill_area_sub,
  3838. bl->m,tc.val1[c%5],tc.val2[c%5],BL_CHAR,
  3839. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3840. skill_castend_damage_id);
  3841. }
  3842. }
  3843. break;
  3844. case WZ_SIGHTRASHER:
  3845. //Passive side of the attack.
  3846. status_change_end(src,SC_SIGHT,-1);
  3847. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3848. map_foreachinrange(skill_area_sub,src,
  3849. skill_get_splash(skillid, skilllv),BL_CHAR,
  3850. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  3851. skill_castend_damage_id);
  3852. break;
  3853. case NJ_HYOUSYOURAKU:
  3854. case NJ_RAIGEKISAI:
  3855. case WZ_FROSTNOVA:
  3856. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3857. skill_area_temp[1] = 0;
  3858. map_foreachinrange(skill_attack_area, src,
  3859. skill_get_splash(skillid, skilllv), BL_CHAR,
  3860. BF_MAGIC, src, src, skillid, skilllv, tick, flag, BCT_ENEMY);
  3861. break;
  3862. case HVAN_EXPLOSION: //[orn]
  3863. case NPC_SELFDESTRUCTION:
  3864. //Self Destruction hits everyone in range (allies+enemies)
  3865. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  3866. i = ((!md || md->special_state.ai == 2) && !map_flag_vs(src->m))?
  3867. BCT_ENEMY:BCT_ALL;
  3868. clif_skill_nodamage(src, src, skillid, -1, 1);
  3869. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  3870. map_foreachinrange(skill_area_sub, bl,
  3871. skill_get_splash(skillid, skilllv), BL_CHAR,
  3872. src, skillid, skilllv, tick, flag|i,
  3873. skill_castend_damage_id);
  3874. map_addblock(src);
  3875. status_damage(src, src, sstatus->max_hp,0,0,1);
  3876. break;
  3877. case AL_ANGELUS:
  3878. case PR_MAGNIFICAT:
  3879. case PR_GLORIA:
  3880. case SN_WINDWALK:
  3881. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3882. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3883. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  3884. } else if (sd) {
  3885. party_foreachsamemap (skill_area_sub,
  3886. sd,skill_get_splash(skillid, skilllv),
  3887. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3888. skill_castend_nodamage_id);
  3889. }
  3890. break;
  3891. case BS_ADRENALINE:
  3892. case BS_ADRENALINE2:
  3893. case BS_WEAPONPERFECT:
  3894. case BS_OVERTHRUST:
  3895. if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
  3896. clif_skill_nodamage(bl,bl,skillid,skilllv,
  3897. sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
  3898. } else if (sd) {
  3899. party_foreachsamemap(skill_area_sub,
  3900. sd,skill_get_splash(skillid, skilllv),
  3901. src,skillid,skilllv,tick, flag|BCT_PARTY|1,
  3902. skill_castend_nodamage_id);
  3903. }
  3904. break;
  3905. case BS_MAXIMIZE:
  3906. case NV_TRICKDEAD:
  3907. case CR_DEFENDER:
  3908. case CR_AUTOGUARD:
  3909. case TK_READYSTORM:
  3910. case TK_READYDOWN:
  3911. case TK_READYTURN:
  3912. case TK_READYCOUNTER:
  3913. case TK_DODGE:
  3914. case CR_SHRINK:
  3915. case ST_PRESERVE:
  3916. case SG_FUSION:
  3917. case GS_GATLINGFEVER:
  3918. if (tsc && tsc->data[type].timer != -1)
  3919. i = status_change_end(bl, type, -1);
  3920. else
  3921. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3922. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3923. break;
  3924. case SL_KAITE:
  3925. case SL_KAAHI:
  3926. case SL_KAIZEL:
  3927. case SL_KAUPE:
  3928. if (sd) {
  3929. if (!dstsd || !(
  3930. (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SOULLINKER) ||
  3931. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  3932. dstsd->status.char_id == sd->status.char_id ||
  3933. dstsd->status.char_id == sd->status.partner_id ||
  3934. dstsd->status.char_id == sd->status.child
  3935. )) {
  3936. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,8);
  3937. clif_skill_fail(sd,skillid,0,0);
  3938. break;
  3939. }
  3940. }
  3941. clif_skill_nodamage(src,bl,skillid,skilllv,
  3942. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv)));
  3943. break;
  3944. case SM_AUTOBERSERK: // Celest
  3945. if (tsc && tsc->data[type].timer != -1)
  3946. i = status_change_end(bl, type, -1);
  3947. else
  3948. i = sc_start(bl,type,100,skilllv,60000);
  3949. clif_skill_nodamage(src,bl,skillid,skilllv,i);
  3950. break;
  3951. case TF_HIDING:
  3952. case ST_CHASEWALK:
  3953. if (tsc && tsc->data[type].timer != -1)
  3954. i = status_change_end(bl, type, -1);
  3955. else
  3956. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3957. clif_skill_nodamage(src,bl,skillid,-1,i); //Hide skill-scream animation.
  3958. break;
  3959. case TK_RUN:
  3960. if (tsc && tsc->data[type].timer != -1)
  3961. clif_skill_nodamage(src,bl,skillid,skilllv,
  3962. status_change_end(bl, type, -1));
  3963. else {
  3964. clif_skill_nodamage(src,bl,skillid,skilllv,
  3965. sc_start4(bl,type,100,skilllv,unit_getdir(bl),0,0,0));
  3966. // If the client receives a skill-use packet inmediately before
  3967. // a walkok packet, it will discard the walk packet! [Skotlex]
  3968. // So aegis has to resend the walk ok.
  3969. if (sd) clif_walkok(sd);
  3970. }
  3971. break;
  3972. case AS_CLOAKING:
  3973. if(tsc && tsc->data[type].timer!=-1 )
  3974. i = status_change_end(bl, type, -1);
  3975. else
  3976. i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  3977. clif_skill_nodamage(src,bl,skillid,-1,i);
  3978. if (!i && sd)
  3979. clif_skill_fail(sd,skillid,0,0);
  3980. break;
  3981. case BD_ADAPTATION:
  3982. if(tsc && tsc->data[SC_DANCING].timer!=-1){
  3983. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3984. skill_stop_dancing(bl);
  3985. }
  3986. break;
  3987. case BA_FROSTJOKE:
  3988. case DC_SCREAM:
  3989. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  3990. skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
  3991. if (md) {
  3992. char temp[128];
  3993. if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
  3994. break; //Message won't fit on buffer. [Skotlex]
  3995. sprintf(temp,"%s : %s !!",md->name,skill_db[skillid].desc);
  3996. clif_message(&md->bl,temp);
  3997. }
  3998. break;
  3999. case BA_PANGVOICE:
  4000. clif_skill_nodamage(src,bl,skillid,skilllv,
  4001. sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
  4002. break;
  4003. case DC_WINKCHARM:
  4004. if(dstsd){
  4005. clif_skill_nodamage(src,bl,skillid,skilllv,
  4006. sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
  4007. }else if(dstmd)
  4008. {
  4009. if(status_get_lv(src)>status_get_lv(bl) && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)) {
  4010. clif_skill_nodamage(src,bl,skillid,skilllv,
  4011. sc_start(bl,type,70,skilllv,skill_get_time(skillid,skilllv)));
  4012. } else{
  4013. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4014. if(sd) clif_skill_fail(sd,skillid,0,0);
  4015. }
  4016. }
  4017. break;
  4018. case TF_STEAL:
  4019. if(sd) {
  4020. if(pc_steal_item(sd,bl,skilllv))
  4021. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4022. else
  4023. clif_skill_fail(sd,skillid,0x0a,0);
  4024. }
  4025. break;
  4026. case RG_STEALCOIN:
  4027. if(sd) {
  4028. if(pc_steal_coin(sd,bl))
  4029. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4030. else
  4031. clif_skill_fail(sd,skillid,0,0);
  4032. }
  4033. break;
  4034. case MG_STONECURSE:
  4035. {
  4036. if (tstatus->mode&MD_BOSS) {
  4037. if (sd) clif_skill_fail(sd,skillid,0,0);
  4038. break;
  4039. }
  4040. if(status_isimmune(bl) || !tsc)
  4041. break;
  4042. if (dstmd)
  4043. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4044. if (tsc->data[SC_STONE].timer != -1) {
  4045. status_change_end(bl,SC_STONE,-1);
  4046. if (sd) clif_skill_fail(sd,skillid,0,0);
  4047. break;
  4048. }
  4049. if (sc_start4(bl,SC_STONE,(skilllv*4+20),
  4050. skilllv, 0, 0, skill_get_time(skillid, skilllv),
  4051. skill_get_time2(skillid,skilllv)))
  4052. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4053. else if(sd) {
  4054. clif_skill_fail(sd,skillid,0,0);
  4055. // Level 6-10 doesn't consume a red gem if it fails [celest]
  4056. if (skilllv > 5) break;
  4057. }
  4058. if (sd) {
  4059. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_WIZARD)
  4060. break; //Do not delete the gemstone.
  4061. if ((i=pc_search_inventory(sd, skill_db[skillid].itemid[0])) >= 0 )
  4062. pc_delitem(sd, i, skill_db[skillid].amount[0], 0);
  4063. }
  4064. }
  4065. break;
  4066. case NV_FIRSTAID:
  4067. clif_skill_nodamage(src,bl,skillid,5,1);
  4068. status_heal(bl,5,0,0);
  4069. break;
  4070. case AL_CURE:
  4071. if(status_isimmune(bl)) {
  4072. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4073. break;
  4074. }
  4075. status_change_end(bl, SC_SILENCE , -1 );
  4076. status_change_end(bl, SC_BLIND , -1 );
  4077. status_change_end(bl, SC_CONFUSION, -1 );
  4078. //Confusion on undead won't trigger on undead players.
  4079. if(!dstsd && battle_check_undead(tstatus->race,tstatus->def_ele))
  4080. sc_start(bl, SC_CONFUSION,100,1,skill_get_time2(skillid, skilllv));
  4081. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4082. break;
  4083. case TF_DETOXIFY:
  4084. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4085. status_change_end(bl, SC_POISON , -1 );
  4086. status_change_end(bl, SC_DPOISON , -1 );
  4087. break;
  4088. case PR_STRECOVERY:
  4089. if(status_isimmune(bl)) {
  4090. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4091. break;
  4092. }
  4093. if (tsc && tsc->opt1) {
  4094. status_change_end(bl, SC_FREEZE, -1 );
  4095. status_change_end(bl, SC_STONE, -1 );
  4096. status_change_end(bl, SC_SLEEP, -1 );
  4097. status_change_end(bl, SC_STUN, -1 );
  4098. }
  4099. //Is this equation really right? It looks so... special.
  4100. if(battle_check_undead(tstatus->race,tstatus->def_ele) )
  4101. {
  4102. status_change_start(bl, SC_BLIND,
  4103. 100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
  4104. 1,0,0,0,
  4105. skill_get_time2(skillid, skilllv) * (100-(tstatus->int_+tstatus->vit)/2)/100,10);
  4106. }
  4107. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4108. if(dstmd)
  4109. mob_unlocktarget(dstmd,tick);
  4110. break;
  4111. case WZ_ESTIMATION:
  4112. if(sd) {
  4113. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4114. clif_skill_estimation((struct map_session_data *)src,bl);
  4115. }
  4116. break;
  4117. case BS_REPAIRWEAPON:
  4118. if(sd && dstsd)
  4119. clif_item_repair_list(sd,dstsd);
  4120. break;
  4121. case MC_IDENTIFY:
  4122. if(sd)
  4123. clif_item_identify_list(sd);
  4124. break;
  4125. // Weapon Refining [Celest]
  4126. case WS_WEAPONREFINE:
  4127. if(sd)
  4128. clif_item_refine_list(sd);
  4129. break;
  4130. case MC_VENDING:
  4131. if(sd)
  4132. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  4133. if ( pc_can_give_items(pc_isGM(sd)) )
  4134. clif_skill_fail(sd,skillid,0,0);
  4135. else
  4136. clif_openvendingreq(sd,2+skilllv);
  4137. }
  4138. break;
  4139. case AL_TELEPORT:
  4140. if(sd)
  4141. {
  4142. if (map[bl->m].flag.noteleport) {
  4143. clif_skill_teleportmessage(sd,0);
  4144. break;
  4145. }
  4146. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  4147. clif_displaymessage(sd->fd, "Duel: Can't use teleport in duel.");
  4148. break;
  4149. }
  4150. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4151. if(skilllv == 1) {
  4152. // possibility to skip menu [LuzZza]
  4153. if(!battle_config.skip_teleport_lv1_menu && sd->skillitem != AL_TELEPORT)
  4154. clif_skill_warppoint(sd,skillid,skilllv, -1,0,0,0);
  4155. else
  4156. pc_randomwarp(sd,3);
  4157. } else {
  4158. if (sd->skillitem != AL_TELEPORT)
  4159. clif_skill_warppoint(sd,skillid,skilllv, -1,sd->status.save_point.map,0,0);
  4160. else //Autocasted Teleport level 2??
  4161. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  4162. }
  4163. } else
  4164. unit_warp(bl,-1,-1,-1,3);
  4165. break;
  4166. case NPC_EXPULSION:
  4167. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4168. unit_warp(bl,-1,-1,-1,3);
  4169. break;
  4170. case AL_HOLYWATER:
  4171. if(sd) {
  4172. if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
  4173. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4174. else
  4175. clif_skill_fail(sd,skillid,0,0);
  4176. }
  4177. break;
  4178. case TF_PICKSTONE:
  4179. if(sd) {
  4180. int eflag;
  4181. struct item item_tmp;
  4182. struct block_list tbl;
  4183. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4184. memset(&item_tmp,0,sizeof(item_tmp));
  4185. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  4186. item_tmp.nameid = 7049;
  4187. item_tmp.identify = 1;
  4188. tbl.id = 0;
  4189. clif_takeitem(&sd->bl,&tbl);
  4190. eflag = pc_additem(sd,&item_tmp,1);
  4191. if(eflag) {
  4192. clif_additem(sd,0,0,eflag);
  4193. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4194. }
  4195. }
  4196. break;
  4197. case ASC_CDP:
  4198. if(sd) {
  4199. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4200. skill_produce_mix(sd, skillid, 678, 0, 0, 0, 1); //Produce a Deadly Poison Bottle.
  4201. }
  4202. break;
  4203. case RG_STRIPWEAPON:
  4204. case RG_STRIPSHIELD:
  4205. case RG_STRIPARMOR:
  4206. case RG_STRIPHELM:
  4207. case ST_FULLSTRIP:
  4208. i = 5+2*skilllv;
  4209. if (sstatus->dex > tstatus->dex)
  4210. i += (sstatus->dex - tstatus->dex)/5;
  4211. switch (skillid) {
  4212. case RG_STRIPWEAPON:
  4213. type = EQP_WEAPON;
  4214. break;
  4215. case RG_STRIPSHIELD:
  4216. type = EQP_SHIELD;
  4217. break;
  4218. case RG_STRIPARMOR:
  4219. type = EQP_ARMOR;
  4220. break;
  4221. case RG_STRIPHELM:
  4222. type = EQP_HELM;
  4223. break;
  4224. case ST_FULLSTRIP:
  4225. type = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  4226. break;
  4227. }
  4228. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4229. skill_strip_equip(bl, type, i, skilllv, skill_get_time(skillid,skilllv)))
  4230. && sd)
  4231. clif_skill_fail(sd,skillid,0,0); //Nothing stripped.
  4232. break;
  4233. case AM_BERSERKPITCHER:
  4234. case AM_POTIONPITCHER:
  4235. {
  4236. int i,x,hp = 0,sp = 0,bonus=100;
  4237. if(sd) {
  4238. x = skilllv%11 - 1;
  4239. i = pc_search_inventory(sd,skill_db[skillid].itemid[x]);
  4240. if(i < 0 || skill_db[skillid].itemid[x] <= 0) {
  4241. clif_skill_fail(sd,skillid,0,0);
  4242. map_freeblock_unlock();
  4243. return 1;
  4244. }
  4245. if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) {
  4246. clif_skill_fail(sd,skillid,0,0);
  4247. map_freeblock_unlock();
  4248. return 1;
  4249. }
  4250. if(skillid == AM_BERSERKPITCHER) { //Does not override use-level, and cannot be used on bows.
  4251. if (dstsd && (dstsd->status.base_level<(unsigned int)sd->inventory_data[i]->elv || dstsd->weapontype1 == W_BOW)) {
  4252. clif_skill_fail(sd,skillid,0,0);
  4253. map_freeblock_unlock();
  4254. return 1;
  4255. }
  4256. }
  4257. potion_flag = 1;
  4258. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  4259. potion_target = bl->id;
  4260. run_script(sd->inventory_data[i]->script,0,sd->bl.id,0);
  4261. pc_delitem(sd,i,skill_db[skillid].amount[x],0);
  4262. potion_flag = potion_target = 0;
  4263. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_ALCHEMIST)
  4264. bonus += sd->status.base_level;
  4265. if(potion_per_hp > 0 || potion_per_sp > 0) {
  4266. hp = tstatus->max_hp * potion_per_hp / 100;
  4267. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4268. if(dstsd) {
  4269. sp = dstsd->status.max_sp * potion_per_sp / 100;
  4270. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4271. }
  4272. }
  4273. else {
  4274. if(potion_hp > 0) {
  4275. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4276. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4277. if(dstsd)
  4278. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4279. }
  4280. if(potion_sp > 0) {
  4281. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  4282. sp = sp * (100 + (tstatus->int_<<1)) / 100;
  4283. if(dstsd)
  4284. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  4285. }
  4286. }
  4287. if ((i = pc_skillheal_bonus(sd, skillid)))
  4288. {
  4289. hp += hp * i / 100;
  4290. sp += sp * i / 100;
  4291. }
  4292. }
  4293. else {
  4294. hp = (1 + rand()%400) * (100 + skilllv*10) / 100;
  4295. hp = hp * (100 + (tstatus->vit<<1)) / 100;
  4296. if(dstsd)
  4297. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  4298. }
  4299. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  4300. {
  4301. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4302. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4303. }
  4304. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4305. if(hp > 0 || (skillid == AM_POTIONPITCHER && sp <= 0))
  4306. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4307. if(sp > 0)
  4308. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4309. status_heal(bl,hp,sp,0);
  4310. }
  4311. break;
  4312. case AM_CP_WEAPON:
  4313. case AM_CP_SHIELD:
  4314. case AM_CP_ARMOR:
  4315. case AM_CP_HELM:
  4316. {
  4317. int scid = SC_STRIPWEAPON + (skillid - AM_CP_WEAPON);
  4318. if(tsc && tsc->data[scid].timer != -1)
  4319. status_change_end(bl, scid, -1 );
  4320. clif_skill_nodamage(src,bl,skillid,skilllv,
  4321. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4322. }
  4323. break;
  4324. case AM_TWILIGHT1:
  4325. if (sd) {
  4326. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4327. //Prepare 200 White Potions.
  4328. if (!skill_produce_mix(sd, skillid, 504, 0, 0, 0, 200))
  4329. clif_skill_fail(sd,skillid,0,0);
  4330. }
  4331. break;
  4332. case AM_TWILIGHT2:
  4333. if (sd) {
  4334. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4335. //Prepare 200 Slim White Potions.
  4336. if (!skill_produce_mix(sd, skillid, 547, 0, 0, 0, 200))
  4337. clif_skill_fail(sd,skillid,0,0);
  4338. }
  4339. break;
  4340. case AM_TWILIGHT3:
  4341. if (sd) {
  4342. //check if you can produce all three, if not, then fail:
  4343. if (!skill_can_produce_mix(sd,970,-1, 100) //100 Alcohol
  4344. || !skill_can_produce_mix(sd,7136,-1, 50) //50 Acid Bottle
  4345. || !skill_can_produce_mix(sd,7135,-1, 50) //50 Flame Bottle
  4346. ) {
  4347. clif_skill_fail(sd,skillid,0,0);
  4348. break;
  4349. }
  4350. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4351. skill_produce_mix(sd, skillid, 970, 0, 0, 0, 100);
  4352. skill_produce_mix(sd, skillid, 7136, 0, 0, 0, 50);
  4353. skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
  4354. }
  4355. break;
  4356. case SA_DISPELL:
  4357. if (flag&1 || (i = skill_get_splash(skillid, skilllv)) < 1)
  4358. {
  4359. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4360. i = tstatus->mdef;
  4361. if (i >= 100 ||
  4362. (dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) ||
  4363. tsc == NULL || (tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SL_ROGUE) || //Rogue's spirit defends againt dispel.
  4364. //Fixed & changed to use a proportionnal reduction (no info, but seems far more logical) [DracoRPG]
  4365. rand()%100 >= (100-i)*(50+10*skilllv)/100)
  4366. {
  4367. if (sd)
  4368. clif_skill_fail(sd,skillid,0,0);
  4369. break;
  4370. }
  4371. if(status_isimmune(bl) || !tsc->count)
  4372. break;
  4373. for(i=0;i<SC_MAX;i++){
  4374. if (tsc->data[i].timer == -1)
  4375. continue;
  4376. switch (i) {
  4377. case SC_WEIGHT50: case SC_WEIGHT90: case SC_HALLUCINATION:
  4378. case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR:
  4379. case SC_STRIPHELM: case SC_CP_WEAPON: case SC_CP_SHIELD:
  4380. case SC_CP_ARMOR: case SC_CP_HELM: case SC_COMBO:
  4381. case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD:
  4382. case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD:
  4383. case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD:
  4384. case SC_WATKFOOD: case SC_MATKFOOD: case SC_DANCING:
  4385. case SC_GUILDAURA: case SC_EDP: case SC_AUTOBERSERK:
  4386. case SC_CARTBOOST: case SC_MELTDOWN: case SC_SAFETYWALL:
  4387. case SC_SMA: case SC_SPEEDUP0: case SC_NOCHAT:
  4388. case SC_ANKLE: case SC_SPIDERWEB: case SC_JAILED:
  4389. continue;
  4390. }
  4391. 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.
  4392. status_change_end(bl,i,-1);
  4393. }
  4394. break;
  4395. }
  4396. //Affect all targets on splash area.
  4397. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR,
  4398. src, skillid, skilllv, tick, flag|1,
  4399. skill_castend_damage_id);
  4400. break;
  4401. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  4402. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4403. skill_blown(src,bl,skill_get_blewcount(skillid,skilllv),unit_getdir(bl),0);
  4404. break;
  4405. case TK_HIGHJUMP:
  4406. {
  4407. int x,y, dir = unit_getdir(src);
  4408. //Fails on noteleport maps, except for vs maps [Skotlex]
  4409. if(map[src->m].flag.noteleport &&
  4410. !(map_flag_vs(src->m) || map_flag_gvg2(src->m))
  4411. ) {
  4412. x = src->x;
  4413. y = src->y;
  4414. } else {
  4415. x = src->x + dirx[dir]*skilllv*2;
  4416. y = src->y + diry[dir]*skilllv*2;
  4417. }
  4418. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skilllv,1);
  4419. if(map_getcell(src->m,x,y,CELL_CHKPASS)) {
  4420. clif_slide(src,x,y);
  4421. unit_movepos(src, x, y, 1, 0);
  4422. }
  4423. }
  4424. break;
  4425. case SA_CASTCANCEL:
  4426. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4427. unit_skillcastcancel(src,1);
  4428. if(sd) {
  4429. int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old);
  4430. sp = sp * (90 - (skilllv-1)*20) / 100;
  4431. if(sp < 0) sp = 0;
  4432. status_zap(src, 0, sp);
  4433. }
  4434. break;
  4435. case SA_SPELLBREAKER:
  4436. {
  4437. int sp;
  4438. if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
  4439. sp = skill_get_sp(skillid,skilllv);
  4440. sp = sp * tsc->data[SC_MAGICROD].val2 / 100;
  4441. if(sp < 1) sp = 1;
  4442. status_heal(bl,0,sp,2);
  4443. clif_skill_nodamage(bl,bl,SA_MAGICROD,tsc->data[SC_MAGICROD].val1,1);
  4444. status_percent_damage(bl, src, 0, -20); //20% max SP damage.
  4445. } else {
  4446. struct unit_data *ud = unit_bl2ud(bl);
  4447. int bl_skillid=0,bl_skilllv=0,hp = 0;
  4448. if (!ud || ud->skilltimer == -1) break; //Nothing to cancel.
  4449. bl_skillid = ud->skillid;
  4450. bl_skilllv = ud->skilllv;
  4451. if (tstatus->mode & MD_BOSS)
  4452. { //Only 10% success chance against bosses. [Skotlex]
  4453. if (rand()%100 < 90)
  4454. {
  4455. if (sd) clif_skill_fail(sd,skillid,0,0);
  4456. break;
  4457. }
  4458. } else if (!dstsd || map_flag_vs(bl->m)) //HP damage only on pvp-maps when against players.
  4459. hp = tstatus->max_hp/50; //Recover 2% HP [Skotlex]
  4460. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4461. unit_skillcastcancel(bl,0);
  4462. sp = skill_get_sp(bl_skillid,bl_skilllv);
  4463. status_zap(bl, hp, sp);
  4464. if (hp && skilllv >= 5)
  4465. hp>>=1; //Recover half damaged HP at level 5 [Skotlex]
  4466. else
  4467. hp = 0;
  4468. if (sp) //Recover some of the SP used
  4469. sp = sp*(25*(skilllv-1))/100;
  4470. if(hp || sp)
  4471. status_heal(src, hp, sp, 2);
  4472. }
  4473. }
  4474. break;
  4475. case SA_MAGICROD:
  4476. //It activates silently, no use animation.
  4477. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4478. break;
  4479. case SA_AUTOSPELL:
  4480. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4481. if(sd)
  4482. clif_autospell(sd,skilllv);
  4483. else {
  4484. int maxlv=1,spellid=0;
  4485. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  4486. if(skilllv >= 10) {
  4487. spellid = MG_FROSTDIVER;
  4488. // if (tsc && tsc->data[SC_SPIRIT].timer != -1 && tsc->data[SC_SPIRIT].val2 == SA_SAGE)
  4489. // maxlv = 10;
  4490. // else
  4491. maxlv = skilllv - 9;
  4492. }
  4493. else if(skilllv >=8) {
  4494. spellid = MG_FIREBALL;
  4495. maxlv = skilllv - 7;
  4496. }
  4497. else if(skilllv >=5) {
  4498. spellid = MG_SOULSTRIKE;
  4499. maxlv = skilllv - 4;
  4500. }
  4501. else if(skilllv >=2) {
  4502. int i = rand()%3;
  4503. spellid = spellarray[i];
  4504. maxlv = skilllv - 1;
  4505. }
  4506. else if(skilllv > 0) {
  4507. spellid = MG_NAPALMBEAT;
  4508. maxlv = 3;
  4509. }
  4510. if(spellid > 0)
  4511. sc_start4(src,SC_AUTOSPELL,100,skilllv,spellid,maxlv,0,
  4512. skill_get_time(SA_AUTOSPELL,skilllv));
  4513. }
  4514. break;
  4515. case BS_GREED:
  4516. if(sd){
  4517. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4518. map_foreachinrange(skill_greed,bl,
  4519. skill_get_splash(skillid, skilllv),BL_ITEM,bl);
  4520. }
  4521. break;
  4522. case SA_ELEMENTWATER:
  4523. case SA_ELEMENTFIRE:
  4524. case SA_ELEMENTGROUND:
  4525. case SA_ELEMENTWIND:
  4526. if(sd && !dstmd) //Only works on monsters.
  4527. break;
  4528. if(tstatus->mode&MD_BOSS)
  4529. break;
  4530. case NPC_ATTRICHANGE:
  4531. case NPC_CHANGEWATER:
  4532. case NPC_CHANGEGROUND:
  4533. case NPC_CHANGEFIRE:
  4534. case NPC_CHANGEWIND:
  4535. case NPC_CHANGEPOISON:
  4536. case NPC_CHANGEHOLY:
  4537. case NPC_CHANGEDARKNESS:
  4538. case NPC_CHANGETELEKINESIS:
  4539. case NPC_CHANGEUNDEAD:
  4540. clif_skill_nodamage(src,bl,skillid,skilllv,
  4541. sc_start2(bl, type, 100, skilllv, skill_get_pl(skillid,skilllv),
  4542. skill_get_time(skillid, skilllv)));
  4543. break;
  4544. case NPC_PROVOCATION:
  4545. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4546. if (md) mob_unlocktarget(md, tick);
  4547. break;
  4548. case NPC_KEEPING:
  4549. case NPC_BARRIER:
  4550. {
  4551. int skill_time = skill_get_time(skillid,skilllv);
  4552. struct unit_data *ud = unit_bl2ud(bl);
  4553. if (clif_skill_nodamage(src,bl,skillid,skilllv,
  4554. sc_start(bl,type,100,skilllv,skill_time))
  4555. && ud) { //Disable attacking/acting/moving for skill's duration.
  4556. ud->attackabletime =
  4557. ud->canact_tick =
  4558. ud->canmove_tick = tick + skill_time;
  4559. }
  4560. }
  4561. break;
  4562. case NPC_REBIRTH:
  4563. //New rebirth System uses Kaizel [Skotlex]
  4564. sc_start(bl,type,100,skilllv,skill_get_time(SL_KAIZEL,skilllv));
  4565. break;
  4566. case NPC_DARKBLESSING:
  4567. clif_skill_nodamage(src,bl,skillid,skilllv,
  4568. sc_start2(bl,type,(50+skilllv*5),skilllv,skilllv,skill_get_time2(skillid,skilllv)));
  4569. break;
  4570. case NPC_LICK:
  4571. status_zap(bl, 0, 100);
  4572. clif_skill_nodamage(src,bl,skillid,skilllv,
  4573. sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
  4574. break;
  4575. case NPC_SUICIDE:
  4576. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4577. status_kill(src); //When suiciding, neither exp nor drops is given.
  4578. break;
  4579. case NPC_SUMMONSLAVE:
  4580. case NPC_SUMMONMONSTER:
  4581. if(md && md->skillidx >= 0)
  4582. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
  4583. break;
  4584. case NPC_CALLSLAVE:
  4585. mob_warpslave(src,MOB_SLAVEDISTANCE);
  4586. break;
  4587. case NPC_RANDOMMOVE:
  4588. if (md) {
  4589. md->next_walktime = tick - 1;
  4590. mob_randomwalk(md,tick);
  4591. }
  4592. break;
  4593. case NPC_SPEEDUP:
  4594. {
  4595. // or does it increase casting rate? just a guess xD
  4596. int i = SC_ASPDPOTION0 + skilllv - 1;
  4597. if (i > SC_ASPDPOTION3)
  4598. i = SC_ASPDPOTION3;
  4599. clif_skill_nodamage(src,bl,skillid,skilllv,
  4600. sc_start(bl,i,100,skilllv,skilllv * 60000));
  4601. }
  4602. break;
  4603. case NPC_REVENGE:
  4604. // not really needed... but adding here anyway ^^
  4605. if (md && md->master_id > 0) {
  4606. struct block_list *mbl, *tbl;
  4607. if ((mbl = map_id2bl(md->master_id)) == NULL ||
  4608. (tbl = battle_gettargeted(mbl)) == NULL)
  4609. break;
  4610. md->state.provoke_flag = tbl->id;
  4611. mob_target(md, tbl, sstatus->rhw.range);
  4612. }
  4613. break;
  4614. case NPC_RUN:
  4615. {
  4616. const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
  4617. int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
  4618. unit_stop_attack(src);
  4619. //Run skillv tiles overriding the can-move check.
  4620. if (unit_walktoxy(src, src->x + skilllv * mask[dir][0], src->y + skilllv * mask[dir][1], 2) && md)
  4621. md->state.skillstate = MSS_WALK; //Otherwise it isn't updated in the ai.
  4622. }
  4623. break;
  4624. case NPC_TRANSFORMATION:
  4625. case NPC_METAMORPHOSIS:
  4626. if(md && md->skillidx >= 0) {
  4627. int class_ = mob_random_class (md->db->skill[md->skillidx].val,0);
  4628. if (skilllv > 1) //Multiply the rest of mobs. [Skotlex]
  4629. mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv-1,skillid);
  4630. if (class_) mob_class_change(md, class_);
  4631. }
  4632. break;
  4633. case NPC_EMOTION_ON:
  4634. case NPC_EMOTION:
  4635. //va[0] is the emotion to use.
  4636. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  4637. //val[1] 'sets' the mode
  4638. //val[2] adds to the current mode
  4639. //val[3] removes from the current mode
  4640. //val[4] if set, asks to delete the previous mode change.
  4641. if(md && md->skillidx >= 0 && tsc)
  4642. {
  4643. clif_emotion(bl, md->db->skill[md->skillidx].val[0]);
  4644. if(md->db->skill[md->skillidx].val[4] && tsc->data[type].timer != -1)
  4645. status_change_end(bl, type, -1);
  4646. if(md->db->skill[md->skillidx].val[1] || md->db->skill[md->skillidx].val[2])
  4647. sc_start4(src, type, 100, skilllv,
  4648. md->db->skill[md->skillidx].val[1],
  4649. md->db->skill[md->skillidx].val[2],
  4650. md->db->skill[md->skillidx].val[3],
  4651. skill_get_time(skillid, skilllv));
  4652. }
  4653. break;
  4654. case NPC_POWERUP:
  4655. sc_start(bl,SC_INCATKRATE,100,40*skilllv,skill_get_time(skillid, skilllv));
  4656. clif_skill_nodamage(src,bl,skillid,skilllv,
  4657. sc_start(bl,type,100,40*skilllv,skill_get_time(skillid, skilllv)));
  4658. break;
  4659. case NPC_AGIUP:
  4660. sc_start(bl,SC_SPEEDUP1,100,skilllv,skill_get_time(skillid, skilllv));
  4661. clif_skill_nodamage(src,bl,skillid,skilllv,
  4662. sc_start(bl,type,100,100,skill_get_time(skillid, skilllv)));
  4663. break;
  4664. case NPC_INVISIBLE:
  4665. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  4666. clif_skill_nodamage(src,bl,skillid,skilllv,
  4667. sc_start4(bl,type,100,skilllv,0,0,6,skill_get_time(skillid,skilllv)));
  4668. break;
  4669. case NPC_SIEGEMODE:
  4670. // not sure what it does
  4671. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4672. break;
  4673. case WE_MALE:
  4674. {
  4675. int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1];
  4676. 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]
  4677. clif_skill_nodamage(src,bl,skillid,status_heal(bl, gain_hp, 0, 0),1);
  4678. }
  4679. break;
  4680. case WE_FEMALE:
  4681. {
  4682. int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1];
  4683. 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]
  4684. clif_skill_nodamage(src,bl,skillid,status_heal(bl, 0, gain_sp, 0),1);
  4685. }
  4686. break;
  4687. // parent-baby skills
  4688. case WE_BABY:
  4689. if(sd){
  4690. struct map_session_data *f_sd = pc_get_father(sd);
  4691. struct map_session_data *m_sd = pc_get_mother(sd);
  4692. // if neither was found
  4693. if(!f_sd && !m_sd){
  4694. clif_skill_fail(sd,skillid,0,0);
  4695. map_freeblock_unlock();
  4696. return 0;
  4697. }
  4698. status_change_start(bl,SC_STUN,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
  4699. if (f_sd) sc_start(&f_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4700. if (m_sd) sc_start(&m_sd->bl,type,100,skilllv,skill_get_time(skillid,skilllv));
  4701. }
  4702. break;
  4703. case PF_HPCONVERSION:
  4704. {
  4705. int hp, sp;
  4706. hp = sstatus->max_hp/10;
  4707. sp = hp * 10 * skilllv / 100;
  4708. if (!status_charge(src,hp,0)) {
  4709. if (sd) clif_skill_fail(sd,skillid,0,0);
  4710. break;
  4711. }
  4712. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  4713. status_heal(bl,0,sp,2);
  4714. }
  4715. break;
  4716. case HT_REMOVETRAP:
  4717. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4718. {
  4719. struct skill_unit *su=NULL;
  4720. struct item item_tmp;
  4721. int flag;
  4722. if((bl->type==BL_SKILL) &&
  4723. (su=(struct skill_unit *)bl) &&
  4724. (su->group->src_id == src->id || map_flag_vs(bl->m)) &&
  4725. (skill_get_inf2(su->group->skill_id) & INF2_TRAP))
  4726. {
  4727. if(sd && !su->group->state.into_abyss)
  4728. { //Avoid collecting traps when it does not costs to place them down. [Skotlex]
  4729. if(battle_config.skill_removetrap_type){
  4730. for(i=0;i<10;i++) {
  4731. if(skill_db[su->group->skill_id].itemid[i] > 0){
  4732. memset(&item_tmp,0,sizeof(item_tmp));
  4733. item_tmp.nameid = skill_db[su->group->skill_id].itemid[i];
  4734. item_tmp.identify = 1;
  4735. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){
  4736. clif_additem(sd,0,0,flag);
  4737. map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4738. }
  4739. }
  4740. }
  4741. }else{
  4742. memset(&item_tmp,0,sizeof(item_tmp));
  4743. item_tmp.nameid = 1065;
  4744. item_tmp.identify = 1;
  4745. if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){
  4746. clif_additem(sd,0,0,flag);
  4747. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  4748. }
  4749. }
  4750. }
  4751. skill_delunit(su, 1);
  4752. }
  4753. }
  4754. break;
  4755. case HT_SPRINGTRAP:
  4756. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4757. {
  4758. struct skill_unit *su=NULL;
  4759. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  4760. switch(su->group->unit_id){
  4761. case UNT_ANKLESNARE: // ankle snare
  4762. if (su->group->val2 != 0)
  4763. // if it is already trapping something don't spring it,
  4764. // remove trap should be used instead
  4765. break;
  4766. // otherwise fallthrough to below
  4767. case UNT_BLASTMINE:
  4768. case UNT_SKIDTRAP:
  4769. case UNT_LANDMINE:
  4770. case UNT_SHOCKWAVE:
  4771. case UNT_SANDMAN:
  4772. case UNT_FLASHER:
  4773. case UNT_FREEZINGTRAP:
  4774. case UNT_CLAYMORETRAP:
  4775. case UNT_TALKIEBOX:
  4776. su->group->unit_id = UNT_USED_TRAPS;
  4777. clif_changetraplook(bl, UNT_USED_TRAPS);
  4778. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  4779. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  4780. }
  4781. }
  4782. }
  4783. break;
  4784. case BD_ENCORE:
  4785. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4786. if(sd)
  4787. unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
  4788. break;
  4789. case AS_SPLASHER:
  4790. if(tstatus->mode&MD_BOSS || tstatus-> hp > tstatus->max_hp*3/4) {
  4791. if (sd) clif_skill_fail(sd,skillid,0,0);
  4792. map_freeblock_unlock();
  4793. return 1;
  4794. }
  4795. clif_skill_nodamage(src,bl,skillid,skilllv,
  4796. sc_start4(bl,type,100,
  4797. skilllv,skillid,src->id,skill_get_time(skillid,skilllv),1000));
  4798. break;
  4799. case PF_MINDBREAKER:
  4800. {
  4801. if(tstatus->mode&MD_BOSS || battle_check_undead(tstatus->race,tstatus->def_ele))
  4802. {
  4803. map_freeblock_unlock();
  4804. return 1;
  4805. }
  4806. if (tsc && tsc->data[type].timer != -1)
  4807. { //HelloKitty2 (?) explained that this silently fails when target is
  4808. //already inflicted. [Skotlex]
  4809. map_freeblock_unlock();
  4810. return 1;
  4811. }
  4812. //Has a 55% + skilllv*5% success chance.
  4813. if (!clif_skill_nodamage(src,bl,skillid,skilllv,
  4814. sc_start(bl,type,55+5*skilllv,skilllv,skill_get_time(skillid,skilllv))))
  4815. {
  4816. if (sd) clif_skill_fail(sd,skillid,0,0);
  4817. map_freeblock_unlock();
  4818. return 0;
  4819. }
  4820. unit_skillcastcancel(bl,0);
  4821. if(tsc && tsc->count){
  4822. if(tsc->data[SC_FREEZE].timer!=-1)
  4823. status_change_end(bl,SC_FREEZE,-1);
  4824. if(tsc->data[SC_STONE].timer!=-1 && tsc->data[SC_STONE].val2==0)
  4825. status_change_end(bl,SC_STONE,-1);
  4826. if(tsc->data[SC_SLEEP].timer!=-1)
  4827. status_change_end(bl,SC_SLEEP,-1);
  4828. }
  4829. if(dstmd)
  4830. mob_target(dstmd,src,skill_get_range2(src,skillid,skilllv));
  4831. }
  4832. break;
  4833. case PF_SOULCHANGE:
  4834. {
  4835. unsigned int sp1 = 0, sp2 = 0;
  4836. if (dstmd) {
  4837. if (dstmd->state.soul_change_flag) {
  4838. if(sd) clif_skill_fail(sd,skillid,0,0);
  4839. break;
  4840. }
  4841. dstmd->state.soul_change_flag = 1;
  4842. sp2 = sstatus->max_sp * 3 /100;
  4843. status_heal(src, 0, sp2, 2);
  4844. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4845. break;
  4846. }
  4847. sp1 = sstatus->sp;
  4848. sp2 = tstatus->sp;
  4849. status_set_sp(src, sp2, 3);
  4850. status_set_sp(bl, sp1, 3);
  4851. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4852. }
  4853. break;
  4854. // Slim Pitcher
  4855. case CR_SLIMPITCHER:
  4856. if (potion_hp || potion_sp) {
  4857. int hp = potion_hp, sp = potion_sp;
  4858. hp = hp * (100 + (tstatus->vit<<1))/100;
  4859. sp = sp * (100 + (tstatus->int_<<1))/100;
  4860. if (dstsd) {
  4861. if (hp)
  4862. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10)/100;
  4863. if (sp)
  4864. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10)/100;
  4865. }
  4866. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  4867. {
  4868. hp -= hp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4869. sp -= sp * tsc->data[SC_CRITICALWOUND].val2 / 100;
  4870. }
  4871. if(hp > 0)
  4872. clif_skill_nodamage(NULL,bl,AL_HEAL,hp,1);
  4873. if(sp > 0)
  4874. clif_skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
  4875. status_heal(bl,hp,sp,0);
  4876. }
  4877. break;
  4878. // Full Chemical Protection
  4879. case CR_FULLPROTECTION:
  4880. {
  4881. int i, skilltime;
  4882. skilltime = skill_get_time(skillid,skilllv);
  4883. if (!tsc) {
  4884. clif_skill_nodamage(src,bl,skillid,skilllv,0);
  4885. break;
  4886. }
  4887. for (i=0; i<4; i++) {
  4888. if(tsc->data[SC_STRIPWEAPON + i].timer != -1)
  4889. status_change_end(bl, SC_STRIPWEAPON + i, -1 );
  4890. sc_start(bl,SC_CP_WEAPON + i,100,skilllv,skilltime);
  4891. }
  4892. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4893. }
  4894. break;
  4895. case RG_CLEANER: //AppleGirl
  4896. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4897. break;
  4898. case CG_LONGINGFREEDOM:
  4899. {
  4900. if (tsc && tsc->data[SC_LONGING].timer == -1 && tsc->data[SC_DANCING].timer != -1 && tsc->data[SC_DANCING].val4
  4901. && (tsc->data[SC_DANCING].val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  4902. {
  4903. clif_skill_nodamage(src,bl,skillid,skilllv,
  4904. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  4905. }
  4906. }
  4907. break;
  4908. case CG_TAROTCARD:
  4909. {
  4910. int eff, count = -1;
  4911. if (rand() % 100 > skilllv * 8) {
  4912. if (sd) clif_skill_fail(sd,skillid,0,0);
  4913. map_freeblock_unlock();
  4914. return 0;
  4915. }
  4916. do {
  4917. eff = rand() % 14;
  4918. clif_specialeffect(bl, 523 + eff, AREA);
  4919. switch (eff)
  4920. {
  4921. case 0: // heals SP to 0
  4922. status_percent_damage(src, bl, 0, 100);
  4923. break;
  4924. case 1: // matk halved
  4925. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4926. break;
  4927. case 2: // all buffs removed
  4928. status_change_clear_buffs(bl,1);
  4929. break;
  4930. case 3: // 1000 damage, random armor destroyed
  4931. {
  4932. int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4933. status_fix_damage(src, bl, 1000, 0);
  4934. clif_damage(src,bl,tick,0,0,1000,0,0,0);
  4935. skill_break_equip(bl, where[rand()%3], 10000, BCT_ENEMY);
  4936. }
  4937. break;
  4938. case 4: // atk halved
  4939. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4940. break;
  4941. case 5: // 2000HP heal, random teleported
  4942. status_heal(src, 2000, 0, 0);
  4943. unit_warp(src, -1,-1,-1, 3);
  4944. break;
  4945. case 6: // random 2 other effects
  4946. if (count == -1)
  4947. count = 3;
  4948. else
  4949. count++; //Should not retrigger this one.
  4950. break;
  4951. case 7: // stop freeze or stoned
  4952. {
  4953. int sc[] = { SC_STOP, SC_FREEZE, SC_STONE };
  4954. sc_start(bl,sc[rand()%3],100,skilllv,skill_get_time2(skillid,skilllv));
  4955. }
  4956. break;
  4957. case 8: // curse coma and poison
  4958. sc_start(bl,SC_COMA,100,skilllv,skill_get_time2(skillid,skilllv));
  4959. sc_start(bl,SC_CURSE,100,skilllv,skill_get_time2(skillid,skilllv));
  4960. sc_start(bl,SC_POISON,100,skilllv,skill_get_time2(skillid,skilllv));
  4961. break;
  4962. case 9: // confusion
  4963. sc_start(bl,SC_CONFUSION,100,skilllv,skill_get_time2(skillid,skilllv));
  4964. break;
  4965. case 10: // 6666 damage, atk matk halved, cursed
  4966. status_fix_damage(src, bl, 6666, 0);
  4967. clif_damage(src,bl,tick,0,0,6666,0,0,0);
  4968. sc_start(bl,SC_INCATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4969. sc_start(bl,SC_INCMATKRATE,100,-50,skill_get_time2(skillid,skilllv));
  4970. sc_start(bl,SC_CURSE,skilllv,100,skill_get_time2(skillid,skilllv));
  4971. break;
  4972. case 11: // 4444 damage
  4973. status_fix_damage(src, bl, 4444, 0);
  4974. clif_damage(src,bl,tick,0,0,4444,0,0,0);
  4975. break;
  4976. case 12: // stun
  4977. sc_start(bl,SC_STUN,100,skilllv,5000);
  4978. break;
  4979. case 13: // atk,matk,hit,flee,def reduced
  4980. sc_start(bl,SC_INCATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4981. sc_start(bl,SC_INCMATKRATE,100,-20,skill_get_time2(skillid,skilllv));
  4982. sc_start(bl,SC_INCHITRATE,100,-20,skill_get_time2(skillid,skilllv));
  4983. sc_start(bl,SC_INCFLEERATE,100,-20,skill_get_time2(skillid,skilllv));
  4984. sc_start(bl,SC_INCDEFRATE,100,-20,skill_get_time2(skillid,skilllv));
  4985. break;
  4986. default:
  4987. break;
  4988. }
  4989. } while ((--count) > 0);
  4990. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  4991. }
  4992. break;
  4993. case SL_ALCHEMIST:
  4994. case SL_ASSASIN:
  4995. case SL_BARDDANCER:
  4996. case SL_BLACKSMITH:
  4997. case SL_CRUSADER:
  4998. case SL_HUNTER:
  4999. case SL_KNIGHT:
  5000. case SL_MONK:
  5001. case SL_PRIEST:
  5002. case SL_ROGUE:
  5003. case SL_SAGE:
  5004. case SL_SOULLINKER:
  5005. case SL_STAR:
  5006. case SL_SUPERNOVICE:
  5007. case SL_WIZARD:
  5008. if (sd && !(dstsd && (dstsd->class_&MAPID_UPPERMASK) == type)) {
  5009. clif_skill_fail(sd,skillid,0,0);
  5010. break;
  5011. }
  5012. clif_skill_nodamage(src,bl,skillid,skilllv,
  5013. sc_start4(bl,SC_SPIRIT,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5014. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5015. break;
  5016. case SL_HIGH:
  5017. if (sd && !(dstsd && (dstsd->class_&JOBL_UPPER) && !(dstsd->class_&JOBL_2) && dstsd->status.base_level < 70)) {
  5018. clif_skill_fail(sd,skillid,0,0);
  5019. break;
  5020. }
  5021. clif_skill_nodamage(src,bl,skillid,skilllv,
  5022. sc_start4(bl,type,100,skilllv,skillid,0,0,skill_get_time(skillid,skilllv)));
  5023. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5024. break;
  5025. case SL_SWOO:
  5026. if (tsc && tsc->data[type].timer != -1) {
  5027. sc_start(src,SC_STUN,100,skilllv,10000);
  5028. break;
  5029. }
  5030. case SL_SKA: // [marquis007]
  5031. case SL_SKE:
  5032. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5033. clif_skill_fail(sd,skillid,0,0);
  5034. status_change_start(src,SC_STUN,10000,skilllv,0,0,0,500,10);
  5035. } else
  5036. clif_skill_nodamage(src,bl,skillid,skilllv,
  5037. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5038. if (skillid == SL_SKE)
  5039. sc_start(src,SC_SMA,100,skilllv,skill_get_time(SL_SMA,skilllv));
  5040. break;
  5041. // New guild skills [Celest]
  5042. case GD_BATTLEORDER:
  5043. if(flag&1) {
  5044. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5045. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5046. } else if (status_get_guild_id(src)) {
  5047. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5048. map_foreachinrange(skill_area_sub, src,
  5049. skill_get_splash(skillid, skilllv), BL_CHAR,
  5050. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5051. skill_castend_nodamage_id);
  5052. if (sd)
  5053. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5054. }
  5055. break;
  5056. case GD_REGENERATION:
  5057. if(flag&1) {
  5058. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5059. sc_start(bl,type,100,skilllv,skill_get_time(skillid, skilllv));
  5060. } else if (status_get_guild_id(src)) {
  5061. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5062. map_foreachinrange(skill_area_sub, src,
  5063. skill_get_splash(skillid, skilllv), BL_CHAR,
  5064. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5065. skill_castend_nodamage_id);
  5066. if (sd)
  5067. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5068. }
  5069. break;
  5070. case GD_RESTORE:
  5071. if(flag&1) {
  5072. if (status_get_guild_id(src) == status_get_guild_id(bl))
  5073. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  5074. } else if (status_get_guild_id(src)) {
  5075. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5076. map_foreachinrange(skill_area_sub, src,
  5077. skill_get_splash(skillid, skilllv), BL_CHAR,
  5078. src,skillid,skilllv,tick, flag|BCT_GUILD|1,
  5079. skill_castend_nodamage_id);
  5080. if (sd)
  5081. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5082. }
  5083. break;
  5084. case GD_EMERGENCYCALL:
  5085. {
  5086. int dx[9]={-1, 1, 0, 0,-1, 1,-1, 1, 0};
  5087. int dy[9]={ 0, 0, 1,-1, 1,-1,-1, 1, 0};
  5088. int j = 0;
  5089. struct guild *g = NULL;
  5090. // i don't know if it actually summons in a circle, but oh well. ;P
  5091. g = sd?sd->state.gmaster_flag:guild_search(status_get_guild_id(src));
  5092. if (!g)
  5093. break;
  5094. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5095. for(i = 0; i < g->max_member; i++, j++) {
  5096. if (j>8) j=0;
  5097. if ((dstsd = g->member[i].sd) != NULL && sd != dstsd) {
  5098. if (map[dstsd->bl.m].flag.nowarp && !map_flag_gvg(dstsd->bl.m))
  5099. continue;
  5100. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  5101. dx[j] = dy[j] = 0;
  5102. pc_setpos(dstsd, map[src->m].index, src->x+dx[j], src->y+dy[j], 2);
  5103. }
  5104. }
  5105. if (sd)
  5106. guild_block_skill(sd,skill_get_time2(skillid,skilllv));
  5107. }
  5108. break;
  5109. case SG_FEEL:
  5110. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  5111. if (sd) {
  5112. if(!sd->feel_map[skilllv-1].index)
  5113. clif_parse_ReqFeel(sd->fd,sd, skilllv);
  5114. else
  5115. clif_feel_info(sd, skilllv-1, 1);
  5116. }
  5117. break;
  5118. case SG_HATE:
  5119. if (sd) {
  5120. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5121. if (!pc_set_hate_mob(sd, skilllv-1, bl))
  5122. clif_skill_fail(sd,skillid,0,0);
  5123. }
  5124. break;
  5125. case GS_GLITTERING:
  5126. if(sd) {
  5127. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5128. if(rand()%100 < (20+10*skilllv))
  5129. pc_addspiritball(sd,skill_get_time(skillid,skilllv),10);
  5130. else if(sd->spiritball > 0)
  5131. pc_delspiritball(sd,1,0);
  5132. }
  5133. break;
  5134. case GS_CRACKER:
  5135. if (!dstsd) // according to latest patch, should not work on players [Reddozen]
  5136. {
  5137. i =65 -5*distance_bl(src,bl); //Base rate
  5138. if (i < 30) i = 30;
  5139. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5140. sc_start(bl,SC_STUN, i,skilllv,skill_get_time2(skillid,skilllv));
  5141. }
  5142. else if (sd)
  5143. clif_skill_fail(sd,skillid,0,0);
  5144. break;
  5145. case AM_CALLHOMUN: //[orn]
  5146. if (sd && !merc_call_homunculus(sd))
  5147. clif_skill_fail(sd,skillid,0,0);
  5148. break;
  5149. case AM_REST:
  5150. if (sd)
  5151. {
  5152. if (merc_hom_vaporize(sd,1))
  5153. clif_skill_nodamage(src, bl, skillid, skilllv, 1);
  5154. else
  5155. clif_skill_fail(sd,skillid,0,0);
  5156. }
  5157. break;
  5158. case HAMI_CASTLE: //[orn]
  5159. if(rand()%100 < 20*skilllv && src != bl)
  5160. {
  5161. int x,y;
  5162. x = src->x;
  5163. y = src->y;
  5164. if (hd)
  5165. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5166. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  5167. clif_skill_nodamage(src,src,skillid,skilllv,1); // Homunc
  5168. clif_slide(src,bl->x,bl->y) ;
  5169. if (unit_movepos(bl,x,y,0,0))
  5170. {
  5171. clif_skill_nodamage(bl,bl,skillid,skilllv,1); // Master
  5172. clif_slide(bl,x,y) ;
  5173. }
  5174. //TODO: Shouldn't also players and the like switch targets?
  5175. map_foreachinrange(skill_chastle_mob_changetarget,src,
  5176. AREA_SIZE, BL_MOB, bl, src);
  5177. }
  5178. }
  5179. // Failed
  5180. else if (hd && hd->master)
  5181. clif_skill_fail(hd->master, skillid, 0, 0);
  5182. else if (sd)
  5183. clif_skill_fail(sd, skillid, 0, 0);
  5184. break;
  5185. case HVAN_CHAOTIC: //[orn]
  5186. {
  5187. static const int per[10][2]={{20,50},{50,60},{25,75},{60,64},{34,67},
  5188. {34,67},{34,67},{34,67},{34,67},{34,67}};
  5189. int rnd = rand()%100;
  5190. if(rnd<per[skilllv-1][0]) //Self
  5191. bl = src;
  5192. else if(rnd<per[skilllv-1][1]) //Master
  5193. bl = battle_get_master(src);
  5194. else //Enemy
  5195. bl = map_id2bl(battle_gettarget(src));
  5196. if (!bl) bl = src;
  5197. i = skill_calc_heal( src, bl, 1+rand()%skilllv);
  5198. if (sd && (rnd = pc_skillheal_bonus(sd, skillid)) > 0)
  5199. i += i * rnd / 100;
  5200. //Eh? why double skill packet?
  5201. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  5202. clif_skill_nodamage(src,bl,skillid,i,1);
  5203. status_heal(bl, i, 0, 0);
  5204. if (hd)
  5205. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv)) ;
  5206. }
  5207. break;
  5208. //Homun single-target support skills [orn]
  5209. case HAMI_BLOODLUST:
  5210. case HFLI_FLEET:
  5211. case HFLI_SPEED:
  5212. case HLIF_CHANGE:
  5213. clif_skill_nodamage(src,bl,skillid,skilllv,
  5214. sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
  5215. if (hd)
  5216. skill_blockmerc_start(hd, skillid, skill_get_time2(skillid,skilllv));
  5217. break;
  5218. case NPC_DRAGONFEAR:
  5219. if (flag&1) {
  5220. const int sc[] = { SC_STUN, SC_CURSE, SC_SILENCE, SC_BLEEDING };
  5221. i = rand()%ARRAYLENGTH(sc);
  5222. sc_start(bl,sc[i],100,skilllv,skill_get_time2(skillid,i+1));
  5223. break;
  5224. }
  5225. case NPC_WIDEBLEEDING:
  5226. case NPC_WIDECONFUSE:
  5227. case NPC_WIDECURSE:
  5228. case NPC_WIDEFREEZE:
  5229. case NPC_WIDESLEEP:
  5230. case NPC_WIDESILENCE:
  5231. case NPC_WIDESTONE:
  5232. case NPC_WIDESTUN:
  5233. case NPC_SLOWCAST:
  5234. if (flag&1)
  5235. sc_start(bl,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5236. else {
  5237. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5238. map_foreachinrange(skill_area_sub, bl,
  5239. skill_get_splash(skillid, skilllv),BL_CHAR,
  5240. src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
  5241. skill_castend_nodamage_id);
  5242. }
  5243. break;
  5244. default:
  5245. ShowWarning("skill_castend_nodamage_id: Unknown skill used:%d\n",skillid);
  5246. clif_skill_nodamage(src,bl,skillid,skilllv,1);
  5247. map_freeblock_unlock();
  5248. return 1;
  5249. }
  5250. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_calc_damage) [Skotlex]
  5251. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  5252. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skillid<<16));
  5253. }
  5254. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow on last invocation to this skill.
  5255. battle_consume_ammo(sd, skillid, skilllv);
  5256. map_freeblock_unlock();
  5257. return 0;
  5258. }
  5259. /*==========================================
  5260. *
  5261. *------------------------------------------*/
  5262. int skill_castend_id (int tid, unsigned int tick, int id, int data)
  5263. {
  5264. struct block_list *target, *src = map_id2bl(id);
  5265. struct map_session_data* sd = NULL;
  5266. struct homun_data* hd = NULL; //[orn]
  5267. struct mob_data* md = NULL;
  5268. struct unit_data* ud = unit_bl2ud(src);
  5269. struct status_change *sc = NULL;
  5270. int inf,inf2;
  5271. nullpo_retr(0, ud);
  5272. BL_CAST( BL_PC, src, sd);
  5273. BL_CAST( BL_HOM, src, hd); //[orn]
  5274. BL_CAST( BL_MOB, src, md);
  5275. if( src->prev == NULL ) {
  5276. ud->skilltimer = -1;
  5277. return 0;
  5278. }
  5279. if(ud->skillid != SA_CASTCANCEL ) {
  5280. if( ud->skilltimer != tid ) {
  5281. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  5282. ud->skilltimer = -1;
  5283. return 0;
  5284. }
  5285. if( sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5286. status_freecast_switch(sd);
  5287. ud->skilltimer=-1;
  5288. }
  5289. if (ud->skilltarget == id)
  5290. target = src;
  5291. else
  5292. target = map_id2bl(ud->skilltarget);
  5293. // Use a do so that you can break out of it when the skill fails.
  5294. do {
  5295. if(!target || target->prev==NULL) break;
  5296. if(src->m != target->m || status_isdead(src)) break;
  5297. switch (ud->skillid) {
  5298. //These should become skill_castend_pos
  5299. case WE_CALLPARTNER:
  5300. case WE_CALLPARENT:
  5301. case WE_CALLBABY:
  5302. case AM_RESURRECTHOMUN:
  5303. case PF_SPIDERWEB:
  5304. //Find a random spot to place the skill. [Skotlex]
  5305. inf2 = skill_get_splash(ud->skillid, ud->skilllv);
  5306. ud->skillx = target->x + inf2;
  5307. ud->skilly = target->y + inf2;
  5308. if (inf2 && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  5309. ud->skillx = target->x;
  5310. ud->skilly = target->y;
  5311. }
  5312. ud->skilltimer=tid;
  5313. return skill_castend_pos(tid,tick,id,data);
  5314. }
  5315. if(ud->skillid == RG_BACKSTAP) {
  5316. int dir = map_calc_dir(src,target->x,target->y),t_dir = unit_getdir(target);
  5317. if(check_distance_bl(src, target, 0) || map_check_dir(dir,t_dir)) {
  5318. break;
  5319. }
  5320. }
  5321. if (ud->skillid == PR_LEXDIVINA)
  5322. {
  5323. sc = status_get_sc(target);
  5324. if (battle_check_target(src,target, BCT_ENEMY)<=0 &&
  5325. (!sc || sc->data[SC_SILENCE].timer == -1))
  5326. { //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  5327. clif_skill_nodamage (src, target, ud->skillid, ud->skilllv, 0);
  5328. break;
  5329. }
  5330. } else {
  5331. //Check target validity.
  5332. inf = skill_get_inf(ud->skillid);
  5333. inf2 = skill_get_inf2(ud->skillid);
  5334. if(inf&INF_ATTACK_SKILL ||
  5335. (inf&INF_SELF_SKILL && inf2&INF2_NO_TARGET_SELF)) //Combo skills
  5336. inf = BCT_ENEMY; //Offensive skill.
  5337. else if(inf2&INF2_NO_ENEMY)
  5338. inf = BCT_NOENEMY;
  5339. else
  5340. inf = 0;
  5341. if(inf2 & (INF2_PARTY_ONLY|INF2_GUILD_ONLY) && src != target)
  5342. {
  5343. inf |=
  5344. (inf2&INF2_PARTY_ONLY?BCT_PARTY:0)|
  5345. (inf2&INF2_GUILD_ONLY?BCT_GUILD:0);
  5346. //Remove neutral targets (but allow enemy if skill is designed to be so)
  5347. inf &= ~BCT_NEUTRAL;
  5348. }
  5349. if (inf && battle_check_target(src, target, inf) <= 0)
  5350. break;
  5351. if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
  5352. sc->count && sc->data[SC_FOGWALL].timer != -1 &&
  5353. rand()%100 < 75)
  5354. { //Fogwall makes all offensive-type targetted skills fail at 75%
  5355. if (sd) clif_skill_fail(sd,ud->skillid,0,0);
  5356. break;
  5357. }
  5358. }
  5359. //Avoid doing double checks for instant-cast skills.
  5360. if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
  5361. break;
  5362. if(md) {
  5363. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5364. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5365. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5366. }
  5367. if(src != target && battle_config.skill_add_range &&
  5368. !check_distance_bl(src, target, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range))
  5369. {
  5370. if (sd) {
  5371. clif_skill_fail(sd,ud->skillid,0,0);
  5372. if(battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  5373. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5374. }
  5375. break;
  5376. }
  5377. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1))
  5378. break;
  5379. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv,1)) //[orn]
  5380. break;
  5381. if (ud->walktimer != -1 && ud->skillid != TK_RUN)
  5382. unit_stop_walking(src,1);
  5383. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5384. if (skill_get_state(ud->skillid) != ST_MOVE_ENABLE)
  5385. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5386. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5387. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d)\n",
  5388. src->type, src->id, ud->skillid, ud->skilllv, target->id);
  5389. map_freeblock_lock();
  5390. if (skill_get_casttype(ud->skillid) == CAST_NODAMAGE)
  5391. skill_castend_nodamage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5392. else
  5393. skill_castend_damage_id(src,target,ud->skillid,ud->skilllv,tick,0);
  5394. sc = status_get_sc(src);
  5395. if(sc && sc->count) {
  5396. if(sc->data[SC_MAGICPOWER].timer != -1 &&
  5397. ud->skillid != HW_MAGICPOWER && ud->skillid != WZ_WATERBALL)
  5398. status_change_end(src,SC_MAGICPOWER,-1);
  5399. if(sc->data[SC_SPIRIT].timer != -1 &&
  5400. sc->data[SC_SPIRIT].val2 == SL_WIZARD &&
  5401. sc->data[SC_SPIRIT].val3 == ud->skillid &&
  5402. ud->skillid != WZ_WATERBALL)
  5403. sc->data[SC_SPIRIT].val3 = 0; //Clear bounced spell check.
  5404. }
  5405. if (ud->skilltimer == -1) {
  5406. if(md) md->skillidx = -1;
  5407. else ud->skillid = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  5408. ud->skilllv = ud->skilltarget = 0;
  5409. }
  5410. map_freeblock_unlock();
  5411. return 1;
  5412. } while(0);
  5413. //Skill failed.
  5414. if (ud->skillid == MO_EXTREMITYFIST && sd &&
  5415. !(sc && sc->count && sc->data[SC_FOGWALL].timer != -1))
  5416. { //When Asura fails... (except when it fails from Fog of Wall)
  5417. //Consume SP/spheres
  5418. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5419. status_set_sp(src, 0, 0);
  5420. sc = &sd->sc;
  5421. if (sc->count)
  5422. { //End states
  5423. if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
  5424. status_change_end(src, SC_EXPLOSIONSPIRITS, -1);
  5425. if (sc->data[SC_BLADESTOP].timer != -1)
  5426. status_change_end(src,SC_BLADESTOP,-1);
  5427. }
  5428. if (target && target->m == src->m)
  5429. { //Move character to target anyway.
  5430. int dx,dy;
  5431. dx = target->x - src->x;
  5432. dy = target->y - src->y;
  5433. if(dx > 0) dx++;
  5434. else if(dx < 0) dx--;
  5435. if (dy > 0) dy++;
  5436. else if(dy < 0) dy--;
  5437. if (unit_movepos(src, src->x+dx, src->y+dy, 1, 1))
  5438. { //Display movement + animation.
  5439. clif_slide(src,src->x,src->y);
  5440. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skillid, ud->skilllv, 5);
  5441. }
  5442. clif_skill_fail(sd,ud->skillid,0,0);
  5443. }
  5444. }
  5445. ud->skillid = ud->skilllv = ud->skilltarget = 0;
  5446. ud->canact_tick = tick;
  5447. //You can't place a skill failed packet here because it would be
  5448. //sent in ALL cases, even cases where skill_check_condition fails
  5449. //which would lead to double 'skill failed' messages u.u [Skotlex]
  5450. if(sd) sd->skillitem = sd->skillitemlv = 0;
  5451. else
  5452. if(md) md->skillidx = -1;
  5453. return 0;
  5454. }
  5455. /*==========================================
  5456. *
  5457. *------------------------------------------*/
  5458. int skill_castend_pos (int tid, unsigned int tick, int id, int data)
  5459. {
  5460. struct block_list* src = map_id2bl(id);
  5461. int maxcount;
  5462. struct map_session_data *sd = NULL;
  5463. struct homun_data *hd = NULL; //[orn]
  5464. struct unit_data *ud = unit_bl2ud(src);
  5465. struct mob_data *md = NULL;
  5466. nullpo_retr(0, ud);
  5467. BL_CAST( BL_PC , src, sd);
  5468. BL_CAST( BL_HOM, src, hd); //[orn]
  5469. BL_CAST( BL_MOB, src, md);
  5470. if( src->prev == NULL ) {
  5471. ud->skilltimer = -1;
  5472. return 0;
  5473. }
  5474. if( ud->skilltimer != tid )
  5475. {
  5476. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  5477. ud->skilltimer = -1;
  5478. return 0;
  5479. }
  5480. if(sd && ud->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST))
  5481. status_freecast_switch(sd);
  5482. ud->skilltimer=-1;
  5483. do {
  5484. if(status_isdead(src)) break;
  5485. if (!(battle_config.skill_reiteration && src->type&battle_config.skill_reiteration) &&
  5486. skill_get_unit_flag(ud->skillid)&UF_NOREITERATION &&
  5487. skill_check_unit_range(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5488. )
  5489. break;
  5490. if (battle_config.skill_nofootset && src->type&battle_config.skill_nofootset &&
  5491. skill_get_unit_flag(ud->skillid)&UF_NOFOOTSET &&
  5492. skill_check_unit_range2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv)
  5493. )
  5494. break;
  5495. if(battle_config.land_skill_limit && src->type&battle_config.land_skill_limit &&
  5496. (maxcount = skill_get_maxcount(ud->skillid)) > 0
  5497. ) {
  5498. int i;
  5499. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i] && maxcount;i++) {
  5500. if(ud->skillunit[i]->skill_id == ud->skillid)
  5501. maxcount--;
  5502. }
  5503. if(!maxcount)
  5504. break;
  5505. }
  5506. if(tid != -1)
  5507. { //Avoid double checks on instant cast skills. [Skotlex]
  5508. if (!status_check_skilluse(src, NULL, ud->skillid, 1))
  5509. break;
  5510. if(battle_config.skill_add_range &&
  5511. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src,ud->skillid,ud->skilllv)+battle_config.skill_add_range)) {
  5512. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  5513. skill_check_condition(sd,ud->skillid, ud->skilllv,1);
  5514. break;
  5515. }
  5516. }
  5517. if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1))
  5518. break;
  5519. if(hd && !skill_check_condition_hom(hd,ud->skillid, ud->skilllv, 1)) //[orn]
  5520. break;
  5521. if(md) {
  5522. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  5523. if(md->skillidx >= 0 && md->db->skill[md->skillidx].emotion >= 0)
  5524. clif_emotion(src, md->db->skill[md->skillidx].emotion);
  5525. }
  5526. if(battle_config.skill_log && battle_config.skill_log&src->type)
  5527. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  5528. src->type, src->id, ud->skillid, ud->skilllv, ud->skillx, ud->skilly);
  5529. unit_stop_walking(src,1);
  5530. ud->canact_tick = tick + skill_delayfix(src, ud->skillid, ud->skilllv);
  5531. unit_set_walkdelay(src, tick, battle_config.default_skill_delay+skill_get_walkdelay(ud->skillid, ud->skilllv), 1);
  5532. map_freeblock_lock();
  5533. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skillid,ud->skilllv,tick,0);
  5534. if (ud->skilltimer == -1) {
  5535. if (md) md->skillidx = -1;
  5536. else ud->skillid = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  5537. ud->skilllv = ud->skillx = ud->skilly = 0;
  5538. }
  5539. map_freeblock_unlock();
  5540. return 1;
  5541. } while(0);
  5542. ud->canact_tick = tick;
  5543. ud->skillid = ud->skilllv = 0;
  5544. if(sd) {
  5545. clif_skill_fail(sd,ud->skillid,0,0);
  5546. sd->skillitem = sd->skillitemlv = 0;
  5547. }
  5548. else if (hd && hd->master)
  5549. clif_skill_fail(hd->master, ud->skillid, 0, 0);
  5550. else if(md)
  5551. md->skillidx = -1;
  5552. return 0;
  5553. }
  5554. /*==========================================
  5555. *
  5556. *------------------------------------------*/
  5557. int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid, int skilllv, unsigned int tick, int flag)
  5558. {
  5559. struct map_session_data *sd=NULL;
  5560. struct status_change *sc;
  5561. struct skill_unit_group *sg;
  5562. int i,type;
  5563. //if(skilllv <= 0) return 0;
  5564. if(skillid > 0 && skilllv <= 0) return 0; // celest
  5565. nullpo_retr(0, src);
  5566. if(status_isdead(src))
  5567. return 0;
  5568. if(src->type==BL_PC)
  5569. sd=(struct map_session_data *)src;
  5570. sc = status_get_sc(src);
  5571. if (sc && !sc->count)
  5572. sc = NULL; //Unneeded.
  5573. type = SkillStatusChangeTable(skillid);
  5574. switch (skillid) { //Skill effect.
  5575. case WZ_METEOR:
  5576. case MO_BODYRELOCATION:
  5577. case CR_CULTIVATION:
  5578. case HW_GANBANTEIN:
  5579. break; //Effect is displayed on respective switch case.
  5580. default:
  5581. if(skill_get_inf(skillid)&INF_SELF_SKILL)
  5582. clif_skill_nodamage(src,src,skillid,skilllv,1);
  5583. else
  5584. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5585. }
  5586. switch(skillid)
  5587. {
  5588. case PR_BENEDICTIO:
  5589. skill_area_temp[1] = src->id;
  5590. i = skill_get_splash(skillid, skilllv);
  5591. map_foreachinarea(skill_area_sub,
  5592. src->m, x-i, y-i, x+i, y+i, BL_PC,
  5593. src, skillid, skilllv, tick, flag|BCT_ALL|1,
  5594. skill_castend_nodamage_id);
  5595. map_foreachinarea(skill_area_sub,
  5596. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5597. src, skillid, skilllv, tick, flag|BCT_ENEMY|1,
  5598. skill_castend_damage_id);
  5599. break;
  5600. case BS_HAMMERFALL:
  5601. i = skill_get_splash(skillid, skilllv);
  5602. map_foreachinarea (skill_area_sub,
  5603. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  5604. src, skillid, skilllv, tick, flag|BCT_ENEMY|2,
  5605. skill_castend_nodamage_id);
  5606. break;
  5607. case HT_DETECTING:
  5608. i = skill_get_splash(skillid, skilllv);
  5609. map_foreachinarea( status_change_timer_sub,
  5610. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  5611. src,status_get_sc(src),SC_SIGHT,tick);
  5612. if(battle_config.traps_setting&1)
  5613. map_foreachinarea( skill_reveal_trap,
  5614. src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  5615. break;
  5616. case MG_SAFETYWALL:
  5617. case MG_FIREWALL:
  5618. case MG_THUNDERSTORM:
  5619. case AL_PNEUMA:
  5620. case WZ_ICEWALL:
  5621. case WZ_FIREPILLAR:
  5622. case WZ_QUAGMIRE:
  5623. case WZ_VERMILION:
  5624. case WZ_STORMGUST:
  5625. case WZ_HEAVENDRIVE:
  5626. case PR_SANCTUARY:
  5627. case PR_MAGNUS:
  5628. case CR_GRANDCROSS:
  5629. case NPC_GRANDDARKNESS:
  5630. case HT_SKIDTRAP:
  5631. case HT_LANDMINE:
  5632. case HT_ANKLESNARE:
  5633. case HT_SHOCKWAVE:
  5634. case HT_SANDMAN:
  5635. case HT_FLASHER:
  5636. case HT_FREEZINGTRAP:
  5637. case HT_BLASTMINE:
  5638. case HT_CLAYMORETRAP:
  5639. case AS_VENOMDUST:
  5640. case AM_DEMONSTRATION:
  5641. case PF_FOGWALL:
  5642. case PF_SPIDERWEB:
  5643. case HT_TALKIEBOX:
  5644. case WE_CALLPARTNER:
  5645. case WE_CALLPARENT:
  5646. case WE_CALLBABY:
  5647. case AC_SHOWER: //Ground-placed skill implementation.
  5648. case SA_VOLCANO:
  5649. case SA_DELUGE:
  5650. case SA_VIOLENTGALE:
  5651. case SA_LANDPROTECTOR:
  5652. case BD_LULLABY:
  5653. case BD_RICHMANKIM:
  5654. case BD_ETERNALCHAOS:
  5655. case BD_DRUMBATTLEFIELD:
  5656. case BD_RINGNIBELUNGEN:
  5657. case BD_ROKISWEIL:
  5658. case BD_INTOABYSS:
  5659. case BD_SIEGFRIED:
  5660. case BA_DISSONANCE:
  5661. case BA_POEMBRAGI:
  5662. case BA_WHISTLE:
  5663. case BA_ASSASSINCROSS:
  5664. case BA_APPLEIDUN:
  5665. case DC_UGLYDANCE:
  5666. case DC_HUMMING:
  5667. case DC_DONTFORGETME:
  5668. case DC_FORTUNEKISS:
  5669. case DC_SERVICEFORYOU:
  5670. case CG_MOONLIT:
  5671. case GS_DESPERADO:
  5672. case NJ_KAENSIN:
  5673. case NJ_BAKUENRYU:
  5674. case NJ_SUITON:
  5675. case NJ_HYOUSYOURAKU:
  5676. case NJ_RAIGEKISAI:
  5677. case NJ_KAMAITACHI:
  5678. case NPC_EVILLAND:
  5679. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  5680. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  5681. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5682. break;
  5683. case RG_GRAFFITI: /* Graffiti [Valaris] */
  5684. skill_clear_unitgroup(src);
  5685. skill_unitsetting(src,skillid,skilllv,x,y,0);
  5686. flag|=1;
  5687. break;
  5688. case HP_BASILICA:
  5689. skill_clear_unitgroup(src);
  5690. if (skill_unitsetting(src,skillid,skilllv,x,y,0))
  5691. sc_start(src,type,100,skilllv,skill_get_time(skillid,skilllv));
  5692. flag|=1;
  5693. break;
  5694. case CG_HERMODE:
  5695. skill_clear_unitgroup(src);
  5696. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5697. sc_start4(src,SC_DANCING,100,
  5698. skillid,0,skilllv,sg->group_id,skill_get_time(skillid,skilllv));
  5699. flag|=1;
  5700. break;
  5701. case RG_CLEANER: // [Valaris]
  5702. i = skill_get_splash(skillid, skilllv);
  5703. map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
  5704. break;
  5705. case WZ_METEOR:
  5706. {
  5707. int flag=0, area = skill_get_splash(skillid, skilllv);
  5708. short tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
  5709. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5710. flag = flag|2; //Store the magic power flag for future use. [Skotlex]
  5711. for(i=0;i<2+(skilllv>>1);i++) {
  5712. tmpx = x;
  5713. tmpy = y;
  5714. if (!map_search_freecell(NULL, src->m, &tmpx, &tmpy, area, area, 1))
  5715. continue;
  5716. if(!(flag&1)){
  5717. clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick);
  5718. flag=flag|1;
  5719. }
  5720. if(i > 0)
  5721. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag&2); //Only pass the Magic Power flag
  5722. x1 = tmpx;
  5723. y1 = tmpy;
  5724. }
  5725. skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag&2); //Only pass the Magic Power flag
  5726. }
  5727. break;
  5728. case AL_WARP:
  5729. if(sd)
  5730. {
  5731. clif_skill_warppoint(sd, skillid, skilllv, sd->status.save_point.map,
  5732. (skilllv >= 2) ? sd->status.memo_point[0].map : 0,
  5733. (skilllv >= 3) ? sd->status.memo_point[1].map : 0,
  5734. (skilllv >= 4) ? sd->status.memo_point[2].map : 0
  5735. );
  5736. }
  5737. break;
  5738. case MO_BODYRELOCATION:
  5739. if (unit_movepos(src, x, y, 1, 1)) {
  5740. clif_skill_poseffect(src,skillid,skilllv,src->x,src->y,tick);
  5741. // clif_slide(src, src->x, src->y); //Poseffect is the one that makes the char snap on the client...
  5742. if (sd) skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  5743. }
  5744. break;
  5745. case NJ_SHADOWJUMP:
  5746. {
  5747. if (!map_flag_gvg(src->m))
  5748. { //You don't move on GVG grounds.
  5749. unit_movepos(src, x, y, 1, 0);
  5750. clif_slide(src,x,y);
  5751. }
  5752. if (sc && sc->data[SC_HIDING].timer != -1)
  5753. status_change_end(src, SC_HIDING, -1);
  5754. }
  5755. break;
  5756. case AM_SPHEREMINE:
  5757. case AM_CANNIBALIZE:
  5758. {
  5759. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  5760. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  5761. int class_ = skillid==AM_SPHEREMINE?1142:summons[skilllv-1];
  5762. struct mob_data *md;
  5763. // Correct info, don't change any of this! [celest]
  5764. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src),class_,"");
  5765. if (md) {
  5766. md->master_id = src->id;
  5767. md->special_state.ai = skillid==AM_SPHEREMINE?2:3;
  5768. md->deletetimer = add_timer (gettick() + skill_get_time(skillid,skilllv), mob_timer_delete, md->bl.id, 0);
  5769. mob_spawn (md); //Now it is ready for spawning.
  5770. }
  5771. }
  5772. break;
  5773. // Slim Pitcher [Celest]
  5774. case CR_SLIMPITCHER:
  5775. if (sd) {
  5776. int i = skilllv%11 - 1;
  5777. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5778. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5779. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5780. clif_skill_fail(sd,skillid,0,0);
  5781. return 1;
  5782. }
  5783. potion_flag = 1;
  5784. potion_hp = 0;
  5785. potion_sp = 0;
  5786. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  5787. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5788. potion_flag = 0;
  5789. //Apply skill bonuses
  5790. i = pc_checkskill(sd,CR_SLIMPITCHER)*10
  5791. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  5792. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  5793. + pc_skillheal_bonus(sd, skillid);
  5794. potion_hp = potion_hp * (100+i)/100;
  5795. potion_sp = potion_sp * (100+i)/100;
  5796. if(potion_hp > 0 || potion_sp > 0) {
  5797. i = skill_get_splash(skillid, skilllv);
  5798. map_foreachinarea(skill_area_sub,
  5799. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5800. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5801. skill_castend_nodamage_id);
  5802. }
  5803. } else {
  5804. int i = skilllv%11 - 1;
  5805. struct item_data *item = itemdb_search(i);
  5806. i = skill_db[skillid].itemid[i];
  5807. item = itemdb_search(i);
  5808. potion_flag = 1;
  5809. potion_hp = 0;
  5810. potion_sp = 0;
  5811. run_script(item->script,0,src->id,0);
  5812. potion_flag = 0;
  5813. i = skill_get_max(CR_SLIMPITCHER)*10;
  5814. potion_hp = potion_hp * (100+i)/100;
  5815. potion_sp = potion_sp * (100+i)/100;
  5816. if(potion_hp > 0 || potion_sp > 0) {
  5817. i = skill_get_splash(skillid, skilllv);
  5818. map_foreachinarea(skill_area_sub,
  5819. src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  5820. src,skillid,skilllv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  5821. skill_castend_nodamage_id);
  5822. }
  5823. }
  5824. break;
  5825. case HW_GANBANTEIN:
  5826. if (rand()%100 < 80) {
  5827. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5828. i = skill_get_splash(skillid, skilllv);
  5829. map_foreachinarea (skill_ganbatein, src->m, x-i, y-i, x+i, y+i, BL_SKILL);
  5830. } else {
  5831. if (sd) clif_skill_fail(sd,skillid,0,0);
  5832. return 1;
  5833. }
  5834. break;
  5835. case HW_GRAVITATION:
  5836. if ((sg = skill_unitsetting(src,skillid,skilllv,x,y,0)))
  5837. sc_start4(src,type,100,skilllv,0,BCT_SELF,(int)sg,skill_get_time(skillid,skilllv));
  5838. flag|=1;
  5839. break;
  5840. // Plant Cultivation [Celest]
  5841. case CR_CULTIVATION:
  5842. if (sd) {
  5843. int i = skilllv - 1;
  5844. int j = pc_search_inventory(sd,skill_db[skillid].itemid[i]);
  5845. if(j < 0 || skill_db[skillid].itemid[i] <= 0 || sd->inventory_data[j] == NULL ||
  5846. sd->status.inventory[j].amount < skill_db[skillid].amount[i]) {
  5847. clif_skill_fail(sd,skillid,0,0);
  5848. return 1;
  5849. }
  5850. pc_delitem(sd,j,skill_db[skillid].amount[i],0);
  5851. clif_skill_poseffect(src,skillid,skilllv,x,y,tick);
  5852. if (rand()%100 < 50)
  5853. mob_once_spawn(sd, "this", x, y, "--ja--",(skilllv < 2 ? 1084+rand()%2 : 1078+rand()%6), 1, "");
  5854. else
  5855. clif_skill_fail(sd,skillid,0,0);
  5856. }
  5857. break;
  5858. case SG_SUN_WARM:
  5859. case SG_MOON_WARM:
  5860. case SG_STAR_WARM:
  5861. if ((sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0)))
  5862. sc_start4(src,type,100,skilllv,0,0,(int)sg,skill_get_time(skillid,skilllv));
  5863. flag|=1;
  5864. break;
  5865. case PA_GOSPEL:
  5866. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_SELF)
  5867. status_change_end(src,SC_GOSPEL,-1);
  5868. else
  5869. {
  5870. sg = skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
  5871. if (!sg) break;
  5872. if (sc && sc->data[type].timer != -1)
  5873. status_change_end(src,type,-1); //Was under someone else's Gospel. [Skotlex]
  5874. sc_start4(src,type,100,skilllv,0,(int)sg,BCT_SELF,skill_get_time(skillid,skilllv));
  5875. clif_skill_poseffect(src, skillid, skilllv, 0, 0, tick); // PA_GOSPEL music packet
  5876. }
  5877. break;
  5878. case NJ_TATAMIGAESHI:
  5879. if (skill_unitsetting(src,skillid,skilllv,src->x,src->y,0))
  5880. sc_start(src,type,100,skilllv,skill_get_time2(skillid,skilllv));
  5881. break;
  5882. case AM_RESURRECTHOMUN: //[orn]
  5883. if (sd)
  5884. {
  5885. if (!merc_resurrect_homunculus(sd, 20*skilllv, x, y))
  5886. {
  5887. clif_skill_fail(sd,skillid,0,0);
  5888. break;
  5889. }
  5890. }
  5891. break;
  5892. default:
  5893. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skillid);
  5894. return 1;
  5895. }
  5896. if (sc && sc->data[SC_MAGICPOWER].timer != -1)
  5897. status_change_end(src,SC_MAGICPOWER,-1);
  5898. if (sd && !(flag&1) && sd->state.arrow_atk) //Consume arrow if a ground skill was not invoked. [Skotlex]
  5899. battle_consume_ammo(sd, skillid, skilllv);
  5900. return 0;
  5901. }
  5902. /*==========================================
  5903. *
  5904. *------------------------------------------*/
  5905. int skill_castend_map (struct map_session_data *sd, int skill_num, const char *map)
  5906. {
  5907. int x=0,y=0;
  5908. nullpo_retr(0, sd);
  5909. //Simplify skill_failed code.
  5910. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  5911. if(skill_num != sd->menuskill_id)
  5912. return 0;
  5913. if( sd->bl.prev == NULL || pc_isdead(sd) ) {
  5914. skill_failed(sd);
  5915. return 0;
  5916. }
  5917. if(sd->sc.opt1 || sd->sc.option&OPTION_HIDE ) {
  5918. skill_failed(sd);
  5919. return 0;
  5920. }
  5921. if(sd->sc.count && (
  5922. sd->sc.data[SC_SILENCE].timer!=-1 ||
  5923. sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
  5924. sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
  5925. sd->sc.data[SC_STEELBODY].timer != -1 ||
  5926. sd->sc.data[SC_DANCING].timer!=-1 ||
  5927. sd->sc.data[SC_BERSERK].timer != -1 ||
  5928. sd->sc.data[SC_MARIONETTE].timer != -1
  5929. )) {
  5930. skill_failed(sd);
  5931. return 0;
  5932. }
  5933. pc_stop_attack(sd);
  5934. pc_stop_walking(sd,0);
  5935. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  5936. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map);
  5937. if(strcmp(map,"cancel")==0) {
  5938. skill_failed(sd);
  5939. return 0;
  5940. }
  5941. switch(skill_num){
  5942. case AL_TELEPORT:
  5943. if(strcmp(map,"Random")==0)
  5944. pc_randomwarp(sd,3);
  5945. else if (sd->menuskill_val > 1) //Need lv2 to be able to warp here.
  5946. pc_setpos(sd,sd->status.save_point.map,sd->status.save_point.x,sd->status.save_point.y,3);
  5947. break;
  5948. case AL_WARP:
  5949. {
  5950. const struct point *p[4];
  5951. struct skill_unit_group *group;
  5952. int i, lv, wx, wy;
  5953. int maxcount=0;
  5954. unsigned short mapindex;
  5955. mapindex = mapindex_name2id((char*)map);
  5956. if(!mapindex) { //Given map not found?
  5957. clif_skill_fail(sd,skill_num,0,0);
  5958. skill_failed(sd);
  5959. return 0;
  5960. }
  5961. p[0] = &sd->status.save_point;
  5962. p[1] = &sd->status.memo_point[0];
  5963. p[2] = &sd->status.memo_point[1];
  5964. p[3] = &sd->status.memo_point[2];
  5965. if((maxcount = skill_get_maxcount(skill_num)) > 0) {
  5966. for(i=0;i<MAX_SKILLUNITGROUP && sd->ud.skillunit[i] && maxcount;i++) {
  5967. if(sd->ud.skillunit[i]->skill_id == skill_num)
  5968. maxcount--;
  5969. }
  5970. if(!maxcount) {
  5971. clif_skill_fail(sd,skill_num,0,0);
  5972. skill_failed(sd);
  5973. return 0;
  5974. }
  5975. }
  5976. //When it's an item-used warp-portal, the skill-lv used is lost.. assume max level.
  5977. lv = sd->skillitem==skill_num?skill_get_max(skill_num):pc_checkskill(sd,skill_num);
  5978. wx = sd->menuskill_val>>16;
  5979. wy = sd->menuskill_val&0xffff;
  5980. if(lv <= 0) return 0;
  5981. for(i=0;i<lv;i++){
  5982. if(mapindex == p[i]->map){
  5983. x=p[i]->x;
  5984. y=p[i]->y;
  5985. break;
  5986. }
  5987. }
  5988. if(x==0 || y==0) {
  5989. skill_failed(sd);
  5990. return 0;
  5991. }
  5992. if(!skill_check_condition(sd, sd->menuskill_id, lv,3)) //This checks versus skillid/skilllv...
  5993. {
  5994. skill_failed(sd);
  5995. return 0;
  5996. }
  5997. if(skill_check_unit_range2(&sd->bl,wx,wy,skill_num,lv) > 0) {
  5998. clif_skill_fail(sd,0,0,0);
  5999. skill_failed(sd);
  6000. return 0;
  6001. }
  6002. if((group=skill_unitsetting(&sd->bl,skill_num,lv,wx,wy,0))==NULL) {
  6003. skill_failed(sd);
  6004. return 0;
  6005. }
  6006. //Now that there's a mapindex, use that in val3 rather than a string. [Skotlex]
  6007. group->val2 = (x<<16)|y;
  6008. group->val3 = mapindex;
  6009. }
  6010. break;
  6011. }
  6012. sd->menuskill_id = sd->menuskill_val = 0;
  6013. return 0;
  6014. #undef skill_failed
  6015. }
  6016. static int skill_dance_overlap_sub(struct block_list *bl, va_list ap)
  6017. {
  6018. struct skill_unit *target = (struct skill_unit*)bl,
  6019. *src = va_arg(ap, struct skill_unit*);
  6020. int flag = va_arg(ap, int);
  6021. if (src == target)
  6022. return 0;
  6023. if (!target->group || !(target->group->state.song_dance&0x1))
  6024. return 0;
  6025. if (!(target->val2 & src->val2 & ~UF_ENSEMBLE)) //They don't match (song + dance) is valid.
  6026. return 0;
  6027. if (flag) //Set dissonance
  6028. target->val2 |= UF_ENSEMBLE; //Add ensemble to signal this unit is overlapping.
  6029. else //Remove dissonance
  6030. target->val2 &= ~UF_ENSEMBLE;
  6031. clif_skill_setunit(target); //Update look of affected cell.
  6032. return 1;
  6033. }
  6034. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  6035. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  6036. //When 1, this unit has been positioned, so start the cancel effect.
  6037. int skill_dance_overlap(struct skill_unit *unit, int flag)
  6038. {
  6039. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  6040. return 0;
  6041. if (!flag && !(unit->val2&UF_ENSEMBLE))
  6042. return 0; //Nothing to remove, this unit is not overlapped.
  6043. if (unit->val1 != unit->group->skill_id)
  6044. { //Reset state
  6045. unit->val1 = unit->group->skill_id;
  6046. unit->val2 &= ~UF_ENSEMBLE;
  6047. }
  6048. return map_foreachincell(skill_dance_overlap_sub,
  6049. unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL,unit,flag);
  6050. }
  6051. /*==========================================
  6052. * Converts this group information so that it is handled
  6053. * as a Dissonance or Ugly Dance cell.
  6054. * Flag: 0 - Convert, 1 - Revert, 2 - Initialize.
  6055. *------------------------------------------*/
  6056. #define skill_dance_switch(unit, group, flag) (((group)->state.song_dance&0x1 && (unit)->val2&UF_ENSEMBLE)?skill_dance_switch_sub(unit, group, flag):0)
  6057. static int skill_dance_switch_sub(struct skill_unit *unit, struct skill_unit_group *group, int flag)
  6058. {
  6059. static struct skill_unit_group original, dissonance, uglydance, *group2;
  6060. if (flag&2) { //initialize
  6061. memset(&dissonance, 0, sizeof(dissonance));
  6062. memset(&uglydance, 0, sizeof(uglydance));
  6063. group2 = &dissonance;
  6064. group2->skill_id = BA_DISSONANCE;
  6065. group2->skill_lv = 1;
  6066. group2->unit_id = skill_get_unit_id(group2->skill_id,0);
  6067. group2->target_flag = skill_get_unit_target(group2->skill_id);
  6068. group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
  6069. group2->interval = skill_get_unit_interval(group2->skill_id);
  6070. group2 = &uglydance;
  6071. group2->skill_id = DC_UGLYDANCE;
  6072. group2->skill_lv = 1;
  6073. group2->unit_id = skill_get_unit_id(group2->skill_id,0);
  6074. group2->target_flag = skill_get_unit_target(group2->skill_id);
  6075. group2->bl_flag= skill_get_unit_bl_target(group2->skill_id);
  6076. group2->interval = skill_get_unit_interval(group2->skill_id);
  6077. return 0;
  6078. }
  6079. if (!flag)
  6080. { //Transform
  6081. memcpy(&original, group, sizeof(struct skill_unit_group)); //Backup
  6082. group2 = unit->val2&UF_SONG?&dissonance:&uglydance;
  6083. group->skill_id = group2->skill_id;
  6084. group->skill_lv = group2->skill_lv;
  6085. group->unit_id = group2->unit_id;
  6086. group->target_flag = group2->target_flag;
  6087. group->bl_flag= group2->bl_flag;
  6088. group->interval = group2->interval;
  6089. } else { //Restore only relevant values (should the backup be 5 ints rather than the whole structure?)
  6090. group->skill_id = original.skill_id;
  6091. group->skill_lv = original.skill_lv;
  6092. group->unit_id = original.unit_id;
  6093. group->target_flag = original.target_flag;
  6094. group->bl_flag = original.bl_flag;
  6095. group->interval = original.interval;
  6096. }
  6097. return 1;
  6098. }
  6099. /*==========================================
  6100. * Initializes and sets a ground skill.
  6101. * flag&1 is used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  6102. * flag&2 is used to determine if this skill was casted with Magic Power active.
  6103. *------------------------------------------*/
  6104. struct skill_unit_group *skill_unitsetting (struct block_list *src, int skillid, int skilllv, int x, int y, int flag)
  6105. {
  6106. struct skill_unit_group *group;
  6107. int i,limit,val1=0,val2=0,val3=0;
  6108. int count=0;
  6109. int target,interval,range,unit_flag;
  6110. struct skill_unit_layout *layout;
  6111. struct map_session_data *sd;
  6112. struct status_data *status;
  6113. struct status_change *sc;
  6114. int active_flag=1;
  6115. int subunt=0;
  6116. nullpo_retr(0, src);
  6117. limit = skill_get_time(skillid,skilllv);
  6118. range = skill_get_unit_range(skillid,skilllv);
  6119. interval = skill_get_unit_interval(skillid);
  6120. target = skill_get_unit_target(skillid);
  6121. unit_flag = skill_get_unit_flag(skillid);
  6122. layout = skill_get_unit_layout(skillid,skilllv,src,x,y);
  6123. if (skillid == AL_WARP && flag && src->type == BL_SKILL)
  6124. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  6125. group= ((TBL_SKILL*)src)->group;
  6126. src = map_id2bl(group->src_id);
  6127. if (!src) return NULL;
  6128. val2=group->val2; //Copy the (x,y) position you warp to
  6129. val3=group->val3; //as well as the mapindex to warp to.
  6130. }
  6131. BL_CAST(BL_PC, src, sd);
  6132. status = status_get_status_data(src);
  6133. sc= status_get_sc(src); // for traps, firewall and fogwall - celest
  6134. if (sc && !sc->count)
  6135. sc = NULL;
  6136. switch(skillid){
  6137. case MG_SAFETYWALL:
  6138. val2=skilllv+1;
  6139. break;
  6140. case MG_FIREWALL:
  6141. if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
  6142. limit = limit*3/2;
  6143. val2=4+skilllv;
  6144. break;
  6145. case AL_WARP:
  6146. val1=skilllv+6;
  6147. if(!(flag&1))
  6148. limit=2000;
  6149. break;
  6150. case PR_SANCTUARY:
  6151. case NPC_EVILLAND:
  6152. val1=(skilllv+3)*2;
  6153. val2=(skilllv>6)?(skillid == PR_SANCTUARY?777:666):skilllv*100;
  6154. if (sd && (i = pc_skillheal_bonus(sd, skillid)))
  6155. val2 += val2 * i / 100;
  6156. break;
  6157. case WZ_FIREPILLAR:
  6158. if((flag&1)!=0)
  6159. limit=1000;
  6160. val1=skilllv+2;
  6161. break;
  6162. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  6163. case AM_DEMONSTRATION:
  6164. if (map_flag_vs(src->m) && battle_config.vs_traps_bctall
  6165. && (src->type&battle_config.vs_traps_bctall))
  6166. target = BCT_ALL;
  6167. break;
  6168. case NJ_SUITON:
  6169. skill_clear_group(src,1);
  6170. break;
  6171. case HT_SHOCKWAVE:
  6172. val1=skilllv*15+10;
  6173. case HT_SANDMAN:
  6174. case HT_CLAYMORETRAP:
  6175. case HT_SKIDTRAP:
  6176. case HT_LANDMINE:
  6177. case HT_ANKLESNARE:
  6178. case HT_FLASHER:
  6179. case HT_FREEZINGTRAP:
  6180. case HT_BLASTMINE:
  6181. if (map_flag_gvg(src->m))
  6182. limit *= 4; // longer trap times in WOE [celest]
  6183. if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
  6184. && (src->type&battle_config.vs_traps_bctall))
  6185. target = BCT_ALL;
  6186. break;
  6187. case SA_LANDPROTECTOR:
  6188. {
  6189. int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
  6190. val1=skilllv*15+10;
  6191. aoe_diameter=skilllv+skilllv%2+5;
  6192. count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
  6193. }
  6194. //No break because we also have to check if we use gemstones. [Skotlex]
  6195. case SA_VOLCANO:
  6196. case SA_DELUGE:
  6197. case SA_VIOLENTGALE:
  6198. {
  6199. struct skill_unit_group *old_sg;
  6200. if ((old_sg = skill_locate_element_field(src)) != NULL)
  6201. { //HelloKitty confirmed that these are interchangeable,
  6202. //so you can change element and not consume gemstones.
  6203. if ((
  6204. old_sg->skill_id == SA_VOLCANO ||
  6205. old_sg->skill_id == SA_DELUGE ||
  6206. old_sg->skill_id == SA_VIOLENTGALE
  6207. ) && old_sg->limit > 0)
  6208. { //Use the previous limit (minus the elapsed time) [Skotlex]
  6209. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  6210. if (limit < 0) //This can happen...
  6211. limit = skill_get_time(skillid,skilllv);
  6212. }
  6213. skill_clear_group(src,1);
  6214. }
  6215. break;
  6216. }
  6217. case BA_DISSONANCE:
  6218. case DC_UGLYDANCE:
  6219. val1 = 10; //FIXME: This value is not used anywhere, what is it for? [Skotlex]
  6220. break;
  6221. case BA_WHISTLE:
  6222. val1 = skilllv +status->agi/10; // Flee increase
  6223. val2 = ((skilllv+1)/2)+status->luk/10; // Perfect dodge increase
  6224. if(sd){
  6225. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6226. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6227. }
  6228. break;
  6229. case DC_HUMMING:
  6230. val1 = 2*skilllv+status->dex/10; // Hit increase
  6231. if(sd)
  6232. val1 += 2*pc_checkskill(sd,DC_DANCINGLESSON);
  6233. break;
  6234. case BA_POEMBRAGI:
  6235. val1 = 3*skilllv+status->dex/10; // Casting time reduction
  6236. //For some reason at level 10 the base delay reduction is 50%.
  6237. val2 = (skilllv<10?3*skilllv:50)+status->int_/10; // After-cast delay reduction
  6238. if(sd){
  6239. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6240. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  6241. }
  6242. break;
  6243. case DC_DONTFORGETME:
  6244. val1 = 30*skilllv+status->dex; // ASPD decrease
  6245. val2 = 100 -2*skilllv -status->agi/10; // Movement speed adjustment.
  6246. if(sd){
  6247. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6248. val2 -= pc_checkskill(sd,DC_DANCINGLESSON);
  6249. }
  6250. if (val2 < 1) val2 = 1;
  6251. break;
  6252. case BA_APPLEIDUN:
  6253. val1 = 5+2*skilllv+status->vit/10; // MaxHP percent increase
  6254. val2 = 30+5*skilllv+5*(status->vit/10); // HP recovery
  6255. if(sd){
  6256. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6257. val2 += 5*pc_checkskill(sd,BA_MUSICALLESSON);
  6258. if ((i = pc_skillheal_bonus(sd, skillid)))
  6259. val2 += val2 * i / 100;
  6260. }
  6261. break;
  6262. case DC_SERVICEFORYOU:
  6263. val1 = 10+skilllv+(status->int_/10); // MaxSP percent increase
  6264. val2 = 10+3*skilllv+(status->int_/10); // SP cost reduction
  6265. if(sd){
  6266. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6267. val2 += pc_checkskill(sd,DC_DANCINGLESSON);
  6268. }
  6269. break;
  6270. case BA_ASSASSINCROSS:
  6271. val1 = 100+10*skilllv+status->agi; // ASPD increase
  6272. if(sd)
  6273. val1 += pc_checkskill(sd,BA_MUSICALLESSON);
  6274. break;
  6275. case DC_FORTUNEKISS:
  6276. val1 = 10+skilllv+(status->luk/10); // Critical increase
  6277. if(sd)
  6278. val1 += pc_checkskill(sd,DC_DANCINGLESSON);
  6279. val1*=10; //Because every 10 crit is an actual cri point.
  6280. break;
  6281. case BD_DRUMBATTLEFIELD:
  6282. val1 = (skilllv+1)*25; //Watk increase
  6283. val2 = (skilllv+1)*2; //Def increase
  6284. break;
  6285. case BD_RINGNIBELUNGEN:
  6286. val1 = (skilllv+2)*25; //Watk increase
  6287. break;
  6288. case BD_RICHMANKIM:
  6289. val1 = 25 + 11*skilllv; //Exp increase bonus.
  6290. break;
  6291. case BD_SIEGFRIED:
  6292. val1 = 55 + skilllv*5; //Elemental Resistance
  6293. val2 = skilllv*10; //Status ailment resistance
  6294. break;
  6295. case RG_GRAFFITI: /* Graffiti */
  6296. count=1; // Leave this at 1 [Valaris]
  6297. break;
  6298. case WE_CALLPARTNER:
  6299. if (sd) val1 = sd->status.partner_id;
  6300. break;
  6301. case WE_CALLPARENT:
  6302. if (sd) {
  6303. val1 = sd->status.father;
  6304. val2 = sd->status.mother;
  6305. }
  6306. break;
  6307. case WE_CALLBABY:
  6308. if (sd) val1 = sd->status.child;
  6309. break;
  6310. case NJ_KAENSIN:
  6311. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  6312. val2 = (skilllv+1)/2 + 4;
  6313. break;
  6314. case GS_GROUNDDRIFT:
  6315. {
  6316. int element[5]={ELE_WIND,ELE_DARK,ELE_POISON,ELE_WATER,ELE_FIRE};
  6317. val1 = status->rhw.ele;
  6318. if (!val1)
  6319. val1=element[rand()%5];
  6320. switch (val1)
  6321. {
  6322. case ELE_FIRE:
  6323. subunt++;
  6324. case ELE_WATER:
  6325. subunt++;
  6326. case ELE_POISON:
  6327. subunt++;
  6328. case ELE_DARK:
  6329. subunt++;
  6330. case ELE_WIND:
  6331. break;
  6332. default:
  6333. subunt=rand()%5;
  6334. break;
  6335. }
  6336. break;
  6337. }
  6338. }
  6339. nullpo_retr(NULL, group=skill_initunitgroup(src,(count > 0 ? count : layout->count),
  6340. skillid,skilllv,skill_get_unit_id(skillid,flag&1)+subunt, limit, interval));
  6341. group->val1=val1;
  6342. group->val2=val2;
  6343. group->val3=val3;
  6344. group->target_flag=target;
  6345. group->bl_flag= skill_get_unit_bl_target(skillid);
  6346. group->state.into_abyss = (sc && sc->data[SC_INTOABYSS].timer != -1); //Store into abyss state, to know it shouldn't give traps back. [Skotlex]
  6347. group->state.magic_power = (flag&2 || (sc && sc->data[SC_MAGICPOWER].timer != -1)); //Store the magic power flag. [Skotlex]
  6348. //Store if this skill needs to consume ammo.
  6349. group->state.ammo_consume = (sd && sd->state.arrow_atk && skillid != GS_GROUNDDRIFT);
  6350. 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
  6351. //if tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  6352. if (DIFF_TICK(group->tick, gettick()) > 100)
  6353. active_flag = 0;
  6354. if(skillid==HT_TALKIEBOX ||
  6355. skillid==RG_GRAFFITI){
  6356. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  6357. if (sd)
  6358. memcpy(group->valstr,sd->message,MESSAGE_SIZE);
  6359. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  6360. strcpy(group->valstr, "Boo!");
  6361. }
  6362. //Why redefine local variables when the ones of the function can be reused? [Skotlex]
  6363. val1=skilllv;
  6364. val2=0;
  6365. limit=group->limit;
  6366. count=group->unit_count;
  6367. for(i=0;i<count;i++){
  6368. struct skill_unit *unit;
  6369. int ux,uy,alive=1;
  6370. ux = x + layout->dx[i];
  6371. uy = y + layout->dy[i];
  6372. switch (skillid) {
  6373. case MG_FIREWALL:
  6374. case NJ_KAENSIN:
  6375. val2=group->val2;
  6376. break;
  6377. case WZ_ICEWALL:
  6378. if(skilllv <= 1)
  6379. val1 = 500;
  6380. else
  6381. val1 = 200 + 200*skilllv;
  6382. break;
  6383. case RG_GRAFFITI: /* Graffiti [Valaris] */
  6384. ux+=(i%5-2);
  6385. uy+=(i/5-2);
  6386. break;
  6387. case GS_DESPERADO:
  6388. val1 = abs(layout->dx[i]);
  6389. val2 = abs(layout->dy[i]);
  6390. if (val1 < 2 || val2 < 2) { //Nearby cross, linear decrease with no diagonals
  6391. if (val2 > val1) val1 = val2;
  6392. if (val1) val1--;
  6393. val1 = 36 -12*val1;
  6394. } else //Diagonal edges
  6395. val1 = 28 -4*val1 -4*val2;
  6396. if (val1 < 1) val1 = 1;
  6397. val2 = 0;
  6398. break;
  6399. default:
  6400. if (group->state.song_dance&0x1)
  6401. val2 = unit_flag&(UF_DANCE|UF_SONG); //Store whether this is a song/dance
  6402. break;
  6403. }
  6404. if(range<=0)
  6405. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
  6406. if(alive && map_getcell(src->m,ux,uy,CELL_CHKWALL))
  6407. alive = 0;
  6408. if (alive && battle_config.skill_wall_check) {
  6409. //Check if there's a path between cell and center of casting.
  6410. if (!path_search_long(NULL,src->m,ux,uy,x,y))
  6411. alive = 0;
  6412. }
  6413. if(alive && skillid == WZ_ICEWALL) {
  6414. if(src->x == x && src->y==y) // Ice Wall not allowed on self [DracoRPG]
  6415. alive=0;
  6416. else {
  6417. val2=map_getcell(src->m,ux,uy,CELL_GETTYPE);
  6418. if(val2==5 || val2==1)
  6419. alive=0;
  6420. else
  6421. clif_changemapcell(src->m,ux,uy,5,0);
  6422. }
  6423. }
  6424. if(alive){
  6425. nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy,val1,val2));
  6426. unit->limit=limit;
  6427. unit->range=range;
  6428. if (skillid == PF_FOGWALL && alive == 2)
  6429. { //Double duration of cells on top of Deluge/Suiton
  6430. unit->limit *= 2;
  6431. group->limit = unit->limit;
  6432. }
  6433. if (range==0 && active_flag)
  6434. map_foreachincell(skill_unit_effect,unit->bl.m,
  6435. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  6436. }
  6437. }
  6438. if (!group->alive_count)
  6439. { //No cells? Something that was blocked completely by Land Protector?
  6440. skill_delunitgroup(src, group, 0);
  6441. return NULL;
  6442. }
  6443. if (group->state.song_dance) {
  6444. if(sd){
  6445. sd->skillid_dance = skillid;
  6446. sd->skilllv_dance = skilllv;
  6447. }
  6448. if (
  6449. sc_start4(src, SC_DANCING, 100, skillid, (int)group, skilllv,
  6450. (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  6451. sd && group->state.song_dance&2 && skillid != CG_HERMODE //Hermod is a encore with a warp!
  6452. )
  6453. skill_check_pc_partner(sd, skillid, &skilllv, 1, 1);
  6454. }
  6455. if (skillid == NJ_TATAMIGAESHI) //Store number of tiles.
  6456. group->val1 = group->alive_count;
  6457. return group;
  6458. }
  6459. /*==========================================
  6460. *
  6461. *------------------------------------------*/
  6462. int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6463. {
  6464. struct skill_unit_group *sg;
  6465. struct block_list *ss;
  6466. struct status_change *sc;
  6467. int type,skillid;
  6468. nullpo_retr(0, src);
  6469. nullpo_retr(0, bl);
  6470. if(bl->prev==NULL || !src->alive || status_isdead(bl))
  6471. return 0;
  6472. nullpo_retr(0, sg=src->group);
  6473. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6474. if (skill_get_type(sg->skill_id) == BF_MAGIC &&
  6475. map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  6476. return 0; //AoE skills are ineffective. [Skotlex]
  6477. sc = status_get_sc(bl);
  6478. if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE)
  6479. return 0; //Hidden characters are inmune to AoE skills except Heaven's Drive. [Skotlex]
  6480. type = SkillStatusChangeTable(sg->skill_id);
  6481. skillid = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  6482. switch (sg->unit_id) {
  6483. case UNT_SAFETYWALL:
  6484. //TODO: Find a more reliable way to handle the link to sg, this could cause dangling pointers. [Skotlex]
  6485. if (sc && sc->data[type].timer == -1)
  6486. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,(int)sg,0,sg->limit);
  6487. break;
  6488. case UNT_WARP_WAITING:
  6489. if(bl->type==BL_PC){
  6490. struct map_session_data *sd = (struct map_session_data *)bl;
  6491. if((!sd->chatID || battle_config.chat_warpportal)
  6492. && sd->ud.to_x == src->bl.x && sd->ud.to_y == src->bl.y) {
  6493. if (pc_setpos(sd,sg->val3,sg->val2>>16,sg->val2&0xffff,3) == 0) {
  6494. if (--sg->val1<=0)
  6495. skill_delunitgroup(NULL, sg, 0);
  6496. }
  6497. }
  6498. } else
  6499. if(bl->type == BL_MOB && battle_config.mob_warp&2)
  6500. {
  6501. int m = map_mapindex2mapid(sg->val3);
  6502. if (m < 0) break; //Map not available on this map-server.
  6503. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,3);
  6504. }
  6505. break;
  6506. case UNT_QUAGMIRE:
  6507. if(sc && sc->data[type].timer==-1)
  6508. sc_start4(bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  6509. break;
  6510. case UNT_VOLCANO:
  6511. case UNT_DELUGE:
  6512. case UNT_VIOLENTGALE:
  6513. if(sc && sc->data[type].timer==-1)
  6514. sc_start(bl,type,100,sg->skill_lv,sg->limit);
  6515. break;
  6516. case UNT_SUITON:
  6517. if(sc && sc->data[type].timer==-1)
  6518. sc_start4(bl,type,100,sg->skill_lv,
  6519. map_flag_vs(bl->m) || battle_check_target(&src->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  6520. 0,0,sg->limit);
  6521. break;
  6522. case UNT_RICHMANKIM:
  6523. case UNT_ETERNALCHAOS:
  6524. case UNT_DRUMBATTLEFIELD:
  6525. case UNT_RINGNIBELUNGEN:
  6526. case UNT_ROKISWEIL:
  6527. case UNT_INTOABYSS:
  6528. case UNT_SIEGFRIED:
  6529. case UNT_HERMODE:
  6530. //Needed to check when a dancer/bard leaves their ensemble area.
  6531. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6532. return skillid;
  6533. if (sc && sc->data[type].timer==-1)
  6534. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6535. break;
  6536. case UNT_WHISTLE:
  6537. case UNT_ASSASSINCROSS:
  6538. case UNT_POEMBRAGI:
  6539. case UNT_APPLEIDUN:
  6540. case UNT_HUMMING:
  6541. case UNT_DONTFORGETME:
  6542. case UNT_FORTUNEKISS:
  6543. case UNT_SERVICEFORYOU:
  6544. if (sg->src_id==bl->id && !(sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_BARDDANCER))
  6545. return 0;
  6546. if (!sc) return 0;
  6547. if (sc->data[type].timer==-1)
  6548. sc_start4(bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  6549. else if (sc->data[type].val4 == 1) {
  6550. //Readjust timers since the effect will not last long.
  6551. sc->data[type].val4 = 0;
  6552. delete_timer(sc->data[type].timer, status_change_timer);
  6553. sc->data[type].timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type);
  6554. }
  6555. break;
  6556. case UNT_FOGWALL:
  6557. if (sc && sc->data[type].timer==-1)
  6558. {
  6559. sc_start4(bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  6560. if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6561. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, tick);
  6562. }
  6563. break;
  6564. case UNT_GRAVITATION:
  6565. if (sc && sc->data[type].timer==-1)
  6566. sc_start4(bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  6567. break;
  6568. case UNT_ICEWALL: //Destroy the cell. [Skotlex]
  6569. src->val1 = 0;
  6570. if(src->limit + sg->tick > tick + 700)
  6571. src->limit = DIFF_TICK(tick+700,sg->tick);
  6572. break;
  6573. case UNT_MOONLIT:
  6574. //Knockback out of area if affected char isn't in Moonlit effect
  6575. if (sc && sc->data[SC_DANCING].timer!=-1 && (sc->data[SC_DANCING].val1&0xFFFF) == CG_MOONLIT)
  6576. break;
  6577. if (ss == bl) //Also needed to prevent infinite loop crash.
  6578. break;
  6579. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6580. break;
  6581. }
  6582. return skillid;
  6583. }
  6584. /*==========================================
  6585. *
  6586. *------------------------------------------*/
  6587. int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6588. {
  6589. struct skill_unit_group *sg;
  6590. struct block_list *ss;
  6591. TBL_PC* sd;
  6592. TBL_PC* tsd;
  6593. struct status_data *tstatus, *sstatus;
  6594. struct status_change *tsc, *sc;
  6595. struct skill_unit_group_tickset *ts;
  6596. int matk_min = 0, matk_max = 0; //For Magic power...
  6597. int type, skillid;
  6598. int diff=0;
  6599. nullpo_retr(0, src);
  6600. nullpo_retr(0, bl);
  6601. if (bl->prev==NULL || !src->alive || status_isdead(bl))
  6602. return 0;
  6603. nullpo_retr(0, sg=src->group);
  6604. nullpo_retr(0, ss=map_id2bl(sg->src_id));
  6605. BL_CAST(BL_PC, ss, sd);
  6606. BL_CAST(BL_PC, bl, tsd);
  6607. tsc = status_get_sc(bl);
  6608. tstatus = status_get_status_data(bl);
  6609. if (sg->state.magic_power) //For magic power.
  6610. {
  6611. sc = status_get_sc(ss);
  6612. sstatus = status_get_status_data(ss);
  6613. } else {
  6614. sc = NULL;
  6615. sstatus = NULL;
  6616. }
  6617. type = SkillStatusChangeTable(sg->skill_id);
  6618. skillid = sg->skill_id;
  6619. if (sg->interval == -1) {
  6620. switch (sg->unit_id) {
  6621. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  6622. case UNT_SPIDERWEB:
  6623. case UNT_FIREPILLAR_ACTIVE:
  6624. return 0;
  6625. default:
  6626. if (battle_config.error_log)
  6627. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  6628. return 0;
  6629. }
  6630. }
  6631. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  6632. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  6633. diff = DIFF_TICK(tick,ts->tick);
  6634. if (diff < 0)
  6635. return 0;
  6636. ts->tick = tick+sg->interval;
  6637. if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
  6638. ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,BL_CHAR)-1);
  6639. }
  6640. //Temporarily set magic power to have it take effect. [Skotlex]
  6641. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6642. { //Store previous values.
  6643. matk_min = sstatus->matk_min;
  6644. matk_max = sstatus->matk_max;
  6645. //Note to NOT return from the function until this is unset!
  6646. sstatus->matk_min = sc->data[SC_MAGICPOWER].val3;
  6647. sstatus->matk_max = sc->data[SC_MAGICPOWER].val4;
  6648. }
  6649. switch (sg->unit_id)
  6650. {
  6651. case UNT_FIREWALL:
  6652. {
  6653. int count=0;
  6654. if (tstatus->def_ele == ELE_FIRE || battle_check_undead(tstatus->race, tstatus->def_ele)) {
  6655. //This is the best Aegis approximation we can do without
  6656. //changing the minimum skill unit interval. [Skotlex]
  6657. while (count++ < battle_config.firewall_hits_on_undead && src->val2-- && !status_isdead(bl))
  6658. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*10,1);
  6659. } else {
  6660. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6661. src->val2--;
  6662. }
  6663. if (src->val2<=0)
  6664. skill_delunit(src, 0);
  6665. break;
  6666. }
  6667. case UNT_SANCTUARY:
  6668. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON)
  6669. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  6670. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0 &&
  6671. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0))
  6672. // reduce healing count if this was meant for damaging [hekate]
  6673. sg->val1 -= 2;
  6674. } else {
  6675. int heal = sg->val2;
  6676. if (tstatus->hp >= tstatus->max_hp)
  6677. break;
  6678. if (tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6679. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6680. if (status_isimmune(bl))
  6681. heal = 0; /* 鮟�≡陝イ繧ォ繝シ繝会シ医ヲ繝シ繝ォ驥擾シ撰シ� */
  6682. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6683. status_heal(bl, heal, 0, 0);
  6684. if (diff >= 500)
  6685. sg->val1--;
  6686. }
  6687. if (sg->val1 <= 0)
  6688. skill_delunitgroup(NULL,sg, 0);
  6689. break;
  6690. case UNT_EVILLAND:
  6691. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6692. { //Damage enemies
  6693. if(battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6694. skill_attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6695. } else {
  6696. int heal = sg->val2;
  6697. if (tstatus->hp >= tstatus->max_hp)
  6698. break;
  6699. if (tsc && tsc->count && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6700. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6701. if (status_isimmune(bl))
  6702. heal = 0;
  6703. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6704. status_heal(bl, heal, 0, 0);
  6705. }
  6706. break;
  6707. case UNT_MAGNUS:
  6708. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  6709. break;
  6710. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6711. break;
  6712. case UNT_ATTACK_SKILLS:
  6713. switch (sg->skill_id)
  6714. {
  6715. case SG_SUN_WARM: //SG skills [Komurka]
  6716. case SG_MOON_WARM:
  6717. case SG_STAR_WARM:
  6718. if(bl->type==BL_PC)
  6719. //Only damage SP [Skotlex]
  6720. status_zap(bl, 0, 60);
  6721. else if(status_charge(ss, 0, 2))
  6722. //Otherwise, Knockback attack.
  6723. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6724. break;
  6725. case WZ_STORMGUST:
  6726. if (tsc && tsc->data[SC_FREEZE].val4 != sg->group_id)
  6727. { //Reset hit counter when under new storm gust.
  6728. tsc->data[SC_FREEZE].val4 = sg->group_id;
  6729. tsc->data[SC_FREEZE].val3 = 0;
  6730. }
  6731. if (skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0) > 0
  6732. && tsc) //Increase freeze counter if attack connects.
  6733. tsc->data[SC_FREEZE].val3++; //SG hit counter.
  6734. break;
  6735. default:
  6736. skill_attack(skill_get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6737. }
  6738. break;
  6739. case UNT_FIREPILLAR_WAITING:
  6740. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  6741. skill_delunit(src, 0);
  6742. break;
  6743. case UNT_FIREPILLAR_ACTIVE:
  6744. skill_area_temp[1] = 0;
  6745. map_foreachinrange(skill_attack_area,bl,
  6746. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6747. BF_MAGIC,ss,&src->bl,sg->skill_id,sg->skill_lv,tick,0,BCT_ENEMY); // area damage [Celest]
  6748. sg->interval = -1; //Mark it used up so others can't trigger it for massive splash damage. [Skotlex]
  6749. sg->limit=DIFF_TICK(tick,sg->tick) + 1500;
  6750. break;
  6751. case UNT_SKIDTRAP:
  6752. {
  6753. skill_blown(&src->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),0);
  6754. sg->unit_id = UNT_USED_TRAPS;
  6755. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6756. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6757. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6758. }
  6759. break;
  6760. case UNT_SPIDERWEB:
  6761. case UNT_ANKLESNARE:
  6762. if(sg->val2==0 && tsc){
  6763. int sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  6764. if (status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8))
  6765. {
  6766. struct TimerData* td = get_timer(tsc->data[type].timer);
  6767. if (td) sec = DIFF_TICK(td->tick, tick);
  6768. map_moveblock(bl, src->bl.x, src->bl.y, tick);
  6769. clif_fixpos(bl);
  6770. sg->val2=bl->id;
  6771. } else
  6772. sec = 3000; //Couldn't trap it?
  6773. //clif_01ac(&src->bl); //Removed? Check the openkore description of this packet: [Skotlex]
  6774. // 01AC: long ID
  6775. // Indicates that an object is trapped, but ID is not a
  6776. // valid monster or player ID.
  6777. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  6778. sg->interval = -1;
  6779. src->range = 0;
  6780. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6781. }
  6782. break;
  6783. case UNT_VENOMDUST:
  6784. if(tsc && tsc->data[type].timer==-1 )
  6785. status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),8);
  6786. break;
  6787. case UNT_LANDMINE:
  6788. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6789. sg->unit_id = UNT_USED_TRAPS;
  6790. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6791. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6792. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6793. break;
  6794. case UNT_CLAYMORETRAP:
  6795. case UNT_BLASTMINE:
  6796. //Hold number of targets (required for damage calculation)
  6797. type = map_foreachinrange(skill_count_target,&src->bl,
  6798. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &src->bl);
  6799. case UNT_SHOCKWAVE:
  6800. case UNT_SANDMAN:
  6801. case UNT_FLASHER:
  6802. case UNT_FREEZINGTRAP:
  6803. map_foreachinrange(skill_trap_splash,&src->bl,
  6804. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6805. &src->bl,tick,type);
  6806. sg->unit_id = UNT_USED_TRAPS;
  6807. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6808. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6809. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6810. break;
  6811. case UNT_TALKIEBOX:
  6812. if (sg->src_id == bl->id)
  6813. break;
  6814. if (sg->val2 == 0){
  6815. clif_talkiebox(&src->bl, sg->valstr);
  6816. sg->unit_id = UNT_USED_TRAPS;
  6817. clif_changetraplook(&src->bl, UNT_USED_TRAPS);
  6818. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  6819. sg->val2 = -1;
  6820. sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
  6821. }
  6822. break;
  6823. case UNT_LULLABY:
  6824. if (ss->id == bl->id)
  6825. break;
  6826. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6827. break;
  6828. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  6829. if (ss->id != bl->id)
  6830. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, tick);
  6831. break;
  6832. case UNT_DISSONANCE:
  6833. skill_attack(BF_MISC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  6834. break;
  6835. case UNT_APPLEIDUN: //Apple of Idun [Skotlex]
  6836. {
  6837. int heal;
  6838. if (sg->src_id == bl->id)
  6839. break;
  6840. heal = sg->val2;
  6841. if(tsc && tsc->data[SC_CRITICALWOUND].timer!=-1)
  6842. heal -= heal * tsc->data[SC_CRITICALWOUND].val2 / 100;
  6843. clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
  6844. status_heal(bl, heal, 0, 0);
  6845. break;
  6846. }
  6847. case UNT_TATAMIGAESHI:
  6848. case UNT_DEMONSTRATION:
  6849. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6850. break;
  6851. case UNT_GOSPEL:
  6852. if (rand()%100 > sg->skill_lv*10 || ss == bl)
  6853. break;
  6854. if (battle_check_target(ss,bl,BCT_PARTY)>0)
  6855. { // Support Effect only on party, not guild
  6856. int i = rand()%13; // Positive buff count
  6857. type = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  6858. switch (i)
  6859. {
  6860. case 0: // Heal 1~9999 HP
  6861. type = rand() %9999+1;
  6862. clif_skill_nodamage(ss,bl,AL_HEAL,type,1);
  6863. status_heal(bl,type,0,0);
  6864. break;
  6865. case 1: // End all negative status
  6866. status_change_clear_buffs(bl,2);
  6867. if (tsd) clif_gospel_info(tsd, 0x15);
  6868. break;
  6869. case 2: // Immunity to all status
  6870. sc_start(bl,SC_SCRESIST,100,100,type);
  6871. if (tsd) clif_gospel_info(tsd, 0x16);
  6872. break;
  6873. case 3: // MaxHP +100%
  6874. sc_start(bl,SC_INCMHPRATE,100,100,type);
  6875. if (tsd) clif_gospel_info(tsd, 0x17);
  6876. break;
  6877. case 4: // MaxSP +100%
  6878. sc_start(bl,SC_INCMSPRATE,100,100,type);
  6879. if (tsd) clif_gospel_info(tsd, 0x18);
  6880. break;
  6881. case 5: // All stats +20
  6882. sc_start(bl,SC_INCALLSTATUS,100,20,type);
  6883. if (tsd) clif_gospel_info(tsd, 0x19);
  6884. break;
  6885. case 6: // Level 10 Blessing
  6886. sc_start(bl,SC_BLESSING,100,10,type);
  6887. break;
  6888. case 7: // Level 10 Increase AGI
  6889. sc_start(bl,SC_INCREASEAGI,100,10,type);
  6890. break;
  6891. case 8: // Enchant weapon with Holy element
  6892. sc_start(bl,SC_ASPERSIO,100,1,type);
  6893. if (tsd) clif_gospel_info(tsd, 0x1c);
  6894. break;
  6895. case 9: // Enchant armor with Holy element
  6896. sc_start(bl,SC_BENEDICTIO,100,1,type);
  6897. if (tsd) clif_gospel_info(tsd, 0x1d);
  6898. break;
  6899. case 10: // DEF +25%
  6900. sc_start(bl,SC_INCDEFRATE,100,25,type);
  6901. if (tsd) clif_gospel_info(tsd, 0x1e);
  6902. break;
  6903. case 11: // ATK +100%
  6904. sc_start(bl,SC_INCATKRATE,100,100,type);
  6905. if (tsd) clif_gospel_info(tsd, 0x1f);
  6906. break;
  6907. case 12: // HIT/Flee +50
  6908. sc_start(bl,SC_INCHIT,100,50,type);
  6909. sc_start(bl,SC_INCFLEE,100,50,type);
  6910. if (tsd) clif_gospel_info(tsd, 0x20);
  6911. break;
  6912. }
  6913. }
  6914. else if (battle_check_target(&src->bl,bl,BCT_ENEMY)>0)
  6915. { // Offensive Effect
  6916. int i = rand()%9; // Negative buff count
  6917. type = skill_get_time2(sg->skill_id, sg->skill_lv);
  6918. switch (i)
  6919. {
  6920. case 0: // Deal 1~9999 damage
  6921. skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6922. break;
  6923. case 1: // Curse
  6924. sc_start(bl,SC_CURSE,100,1,type);
  6925. break;
  6926. case 2: // Blind
  6927. sc_start(bl,SC_BLIND,100,1,type);
  6928. break;
  6929. case 3: // Poison
  6930. sc_start(bl,SC_POISON,100,1,type);
  6931. break;
  6932. case 4: // Level 10 Provoke
  6933. sc_start(bl,SC_PROVOKE,100,10,type);
  6934. break;
  6935. case 5: // DEF -100%
  6936. sc_start(bl,SC_INCDEFRATE,100,-100,type);
  6937. break;
  6938. case 6: // ATK -100%
  6939. sc_start(bl,SC_INCATKRATE,100,-100,type);
  6940. break;
  6941. case 7: // Flee -100%
  6942. sc_start(bl,SC_INCFLEERATE,100,-100,type);
  6943. break;
  6944. case 8: // Speed/ASPD -25%
  6945. sc_start4(bl,SC_GOSPEL,100,1,0,0,BCT_ENEMY,type);
  6946. break;
  6947. }
  6948. }
  6949. break;
  6950. case UNT_GRAVITATION:
  6951. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6952. break;
  6953. case UNT_DESPERADO:
  6954. if (rand()%100 < src->val1)
  6955. skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6956. break;
  6957. case UNT_GROUNDDRIFT_WIND:
  6958. case UNT_GROUNDDRIFT_DARK:
  6959. case UNT_GROUNDDRIFT_POISON:
  6960. case UNT_GROUNDDRIFT_WATER:
  6961. case UNT_GROUNDDRIFT_FIRE:
  6962. map_foreachinrange(skill_trap_splash,&src->bl,
  6963. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  6964. &src->bl,tick,0);
  6965. sg->unit_id = UNT_USED_TRAPS;
  6966. clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  6967. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  6968. sg->state.into_abyss = 1;
  6969. break;
  6970. case UNT_KAENSIN:
  6971. skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  6972. if (--src->val2 <= 0)
  6973. skill_delunit(src, 0);
  6974. break;
  6975. }
  6976. if (sg->state.magic_power && sc && sc->data[SC_MAGICPOWER].timer == -1)
  6977. { //Unset magic power.
  6978. sstatus->matk_min = matk_min;
  6979. sstatus->matk_max = matk_max;
  6980. }
  6981. if (bl->type == BL_MOB && ss != bl)
  6982. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skillid<<16));
  6983. return skillid;
  6984. }
  6985. /*==========================================
  6986. *
  6987. *------------------------------------------*/
  6988. int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned int tick)
  6989. {
  6990. struct skill_unit_group *sg;
  6991. struct status_change *sc;
  6992. int type;
  6993. nullpo_retr(0, src);
  6994. nullpo_retr(0, bl);
  6995. nullpo_retr(0, sg=src->group);
  6996. sc = status_get_sc(bl);
  6997. if (sc && !sc->count)
  6998. sc = NULL;
  6999. type = SkillStatusChangeTable(sg->skill_id);
  7000. if (bl->prev==NULL || !src->alive || //Need to delete the trap if the source died.
  7001. (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB))
  7002. return 0;
  7003. switch(sg->unit_id){
  7004. case UNT_SAFETYWALL:
  7005. if (sc && sc->data[type].timer!=-1)
  7006. status_change_end(bl,type,-1);
  7007. break;
  7008. case UNT_HERMODE: //Clear Hermode if the owner moved.
  7009. if (sc && sc->data[type].timer!=-1 && sc->data[type].val3 == BCT_SELF && sc->data[type].val4 == sg->group_id)
  7010. status_change_end(bl,type,-1);
  7011. break;
  7012. case UNT_SPIDERWEB:
  7013. {
  7014. struct block_list *target = map_id2bl(sg->val2);
  7015. if (target && target==bl)
  7016. {
  7017. if (sc && sc->data[type].timer!=-1 && sc->data[type].val2 == sg->group_id)
  7018. status_change_end(bl,type,-1);
  7019. sg->limit = DIFF_TICK(tick,sg->tick)+1000;
  7020. }
  7021. break;
  7022. }
  7023. }
  7024. return sg->skill_id;
  7025. }
  7026. /*==========================================
  7027. * Triggered when a char steps out of a skill group [Skotlex]
  7028. *------------------------------------------*/
  7029. static int skill_unit_onleft (int skill_id, struct block_list *bl, unsigned int tick)
  7030. {
  7031. struct status_change *sc;
  7032. int type;
  7033. sc = status_get_sc(bl);
  7034. if (sc && !sc->count)
  7035. sc = NULL;
  7036. type = SkillStatusChangeTable(skill_id);
  7037. switch (skill_id)
  7038. {
  7039. case WZ_QUAGMIRE:
  7040. if (bl->type==BL_MOB)
  7041. break;
  7042. if (sc && sc->data[type].timer != -1)
  7043. status_change_end(bl, type, -1);
  7044. break;
  7045. case BD_LULLABY:
  7046. case BD_RICHMANKIM:
  7047. case BD_ETERNALCHAOS:
  7048. case BD_DRUMBATTLEFIELD:
  7049. case BD_RINGNIBELUNGEN:
  7050. case BD_ROKISWEIL:
  7051. case BD_INTOABYSS:
  7052. case BD_SIEGFRIED:
  7053. if(sc && sc->data[SC_DANCING].timer != -1 &&
  7054. (sc->data[SC_DANCING].val1&0xFFFF) == skill_id)
  7055. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  7056. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  7057. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  7058. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  7059. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  7060. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  7061. skill_stop_dancing(bl);
  7062. }
  7063. case MG_SAFETYWALL:
  7064. case AL_PNEUMA:
  7065. case SA_VOLCANO:
  7066. case SA_DELUGE:
  7067. case SA_VIOLENTGALE:
  7068. case CG_HERMODE:
  7069. case HW_GRAVITATION:
  7070. case NJ_SUITON:
  7071. if (sc && sc->data[type].timer != -1)
  7072. status_change_end(bl, type, -1);
  7073. break;
  7074. case BA_POEMBRAGI:
  7075. case BA_WHISTLE:
  7076. case BA_ASSASSINCROSS:
  7077. case BA_APPLEIDUN:
  7078. case DC_HUMMING:
  7079. case DC_DONTFORGETME:
  7080. case DC_FORTUNEKISS:
  7081. case DC_SERVICEFORYOU:
  7082. if (sc && sc->data[type].timer != -1)
  7083. {
  7084. delete_timer(sc->data[type].timer, status_change_timer);
  7085. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  7086. //not possible on our current implementation.
  7087. sc->data[type].val4 = 1; //Store the fact that this is a "reduced" duration effect.
  7088. sc->data[type].timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  7089. }
  7090. break;
  7091. case PF_FOGWALL:
  7092. if (sc && sc->data[type].timer != -1)
  7093. {
  7094. status_change_end(bl,type,-1);
  7095. if (sc->data[SC_BLIND].timer!=-1)
  7096. {
  7097. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  7098. status_change_end(bl, SC_BLIND, -1);
  7099. else {
  7100. delete_timer(sc->data[SC_BLIND].timer, status_change_timer);
  7101. sc->data[SC_BLIND].timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  7102. }
  7103. }
  7104. }
  7105. break;
  7106. case UNT_GOSPEL:
  7107. if (sc && sc->data[type].timer != -1 && sc->data[type].val4 == BCT_ALL) //End item-no-use Gospel Effect. [Skotlex]
  7108. status_change_end(bl, type, -1);
  7109. break;
  7110. }
  7111. return skill_id;
  7112. }
  7113. /*==========================================
  7114. * Invoked when a unit cell has been placed/removed/deleted.
  7115. * flag values:
  7116. * flag&1: Invoke onplace function (otherwise invoke onout)
  7117. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  7118. *------------------------------------------*/
  7119. int skill_unit_effect (struct block_list *bl, va_list ap)
  7120. {
  7121. struct skill_unit *unit;
  7122. struct skill_unit_group *group;
  7123. int flag,skill_id;
  7124. unsigned int tick;
  7125. unit=va_arg(ap,struct skill_unit*);
  7126. tick = va_arg(ap,unsigned int);
  7127. flag = va_arg(ap,unsigned int);
  7128. if (!unit->alive || bl->prev==NULL)
  7129. return 0;
  7130. nullpo_retr(0, group=unit->group);
  7131. if (skill_dance_switch(unit, group, 0))
  7132. flag|=64; //Converted cell, remember to restore it.
  7133. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  7134. skill_id = group->skill_id;
  7135. //Target-type check.
  7136. if(!(group->bl_flag&bl->type && battle_check_target(&unit->bl,bl,group->target_flag)>0))
  7137. {
  7138. if (flag&4 && group->src_id == bl->id && group->state.song_dance&0x2)
  7139. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  7140. if (flag&64)
  7141. skill_dance_switch(unit, group, 1);
  7142. return 0;
  7143. }
  7144. if (flag&1)
  7145. skill_unit_onplace(unit,bl,tick);
  7146. else
  7147. skill_unit_onout(unit,bl,tick);
  7148. if (flag&4)
  7149. skill_unit_onleft(skill_id, bl, tick);
  7150. if (flag&64)
  7151. skill_dance_switch(unit, group, 1);
  7152. return 0;
  7153. }
  7154. /*==========================================
  7155. * If flag, this is a forced delete, otherwise, it's natural expiration.
  7156. *------------------------------------------*/
  7157. int skill_unit_onlimit (struct skill_unit *src, unsigned int tick, int flag)
  7158. {
  7159. struct skill_unit_group *sg;
  7160. nullpo_retr(0, src);
  7161. nullpo_retr(0, sg=src->group);
  7162. switch(sg->unit_id){
  7163. case UNT_WARP_ACTIVE:
  7164. if (!flag)
  7165. skill_unitsetting(&src->bl,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1);
  7166. break;
  7167. case UNT_ICEWALL:
  7168. clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
  7169. break;
  7170. case UNT_CALLFAMILY:
  7171. if (!flag)
  7172. {
  7173. struct map_session_data *sd = NULL;
  7174. if(sg->val1) {
  7175. sd = map_charid2sd(sg->val1);
  7176. sg->val1 = 0;
  7177. if (sd && !map[sd->bl.m].flag.nowarp)
  7178. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  7179. }
  7180. if(sg->val2) {
  7181. sd = map_charid2sd(sg->val2);
  7182. sg->val2 = 0;
  7183. if (sd && !map[sd->bl.m].flag.nowarp)
  7184. pc_setpos(sd,map[src->bl.m].index,src->bl.x,src->bl.y,3);
  7185. }
  7186. }
  7187. break;
  7188. case UNT_ANKLESNARE:
  7189. {
  7190. struct block_list *target = map_id2bl(sg->val2);
  7191. if(target)
  7192. status_change_end(target,SC_ANKLE,-1);
  7193. }
  7194. break;
  7195. }
  7196. return 0;
  7197. }
  7198. /*==========================================
  7199. *
  7200. *------------------------------------------*/
  7201. int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, int damage, unsigned int tick)
  7202. {
  7203. struct skill_unit_group *sg;
  7204. nullpo_retr(0, src);
  7205. nullpo_retr(0, sg=src->group);
  7206. if (skill_get_inf2(sg->skill_id)&INF2_TRAP && damage > 0)
  7207. skill_delunitgroup(NULL,sg, 1);
  7208. else
  7209. switch(sg->unit_id){
  7210. case UNT_ICEWALL:
  7211. src->val1-=damage;
  7212. break;
  7213. default:
  7214. damage = 0;
  7215. break;
  7216. }
  7217. return damage;
  7218. }
  7219. /*==========================================
  7220. *
  7221. *------------------------------------------*/
  7222. static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  7223. {
  7224. int *c, skillid;
  7225. struct block_list *src;
  7226. struct map_session_data *sd;
  7227. struct map_session_data *tsd;
  7228. int *p_sd; //Contains the list of characters found.
  7229. nullpo_retr(0, bl);
  7230. nullpo_retr(0, ap);
  7231. nullpo_retr(0, tsd=(struct map_session_data*)bl);
  7232. nullpo_retr(0, src=va_arg(ap,struct block_list *));
  7233. nullpo_retr(0, sd=(struct map_session_data*)src);
  7234. c=va_arg(ap,int *);
  7235. p_sd = va_arg(ap, int *);
  7236. skillid = va_arg(ap,int);
  7237. if ((skillid != PR_BENEDICTIO && *c >=1) || *c >=2)
  7238. return 0; //Partner found for ensembles, or the two companions for Benedictio. [Skotlex]
  7239. if (bl == src)
  7240. return 0;
  7241. if(pc_isdead(tsd))
  7242. return 0;
  7243. if (tsd->sc.count && (tsd->sc.data[SC_SILENCE].timer != -1 || tsd->sc.opt1))
  7244. return 0;
  7245. switch(skillid)
  7246. {
  7247. case PR_BENEDICTIO:
  7248. {
  7249. int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  7250. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  7251. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  7252. && sd->status.sp >= 10)
  7253. p_sd[(*c)++]=tsd->bl.id;
  7254. return 1;
  7255. }
  7256. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  7257. {
  7258. int skilllv;
  7259. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  7260. return 0;
  7261. if (sd->status.sex != tsd->status.sex &&
  7262. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  7263. (skilllv = pc_checkskill(tsd, skillid)) > 0 &&
  7264. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  7265. sd->status.party_id && tsd->status.party_id &&
  7266. sd->status.party_id == tsd->status.party_id &&
  7267. tsd->sc.data[SC_DANCING].timer == -1)
  7268. {
  7269. p_sd[(*c)++]=tsd->bl.id;
  7270. return skilllv;
  7271. } else {
  7272. return 0;
  7273. }
  7274. }
  7275. break;
  7276. }
  7277. return 0;
  7278. }
  7279. /*==========================================
  7280. * Checks and stores partners for ensemble skills [Skotlex]
  7281. *------------------------------------------*/
  7282. int skill_check_pc_partner (struct map_session_data *sd, int skill_id, int* skill_lv, int range, int cast_flag)
  7283. {
  7284. static int c=0;
  7285. static int p_sd[2] = { 0, 0 };
  7286. int i;
  7287. if (!battle_config.player_skill_partner_check ||
  7288. (battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond))
  7289. return 99; //As if there were infinite partners.
  7290. if (cast_flag)
  7291. { //Execute the skill on the partners.
  7292. struct map_session_data* tsd;
  7293. switch (skill_id)
  7294. {
  7295. case PR_BENEDICTIO:
  7296. for (i = 0; i < c; i++)
  7297. {
  7298. if ((tsd = map_id2sd(p_sd[i])) != NULL)
  7299. status_charge(&tsd->bl, 0, 10);
  7300. }
  7301. return c;
  7302. default: //Warning: Assuming Ensemble skills here (for speed)
  7303. if (c > 0 && (tsd = map_id2sd(p_sd[0])) != NULL)
  7304. {
  7305. sd->sc.data[SC_DANCING].val4= tsd->bl.id;
  7306. 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);
  7307. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  7308. tsd->skillid_dance = skill_id;
  7309. tsd->skilllv_dance = *skill_lv;
  7310. }
  7311. return c;
  7312. }
  7313. }
  7314. //Else: new search for partners.
  7315. c = 0;
  7316. memset (p_sd, 0, sizeof(p_sd));
  7317. i = map_foreachinrange(skill_check_condition_char_sub, &sd->bl,
  7318. range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  7319. if (skill_id != PR_BENEDICTIO) //Apply the average lv to encore skills.
  7320. *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.
  7321. return c;
  7322. }
  7323. /*==========================================
  7324. *
  7325. *------------------------------------------*/
  7326. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap)
  7327. {
  7328. int *c,src_id,mob_class,skill;
  7329. struct mob_data *md;
  7330. md=(struct mob_data*)bl;
  7331. src_id=va_arg(ap,int);
  7332. mob_class=va_arg(ap,int);
  7333. skill=va_arg(ap,int);
  7334. c=va_arg(ap,int *);
  7335. if(md->master_id != src_id ||
  7336. md->special_state.ai != (skill == AM_SPHEREMINE?2:3))
  7337. return 0; //Non alchemist summoned mobs have nothing to do here.
  7338. if(md->class_==mob_class)
  7339. (*c)++;
  7340. return 1;
  7341. }
  7342. /*==========================================
  7343. * Determines if a given skill should be made to consume ammo
  7344. * when used by the player. [Skotlex]
  7345. *------------------------------------------*/
  7346. int skill_isammotype (struct map_session_data *sd, int skill)
  7347. {
  7348. return (
  7349. battle_config.arrow_decrement==2 &&
  7350. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  7351. skill != HT_PHANTASMIC &&
  7352. skill_get_type(skill) == BF_WEAPON &&
  7353. !(skill_get_nk(skill)&NK_NO_DAMAGE) &&
  7354. !skill_get_spiritball(skill,1) //Assume spirit spheres are used as ammo instead.
  7355. );
  7356. }
  7357. /*==========================================
  7358. * Checks that you have the requirements for casting a skill.
  7359. * Flag:
  7360. * &1: finished casting the skill (invoke hp/sp/item consumption)
  7361. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  7362. *------------------------------------------*/
  7363. int skill_check_condition (struct map_session_data *sd, int skill, int lv, int type)
  7364. {
  7365. struct status_data *status;
  7366. struct status_change *sc;
  7367. int i,j,hp,sp,hp_rate,sp_rate,zeny,weapon,ammo,ammo_qty,state,spiritball,mhp;
  7368. int index[10],itemid[10],amount[10];
  7369. int delitem_flag = 1, checkitem_flag = 1;
  7370. nullpo_retr(0, sd);
  7371. if (lv <= 0 || sd->chatID) return 0;
  7372. if( battle_config.gm_skilluncond &&
  7373. pc_isGM(sd)>= battle_config.gm_skilluncond &&
  7374. sd->skillitem != skill)
  7375. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  7376. sd->skillitem = sd->skillitemlv = 0;
  7377. //Need to do arrow state check.
  7378. sd->state.arrow_atk = skill_get_ammotype(skill)?1:0;
  7379. //Need to do Spiritball check.
  7380. sd->spiritball_old = sd->spiritball;
  7381. return 1;
  7382. }
  7383. status = &sd->battle_status;
  7384. sc = &sd->sc;
  7385. if (!sc->count)
  7386. sc = NULL;
  7387. if(pc_is90overweight(sd)) {
  7388. clif_skill_fail(sd,skill,9,0);
  7389. sd->skillitem = sd->skillitemlv = 0;
  7390. return 0;
  7391. }
  7392. if (sd->state.abra_flag)
  7393. {
  7394. if (sd->skillitem != skill)
  7395. { //Cancelled, using a different skill.
  7396. sd->skillitem = sd->skillitemlv = sd->state.abra_flag = 0;
  7397. } else {
  7398. //Abracadabra skill, skip requisites!
  7399. if(type&1)
  7400. { //Clear out the data.
  7401. sd->skillitem = sd->skillitemlv = 0;
  7402. sd->state.abra_flag = 0;
  7403. }
  7404. return 1;
  7405. }
  7406. }
  7407. if (sd->menuskill_id == AM_PHARMACY &&
  7408. (skill == AM_PHARMACY || skill == AC_MAKINGARROW || skill == BS_REPAIRWEAPON ||
  7409. skill == AM_TWILIGHT1 || skill == AM_TWILIGHT2 || skill == AM_TWILIGHT3
  7410. )) {
  7411. sd->skillitem = sd->skillitemlv = 0;
  7412. return 0;
  7413. }
  7414. if(sd->skillitem == skill) {
  7415. if(!type) //When a target was selected
  7416. { //Consume items that were skipped in pc_use_item [Skotlex]
  7417. if((i = sd->itemindex) == -1 ||
  7418. sd->status.inventory[i].nameid != sd->itemid ||
  7419. sd->inventory_data[i] == NULL ||
  7420. !sd->inventory_data[i]->flag.delay_consume ||
  7421. sd->status.inventory[i].amount < 1
  7422. )
  7423. { //Something went wrong, item exploit?
  7424. sd->itemid = sd->itemindex = -1;
  7425. return 0;
  7426. }
  7427. //Consume
  7428. sd->itemid = sd->itemindex = -1;
  7429. if(skill == WZ_EARTHSPIKE && sc &&
  7430. sc->data[SC_TKREST].timer != -1 && rand()%100 > sc->data[SC_TKREST].val2) // [marquis007]
  7431. ; //Do not consume item.
  7432. else
  7433. pc_delitem(sd,i,1,0);
  7434. }
  7435. if (type&1) //Casting finished
  7436. sd->skillitem = sd->skillitemlv = 0;
  7437. return 1;
  7438. }
  7439. // for the guild skills [celest]
  7440. if (skill >= GD_SKILLBASE)
  7441. j = GD_SKILLRANGEMIN + skill - GD_SKILLBASE;
  7442. else if (skill >= HM_SKILLBASE) //[orn]
  7443. j = HM_SKILLRANGEMIN + skill - HM_SKILLBASE;
  7444. else
  7445. j = skill;
  7446. if (j < 0 || j >= MAX_SKILL_DB)
  7447. return 0;
  7448. //Code speedup, rather than using skill_get_* over and over again.
  7449. if (lv < 1 || lv > MAX_SKILL_LEVEL)
  7450. return 0;
  7451. hp = skill_db[j].hp[lv-1];
  7452. sp = skill_db[j].sp[lv-1];
  7453. if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
  7454. sp=sp/2;
  7455. hp_rate = skill_db[j].hp_rate[lv-1];
  7456. sp_rate = skill_db[j].sp_rate[lv-1];
  7457. zeny = skill_db[j].zeny[lv-1];
  7458. if (!type) { //These should only be checked on begin casting.
  7459. weapon = skill_db[j].weapon;
  7460. ammo = skill_db[j].ammo;
  7461. ammo_qty = skill_db[j].ammo_qty[lv-1];
  7462. state = skill_db[j].state;
  7463. } else
  7464. weapon = ammo = ammo_qty = state = 0;
  7465. spiritball = skill_db[j].spiritball[lv-1];
  7466. mhp = skill_db[j].mhp[lv-1];
  7467. for(i = 0; i < 10; i++) {
  7468. itemid[i] = skill_db[j].itemid[i];
  7469. amount[i] = skill_db[j].amount[i];
  7470. }
  7471. if(mhp > 0 && 100 * status->hp / status->max_hp > (unsigned int) mhp) {
  7472. //mhp is the max-hp-requirement, that is,
  7473. //you must have this % or less of HP to cast it.
  7474. clif_skill_fail(sd,skill,2,0);
  7475. return 0;
  7476. }
  7477. if(hp_rate > 0)
  7478. hp += (status->hp * hp_rate)/100;
  7479. else
  7480. hp += (status->max_hp * (-hp_rate))/100;
  7481. if(sp_rate > 0)
  7482. sp += (status->sp * sp_rate)/100;
  7483. else
  7484. sp += (status->max_sp * (-sp_rate))/100;
  7485. if (weapon && !ammo && skill && skill_isammotype(sd, skill))
  7486. { //Assume this skill is using the weapon, therefore it requires arrows.
  7487. ammo = 0xFFFFFFFF; //Enable use on all ammo types.
  7488. ammo_qty = 1;
  7489. }
  7490. //Can only update state when weapon/arrow info is checked.
  7491. if (weapon) sd->state.arrow_atk = ammo?1:0;
  7492. switch(skill) { // Check for cost reductions due to skills & SCs
  7493. case MC_MAMMONITE:
  7494. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  7495. zeny -= zeny*10/100;
  7496. break;
  7497. case AL_HOLYLIGHT:
  7498. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_PRIEST)
  7499. sp *= 5;
  7500. break;
  7501. case SL_SMA:
  7502. case SL_STUN:
  7503. case SL_STIN:
  7504. {
  7505. int kaina_lv = pc_checkskill(sd,SL_KAINA);
  7506. if(kaina_lv==0 || sd->status.base_level<70)
  7507. break;
  7508. if(sd->status.base_level>=90)
  7509. sp -= sp*7*kaina_lv/100;
  7510. else if(sd->status.base_level>=80)
  7511. sp -= sp*5*kaina_lv/100;
  7512. else if(sd->status.base_level>=70)
  7513. sp -= sp*3*kaina_lv/100;
  7514. }
  7515. break;
  7516. case MO_TRIPLEATTACK:
  7517. case MO_CHAINCOMBO:
  7518. case MO_COMBOFINISH:
  7519. case CH_TIGERFIST:
  7520. case CH_CHAINCRUSH:
  7521. if(sc && sc->data[SC_SPIRIT].timer!=-1 && sc->data[SC_SPIRIT].val2 == SL_MONK)
  7522. sp -= sp*25/100; //FIXME: Need real data. this is a custom value.
  7523. break;
  7524. }
  7525. if(sd->dsprate!=100)
  7526. sp=sp*sd->dsprate/100;
  7527. switch(skill) {
  7528. case SA_CASTCANCEL:
  7529. if(sd->ud.skilltimer == -1) {
  7530. clif_skill_fail(sd,skill,0,0);
  7531. return 0;
  7532. }
  7533. break;
  7534. case BS_MAXIMIZE:
  7535. case NV_TRICKDEAD:
  7536. case TF_HIDING:
  7537. case AS_CLOAKING:
  7538. case CR_AUTOGUARD:
  7539. case CR_DEFENDER:
  7540. case ST_CHASEWALK:
  7541. case PA_GOSPEL:
  7542. case CR_SHRINK:
  7543. case TK_RUN:
  7544. case GS_GATLINGFEVER:
  7545. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7546. return 1; //Allow turning off.
  7547. break;
  7548. case AL_WARP:
  7549. if(!(type&2)) //Delete the item when the portal has been selected (type&2). [Skotlex]
  7550. delitem_flag = 0;
  7551. if(!battle_config.duel_allow_teleport && sd->duel_group) { // duel restriction [LuzZza]
  7552. clif_displaymessage(sd->fd, "Duel: Can't use warp in duel.");
  7553. return 0;
  7554. }
  7555. break;
  7556. case MO_CALLSPIRITS:
  7557. if(sd->spiritball >= lv) {
  7558. clif_skill_fail(sd,skill,0,0);
  7559. return 0;
  7560. }
  7561. break;
  7562. case MO_FINGEROFFENSIVE: //謖�シセ
  7563. case GS_FLING:
  7564. if (sd->spiritball > 0 && sd->spiritball < spiritball) {
  7565. spiritball = sd->spiritball;
  7566. sd->spiritball_old = sd->spiritball;
  7567. }
  7568. else sd->spiritball_old = spiritball;
  7569. break;
  7570. case MO_BODYRELOCATION:
  7571. if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
  7572. spiritball = 0;
  7573. break;
  7574. case MO_CHAINCOMBO:
  7575. if(!sc)
  7576. return 0;
  7577. if(sc->data[SC_BLADESTOP].timer!=-1)
  7578. break;
  7579. if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
  7580. break;
  7581. return 0;
  7582. case MO_COMBOFINISH: //迪幃セ肴教
  7583. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
  7584. return 0;
  7585. break;
  7586. case CH_TIGERFIST: //莨剰剋諡ウ
  7587. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
  7588. return 0;
  7589. break;
  7590. case CH_CHAINCRUSH: //騾」譟ア蟠ゥ謦�
  7591. if(!sc || sc->data[SC_COMBO].timer == -1)
  7592. return 0;
  7593. if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
  7594. return 0;
  7595. break;
  7596. case MO_EXTREMITYFIST:
  7597. // if(sc && sc->data[SC_EXTREMITYFIST].timer != -1) //To disable Asura during the 5 min skill block uncomment this...
  7598. // return 0;
  7599. if(sc && sc->data[SC_BLADESTOP].timer!=-1)
  7600. spiritball--;
  7601. else if (sc && sc->data[SC_COMBO].timer != -1) {
  7602. switch(sc->data[SC_COMBO].val1) {
  7603. case MO_COMBOFINISH:
  7604. spiritball = 4;
  7605. break;
  7606. case CH_TIGERFIST:
  7607. spiritball = 3;
  7608. break;
  7609. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  7610. spiritball = sd->spiritball?sd->spiritball:1;
  7611. break;
  7612. default:
  7613. return 0;
  7614. }
  7615. } else if(!type && !unit_can_move(&sd->bl)) //Check only on begin casting.
  7616. { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  7617. clif_skill_fail(sd,skill,0,0);
  7618. return 0;
  7619. }
  7620. break;
  7621. case TK_MISSION: //Does not works on Non-Taekwon
  7622. if ((sd->class_&MAPID_UPPERMASK) != MAPID_TAEKWON) {
  7623. clif_skill_fail(sd,skill,0,0);
  7624. return 0;
  7625. }
  7626. break;
  7627. case TK_READYCOUNTER:
  7628. case TK_READYDOWN:
  7629. case TK_READYSTORM:
  7630. case TK_READYTURN:
  7631. if(sc && sc->data[SkillStatusChangeTable(skill)].timer!=-1)
  7632. return 1; //Enable disabling them regardless of who you are.
  7633. case TK_JUMPKICK:
  7634. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) {
  7635. //They do not work on Soul Linkers.
  7636. clif_skill_fail(sd,skill,0,0);
  7637. return 0;
  7638. }
  7639. break;
  7640. case TK_TURNKICK:
  7641. case TK_STORMKICK:
  7642. case TK_DOWNKICK:
  7643. case TK_COUNTER:
  7644. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  7645. return 0; //Anti-Soul Linker check in case you job-changed with Stances active.
  7646. if(!sc || sc->data[SC_COMBO].timer == -1)
  7647. return 0; //Combo needs to be ready
  7648. if (pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  7649. { //Unlimited Combo
  7650. if (skill == sd->skillid_old) {
  7651. status_change_end(&sd->bl, SC_COMBO, -1);
  7652. sd->skillid_old = sd->skilllv_old = 0;
  7653. return 0; //Can't repeat previous combo skill.
  7654. }
  7655. break;
  7656. } else
  7657. if(sc->data[SC_COMBO].val1 == skill)
  7658. break; //Combo ready.
  7659. //Cancel combo wait.
  7660. unit_cancel_combo(&sd->bl);
  7661. return 0;
  7662. case BD_ADAPTATION: /* 繧「繝峨Μ繝� */
  7663. {
  7664. int time;
  7665. if(!sc || sc->data[SC_DANCING].timer==-1)
  7666. {
  7667. clif_skill_fail(sd,skill,0,0);
  7668. return 0;
  7669. }
  7670. time = 1000*(sc->data[SC_DANCING].val3>>16);
  7671. if (skill_get_time(
  7672. (sc->data[SC_DANCING].val1&0xFFFF), //Dance Skill ID
  7673. (sc->data[SC_DANCING].val1>>16)) //Dance Skill LV
  7674. - time <= skill_get_time2(skill,lv))
  7675. {
  7676. clif_skill_fail(sd,skill,0,0);
  7677. return 0;
  7678. }
  7679. }
  7680. break;
  7681. case PR_BENEDICTIO:
  7682. {
  7683. if (!(type&1))
  7684. { //Started casting.
  7685. if (skill_check_pc_partner(sd, skill, &lv, 1, 0) < 2)
  7686. {
  7687. clif_skill_fail(sd,skill,0,0);
  7688. return 0;
  7689. }
  7690. }
  7691. else
  7692. //Should I repeat the check? If so, it would be best to only do
  7693. //this on cast-ending. [Skotlex]
  7694. skill_check_pc_partner(sd, skill, &lv, 1, 1);
  7695. }
  7696. break;
  7697. case AM_CANNIBALIZE:
  7698. case AM_SPHEREMINE:
  7699. if(type&1){
  7700. int c=0;
  7701. int summons[5] = { 1589, 1579, 1575, 1555, 1590 };
  7702. //int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
  7703. int maxcount = (skill==AM_CANNIBALIZE)? 6-lv : skill_get_maxcount(skill);
  7704. int mob_class = (skill==AM_CANNIBALIZE)? summons[lv-1] :1142;
  7705. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  7706. i = map_foreachinmap(skill_check_condition_mob_master_sub ,sd->bl.m, BL_MOB, sd->bl.id, mob_class, skill, &c);
  7707. if(c >= maxcount ||
  7708. (skill==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  7709. { //Fails when: exceed max limit. There are other plant types already out.
  7710. clif_skill_fail(sd,skill,0,0);
  7711. return 0;
  7712. }
  7713. }
  7714. }
  7715. break;
  7716. case WZ_FIREPILLAR: // celest
  7717. if (lv <= 5) // no gems required at level 1-5
  7718. itemid[0] = 0;
  7719. break;
  7720. case SL_SMA:
  7721. if(type) break; //Only do the combo check when the target is selected (type == 0)
  7722. if(!sc || sc->data[SC_SMA].timer == -1)
  7723. return 0;
  7724. break;
  7725. case HT_POWER:
  7726. if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != skill)
  7727. return 0;
  7728. break;
  7729. case AM_BERSERKPITCHER:
  7730. case AM_POTIONPITCHER:
  7731. case CR_SLIMPITCHER:
  7732. case MG_STONECURSE:
  7733. case CR_CULTIVATION:
  7734. case SA_FLAMELAUNCHER:
  7735. case SA_FROSTWEAPON:
  7736. case SA_LIGHTNINGLOADER:
  7737. case SA_SEISMICWEAPON:
  7738. delitem_flag = 0;
  7739. break;
  7740. case SA_DELUGE:
  7741. case SA_VOLCANO:
  7742. case SA_VIOLENTGALE:
  7743. { //Does not consumes if the skill is already active. [Skotlex]
  7744. struct skill_unit_group *sg;
  7745. if ((sg= skill_locate_element_field(&sd->bl)) != NULL &&
  7746. (
  7747. sg->skill_id == SA_VOLCANO ||
  7748. sg->skill_id == SA_DELUGE ||
  7749. sg->skill_id == SA_VIOLENTGALE
  7750. )) {
  7751. if (sg->limit - DIFF_TICK(gettick(), sg->tick) > 0)
  7752. checkitem_flag = delitem_flag = 0;
  7753. else
  7754. sg->limit = 0; //Disable it.
  7755. }
  7756. break;
  7757. }
  7758. case CG_HERMODE:
  7759. if(!npc_check_areanpc(1,sd->bl.m,sd->bl.x,sd->bl.y,skill_get_splash(skill, lv)))
  7760. {
  7761. clif_skill_fail(sd,skill,0,0);
  7762. return 0;
  7763. }
  7764. break;
  7765. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  7766. {
  7767. int i,x,y,range = skill_get_splash(skill, lv)+1;
  7768. int size = range*2+1;
  7769. for (i=0;i<size*size;i++) {
  7770. x = sd->bl.x+(i%size-range);
  7771. y = sd->bl.y+(i/size-range);
  7772. if (map_getcell(sd->bl.m,x,y,CELL_CHKWALL)) {
  7773. clif_skill_fail(sd,skill,0,0);
  7774. return 0;
  7775. }
  7776. }
  7777. }
  7778. break;
  7779. case PR_REDEMPTIO:
  7780. {
  7781. int exp;
  7782. if(((exp = pc_nextbaseexp(sd)) > 0 && sd->status.base_exp*100/exp < 1) ||
  7783. ((exp = pc_nextjobexp(sd)) > 0 && sd->status.job_exp*100/exp < 1)) {
  7784. clif_skill_fail(sd,skill,0,0); //Not enough exp.
  7785. return 0;
  7786. }
  7787. break;
  7788. }
  7789. case AM_TWILIGHT2:
  7790. case AM_TWILIGHT3:
  7791. if (!party_skill_check(sd, sd->status.party_id, skill, lv))
  7792. {
  7793. clif_skill_fail(sd,skill,0,0);
  7794. return 0;
  7795. }
  7796. break;
  7797. //SHOULD BE OPTIMALIZED [Komurka]
  7798. //Optimized #1. optimize comfort later. [Vicious]
  7799. case SG_SUN_WARM:
  7800. case SG_MOON_WARM:
  7801. case SG_STAR_WARM:
  7802. if ((sd->bl.m == sd->feel_map[skill-SG_SUN_WARM].m) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7803. break;
  7804. clif_skill_fail(sd,skill,0,0);
  7805. return 0;
  7806. break;
  7807. case SG_SUN_COMFORT:
  7808. if ((sd->bl.m == sd->feel_map[0].m && (battle_config.allow_skill_without_day || is_day_of_sun())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7809. break;
  7810. clif_skill_fail(sd,skill,0,0);
  7811. return 0;
  7812. case SG_MOON_COMFORT:
  7813. if ((sd->bl.m == sd->feel_map[1].m && (battle_config.allow_skill_without_day || is_day_of_moon())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7814. break;
  7815. clif_skill_fail(sd,skill,0,0);
  7816. return 0;
  7817. case SG_STAR_COMFORT:
  7818. if ((sd->bl.m == sd->feel_map[2].m && (battle_config.allow_skill_without_day || is_day_of_star())) || (sc && sc->data[SC_MIRACLE].timer!=-1))
  7819. break;
  7820. clif_skill_fail(sd,skill,0,0);
  7821. return 0;
  7822. case SG_FUSION:
  7823. if (sc && sc->data[SC_FUSION].timer!=-1)
  7824. return 1;
  7825. if (sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_STAR)
  7826. break;
  7827. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  7828. if(sp>0 && type&1)
  7829. {
  7830. if (status->sp < (unsigned int)sp)
  7831. clif_skill_fail(sd,skill,1,0);
  7832. else
  7833. status_zap(&sd->bl, 0, sp);
  7834. }
  7835. return 0;
  7836. case GD_BATTLEORDER:
  7837. case GD_REGENERATION:
  7838. case GD_RESTORE:
  7839. if (!map_flag_gvg(sd->bl.m)) {
  7840. clif_skill_fail(sd,skill,0,0);
  7841. return 0;
  7842. }
  7843. case GD_EMERGENCYCALL:
  7844. // other checks were already done in skillnotok()
  7845. if (!sd->status.guild_id || !sd->state.gmaster_flag)
  7846. return 0;
  7847. break;
  7848. case GS_GLITTERING:
  7849. if(sd->spiritball >= 10) {
  7850. clif_skill_fail(sd,skill,0,0);
  7851. return 0;
  7852. }
  7853. break;
  7854. case NJ_ISSEN:
  7855. if (status->hp < 2) {
  7856. clif_skill_fail(sd,skill,0,0);
  7857. return 0;
  7858. }
  7859. case NJ_BUNSINJYUTSU:
  7860. if (!sc || sc->data[SC_NEN].timer==-1) {
  7861. clif_skill_fail(sd,skill,0,0);
  7862. return 0;
  7863. }
  7864. break;
  7865. case NJ_ZENYNAGE:
  7866. if(sd->status.zeny < zeny) {
  7867. clif_skill_fail(sd,skill,5,0);
  7868. return 0;
  7869. }
  7870. zeny = 0; //Zeny is reduced on skill_attack.
  7871. break;
  7872. case PF_HPCONVERSION:
  7873. if (status->sp == status->max_sp)
  7874. return 0; //Unusable when at full SP.
  7875. break;
  7876. case AM_CALLHOMUN: //Can't summon if a hom is already out
  7877. if (sd->status.hom_id && sd->hd && !sd->hd->homunculus.vaporize) {
  7878. clif_skill_fail(sd,skill,0,0);
  7879. return 0;
  7880. }
  7881. if (sd->status.hom_id) //Don't delete items when hom is already out.
  7882. checkitem_flag = delitem_flag = 0;
  7883. break;
  7884. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  7885. if (!merc_is_hom_active(sd->hd) || sd->hd->battle_status.hp < (sd->hd->battle_status.max_hp*80/100))
  7886. {
  7887. clif_skill_fail(sd,skill,0,0);
  7888. return 0;
  7889. }
  7890. break;
  7891. }
  7892. if(!(type&2)){
  7893. if( hp>0 && status->hp <= (unsigned int)hp) { /* HP繝√ぉ繝�け */
  7894. clif_skill_fail(sd,skill,2,0); /* HP荳崎カウ�壼、ア謨鈴€夂衍 */
  7895. return 0;
  7896. }
  7897. if( sp>0 && status->sp < (unsigned int)sp) { /* SP繝√ぉ繝�け */
  7898. clif_skill_fail(sd,skill,1,0); /* SP荳崎カウ�壼、ア謨鈴€夂衍 */
  7899. return 0;
  7900. }
  7901. if(zeny>0 && sd->status.zeny < zeny) {
  7902. clif_skill_fail(sd,skill,5,0);
  7903. return 0;
  7904. }
  7905. if(weapon && !pc_check_weapontype(sd,weapon)) {
  7906. clif_skill_fail(sd,skill,6,0);
  7907. return 0;
  7908. }
  7909. if(ammo) { //Skill requires stuff equipped in the arrow slot.
  7910. if((i=sd->equip_index[EQI_AMMO]) < 0 ||
  7911. !sd->inventory_data[i] ||
  7912. sd->status.inventory[i].amount < ammo_qty
  7913. ) {
  7914. clif_arrow_fail(sd,0);
  7915. return 0;
  7916. }
  7917. if (!(ammo&1<<sd->inventory_data[i]->look))
  7918. { //Ammo type check. Send the "wrong weapon type" message
  7919. //which is the closest we have to wrong ammo type. [Skotlex]
  7920. clif_arrow_fail(sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  7921. //clif_skill_fail(sd,skill,6,0);
  7922. return 0;
  7923. }
  7924. }
  7925. if( spiritball > 0 && sd->spiritball < spiritball) {
  7926. clif_skill_fail(sd,skill,0,0);
  7927. return 0;
  7928. }
  7929. }
  7930. switch(state) {
  7931. case ST_HIDING:
  7932. if(!(sc && sc->option&OPTION_HIDE)) {
  7933. clif_skill_fail(sd,skill,0,0);
  7934. return 0;
  7935. }
  7936. break;
  7937. case ST_CLOAKING:
  7938. if(!pc_iscloaking(sd)) {
  7939. clif_skill_fail(sd,skill,0,0);
  7940. return 0;
  7941. }
  7942. break;
  7943. case ST_HIDDEN:
  7944. if(!pc_ishiding(sd)) {
  7945. clif_skill_fail(sd,skill,0,0);
  7946. return 0;
  7947. }
  7948. break;
  7949. case ST_RIDING:
  7950. if(!pc_isriding(sd)) {
  7951. clif_skill_fail(sd,skill,0,0);
  7952. return 0;
  7953. }
  7954. break;
  7955. case ST_FALCON:
  7956. if(!pc_isfalcon(sd)) {
  7957. clif_skill_fail(sd,skill,0,0);
  7958. return 0;
  7959. }
  7960. break;
  7961. case ST_CART:
  7962. if(!pc_iscarton(sd)) {
  7963. clif_skill_fail(sd,skill,0,0);
  7964. return 0;
  7965. }
  7966. break;
  7967. case ST_SHIELD:
  7968. if(sd->status.shield <= 0) {
  7969. clif_skill_fail(sd,skill,0,0);
  7970. return 0;
  7971. }
  7972. break;
  7973. case ST_SIGHT:
  7974. if(!sc || sc->data[SC_SIGHT].timer == -1) {
  7975. clif_skill_fail(sd,skill,0,0);
  7976. return 0;
  7977. }
  7978. break;
  7979. case ST_EXPLOSIONSPIRITS:
  7980. if(!sc || sc->data[SC_EXPLOSIONSPIRITS].timer == -1) {
  7981. clif_skill_fail(sd,skill,0,0);
  7982. return 0;
  7983. }
  7984. break;
  7985. case ST_CARTBOOST:
  7986. if(!pc_iscarton(sd) || !sc || sc->data[SC_CARTBOOST].timer == -1) {
  7987. clif_skill_fail(sd,skill,0,0);
  7988. return 0;
  7989. }
  7990. break;
  7991. case ST_RECOV_WEIGHT_RATE:
  7992. if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= (unsigned int)battle_config.natural_heal_weight_rate) {
  7993. clif_skill_fail(sd,skill,0,0);
  7994. return 0;
  7995. }
  7996. break;
  7997. case ST_MOVE_ENABLE:
  7998. if (sc && sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == skill)
  7999. sd->ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  8000. if (!unit_can_move(&sd->bl)) {
  8001. clif_skill_fail(sd,skill,0,0);
  8002. return 0;
  8003. }
  8004. break;
  8005. case ST_WATER:
  8006. if (sc && (sc->data[SC_DELUGE].timer != -1 || sc->data[SC_SUITON].timer != -1))
  8007. break;
  8008. if (map_getcell(sd->bl.m,sd->bl.x,sd->bl.y,CELL_CHKWATER))
  8009. break;
  8010. clif_skill_fail(sd,skill,0,0);
  8011. return 0;
  8012. }
  8013. if (checkitem_flag) {
  8014. for(i=0;i<10;i++) {
  8015. int x = lv%11 - 1;
  8016. index[i] = -1;
  8017. if(itemid[i] <= 0)
  8018. continue;
  8019. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN)
  8020. {
  8021. if (sd->special_state.no_gemstone)
  8022. { //Make it substract 1 gem rather than skipping the cost.
  8023. if (--amount[i] < 1)
  8024. continue;
  8025. }
  8026. if(sc && sc->data[SC_INTOABYSS].timer != -1)
  8027. continue;
  8028. } else
  8029. if(itemid[i] == 1065 && sc && sc->data[SC_INTOABYSS].timer != -1)
  8030. continue;
  8031. if((skill == AM_POTIONPITCHER ||
  8032. skill == CR_SLIMPITCHER ||
  8033. skill == CR_CULTIVATION) && i != x)
  8034. continue;
  8035. index[i] = pc_search_inventory(sd,itemid[i]);
  8036. if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) {
  8037. if(itemid[i] == 716 || itemid[i] == 717)
  8038. clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0);
  8039. else
  8040. clif_skill_fail(sd,skill,0,0);
  8041. return 0;
  8042. }
  8043. if(itemid[i] >= 715 && itemid[i] <= 717 && skill != HW_GANBANTEIN &&
  8044. sc && sc->data[SC_SPIRIT].timer != -1 && sc->data[SC_SPIRIT].val2 == SL_WIZARD)
  8045. index[i] = -1; //Gemstones are checked, but not substracted from inventory.
  8046. }
  8047. }
  8048. if(!(type&1))
  8049. return 1;
  8050. if(delitem_flag) {
  8051. for(i=0;i<10;i++) {
  8052. if(index[i] >= 0)
  8053. pc_delitem(sd,index[i],amount[i],0);
  8054. }
  8055. }
  8056. if(type&2)
  8057. return 1;
  8058. if(sp || hp)
  8059. status_zap(&sd->bl, hp, sp);
  8060. if(zeny > 0) // Zeny豸郁イサ
  8061. pc_payzeny(sd,zeny);
  8062. if(spiritball > 0)
  8063. pc_delspiritball(sd,spiritball,0);
  8064. return 1;
  8065. }
  8066. /*==========================================
  8067. * Does cast-time reductions based on dex, item bonuses and config setting
  8068. *------------------------------------------*/
  8069. int skill_castfix (struct block_list *bl, int skill_id, int skill_lv)
  8070. {
  8071. int time = skill_get_cast(skill_id, skill_lv);
  8072. struct map_session_data *sd;
  8073. nullpo_retr(0, bl);
  8074. BL_CAST(BL_PC, bl, sd);
  8075. // calculate base cast time (reduced by dex)
  8076. if (!(skill_get_castnodex(skill_id, skill_lv)&1)) {
  8077. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8078. if (scale > 0) // not instant cast
  8079. time = time * scale / battle_config.castrate_dex_scale;
  8080. else return 0; // instant cast
  8081. }
  8082. // calculate cast time reduced by item/card bonuses
  8083. if (!(skill_get_castnodex(skill_id, skill_lv)&4))
  8084. if (sd && sd->castrate != 100)
  8085. time = time * sd->castrate / 100;
  8086. // config cast time multiplier
  8087. if (battle_config.cast_rate != 100)
  8088. time = time * battle_config.cast_rate / 100;
  8089. // return final cast time
  8090. return (time > 0) ? time : 0;
  8091. }
  8092. /*==========================================
  8093. * Does cast-time reductions based on sc data.
  8094. *------------------------------------------*/
  8095. int skill_castfix_sc (struct block_list *bl, int time)
  8096. {
  8097. struct status_change *sc = status_get_sc(bl);
  8098. if (sc && sc->count) {
  8099. if (sc->data[SC_SLOWCAST].timer != -1)
  8100. time+= time * sc->data[SC_SLOWCAST].val2 / 100;
  8101. if (sc->data[SC_SUFFRAGIUM].timer != -1) {
  8102. time -= time * (sc->data[SC_SUFFRAGIUM].val1 * 15) / 100;
  8103. status_change_end(bl, SC_SUFFRAGIUM, -1);
  8104. }
  8105. if (sc->data[SC_MEMORIZE].timer != -1) {
  8106. time>>=1;
  8107. if ((--sc->data[SC_MEMORIZE].val2) <= 0)
  8108. status_change_end(bl, SC_MEMORIZE, -1);
  8109. }
  8110. if (sc->data[SC_POEMBRAGI].timer != -1)
  8111. time -= time * sc->data[SC_POEMBRAGI].val2 / 100;
  8112. }
  8113. return (time > 0) ? time : 0;
  8114. }
  8115. /*==========================================
  8116. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  8117. *------------------------------------------*/
  8118. int skill_delayfix (struct block_list *bl, int skill_id, int skill_lv)
  8119. {
  8120. int delaynodex = skill_get_delaynodex(skill_id, skill_lv);
  8121. int time = skill_get_delay(skill_id, skill_lv);
  8122. nullpo_retr(0, bl);
  8123. if (bl->type&battle_config.no_skill_delay)
  8124. return battle_config.min_skill_delay_limit;
  8125. // instant cast attack skills depend on aspd as delay [celest]
  8126. if (time == 0) {
  8127. if (skill_get_type(skill_id)&(BF_WEAPON|BF_MISC) && !(skill_get_nk(skill_id)&NK_NO_DAMAGE))
  8128. time = status_get_adelay(bl); //Use attack delay as default delay.
  8129. else
  8130. time = battle_config.default_skill_delay;
  8131. } else if (time < 0)
  8132. time = -time + status_get_amotion(bl); // if set to <0, the attack motion is added.
  8133. else //Agi reduction should apply only to non-zero delay skills.
  8134. switch (skill_id)
  8135. { //Monk combo skills have their delay reduced by agi/dex.
  8136. case MO_TRIPLEATTACK:
  8137. case MO_CHAINCOMBO:
  8138. case MO_COMBOFINISH:
  8139. case CH_TIGERFIST:
  8140. case CH_CHAINCRUSH:
  8141. time -= 4*status_get_agi(bl) - 2*status_get_dex(bl);
  8142. break;
  8143. default:
  8144. if (battle_config.delay_dependon_dex && !(delaynodex&1))
  8145. { // if skill delay is allowed to be reduced by dex
  8146. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  8147. if (scale > 0)
  8148. time = time * scale / battle_config.castrate_dex_scale;
  8149. else //To be capped later to minimum.
  8150. time = 0;
  8151. }
  8152. if (battle_config.delay_dependon_agi && !(delaynodex&1))
  8153. { // if skill delay is allowed to be reduced by agi
  8154. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  8155. if (scale > 0)
  8156. time = time * scale / battle_config.castrate_dex_scale;
  8157. else //To be capped later to minimum.
  8158. time = 0;
  8159. }
  8160. }
  8161. if (!(delaynodex&2))
  8162. {
  8163. struct status_change *sc;
  8164. sc= status_get_sc(bl);
  8165. if (sc && sc->count) {
  8166. if (sc->data[SC_POEMBRAGI].timer != -1)
  8167. time -= time * sc->data[SC_POEMBRAGI].val3 / 100;
  8168. if (sc->data[SC_SPIRIT].timer != -1)
  8169. switch (skill_id) {
  8170. case CR_SHIELDBOOMERANG:
  8171. if (sc->data[SC_SPIRIT].val2 == SL_CRUSADER)
  8172. time /=2;
  8173. break;
  8174. case AS_SONICBLOW:
  8175. if (!map_flag_gvg(bl->m) && sc->data[SC_SPIRIT].val2 == SL_ASSASIN)
  8176. time /= 2;
  8177. break;
  8178. }
  8179. }
  8180. }
  8181. if (!(delaynodex&4))
  8182. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayrate != 100)
  8183. time = time * ((TBL_PC*)bl)->delayrate / 100;
  8184. if (battle_config.delay_rate != 100)
  8185. time = time * battle_config.delay_rate / 100;
  8186. return max(time, battle_config.min_skill_delay_limit);
  8187. }
  8188. /*=========================================
  8189. *
  8190. *-----------------------------------------*/
  8191. void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
  8192. {
  8193. nullpo_retv(tc);
  8194. if(dir == 0){
  8195. tc->val1[0]=x-2;
  8196. tc->val1[1]=x-1;
  8197. tc->val1[2]=x;
  8198. tc->val1[3]=x+1;
  8199. tc->val1[4]=x+2;
  8200. tc->val2[0]=
  8201. tc->val2[1]=
  8202. tc->val2[2]=
  8203. tc->val2[3]=
  8204. tc->val2[4]=y-1;
  8205. }
  8206. else if(dir==2){
  8207. tc->val1[0]=
  8208. tc->val1[1]=
  8209. tc->val1[2]=
  8210. tc->val1[3]=
  8211. tc->val1[4]=x+1;
  8212. tc->val2[0]=y+2;
  8213. tc->val2[1]=y+1;
  8214. tc->val2[2]=y;
  8215. tc->val2[3]=y-1;
  8216. tc->val2[4]=y-2;
  8217. }
  8218. else if(dir==4){
  8219. tc->val1[0]=x-2;
  8220. tc->val1[1]=x-1;
  8221. tc->val1[2]=x;
  8222. tc->val1[3]=x+1;
  8223. tc->val1[4]=x+2;
  8224. tc->val2[0]=
  8225. tc->val2[1]=
  8226. tc->val2[2]=
  8227. tc->val2[3]=
  8228. tc->val2[4]=y+1;
  8229. }
  8230. else if(dir==6){
  8231. tc->val1[0]=
  8232. tc->val1[1]=
  8233. tc->val1[2]=
  8234. tc->val1[3]=
  8235. tc->val1[4]=x-1;
  8236. tc->val2[0]=y+2;
  8237. tc->val2[1]=y+1;
  8238. tc->val2[2]=y;
  8239. tc->val2[3]=y-1;
  8240. tc->val2[4]=y-2;
  8241. }
  8242. else if(dir==1){
  8243. tc->val1[0]=x-1;
  8244. tc->val1[1]=x;
  8245. tc->val1[2]=x+1;
  8246. tc->val1[3]=x+2;
  8247. tc->val1[4]=x+3;
  8248. tc->val2[0]=y-4;
  8249. tc->val2[1]=y-3;
  8250. tc->val2[2]=y-1;
  8251. tc->val2[3]=y;
  8252. tc->val2[4]=y+1;
  8253. }
  8254. else if(dir==3){
  8255. tc->val1[0]=x+3;
  8256. tc->val1[1]=x+2;
  8257. tc->val1[2]=x+1;
  8258. tc->val1[3]=x;
  8259. tc->val1[4]=x-1;
  8260. tc->val2[0]=y-1;
  8261. tc->val2[1]=y;
  8262. tc->val2[2]=y+1;
  8263. tc->val2[3]=y+2;
  8264. tc->val2[4]=y+3;
  8265. }
  8266. else if(dir==5){
  8267. tc->val1[0]=x+1;
  8268. tc->val1[1]=x;
  8269. tc->val1[2]=x-1;
  8270. tc->val1[3]=x-2;
  8271. tc->val1[4]=x-3;
  8272. tc->val2[0]=y+3;
  8273. tc->val2[1]=y+2;
  8274. tc->val2[2]=y+1;
  8275. tc->val2[3]=y;
  8276. tc->val2[4]=y-1;
  8277. }
  8278. else if(dir==7){
  8279. tc->val1[0]=x-3;
  8280. tc->val1[1]=x-2;
  8281. tc->val1[2]=x-1;
  8282. tc->val1[3]=x;
  8283. tc->val1[4]=x+1;
  8284. tc->val2[1]=y;
  8285. tc->val2[0]=y+1;
  8286. tc->val2[2]=y-1;
  8287. tc->val2[3]=y-2;
  8288. tc->val2[4]=y-3;
  8289. }
  8290. }
  8291. /*=========================================
  8292. *
  8293. *-----------------------------------------*/
  8294. void skill_brandishspear_dir (struct square *tc, int dir, int are)
  8295. {
  8296. int c;
  8297. nullpo_retv(tc);
  8298. for(c=0;c<5;c++){
  8299. if(dir==0){
  8300. tc->val2[c]+=are;
  8301. }else if(dir==1){
  8302. tc->val1[c]-=are; tc->val2[c]+=are;
  8303. }else if(dir==2){
  8304. tc->val1[c]-=are;
  8305. }else if(dir==3){
  8306. tc->val1[c]-=are; tc->val2[c]-=are;
  8307. }else if(dir==4){
  8308. tc->val2[c]-=are;
  8309. }else if(dir==5){
  8310. tc->val1[c]+=are; tc->val2[c]-=are;
  8311. }else if(dir==6){
  8312. tc->val1[c]+=are;
  8313. }else if(dir==7){
  8314. tc->val1[c]+=are; tc->val2[c]+=are;
  8315. }
  8316. }
  8317. }
  8318. /*==========================================
  8319. * Weapon Repair [Celest/DracoRPG]
  8320. *------------------------------------------*/
  8321. void skill_repairweapon (struct map_session_data *sd, int idx)
  8322. {
  8323. int material;
  8324. int materials[4] = { 1002, 998, 999, 756 };
  8325. struct item *item;
  8326. struct map_session_data *target_sd;
  8327. nullpo_retv(sd);
  8328. target_sd = map_id2sd(sd->menuskill_val);
  8329. if (!target_sd) //Failed....
  8330. return;
  8331. if(idx==0xFFFF) // No item selected ('Cancel' clicked)
  8332. return;
  8333. if(idx < 0 || idx >= MAX_INVENTORY)
  8334. return; //Invalid index??
  8335. item = &target_sd->status.inventory[idx];
  8336. if(item->nameid <= 0 || item->attribute == 0)
  8337. return; //Again invalid item....
  8338. 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)))){
  8339. clif_item_repaireffect(sd,item->nameid,1);
  8340. return;
  8341. }
  8342. if (itemdb_type(item->nameid)==4)
  8343. material = materials [itemdb_wlv(item->nameid)-1]; // Lv1/2/3/4 weapons consume 1 Iron Ore/Iron/Steel/Rough Oridecon
  8344. else
  8345. material = materials [2]; // Armors consume 1 Steel
  8346. if (pc_search_inventory(sd,material) < 0 ) {
  8347. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8348. return;
  8349. }
  8350. clif_skill_nodamage(&sd->bl,&target_sd->bl,sd->menuskill_id,1,1);
  8351. item->attribute=0;
  8352. clif_equiplist(target_sd);
  8353. pc_delitem(sd,pc_search_inventory(sd,material),1,0);
  8354. clif_item_repaireffect(sd,item->nameid,0);
  8355. if(sd!=target_sd)
  8356. clif_item_repaireffect(target_sd,item->nameid,0);
  8357. }
  8358. /*==========================================
  8359. * Item Appraisal
  8360. *------------------------------------------*/
  8361. void skill_identify (struct map_session_data *sd, int idx)
  8362. {
  8363. int flag=1;
  8364. nullpo_retv(sd);
  8365. if(idx >= 0 && idx < MAX_INVENTORY) {
  8366. if(sd->status.inventory[idx].nameid > 0 && sd->status.inventory[idx].identify == 0 ){
  8367. flag=0;
  8368. sd->status.inventory[idx].identify=1;
  8369. }
  8370. }
  8371. clif_item_identified(sd,idx,flag);
  8372. }
  8373. /*==========================================
  8374. * Weapon Refine [Celest]
  8375. *------------------------------------------*/
  8376. void skill_weaponrefine (struct map_session_data *sd, int idx)
  8377. {
  8378. int i = 0, ep = 0, per;
  8379. int material[5] = { 0, 1010, 1011, 984, 984 };
  8380. struct item *item;
  8381. nullpo_retv(sd);
  8382. if (idx >= 0 && idx < MAX_INVENTORY)
  8383. {
  8384. struct item_data *ditem = sd->inventory_data[idx];
  8385. item = &sd->status.inventory[idx];
  8386. if(item->nameid > 0 && ditem->type == 4)
  8387. {
  8388. if( item->refine >= sd->menuskill_val
  8389. || item->refine >= MAX_REFINE // if it's no longer refineable
  8390. || ditem->flag.no_refine // if the item isn't refinable
  8391. || (i = pc_search_inventory(sd, material [ditem->wlv])) < 0 )
  8392. {
  8393. clif_skill_fail(sd,sd->menuskill_id,0,0);
  8394. return;
  8395. }
  8396. per = percentrefinery [ditem->wlv][(int)item->refine];
  8397. per += (((signed int)sd->status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  8398. pc_delitem(sd, i, 1, 0);
  8399. if (per > rand() % 100) {
  8400. item->refine++;
  8401. if(item->equip) {
  8402. ep = item->equip;
  8403. pc_unequipitem(sd,idx,3);
  8404. }
  8405. clif_refine(sd->fd,0,idx,item->refine);
  8406. clif_delitem(sd,idx,1);
  8407. clif_additem(sd,idx,1,0);
  8408. if (ep)
  8409. pc_equipitem(sd,idx,ep);
  8410. clif_misceffect(&sd->bl,3);
  8411. if(item->refine == MAX_REFINE &&
  8412. item->card[0] == CARD0_FORGE &&
  8413. MakeDWord(item->card[2],item->card[3]) == sd->status.char_id)
  8414. { // Fame point system [DracoRPG]
  8415. switch(ditem->wlv){
  8416. case 1:
  8417. pc_addfame(sd,1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  8418. break;
  8419. case 2:
  8420. pc_addfame(sd,25); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  8421. break;
  8422. case 3:
  8423. pc_addfame(sd,1000); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  8424. break;
  8425. }
  8426. }
  8427. } else {
  8428. item->refine = 0;
  8429. if(item->equip)
  8430. pc_unequipitem(sd,idx,3);
  8431. clif_refine(sd->fd,1,idx,item->refine);
  8432. pc_delitem(sd,idx,1,0);
  8433. clif_misceffect(&sd->bl,2);
  8434. clif_emotion(&sd->bl, 23);
  8435. }
  8436. }
  8437. }
  8438. }
  8439. /*==========================================
  8440. *
  8441. *------------------------------------------*/
  8442. int skill_autospell (struct map_session_data *sd, int skillid)
  8443. {
  8444. int skilllv;
  8445. int maxlv=1,lv;
  8446. nullpo_retr(0, sd);
  8447. skilllv = sd->menuskill_val;
  8448. lv=pc_checkskill(sd,skillid);
  8449. if(skilllv <= 0 || !lv) return 0; // Player must learn the skill before doing auto-spell [Lance]
  8450. if(skillid==MG_NAPALMBEAT) maxlv=3;
  8451. else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){
  8452. if (sd->sc.data[SC_SPIRIT].timer != -1 && sd->sc.data[SC_SPIRIT].val2 == SL_SAGE)
  8453. maxlv =10; //Soul Linker bonus. [Skotlex]
  8454. else if(skilllv==2) maxlv=1;
  8455. else if(skilllv==3) maxlv=2;
  8456. else if(skilllv>=4) maxlv=3;
  8457. }
  8458. else if(skillid==MG_SOULSTRIKE){
  8459. if(skilllv==5) maxlv=1;
  8460. else if(skilllv==6) maxlv=2;
  8461. else if(skilllv>=7) maxlv=3;
  8462. }
  8463. else if(skillid==MG_FIREBALL){
  8464. if(skilllv==8) maxlv=1;
  8465. else if(skilllv>=9) maxlv=2;
  8466. }
  8467. else if(skillid==MG_FROSTDIVER) maxlv=1;
  8468. else return 0;
  8469. if(maxlv > lv)
  8470. maxlv = lv;
  8471. sc_start4(&sd->bl,SC_AUTOSPELL,100,skilllv,skillid,maxlv,0,
  8472. skill_get_time(SA_AUTOSPELL,skilllv));
  8473. return 0;
  8474. }
  8475. /*==========================================
  8476. * Sitting skills functions.
  8477. *------------------------------------------*/
  8478. static int skill_sit_count (struct block_list *bl, va_list ap)
  8479. {
  8480. struct map_session_data *sd;
  8481. int type =va_arg(ap,int);
  8482. sd=(struct map_session_data*)bl;
  8483. if(!pc_issit(sd))
  8484. return 0;
  8485. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8486. return 1;
  8487. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0))
  8488. return 1;
  8489. return 0;
  8490. }
  8491. static int skill_sit_in (struct block_list *bl, va_list ap)
  8492. {
  8493. struct map_session_data *sd;
  8494. int type =va_arg(ap,int);
  8495. sd=(struct map_session_data*)bl;
  8496. if(!pc_issit(sd))
  8497. return 0;
  8498. if(type&1 && pc_checkskill(sd,RG_GANGSTER) > 0)
  8499. sd->state.gangsterparadise=1;
  8500. if(type&2 && (pc_checkskill(sd,TK_HPTIME) > 0 || pc_checkskill(sd,TK_SPTIME) > 0 ))
  8501. {
  8502. sd->state.rest=1;
  8503. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8504. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8505. }
  8506. return 0;
  8507. }
  8508. static int skill_sit_out (struct block_list *bl, va_list ap)
  8509. {
  8510. struct map_session_data *sd;
  8511. int type =va_arg(ap,int);
  8512. sd=(struct map_session_data*)bl;
  8513. if(sd->state.gangsterparadise && type&1)
  8514. sd->state.gangsterparadise=0;
  8515. if(sd->state.rest && type&2) {
  8516. sd->state.rest=0;
  8517. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  8518. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  8519. }
  8520. return 0;
  8521. }
  8522. int skill_sit (struct map_session_data *sd, int type)
  8523. {
  8524. int flag = 0;
  8525. int range = 0, lv;
  8526. nullpo_retr(0, sd);
  8527. if((lv = pc_checkskill(sd,RG_GANGSTER)) > 0) {
  8528. flag|=1;
  8529. range = skill_get_splash(RG_GANGSTER, lv);
  8530. }
  8531. if((lv = pc_checkskill(sd,TK_HPTIME)) > 0) {
  8532. flag|=2;
  8533. range = skill_get_splash(TK_HPTIME, lv);
  8534. }
  8535. else if ((lv = pc_checkskill(sd,TK_SPTIME)) > 0) {
  8536. flag|=2;
  8537. range = skill_get_splash(TK_SPTIME, lv);
  8538. }
  8539. if (!flag) return 0;
  8540. if(type) {
  8541. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) > 1)
  8542. map_foreachinrange(skill_sit_in,&sd->bl, range, BL_PC, flag);
  8543. return 0;
  8544. } else {
  8545. if (map_foreachinrange(skill_sit_count,&sd->bl, range, BL_PC, flag) < 2)
  8546. map_foreachinrange(skill_sit_out,&sd->bl, range, BL_PC, flag);
  8547. return 0;
  8548. }
  8549. return 0;
  8550. }
  8551. /*==========================================
  8552. *
  8553. *------------------------------------------*/
  8554. int skill_frostjoke_scream (struct block_list *bl, va_list ap)
  8555. {
  8556. struct block_list *src;
  8557. int skillnum,skilllv;
  8558. unsigned int tick;
  8559. nullpo_retr(0, bl);
  8560. nullpo_retr(0, ap);
  8561. nullpo_retr(0, src=va_arg(ap,struct block_list*));
  8562. skillnum=va_arg(ap,int);
  8563. skilllv=va_arg(ap,int);
  8564. if(skilllv <= 0) return 0;
  8565. tick=va_arg(ap,unsigned int);
  8566. if (src == bl || status_isdead(bl))
  8567. return 0;
  8568. if (bl->type == BL_PC) {
  8569. struct map_session_data *sd = (struct map_session_data *)bl;
  8570. if (sd && sd->sc.option&OPTION_INVISIBLE)
  8571. return 0;
  8572. }
  8573. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  8574. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  8575. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8576. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rand()%100 < 10)
  8577. skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick);
  8578. return 0;
  8579. }
  8580. /*==========================================
  8581. *
  8582. *------------------------------------------*/
  8583. void skill_unitsetmapcell (struct skill_unit *src, int skill_num, int skill_lv, int flag)
  8584. {
  8585. int i,x,y,range = skill_get_unit_range(skill_num,skill_lv);
  8586. int size = range*2+1;
  8587. for (i=0;i<size*size;i++) {
  8588. x = src->bl.x+(i%size-range);
  8589. y = src->bl.y+(i/size-range);
  8590. map_setcell(src->bl.m,x,y,flag);
  8591. }
  8592. }
  8593. /*==========================================
  8594. * Sets a map cell around the caster, according to the skill's splash range.
  8595. *------------------------------------------*/
  8596. void skill_setmapcell (struct block_list *src, int skill_num, int skill_lv, int flag)
  8597. {
  8598. int i,x,y,range = skill_get_splash(skill_num, skill_lv);
  8599. int size = range*2+1;
  8600. for (i=0;i<size*size;i++) {
  8601. x = src->x+(i%size-range);
  8602. y = src->y+(i/size-range);
  8603. map_setcell(src->m,x,y,flag);
  8604. }
  8605. }
  8606. /*==========================================
  8607. *
  8608. *------------------------------------------*/
  8609. int skill_attack_area (struct block_list *bl, va_list ap)
  8610. {
  8611. struct block_list *src,*dsrc;
  8612. int atk_type,skillid,skilllv,flag,type;
  8613. unsigned int tick;
  8614. if(status_isdead(bl))
  8615. return 0;
  8616. atk_type = va_arg(ap,int);
  8617. src=va_arg(ap,struct block_list*);
  8618. dsrc=va_arg(ap,struct block_list*);
  8619. skillid=va_arg(ap,int);
  8620. skilllv=va_arg(ap,int);
  8621. tick=va_arg(ap,unsigned int);
  8622. flag=va_arg(ap,int);
  8623. type=va_arg(ap,int);
  8624. if (skill_area_temp[1] == bl->id) //This is the target of the skill, do a full attack and skip target checks.
  8625. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8626. if(battle_check_target(dsrc,bl,type) <= 0 ||
  8627. !status_check_skilluse(NULL, bl, skillid, 2))
  8628. return 0;
  8629. switch (skillid) {
  8630. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  8631. case NPC_ACIDBREATH:
  8632. case NPC_DARKNESSBREATH:
  8633. case NPC_FIREBREATH:
  8634. case NPC_ICEBREATH:
  8635. case NPC_THUNDERBREATH:
  8636. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag);
  8637. default:
  8638. //Area-splash, disable skill animation.
  8639. return skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag|SD_ANIMATION);
  8640. }
  8641. }
  8642. /*==========================================
  8643. *
  8644. *------------------------------------------*/
  8645. int skill_clear_group (struct block_list *bl, int flag)
  8646. {
  8647. struct unit_data *ud = unit_bl2ud(bl);
  8648. struct skill_unit_group *group[MAX_SKILLUNITGROUP];
  8649. int i, count=0;
  8650. nullpo_retr(0, bl);
  8651. if (!ud) return 0;
  8652. //All groups to be deleted are first stored on an array since the array elements shift around when you delete them. [Skotlex]
  8653. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  8654. {
  8655. switch (ud->skillunit[i]->skill_id) {
  8656. case SA_DELUGE:
  8657. case SA_VOLCANO:
  8658. case SA_VIOLENTGALE:
  8659. case SA_LANDPROTECTOR:
  8660. case NJ_SUITON:
  8661. case NJ_KAENSIN:
  8662. if (flag&1)
  8663. group[count++]= ud->skillunit[i];
  8664. break;
  8665. default:
  8666. if (flag&2 && skill_get_inf2(ud->skillunit[i]->skill_id)&INF2_TRAP)
  8667. group[count++]= ud->skillunit[i];
  8668. break;
  8669. }
  8670. }
  8671. for (i=0;i<count;i++)
  8672. skill_delunitgroup(bl, group[i], 1);
  8673. return count;
  8674. }
  8675. /*==========================================
  8676. * Returns the first element field found [Skotlex]
  8677. *------------------------------------------*/
  8678. struct skill_unit_group *skill_locate_element_field(struct block_list *bl)
  8679. {
  8680. struct unit_data *ud = unit_bl2ud(bl);
  8681. int i;
  8682. nullpo_retr(0, bl);
  8683. if (!ud) return NULL;
  8684. for (i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++) {
  8685. switch (ud->skillunit[i]->skill_id) {
  8686. case SA_DELUGE:
  8687. case SA_VOLCANO:
  8688. case SA_VIOLENTGALE:
  8689. case SA_LANDPROTECTOR:
  8690. case NJ_SUITON:
  8691. return ud->skillunit[i];
  8692. }
  8693. }
  8694. return NULL;
  8695. }
  8696. // for graffiti cleaner [Valaris]
  8697. int skill_graffitiremover (struct block_list *bl, va_list ap)
  8698. {
  8699. struct skill_unit *unit=NULL;
  8700. nullpo_retr(0, bl);
  8701. nullpo_retr(0, ap);
  8702. if(bl->type!=BL_SKILL || (unit=(struct skill_unit *)bl) == NULL)
  8703. return 0;
  8704. if((unit->group) && (unit->group->unit_id == UNT_GRAFFITI))
  8705. skill_delunit(unit, 1);
  8706. return 0;
  8707. }
  8708. int skill_greed (struct block_list *bl, va_list ap)
  8709. {
  8710. struct block_list *src;
  8711. struct map_session_data *sd=NULL;
  8712. struct flooritem_data *fitem=NULL;
  8713. nullpo_retr(0, bl);
  8714. nullpo_retr(0, ap);
  8715. nullpo_retr(0, src = va_arg(ap, struct block_list *));
  8716. if(src->type == BL_PC && (sd=(struct map_session_data *)src) && bl->type==BL_ITEM && (fitem=(struct flooritem_data *)bl))
  8717. pc_takeitem(sd, fitem);
  8718. return 0;
  8719. }
  8720. /*==========================================
  8721. *
  8722. *------------------------------------------*/
  8723. int skill_cell_overlap(struct block_list *bl, va_list ap)
  8724. {
  8725. int skillid;
  8726. int *alive;
  8727. struct skill_unit *unit;
  8728. struct block_list *src;
  8729. skillid = va_arg(ap,int);
  8730. alive = va_arg(ap,int *);
  8731. src = va_arg(ap,struct block_list *);
  8732. unit = (struct skill_unit *)bl;
  8733. if (unit == NULL || unit->group == NULL || (*alive) == 0)
  8734. return 0;
  8735. switch (skillid)
  8736. {
  8737. case SA_LANDPROTECTOR:
  8738. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8739. battle_check_target(bl, src, BCT_ENEMY) > 0)
  8740. { //Check for offensive Land Protector to delete both. [Skotlex]
  8741. (*alive) = 0;
  8742. skill_delunit(unit, 1);
  8743. return 1;
  8744. }
  8745. //Delete the rest of types.
  8746. case HW_GANBANTEIN:
  8747. if(!(skill_get_inf2(unit->group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP)))
  8748. { //It deletes everything except songs/dances
  8749. skill_delunit(unit, 1);
  8750. return 1;
  8751. }
  8752. break;
  8753. case SA_VOLCANO:
  8754. case SA_DELUGE:
  8755. case SA_VIOLENTGALE:
  8756. // Suiton/Kaensin CAN super-impose on each another.
  8757. // case NJ_SUITON:
  8758. // case NJ_KAENSIN:
  8759. // The official implementation makes them fail to appear when casted on top of ANYTHING
  8760. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  8761. // hence, I leave the alternate implementation here, commented. [Skotlex]
  8762. if (unit->range <= 0)
  8763. {
  8764. (*alive) = 0;
  8765. return 1;
  8766. }
  8767. /*
  8768. switch (unit->group->skill_id)
  8769. { //These cannot override each other.
  8770. case SA_VOLCANO:
  8771. case SA_DELUGE:
  8772. case SA_VIOLENTGALE:
  8773. // case NJ_SUITON:
  8774. // case NJ_KAENSIN:
  8775. (*alive) = 0;
  8776. return 1;
  8777. }
  8778. */
  8779. break;
  8780. case PF_FOGWALL:
  8781. switch(unit->group->skill_id)
  8782. {
  8783. case SA_VOLCANO: //Can't be placed on top of these
  8784. case SA_VIOLENTGALE:
  8785. (*alive) = 0;
  8786. return 1;
  8787. case SA_DELUGE:
  8788. case NJ_SUITON:
  8789. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  8790. (*alive) = 2;
  8791. break;
  8792. }
  8793. break;
  8794. case HP_BASILICA:
  8795. if (unit->group->skill_id == HP_BASILICA)
  8796. { //Basilica can't be placed on top of itself to avoid map-cell stacking problems. [Skotlex]
  8797. (*alive) = 0;
  8798. return 1;
  8799. }
  8800. break;
  8801. }
  8802. if (unit->group->skill_id == SA_LANDPROTECTOR &&
  8803. !(skill_get_inf2(skillid)&(INF2_SONG_DANCE|INF2_TRAP)))
  8804. { //It deletes everything except songs/dances/traps
  8805. (*alive) = 0;
  8806. return 1;
  8807. }
  8808. return 0;
  8809. }
  8810. /*==========================================
  8811. * variation of skill_cell_overlap
  8812. *------------------------------------------*/
  8813. int skill_ganbatein (struct block_list *bl, va_list ap)
  8814. {
  8815. struct skill_unit *unit;
  8816. nullpo_retr(0, bl);
  8817. nullpo_retr(0, ap);
  8818. if ((unit = (struct skill_unit *)bl) == NULL || unit->group == NULL)
  8819. return 0;
  8820. if (unit->group->state.song_dance&0x1)
  8821. return 0; //Don't touch song/dance.
  8822. skill_delunit(unit, 1);
  8823. return 1;
  8824. }
  8825. /*==========================================
  8826. *
  8827. *------------------------------------------*/
  8828. int skill_chastle_mob_changetarget(struct block_list *bl,va_list ap)
  8829. {
  8830. struct mob_data* md;
  8831. struct unit_data*ud = unit_bl2ud(bl);
  8832. struct block_list *from_bl;
  8833. struct block_list *to_bl;
  8834. md = (struct mob_data*)bl;
  8835. from_bl = va_arg(ap,struct block_list *);
  8836. to_bl = va_arg(ap,struct block_list *);
  8837. if(ud && ud->target == from_bl->id)
  8838. ud->target = to_bl->id;
  8839. if(md->bl.type == BL_MOB && md->target_id == from_bl->id)
  8840. md->target_id = to_bl->id;
  8841. return 0;
  8842. }
  8843. /*==========================================
  8844. * 謖�ョ夂ッ�峇蜀�〒src縺ォ蟇セ縺励※譛牙柑縺ェ繧ソ繝シ繧イ繝�ヨ縺ョbl縺ョ謨ー繧呈焚縺医k(foreachinarea)
  8845. *------------------------------------------*/
  8846. int skill_count_target (struct block_list *bl, va_list ap)
  8847. {
  8848. struct block_list *src = va_arg(ap,struct block_list *);
  8849. if (battle_check_target(src,bl,BCT_ENEMY) > 0)
  8850. return 1;
  8851. return 0;
  8852. }
  8853. /*==========================================
  8854. *
  8855. *------------------------------------------*/
  8856. int skill_trap_splash (struct block_list *bl, va_list ap)
  8857. {
  8858. struct block_list *src;
  8859. int tick;
  8860. struct skill_unit *unit;
  8861. struct skill_unit_group *sg;
  8862. struct block_list *ss;
  8863. int i,count;
  8864. src = va_arg(ap,struct block_list *);
  8865. unit = (struct skill_unit *)src;
  8866. tick = va_arg(ap,int);
  8867. count = va_arg(ap,int);
  8868. nullpo_retr(0, sg = unit->group);
  8869. nullpo_retr(0, ss = map_id2bl(sg->src_id));
  8870. if(battle_check_target(src,bl,BCT_ENEMY) <= 0)
  8871. return 0;
  8872. switch(sg->unit_id){
  8873. case UNT_SHOCKWAVE:
  8874. case UNT_SANDMAN:
  8875. case UNT_FLASHER:
  8876. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick);
  8877. break;
  8878. case UNT_BLASTMINE:
  8879. case UNT_CLAYMORETRAP:
  8880. //Special property: Each target is hit N times (N = number of targets on splash area)
  8881. if (!count) count = 1;
  8882. for(i=0;i<count;i++)
  8883. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8884. break;
  8885. case UNT_FREEZINGTRAP:
  8886. skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,0);
  8887. break;
  8888. case UNT_GROUNDDRIFT_WIND:
  8889. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8890. sc_start(bl,SC_STUN,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8891. break;
  8892. case UNT_GROUNDDRIFT_DARK:
  8893. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8894. sc_start(bl,SC_BLIND,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8895. break;
  8896. case UNT_GROUNDDRIFT_POISON:
  8897. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8898. sc_start(bl,SC_POISON,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8899. break;
  8900. case UNT_GROUNDDRIFT_WATER:
  8901. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8902. sc_start(bl,SC_FREEZE,5,sg->skill_lv,skill_get_time2(sg->skill_id, sg->skill_lv));
  8903. break;
  8904. case UNT_GROUNDDRIFT_FIRE:
  8905. if(skill_attack(BF_WEAPON,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  8906. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,0);
  8907. break;
  8908. default:
  8909. return 0;
  8910. }
  8911. return 1;
  8912. }
  8913. /*==========================================
  8914. *
  8915. *------------------------------------------*/
  8916. int skill_enchant_elemental_end (struct block_list *bl, int type)
  8917. {
  8918. struct status_change *sc;
  8919. nullpo_retr(0, bl);
  8920. nullpo_retr(0, sc= status_get_sc(bl));
  8921. if (!sc->count) return 0;
  8922. if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1)
  8923. status_change_end(bl, SC_ENCPOISON, -1);
  8924. if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1)
  8925. status_change_end(bl, SC_ASPERSIO, -1);
  8926. if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1)
  8927. status_change_end(bl, SC_FIREWEAPON, -1);
  8928. if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1)
  8929. status_change_end(bl, SC_WATERWEAPON, -1);
  8930. if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1)
  8931. status_change_end(bl, SC_WINDWEAPON, -1);
  8932. if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1)
  8933. status_change_end(bl, SC_EARTHWEAPON, -1);
  8934. if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
  8935. status_change_end(bl, SC_SHADOWWEAPON, -1);
  8936. if (type != SC_GHOSTWEAPON && sc->data[SC_GHOSTWEAPON].timer != -1)
  8937. status_change_end(bl, SC_GHOSTWEAPON, -1);
  8938. if (type != SC_ENCHANTARMS && sc->data[SC_ENCHANTARMS].timer != -1)
  8939. status_change_end(bl, SC_ENCHANTARMS, -1);
  8940. return 0;
  8941. }
  8942. int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
  8943. {
  8944. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1}; //optimized by Lupus
  8945. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  8946. int end = 1,i;
  8947. if ((bl->type == BL_PC && battle_config.pc_cloak_check_type&1) ||
  8948. (bl->type != BL_PC && battle_config.monster_cloak_check_type&1))
  8949. { //Check for walls.
  8950. for (i = 0; i < 8; i++)
  8951. if (map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS))
  8952. {
  8953. end = 0;
  8954. break;
  8955. }
  8956. } else
  8957. end = 0; //No wall check.
  8958. if(end){
  8959. if (sc->data[SC_CLOAKING].timer != -1) {
  8960. if (sc->data[SC_CLOAKING].val1 < 3) //End cloaking.
  8961. status_change_end(bl, SC_CLOAKING, -1);
  8962. else if(sc->data[SC_CLOAKING].val4&1)
  8963. { //Remove wall bonus
  8964. sc->data[SC_CLOAKING].val4&=~1;
  8965. status_calc_bl(bl,SCB_SPEED);
  8966. }
  8967. }
  8968. }
  8969. else if(sc->data[SC_CLOAKING].timer != -1 && !(sc->data[SC_CLOAKING].val4&1))
  8970. { //Add wall speed bonus
  8971. sc->data[SC_CLOAKING].val4|=1;
  8972. status_calc_bl(bl,SCB_SPEED);
  8973. }
  8974. return end;
  8975. }
  8976. /*==========================================
  8977. *
  8978. *
  8979. *------------------------------------------*/
  8980. void skill_stop_dancing (struct block_list *src)
  8981. {
  8982. struct status_change* sc;
  8983. struct skill_unit_group* group;
  8984. struct map_session_data* dsd = NULL;
  8985. nullpo_retv(src);
  8986. nullpo_retv(sc = status_get_sc(src));
  8987. if(!sc->count || sc->data[SC_DANCING].timer == -1)
  8988. return;
  8989. group = (struct skill_unit_group *)sc->data[SC_DANCING].val2;
  8990. sc->data[SC_DANCING].val2 = 0;
  8991. if (sc->data[SC_DANCING].val4)
  8992. {
  8993. if (sc->data[SC_DANCING].val4 != BCT_SELF)
  8994. dsd = map_id2sd(sc->data[SC_DANCING].val4);
  8995. sc->data[SC_DANCING].val4 = 0;
  8996. }
  8997. status_change_end(src, SC_DANCING, -1);
  8998. if (dsd)
  8999. {
  9000. dsd->sc.data[SC_DANCING].val4 = dsd->sc.data[SC_DANCING].val2 = 0;
  9001. status_change_end(&dsd->bl, SC_DANCING, -1);
  9002. }
  9003. if (group)
  9004. skill_delunitgroup(NULL, group, 0);
  9005. }
  9006. /*==========================================
  9007. *
  9008. *------------------------------------------*/
  9009. struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx, int x, int y, int val1, int val2)
  9010. {
  9011. struct skill_unit *unit;
  9012. nullpo_retr(NULL, group);
  9013. nullpo_retr(NULL, group->unit); // crash-protection against poor coding
  9014. nullpo_retr(NULL, unit=&group->unit[idx]);
  9015. if(!unit->alive)
  9016. group->alive_count++;
  9017. unit->bl.id=map_addobject(&unit->bl);
  9018. unit->bl.type=BL_SKILL;
  9019. unit->bl.m=group->map;
  9020. unit->bl.x=x;
  9021. unit->bl.y=y;
  9022. unit->group=group;
  9023. unit->alive=1;
  9024. unit->val1=val1;
  9025. unit->val2=val2;
  9026. map_addblock(&unit->bl);
  9027. switch (group->skill_id) {
  9028. case AL_PNEUMA:
  9029. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_SETPNEUMA);
  9030. break;
  9031. case MG_SAFETYWALL:
  9032. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_SETSAFETYWALL);
  9033. break;
  9034. case SA_LANDPROTECTOR:
  9035. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_SETLANDPROTECTOR);
  9036. break;
  9037. case HP_BASILICA:
  9038. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_SETBASILICA);
  9039. break;
  9040. case WZ_ICEWALL:
  9041. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_SETICEWALL);
  9042. break;
  9043. default:
  9044. if (group->state.song_dance&0x1) //Check for dissonance.
  9045. skill_dance_overlap(unit, 1);
  9046. break;
  9047. }
  9048. clif_skill_setunit(unit);
  9049. return unit;
  9050. }
  9051. /*==========================================
  9052. * if flag =1 -> forced removal, 0 is for natural expiration.
  9053. *------------------------------------------*/
  9054. int skill_delunit (struct skill_unit *unit, int flag)
  9055. {
  9056. struct skill_unit_group *group;
  9057. nullpo_retr(0, unit);
  9058. if(!unit->alive)
  9059. return 0;
  9060. nullpo_retr(0, group=unit->group);
  9061. skill_unit_onlimit( unit,gettick(), flag);
  9062. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9063. skill_dance_overlap(unit, 0);
  9064. if (!unit->range) {
  9065. map_foreachincell(skill_unit_effect,unit->bl.m,
  9066. unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  9067. }
  9068. switch (group->skill_id) {
  9069. case AL_PNEUMA:
  9070. skill_unitsetmapcell(unit,AL_PNEUMA,group->skill_lv,CELL_CLRPNEUMA);
  9071. break;
  9072. case MG_SAFETYWALL:
  9073. skill_unitsetmapcell(unit,MG_SAFETYWALL,group->skill_lv,CELL_CLRSAFETYWALL);
  9074. break;
  9075. case SA_LANDPROTECTOR:
  9076. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_CLRLANDPROTECTOR);
  9077. break;
  9078. case HP_BASILICA:
  9079. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_CLRBASILICA);
  9080. break;
  9081. case WZ_ICEWALL:
  9082. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_CLRICEWALL);
  9083. break;
  9084. }
  9085. clif_skill_delunit(unit);
  9086. unit->group=NULL;
  9087. unit->alive=0;
  9088. map_delobjectnofree(unit->bl.id);
  9089. if(--group->alive_count==0)
  9090. skill_delunitgroup(NULL, group, 0);
  9091. return 0;
  9092. }
  9093. /*==========================================
  9094. *
  9095. *------------------------------------------*/
  9096. static int skill_unit_group_newid = MAX_SKILL_DB;
  9097. struct skill_unit_group *skill_initunitgroup (struct block_list *src, int count, int skillid, int skilllv, int unit_id, int limit, int interval)
  9098. {
  9099. struct unit_data *ud = unit_bl2ud(src);
  9100. struct skill_unit_group *group=NULL;
  9101. int i;
  9102. if(skilllv <= 0) return 0;
  9103. nullpo_retr(NULL, src);
  9104. nullpo_retr(NULL, ud);
  9105. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i]; i++);
  9106. if(i == MAX_SKILLUNITGROUP) {
  9107. int j=0;
  9108. unsigned maxdiff=0,x,tick=gettick();
  9109. for(i=0;i<MAX_SKILLUNITGROUP && ud->skillunit[i];i++)
  9110. if((x=DIFF_TICK(tick,ud->skillunit[i]->tick))>maxdiff){
  9111. maxdiff=x;
  9112. j=i;
  9113. }
  9114. skill_delunitgroup(src, ud->skillunit[j], 1);
  9115. //Since elements must have shifted, we use the last slot.
  9116. i = MAX_SKILLUNITGROUP-1;
  9117. }
  9118. if (!ud->skillunit[i])
  9119. ud->skillunit[i] = ers_alloc(skill_unit_ers, struct skill_unit_group);
  9120. group=ud->skillunit[i];
  9121. group->src_id=src->id;
  9122. group->party_id=status_get_party_id(src);
  9123. group->guild_id=status_get_guild_id(src);
  9124. group->group_id=skill_unit_group_newid++;
  9125. if(skill_unit_group_newid<=0)
  9126. skill_unit_group_newid = MAX_SKILL_DB;
  9127. group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
  9128. group->unit_count=count;
  9129. group->alive_count=0;
  9130. group->val1=group->val2=group->val3=0;
  9131. group->skill_id=skillid;
  9132. group->skill_lv=skilllv;
  9133. group->unit_id=unit_id;
  9134. group->map=src->m;
  9135. group->limit=limit;
  9136. group->interval=interval;
  9137. group->tick=gettick();
  9138. if (skillid == PR_SANCTUARY) //Sanctuary starts healing +1500ms after casted. [Skotlex]
  9139. group->tick += 1500;
  9140. group->valstr=NULL;
  9141. return group;
  9142. }
  9143. /*==========================================
  9144. * If flag, this is a forced deletion, otherwise it's natural expiration.
  9145. *------------------------------------------*/
  9146. int skill_delunitgroup (struct block_list *src, struct skill_unit_group *group, int flag)
  9147. {
  9148. struct unit_data *ud;
  9149. int i,j;
  9150. nullpo_retr(0, group);
  9151. if (!src) src=map_id2bl(group->src_id);
  9152. ud = unit_bl2ud(src);
  9153. if(!src || !ud) {
  9154. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9155. return 0;
  9156. }
  9157. if (skill_get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
  9158. {
  9159. struct status_change* sc = status_get_sc(src);
  9160. if (sc && sc->data[SC_DANCING].timer != -1)
  9161. {
  9162. sc->data[SC_DANCING].val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  9163. status_change_end(src,SC_DANCING,-1);
  9164. }
  9165. }
  9166. if (group->unit_id == UNT_GOSPEL) { //Clear Gospel [Skotlex]
  9167. struct status_change *sc = status_get_sc(src);
  9168. if(sc && sc->data[SC_GOSPEL].timer != -1) {
  9169. sc->data[SC_GOSPEL].val3 = 0; //Remove reference to this group. [Skotlex]
  9170. status_change_end(src,SC_GOSPEL,-1);
  9171. }
  9172. }
  9173. if (group->skill_id == SG_SUN_WARM ||
  9174. group->skill_id == SG_MOON_WARM ||
  9175. group->skill_id == SG_STAR_WARM) {
  9176. struct status_change *sc = status_get_sc(src);
  9177. if(sc && sc->data[SC_WARM].timer != -1) {
  9178. sc->data[SC_WARM].val4 = 0;
  9179. status_change_end(src,SC_WARM,-1);
  9180. }
  9181. }
  9182. if (src->type==BL_PC && group->state.ammo_consume)
  9183. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  9184. group->alive_count=0;
  9185. if(group->unit!=NULL){
  9186. for(i=0;i<group->unit_count;i++)
  9187. if(group->unit[i].alive)
  9188. skill_delunit(&group->unit[i], flag);
  9189. }
  9190. if(group->valstr!=NULL){
  9191. aFree(group->valstr);
  9192. group->valstr=NULL;
  9193. }
  9194. map_freeblock(&group->unit->bl);
  9195. group->unit=NULL;
  9196. group->group_id=0;
  9197. group->unit_count=0;
  9198. //Locate and clear this unit from the array.
  9199. for (i=0; i<MAX_SKILLUNITGROUP && ud->skillunit[i]!=group; i++);
  9200. for (j=i; j<MAX_SKILLUNITGROUP && ud->skillunit[j]; j++);
  9201. j--;
  9202. if (i<MAX_SKILLUNITGROUP) {
  9203. ud->skillunit[i] = ud->skillunit[j];
  9204. ud->skillunit[j] = NULL;
  9205. ers_free(skill_unit_ers, group);
  9206. } else
  9207. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  9208. return 1;
  9209. }
  9210. /*==========================================
  9211. *
  9212. *------------------------------------------*/
  9213. int skill_clear_unitgroup (struct block_list *src)
  9214. {
  9215. struct unit_data *ud = unit_bl2ud(src);
  9216. nullpo_retr(0, ud);
  9217. while (ud->skillunit[0])
  9218. skill_delunitgroup(src, ud->skillunit[0], 1);
  9219. return 1;
  9220. }
  9221. /*==========================================
  9222. *
  9223. *------------------------------------------*/
  9224. struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct block_list *bl, struct skill_unit_group *group, int tick)
  9225. {
  9226. int i,j=-1,k,s,id;
  9227. struct unit_data *ud;
  9228. struct skill_unit_group_tickset *set;
  9229. nullpo_retr(0, bl);
  9230. if (group->interval==-1)
  9231. return NULL;
  9232. ud = unit_bl2ud(bl);
  9233. if (!ud) return NULL;
  9234. set = ud->skillunittick;
  9235. if (skill_get_unit_flag(group->skill_id)&UF_NOOVERLAP)
  9236. id = s = group->skill_id;
  9237. else
  9238. id = s = group->group_id;
  9239. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  9240. k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  9241. if (set[k].id == id)
  9242. return &set[k];
  9243. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  9244. j=k;
  9245. }
  9246. if (j == -1) {
  9247. if(battle_config.error_log) {
  9248. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  9249. }
  9250. j = id % MAX_SKILLUNITGROUPTICKSET;
  9251. }
  9252. set[j].id = id;
  9253. set[j].tick = tick;
  9254. return &set[j];
  9255. }
  9256. /*==========================================
  9257. *
  9258. *------------------------------------------*/
  9259. int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
  9260. {
  9261. struct skill_unit *unit;
  9262. struct skill_unit_group *group;
  9263. unsigned int tick;
  9264. unit = va_arg(ap,struct skill_unit *);
  9265. tick = va_arg(ap,unsigned int);
  9266. if (!unit->alive || bl->prev==NULL)
  9267. return 0;
  9268. nullpo_retr(0, group=unit->group);
  9269. if (!(skill_get_inf2(group->skill_id)&(INF2_SONG_DANCE|INF2_TRAP))
  9270. && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  9271. return 0; //AoE skills are ineffective. [Skotlex]
  9272. if (battle_check_target(&unit->bl,bl,group->target_flag)<=0)
  9273. return 0;
  9274. skill_unit_onplace_timer(unit,bl,tick);
  9275. return 1;
  9276. }
  9277. /*==========================================
  9278. *
  9279. *------------------------------------------*/
  9280. int skill_unit_timer_sub (struct block_list *bl, va_list ap)
  9281. {
  9282. struct skill_unit *unit;
  9283. struct skill_unit_group *group;
  9284. unsigned int tick;
  9285. int flag;
  9286. unit=(struct skill_unit *)bl;
  9287. tick=va_arg(ap,unsigned int);
  9288. if(!unit->alive)
  9289. return 0;
  9290. group=unit->group;
  9291. nullpo_retr(0, group);
  9292. flag = skill_dance_switch(unit, group, 0);
  9293. if (unit->range>=0 && group->interval!=-1)
  9294. {
  9295. if (battle_config.skill_wall_check)
  9296. map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9297. else
  9298. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  9299. if (!unit->alive)
  9300. {
  9301. if (flag)
  9302. skill_dance_switch(unit, group, 1);
  9303. return 0;
  9304. }
  9305. }
  9306. if (flag)
  9307. skill_dance_switch(unit, group, 1);
  9308. if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit))
  9309. {
  9310. switch(group->unit_id){
  9311. case UNT_BLASTMINE:
  9312. case UNT_GROUNDDRIFT_WIND:
  9313. case UNT_GROUNDDRIFT_DARK:
  9314. case UNT_GROUNDDRIFT_POISON:
  9315. case UNT_GROUNDDRIFT_WATER:
  9316. case UNT_GROUNDDRIFT_FIRE:
  9317. group->unit_id = UNT_USED_TRAPS;
  9318. clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  9319. group->limit=DIFF_TICK(tick+1500,group->tick);
  9320. unit->limit=DIFF_TICK(tick+1500,group->tick);
  9321. break;
  9322. case UNT_SKIDTRAP:
  9323. case UNT_ANKLESNARE:
  9324. case UNT_LANDMINE:
  9325. case UNT_SHOCKWAVE:
  9326. case UNT_SANDMAN:
  9327. case UNT_FLASHER:
  9328. case UNT_FREEZINGTRAP:
  9329. case UNT_CLAYMORETRAP:
  9330. case UNT_TALKIEBOX:
  9331. {
  9332. struct block_list *src=map_id2bl(group->src_id);
  9333. if(src && src->type==BL_PC && !group->state.into_abyss)
  9334. { //Avoid generating trap items when it did not cost to create them. [Skotlex]
  9335. struct item item_tmp;
  9336. memset(&item_tmp,0,sizeof(item_tmp));
  9337. item_tmp.nameid=1065;
  9338. item_tmp.identify=1;
  9339. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0);
  9340. }
  9341. skill_delunit(unit, 0);
  9342. break;
  9343. }
  9344. default:
  9345. skill_delunit(unit, 0);
  9346. }
  9347. }
  9348. if(group->unit_id == UNT_ICEWALL)
  9349. {
  9350. unit->val1 -= 5;
  9351. if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
  9352. unit->limit = DIFF_TICK(tick+700,group->tick);
  9353. }
  9354. else
  9355. if (group->unit_id == UNT_TATAMIGAESHI && unit->range>=0)
  9356. { //Disable processed cell.
  9357. unit->range = -1;
  9358. if (--group->val1 <= 0)
  9359. { //All tiles were processed, disable skill.
  9360. group->target_flag=BCT_NOONE;
  9361. group->bl_flag= BL_NUL;
  9362. }
  9363. }
  9364. return 0;
  9365. }
  9366. /*==========================================
  9367. *
  9368. *------------------------------------------*/
  9369. int skill_unit_timer (int tid, unsigned int tick, int id, int data)
  9370. {
  9371. map_freeblock_lock();
  9372. map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick );
  9373. map_freeblock_unlock();
  9374. return 0;
  9375. }
  9376. /*==========================================
  9377. *
  9378. *------------------------------------------*/
  9379. int skill_unit_move_sub (struct block_list *bl, va_list ap)
  9380. {
  9381. struct skill_unit *unit = (struct skill_unit *)bl;
  9382. struct skill_unit_group *group;
  9383. struct block_list *target;
  9384. unsigned int tick,flag,result;
  9385. int skill_id;
  9386. target=va_arg(ap,struct block_list*);
  9387. tick = va_arg(ap,unsigned int);
  9388. flag = va_arg(ap,int);
  9389. nullpo_retr(0, group=unit->group);
  9390. if (!unit->alive || target->prev==NULL)
  9391. return 0;
  9392. if (skill_dance_switch(unit, group, 0))
  9393. flag|=64; //Signal to remember to restore it.
  9394. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  9395. skill_id = unit->group->skill_id;
  9396. if (unit->group->interval!=-1 &&
  9397. !(skill_get_unit_flag(skill_id)&UF_DUALMODE))
  9398. { //Skills in dual mode have to trigger both. [Skotlex]
  9399. if (flag&64)
  9400. skill_dance_switch(unit, group, 1);
  9401. return 0;
  9402. }
  9403. //Target-type check.
  9404. if(!(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag)>0))
  9405. {
  9406. if(group->src_id == target->id && group->state.song_dance&0x2)
  9407. { //Ensemble check to see if they went out/in of the area [Skotlex]
  9408. if (flag&1)
  9409. {
  9410. if (flag&2)
  9411. { //Clear skill ids we have stored in onout.
  9412. int i;
  9413. for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) &&
  9414. skill_unit_temp[i]!=skill_id; i++);
  9415. if (i < (sizeof(skill_unit_temp)/sizeof(int)))
  9416. skill_unit_temp[i] = 0;
  9417. }
  9418. }
  9419. else
  9420. {
  9421. if (flag&2) { //Store this unit id.
  9422. if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int)))
  9423. skill_unit_temp[skill_unit_index++] = skill_id;
  9424. else if (battle_config.error_log)
  9425. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9426. }
  9427. }
  9428. if (flag&4)
  9429. skill_unit_onleft(skill_id,target,tick);
  9430. }
  9431. if (flag&64)
  9432. skill_dance_switch(unit, group, 1);
  9433. return 0;
  9434. }
  9435. if (flag&1)
  9436. {
  9437. result = skill_unit_onplace(unit,target,tick);
  9438. if (flag&2 && result)
  9439. { //Clear skill ids we have stored in onout.
  9440. int i;
  9441. for(i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) &&
  9442. skill_unit_temp[i]!=result; i++);
  9443. if (i < (sizeof(skill_unit_temp)/sizeof(int)))
  9444. skill_unit_temp[i] = 0;
  9445. }
  9446. }
  9447. else
  9448. {
  9449. result = skill_unit_onout(unit,target,tick);
  9450. if (flag&2 && result) { //Store this unit id.
  9451. if (skill_unit_index < (sizeof(skill_unit_temp)/sizeof(int)))
  9452. skill_unit_temp[skill_unit_index++] = result;
  9453. else if (battle_config.error_log)
  9454. ShowError("skill_unit_move_sub: Reached limit of unit objects per cell!\n");
  9455. }
  9456. }
  9457. //TODO: Normally, this is dangerous since the unit and group could be freed
  9458. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  9459. //cells do not get deleted within them. [Skotlex]
  9460. if (flag&64)
  9461. skill_dance_switch(unit, group, 1);
  9462. if (flag&4)
  9463. skill_unit_onleft(skill_id,target,tick);
  9464. return 1;
  9465. }
  9466. /*==========================================
  9467. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  9468. * Flag values:
  9469. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  9470. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  9471. * units to figure out when they have left a group.
  9472. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  9473. *------------------------------------------*/
  9474. int skill_unit_move (struct block_list *bl, unsigned int tick, int flag)
  9475. {
  9476. nullpo_retr(0, bl);
  9477. if(bl->prev==NULL )
  9478. return 0;
  9479. if (flag&2 && !(flag&1))
  9480. { //Onout, clear data
  9481. memset (&skill_unit_temp,0,sizeof(skill_unit_temp));
  9482. skill_unit_index=0;
  9483. }
  9484. map_foreachincell(skill_unit_move_sub,
  9485. bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  9486. if (flag&2 && flag&1)
  9487. { //Onplace, check any skill units you have left.
  9488. int i;
  9489. for (i=0; i < (sizeof(skill_unit_temp)/sizeof(int)) && skill_unit_temp[i]; i++)
  9490. skill_unit_onleft(skill_unit_temp[i], bl, tick);
  9491. }
  9492. return 0;
  9493. }
  9494. /*==========================================
  9495. *
  9496. *------------------------------------------*/
  9497. int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, int dy)
  9498. {
  9499. int i,j;
  9500. unsigned int tick = gettick();
  9501. int *m_flag;
  9502. struct skill_unit *unit1;
  9503. struct skill_unit *unit2;
  9504. nullpo_retr(0, group);
  9505. if (group->unit_count<=0)
  9506. return 0;
  9507. if (group->unit==NULL)
  9508. return 0;
  9509. if (skill_get_unit_flag(group->skill_id)&UF_ENSEMBLE) //Ensembles may not be moved around.
  9510. return 0;
  9511. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  9512. // m_flag
  9513. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  9514. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  9515. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  9516. // 3: Both 1+2.
  9517. for(i=0;i<group->unit_count;i++){
  9518. unit1=&group->unit[i];
  9519. if (!unit1->alive || unit1->bl.m!=m)
  9520. continue;
  9521. for(j=0;j<group->unit_count;j++){
  9522. unit2=&group->unit[j];
  9523. if (!unit2->alive)
  9524. continue;
  9525. if (unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){
  9526. m_flag[i] |= 0x1;
  9527. }
  9528. if (unit1->bl.x-dx==unit2->bl.x && unit1->bl.y-dy==unit2->bl.y){
  9529. m_flag[i] |= 0x2;
  9530. }
  9531. }
  9532. }
  9533. j = 0;
  9534. for (i=0;i<group->unit_count;i++) {
  9535. unit1=&group->unit[i];
  9536. if (!unit1->alive)
  9537. continue;
  9538. if (!(m_flag[i]&0x2)) {
  9539. if (group->state.song_dance&0x1) //Restore dissonance effect.
  9540. skill_dance_overlap(unit1, 0);
  9541. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9542. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  9543. }
  9544. //Move Cell using "smart" criteria (avoid useless moving around)
  9545. switch(m_flag[i])
  9546. {
  9547. case 0:
  9548. //Cell moves independently, safely move it.
  9549. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  9550. break;
  9551. case 1:
  9552. //Cell moves unto another cell, look for a replacement cell that won't collide
  9553. //and has no cell moving into it (flag == 2)
  9554. for(;j<group->unit_count;j++)
  9555. {
  9556. if(m_flag[j]!=2 || !group->unit[j].alive)
  9557. continue;
  9558. //Move to where this cell would had moved.
  9559. unit2 = &group->unit[j];
  9560. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  9561. j++; //Skip this cell as we have used it.
  9562. break;
  9563. }
  9564. break;
  9565. case 2:
  9566. case 3:
  9567. break; //Don't move the cell as a cell will end on this tile anyway.
  9568. }
  9569. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  9570. if (group->state.song_dance&0x1) //Check for dissonance effect.
  9571. skill_dance_overlap(unit1, 1);
  9572. clif_skill_setunit(unit1);
  9573. map_foreachincell(skill_unit_effect,unit1->bl.m,
  9574. unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  9575. }
  9576. }
  9577. aFree(m_flag);
  9578. return 0;
  9579. }
  9580. /*==========================================
  9581. *
  9582. *------------------------------------------*/
  9583. int skill_can_produce_mix (struct map_session_data *sd, int nameid, int trigger, int qty)
  9584. {
  9585. int i,j;
  9586. nullpo_retr(0, sd);
  9587. if(nameid<=0)
  9588. return 0;
  9589. for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){
  9590. if(skill_produce_db[i].nameid == nameid )
  9591. break;
  9592. }
  9593. if( i >= MAX_SKILL_PRODUCE_DB )
  9594. return 0;
  9595. if(trigger>=0){
  9596. if(trigger>20) { // Non-weapon, non-food item (itemlv must match)
  9597. if(skill_produce_db[i].itemlv!=trigger)
  9598. return 0;
  9599. } else if(trigger>10) { // Food (any item level between 10 and 20 will do)
  9600. if(skill_produce_db[i].itemlv<=10 || skill_produce_db[i].itemlv>20)
  9601. return 0;
  9602. } else { // Weapon (itemlv must be higher or equal)
  9603. if(skill_produce_db[i].itemlv>trigger)
  9604. return 0;
  9605. }
  9606. }
  9607. if((j=skill_produce_db[i].req_skill)>0 &&
  9608. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  9609. return 0;
  9610. for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
  9611. int id,x,y;
  9612. if( (id=skill_produce_db[i].mat_id[j]) <= 0 )
  9613. continue;
  9614. if(skill_produce_db[i].mat_amount[j] <= 0) {
  9615. if(pc_search_inventory(sd,id) < 0)
  9616. return 0;
  9617. }
  9618. else {
  9619. for(y=0,x=0;y<MAX_INVENTORY;y++)
  9620. if( sd->status.inventory[y].nameid == id )
  9621. x+=sd->status.inventory[y].amount;
  9622. if(x<qty*skill_produce_db[i].mat_amount[j])
  9623. return 0;
  9624. }
  9625. }
  9626. return i+1;
  9627. }
  9628. /*==========================================
  9629. *
  9630. *------------------------------------------*/
  9631. int skill_produce_mix (struct map_session_data *sd, int skill_id, int nameid, int slot1, int slot2, int slot3, int qty)
  9632. {
  9633. int slot[3];
  9634. int i,sc,ele,idx,equip,wlv,make_per,flag;
  9635. struct status_data *status;
  9636. nullpo_retr(0, sd);
  9637. status = status_get_status_data(&sd->bl);
  9638. if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) )
  9639. return 0;
  9640. idx--;
  9641. if (qty < 1)
  9642. qty = 1;
  9643. if (!skill_id) //A skill can be specified for some override cases.
  9644. skill_id = skill_produce_db[idx].req_skill;
  9645. slot[0]=slot1;
  9646. slot[1]=slot2;
  9647. slot[2]=slot3;
  9648. for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
  9649. int j;
  9650. if( slot[i]<=0 )
  9651. continue;
  9652. j = pc_search_inventory(sd,slot[i]);
  9653. if(j < 0)
  9654. continue;
  9655. if(slot[i]==1000){ /* Star Crumb */
  9656. pc_delitem(sd,j,1,1);
  9657. sc++;
  9658. }
  9659. if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* Flame Heart . . . Great Nature */
  9660. static const int ele_table[4]={3,1,4,2};
  9661. pc_delitem(sd,j,1,1);
  9662. ele=ele_table[slot[i]-994];
  9663. }
  9664. }
  9665. for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
  9666. int j,id,x;
  9667. if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
  9668. continue;
  9669. x=qty*skill_produce_db[idx].mat_amount[i];
  9670. do{
  9671. int y=0;
  9672. j = pc_search_inventory(sd,id);
  9673. if(j >= 0){
  9674. y = sd->status.inventory[j].amount;
  9675. if(y>x)y=x;
  9676. pc_delitem(sd,j,y,0);
  9677. }else {
  9678. if(battle_config.error_log)
  9679. ShowError("skill_produce_mix: material item error\n");
  9680. }
  9681. x-=y;
  9682. }while( j>=0 && x>0 );
  9683. }
  9684. if((equip=itemdb_isequip(nameid)))
  9685. wlv = itemdb_wlv(nameid);
  9686. if(!equip) {
  9687. switch(skill_id){
  9688. case BS_IRON:
  9689. case BS_STEEL:
  9690. case BS_ENCHANTEDSTONE:
  9691. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  9692. i = pc_checkskill(sd,skill_id);
  9693. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  9694. switch(nameid){
  9695. case 998: // Iron
  9696. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  9697. break;
  9698. case 999: // Steel
  9699. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  9700. break;
  9701. case 1000: //Star Crumb
  9702. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  9703. break;
  9704. default: // Enchanted Stones
  9705. make_per += 1000+i*500; // Enchantedstone Craft bonus: +15/+20/+25/+30/+35
  9706. break;
  9707. }
  9708. break;
  9709. case ASC_CDP:
  9710. make_per = (2000 + 40*status->dex + 20*status->luk);
  9711. break;
  9712. case AL_HOLYWATER:
  9713. make_per = 100000; //100% success
  9714. break;
  9715. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  9716. case AM_TWILIGHT1:
  9717. case AM_TWILIGHT2:
  9718. case AM_TWILIGHT3:
  9719. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*100
  9720. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  9721. + status->int_*5 + status->dex*10+status->luk*10;
  9722. switch(nameid){
  9723. case 501: // Red Potion
  9724. case 503: // Yellow Potion
  9725. case 504: // White Potion
  9726. case 605: // Anodyne
  9727. case 606: // Aloevera
  9728. make_per += 2000;
  9729. break;
  9730. case 505: // Blue Potion
  9731. make_per -= 500;
  9732. break;
  9733. case 545: // Condensed Red Potion
  9734. case 546: // Condensed Yellow Potion
  9735. case 547: // Condensed White Potion
  9736. make_per -= 1000;
  9737. break;
  9738. case 970: // Alcohol
  9739. make_per += 1000;
  9740. break;
  9741. case 7139: // Glistening Coat
  9742. make_per -= 1000;
  9743. break;
  9744. case 7135: // Bottle Grenade
  9745. case 7136: // Acid Bottle
  9746. case 7137: // Plant Bottle
  9747. case 7138: // Marine Sphere Bottle
  9748. default:
  9749. break;
  9750. }
  9751. if(battle_config.pp_rate != 100)
  9752. make_per = make_per * battle_config.pp_rate / 100;
  9753. break;
  9754. case SA_CREATECON: // Elemental Converter Creation - skill bonuses are from kRO [DracoRPG]
  9755. make_per = pc_checkskill(sd, SA_ADVANCEDBOOK)*100 + //TODO: Advanced Book bonus is custom! [Skotlex]
  9756. sd->status.job_level*20 + status->int_*10 + status->dex*10;
  9757. switch(nameid){
  9758. case 12114:
  9759. flag = pc_checkskill(sd,SA_FLAMELAUNCHER);
  9760. if (flag > 0)
  9761. make_per += 1000*flag-500;
  9762. break;
  9763. case 12115:
  9764. flag = pc_checkskill(sd,SA_FROSTWEAPON);
  9765. if (flag > 0)
  9766. make_per += 1000*flag-500;
  9767. break;
  9768. case 12116:
  9769. flag = pc_checkskill(sd,SA_SEISMICWEAPON);
  9770. if (flag > 0)
  9771. make_per += 1000*flag-500;
  9772. break;
  9773. case 12117:
  9774. flag = pc_checkskill(sd,SA_LIGHTNINGLOADER);
  9775. if (flag > 0)
  9776. make_per += 1000*flag-500;
  9777. break;
  9778. }
  9779. break;
  9780. default:
  9781. if (sd->menuskill_id == AM_PHARMACY &&
  9782. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  9783. { //Assume Cooking Dish
  9784. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  9785. make_per = 10000; //100% Success
  9786. else
  9787. make_per = 1200*(sd->menuskill_val-10) //12% chance per set level.
  9788. + 7000 - 700*(skill_produce_db[idx].itemlv-10); //70% - 7% per dish level
  9789. break;
  9790. }
  9791. make_per = 5000;
  9792. break;
  9793. }
  9794. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  9795. make_per = 5000 + sd->status.job_level*20 + status->dex*10 + status->luk*10; // Base
  9796. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  9797. 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
  9798. 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
  9799. if(pc_search_inventory(sd,989) > 0) make_per+= 1000; // Emperium Anvil: +10
  9800. else if(pc_search_inventory(sd,988) > 0) make_per+= 500; // Golden Anvil: +5
  9801. else if(pc_search_inventory(sd,987) > 0) make_per+= 300; // Oridecon Anvil: +3
  9802. else if(pc_search_inventory(sd,986) > 0) make_per+= 0; // Anvil: +0?
  9803. if(battle_config.wp_rate != 100)
  9804. make_per = make_per * battle_config.wp_rate / 100;
  9805. }
  9806. // - Baby Class Penalty = 80% (from adult's chance) ----//
  9807. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  9808. make_per = (make_per * 80) / 100; //Lupus
  9809. if(make_per < 1) make_per = 1;
  9810. if(rand()%10000 < make_per || qty > 1){ //Success, or crafting multiple items.
  9811. struct item tmp_item;
  9812. memset(&tmp_item,0,sizeof(tmp_item));
  9813. tmp_item.nameid=nameid;
  9814. tmp_item.amount=1;
  9815. tmp_item.identify=1;
  9816. if(equip){
  9817. tmp_item.card[0]=CARD0_FORGE;
  9818. tmp_item.card[1]=((sc*5)<<8)+ele;
  9819. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9820. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9821. } else {
  9822. //Flag is only used on the end, so it can be used here. [Skotlex]
  9823. switch (skill_id) {
  9824. case BS_DAGGER:
  9825. case BS_SWORD:
  9826. case BS_TWOHANDSWORD:
  9827. case BS_AXE:
  9828. case BS_MACE:
  9829. case BS_KNUCKLE:
  9830. case BS_SPEAR:
  9831. flag = battle_config.produce_item_name_input&0x1;
  9832. break;
  9833. case AM_PHARMACY:
  9834. case AM_TWILIGHT1:
  9835. case AM_TWILIGHT2:
  9836. case AM_TWILIGHT3:
  9837. flag = battle_config.produce_item_name_input&0x2;
  9838. break;
  9839. case AL_HOLYWATER:
  9840. flag = battle_config.produce_item_name_input&0x8;
  9841. break;
  9842. case ASC_CDP:
  9843. flag = battle_config.produce_item_name_input&0x10;
  9844. break;
  9845. default:
  9846. flag = battle_config.produce_item_name_input&0x80;
  9847. break;
  9848. }
  9849. if (flag) {
  9850. tmp_item.card[0]=CARD0_CREATE;
  9851. tmp_item.card[1]=0;
  9852. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9853. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9854. }
  9855. }
  9856. // if(log_config.produce > 0)
  9857. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  9858. //TODO update PICKLOG
  9859. if(equip){
  9860. clif_produceeffect(sd,0,nameid);
  9861. clif_misceffect(&sd->bl,3);
  9862. if(itemdb_wlv(nameid) >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  9863. pc_addfame(sd,10); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  9864. } else {
  9865. int fame = 0;
  9866. tmp_item.amount = 0;
  9867. for (i=0; i< qty; i++)
  9868. { //Apply quantity modifiers.
  9869. if (rand()%10000 < make_per || qty == 1)
  9870. { //Success
  9871. tmp_item.amount++;
  9872. if(nameid < 545 || nameid > 547)
  9873. continue;
  9874. if(skill_id != AM_PHARMACY &&
  9875. skill_id != AM_TWILIGHT1 &&
  9876. skill_id != AM_TWILIGHT2 &&
  9877. skill_id != AM_TWILIGHT3)
  9878. continue;
  9879. //Add fame as needed.
  9880. switch(++sd->potion_success_counter) {
  9881. case 3:
  9882. fame+=1; // Success to prepare 3 Condensed Potions in a row
  9883. break;
  9884. case 5:
  9885. fame+=3; // Success to prepare 5 Condensed Potions in a row
  9886. break;
  9887. case 7:
  9888. fame+=10; // Success to prepare 7 Condensed Potions in a row
  9889. break;
  9890. case 10:
  9891. fame+=50; // Success to prepare 10 Condensed Potions in a row
  9892. sd->potion_success_counter = 0;
  9893. break;
  9894. }
  9895. } else //Failure
  9896. sd->potion_success_counter = 0;
  9897. }
  9898. if (fame)
  9899. pc_addfame(sd,fame);
  9900. //Visual effects and the like.
  9901. switch (skill_id) {
  9902. case AM_PHARMACY:
  9903. case AM_TWILIGHT1:
  9904. case AM_TWILIGHT2:
  9905. case AM_TWILIGHT3:
  9906. case ASC_CDP:
  9907. clif_produceeffect(sd,2,nameid);
  9908. clif_misceffect(&sd->bl,5);
  9909. break;
  9910. case BS_IRON:
  9911. case BS_STEEL:
  9912. case BS_ENCHANTEDSTONE:
  9913. clif_produceeffect(sd,0,nameid);
  9914. clif_misceffect(&sd->bl,3);
  9915. break;
  9916. default: //Those that don't require a skill?
  9917. if (skill_produce_db[idx].itemlv>10 &&
  9918. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9919. clif_specialeffect(&sd->bl, 608, AREA);
  9920. break;
  9921. }
  9922. }
  9923. if (tmp_item.amount) { //Success
  9924. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9925. clif_additem(sd,0,0,flag);
  9926. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9927. }
  9928. return 1;
  9929. }
  9930. }
  9931. //Failure
  9932. // if(log_config.produce)
  9933. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  9934. //TODO update PICKLOG
  9935. if(equip){
  9936. clif_produceeffect(sd,1,nameid);
  9937. clif_misceffect(&sd->bl,2);
  9938. } else {
  9939. switch (skill_id) {
  9940. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  9941. status_percent_damage(NULL, &sd->bl, -25, 0);
  9942. case AM_PHARMACY:
  9943. case AM_TWILIGHT1:
  9944. case AM_TWILIGHT2:
  9945. case AM_TWILIGHT3:
  9946. clif_produceeffect(sd,3,nameid);
  9947. clif_misceffect(&sd->bl,6);
  9948. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  9949. break;
  9950. case BS_IRON:
  9951. case BS_STEEL:
  9952. case BS_ENCHANTEDSTONE:
  9953. clif_produceeffect(sd,1,nameid);
  9954. clif_misceffect(&sd->bl,2);
  9955. break;
  9956. default:
  9957. if (skill_produce_db[idx].itemlv>10 &&
  9958. skill_produce_db[idx].itemlv<= 20) //Cooking items.
  9959. clif_specialeffect(&sd->bl, 609, AREA);
  9960. }
  9961. }
  9962. return 0;
  9963. }
  9964. int skill_arrow_create (struct map_session_data *sd, int nameid)
  9965. {
  9966. int i,j,flag,index=-1;
  9967. struct item tmp_item;
  9968. nullpo_retr(0, sd);
  9969. if(nameid <= 0)
  9970. return 1;
  9971. for(i=0;i<MAX_SKILL_ARROW_DB;i++)
  9972. if(nameid == skill_arrow_db[i].nameid) {
  9973. index = i;
  9974. break;
  9975. }
  9976. if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0)
  9977. return 1;
  9978. pc_delitem(sd,j,1,0);
  9979. for(i=0;i<5;i++) {
  9980. memset(&tmp_item,0,sizeof(tmp_item));
  9981. tmp_item.identify = 1;
  9982. tmp_item.nameid = skill_arrow_db[index].cre_id[i];
  9983. tmp_item.amount = skill_arrow_db[index].cre_amount[i];
  9984. if(battle_config.produce_item_name_input&0x4) {
  9985. tmp_item.card[0]=CARD0_CREATE;
  9986. tmp_item.card[1]=0;
  9987. tmp_item.card[2]=GetWord(sd->status.char_id,0); // CharId
  9988. tmp_item.card[3]=GetWord(sd->status.char_id,1);
  9989. }
  9990. if(tmp_item.nameid <= 0 || tmp_item.amount <= 0)
  9991. continue;
  9992. if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) {
  9993. clif_additem(sd,0,0,flag);
  9994. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0);
  9995. }
  9996. }
  9997. return 0;
  9998. }
  9999. /*==========================================
  10000. *
  10001. *------------------------------------------*/
  10002. int skill_blockpc_end (int tid, unsigned int tick, int id, int data)
  10003. {
  10004. struct map_session_data *sd = map_id2sd(id);
  10005. if (data <= 0 || data >= MAX_SKILL)
  10006. return 0;
  10007. if (sd) sd->blockskill[data] = 0;
  10008. return 1;
  10009. }
  10010. int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
  10011. {
  10012. nullpo_retr (-1, sd);
  10013. if (skillid >= GD_SKILLBASE)
  10014. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  10015. if (skillid >= HM_SKILLBASE) //[orn]
  10016. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  10017. if (skillid < 1 || skillid > MAX_SKILL)
  10018. return -1;
  10019. if (tick < 1) {
  10020. sd->blockskill[skillid] = 0;
  10021. return -1;
  10022. }
  10023. sd->blockskill[skillid] = 1;
  10024. return add_timer(gettick()+tick,skill_blockpc_end,sd->bl.id,skillid);
  10025. }
  10026. int skill_blockmerc_end (int tid, unsigned int tick, int id, int data) //[orn]
  10027. {
  10028. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  10029. if (data <= 0 || data >= MAX_SKILL)
  10030. return 0;
  10031. if (hd) hd->blockskill[data] = 0;
  10032. return 1;
  10033. }
  10034. int skill_blockmerc_start(struct homun_data *hd, int skillid, int tick) //[orn]
  10035. {
  10036. nullpo_retr (-1, hd);
  10037. if (skillid >= GD_SKILLBASE)
  10038. skillid = GD_SKILLRANGEMIN + skillid - GD_SKILLBASE;
  10039. if (skillid >= HM_SKILLBASE) //[orn]
  10040. skillid = HM_SKILLRANGEMIN + skillid - HM_SKILLBASE;
  10041. if (skillid < 1 || skillid > MAX_SKILL)
  10042. return -1;
  10043. if (tick < 1) {
  10044. hd->blockskill[skillid] = 0;
  10045. return -1;
  10046. }
  10047. hd->blockskill[skillid] = 1;
  10048. return add_timer(gettick()+tick,skill_blockmerc_end,hd->bl.id,skillid);
  10049. }
  10050. /*
  10051. *
  10052. */
  10053. int skill_split_str (char *str, char **val, int num)
  10054. {
  10055. int i;
  10056. for (i=0; i<num && str; i++){
  10057. val[i] = str;
  10058. str = strchr(str,',');
  10059. if (str)
  10060. *str++=0;
  10061. }
  10062. return i;
  10063. }
  10064. /*
  10065. *
  10066. */
  10067. int skill_split_atoi (char *str, int *val)
  10068. {
  10069. int i, j, diff, step = 1;
  10070. for (i=0; i<MAX_SKILL_LEVEL; i++) {
  10071. if (!str) break;
  10072. val[i] = atoi(str);
  10073. str = strchr(str,':');
  10074. if (str)
  10075. *str++=0;
  10076. }
  10077. if(i==0) //No data found.
  10078. return 0;
  10079. if(i==1)
  10080. { //Single value, have the whole range have the same value.
  10081. for (; i < MAX_SKILL_LEVEL; i++)
  10082. val[i] = val[i-1];
  10083. return i;
  10084. }
  10085. //Check for linear change with increasing steps until we reach half of the data acquired.
  10086. for (step = 1; step <= i/2; step++)
  10087. {
  10088. diff = val[i-1] - val[i-step-1];
  10089. for(j = i-1; j >= step; j--)
  10090. if ((val[j]-val[j-step]) != diff)
  10091. break;
  10092. if (j>=step) //No match, try next step.
  10093. continue;
  10094. for(; i < MAX_SKILL_LEVEL; i++)
  10095. { //Apply linear increase
  10096. val[i] = val[i-step]+diff;
  10097. if (val[i] < 1 && val[i-1] >=0) //Check if we have switched from + to -, cap the decrease to 0 in said cases.
  10098. { val[i] = 1; diff = 0; step = 1; }
  10099. }
  10100. return i;
  10101. }
  10102. //Okay.. we can't figure this one out, just fill out the stuff with the previous value.
  10103. for (;i<MAX_SKILL_LEVEL; i++)
  10104. val[i] = val[i-1];
  10105. return i;
  10106. }
  10107. /*
  10108. *
  10109. */
  10110. void skill_init_unit_layout (void)
  10111. {
  10112. int i,j,size,pos = 0;
  10113. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  10114. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  10115. size = i*2+1;
  10116. skill_unit_layout[i].count = size*size;
  10117. for (j=0; j<size*size; j++) {
  10118. skill_unit_layout[i].dx[j] = (j%size-i);
  10119. skill_unit_layout[i].dy[j] = (j/size-i);
  10120. }
  10121. }
  10122. pos = i;
  10123. for (i=0;i<MAX_SKILL_DB;i++) {
  10124. if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
  10125. continue;
  10126. switch (i) {
  10127. case MG_FIREWALL:
  10128. case WZ_ICEWALL:
  10129. break;
  10130. case PR_SANCTUARY:
  10131. case NPC_EVILLAND:
  10132. {
  10133. static const int dx[] = {
  10134. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  10135. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  10136. static const int dy[]={
  10137. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  10138. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  10139. skill_unit_layout[pos].count = 21;
  10140. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10141. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10142. break;
  10143. }
  10144. case PR_MAGNUS:
  10145. {
  10146. static const int dx[] = {
  10147. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10148. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10149. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  10150. static const int dy[] = {
  10151. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10152. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10153. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  10154. skill_unit_layout[pos].count = 33;
  10155. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10156. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10157. break;
  10158. }
  10159. case AS_VENOMDUST:
  10160. {
  10161. static const int dx[] = {-1, 0, 0, 0, 1};
  10162. static const int dy[] = { 0,-1, 0, 1, 0};
  10163. skill_unit_layout[pos].count = 5;
  10164. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10165. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10166. break;
  10167. }
  10168. case CR_GRANDCROSS:
  10169. case NPC_GRANDDARKNESS:
  10170. {
  10171. static const int dx[] = {
  10172. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  10173. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  10174. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  10175. static const int dy[] = {
  10176. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  10177. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  10178. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  10179. skill_unit_layout[pos].count = 29;
  10180. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10181. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10182. break;
  10183. }
  10184. case PF_FOGWALL:
  10185. {
  10186. static const int dx[] = {
  10187. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  10188. static const int dy[] = {
  10189. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  10190. skill_unit_layout[pos].count = 15;
  10191. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10192. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10193. break;
  10194. }
  10195. case PA_GOSPEL:
  10196. {
  10197. static const int dx[] = {
  10198. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  10199. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  10200. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  10201. -1, 0, 1};
  10202. static const int dy[] = {
  10203. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  10204. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  10205. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  10206. 3, 3, 3};
  10207. skill_unit_layout[pos].count = 33;
  10208. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10209. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10210. break;
  10211. }
  10212. case NJ_KAENSIN:
  10213. {
  10214. 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};
  10215. 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};
  10216. skill_unit_layout[pos].count = 24;
  10217. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10218. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10219. break;
  10220. }
  10221. case NJ_TATAMIGAESHI:
  10222. {
  10223. //Level 1 (count 4, cross of 3x3)
  10224. static const int dx1[] = {-1, 1, 0, 0};
  10225. static const int dy1[] = { 0, 0,-1, 1};
  10226. //Level 2-3 (count 8, cross of 5x5)
  10227. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  10228. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  10229. //Level 4-5 (count 12, cross of 7x7
  10230. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  10231. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  10232. //lv1
  10233. j = 0;
  10234. skill_unit_layout[pos].count = 4;
  10235. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  10236. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  10237. skill_db[i].unit_layout_type[j] = pos;
  10238. //lv2/3
  10239. j++;
  10240. pos++;
  10241. skill_unit_layout[pos].count = 8;
  10242. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  10243. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  10244. skill_db[i].unit_layout_type[j] = pos;
  10245. skill_db[i].unit_layout_type[++j] = pos;
  10246. //lv4/5
  10247. j++;
  10248. pos++;
  10249. skill_unit_layout[pos].count = 12;
  10250. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  10251. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  10252. skill_db[i].unit_layout_type[j] = pos;
  10253. skill_db[i].unit_layout_type[++j] = pos;
  10254. //Fill in the rest using lv 5.
  10255. for (;j<MAX_SKILL_LEVEL;j++)
  10256. skill_db[i].unit_layout_type[j] = pos;
  10257. //Skip, this way the check below will fail and continue to the next skill.
  10258. pos++;
  10259. break;
  10260. }
  10261. default:
  10262. ShowError("unknown unit layout at skill %d\n",i);
  10263. break;
  10264. }
  10265. if (!skill_unit_layout[pos].count)
  10266. continue;
  10267. for (j=0;j<MAX_SKILL_LEVEL;j++)
  10268. skill_db[i].unit_layout_type[j] = pos;
  10269. pos++;
  10270. }
  10271. firewall_unit_pos = pos;
  10272. for (i=0;i<8;i++) {
  10273. if (i&1) {
  10274. skill_unit_layout[pos].count = 5;
  10275. if (i&0x2) {
  10276. int dx[] = {-1,-1, 0, 0, 1};
  10277. int dy[] = { 1, 0, 0,-1,-1};
  10278. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10279. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10280. } else {
  10281. int dx[] = { 1, 1 ,0, 0,-1};
  10282. int dy[] = { 1, 0, 0,-1,-1};
  10283. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10284. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10285. }
  10286. } else {
  10287. skill_unit_layout[pos].count = 3;
  10288. if (i%4==0) {
  10289. int dx[] = {-1, 0, 1};
  10290. int dy[] = { 0, 0, 0};
  10291. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10292. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10293. } else {
  10294. int dx[] = { 0, 0, 0};
  10295. int dy[] = {-1, 0, 1};
  10296. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10297. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10298. }
  10299. }
  10300. pos++;
  10301. }
  10302. icewall_unit_pos = pos;
  10303. for (i=0;i<8;i++) {
  10304. skill_unit_layout[pos].count = 5;
  10305. if (i&1) {
  10306. if (i&0x2) {
  10307. int dx[] = {-2,-1, 0, 1, 2};
  10308. int dy[] = { 2, 1, 0,-1,-2};
  10309. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10310. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10311. } else {
  10312. int dx[] = { 2, 1 ,0,-1,-2};
  10313. int dy[] = { 2, 1, 0,-1,-2};
  10314. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10315. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10316. }
  10317. } else {
  10318. if (i%4==0) {
  10319. int dx[] = {-2,-1, 0, 1, 2};
  10320. int dy[] = { 0, 0, 0, 0, 0};
  10321. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10322. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10323. } else {
  10324. int dx[] = { 0, 0, 0, 0, 0};
  10325. int dy[] = {-2,-1, 0, 1, 2};
  10326. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  10327. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  10328. }
  10329. }
  10330. pos++;
  10331. }
  10332. }
  10333. /*==========================================
  10334. * DB reading.
  10335. * skill_db.txt
  10336. * skill_cast_db.txt
  10337. * produce_db.txt
  10338. * create_arrow_db.txt
  10339. * abra_db.txt
  10340. *------------------------------------------*/
  10341. int skill_readdb (void)
  10342. {
  10343. int i,j,k,l,m;
  10344. FILE *fp;
  10345. char line[1024],path[1024],*p;
  10346. char *filename[]={"produce_db.txt","produce_db2.txt"};
  10347. memset(skill_db,0,sizeof(skill_db));
  10348. sprintf(path, "%s/skill_db.txt", db_path);
  10349. fp=fopen(path,"r");
  10350. if(fp==NULL){
  10351. ShowError("can't read %s\n", path);
  10352. return 1;
  10353. }
  10354. while(fgets(line, sizeof(line), fp))
  10355. {
  10356. char *split[50];
  10357. if(line[0]=='/' && line[1]=='/')
  10358. continue;
  10359. j = skill_split_str(line,split,15);
  10360. if(j < 15 || split[14]==NULL)
  10361. continue;
  10362. i=atoi(split[0]);
  10363. if (i >= GD_SKILLRANGEMIN && i <= GD_SKILLRANGEMAX) {
  10364. ShowWarning("read skill_db: Can't use skill id %d as guild skills are placed there!\n");
  10365. continue;
  10366. }
  10367. if (i >= GD_SKILLBASE)
  10368. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10369. if (i >= HM_SKILLBASE) //[orn]
  10370. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10371. if(i<=0 || i>MAX_SKILL_DB)
  10372. continue;
  10373. skill_split_atoi(split[1],skill_db[i].range);
  10374. skill_db[i].hit=atoi(split[2]);
  10375. skill_db[i].inf=atoi(split[3]);
  10376. skill_split_atoi(split[4],skill_db[i].pl);
  10377. skill_db[i].nk=(int)strtol(split[5], NULL, 0);
  10378. skill_split_atoi(split[6],skill_db[i].splash);
  10379. skill_db[i].max=atoi(split[7]);
  10380. skill_split_atoi(split[8],skill_db[i].num);
  10381. if(strcmpi(split[9],"yes") == 0)
  10382. skill_db[i].castcancel=1;
  10383. else
  10384. skill_db[i].castcancel=0;
  10385. skill_db[i].cast_def_rate=atoi(split[10]);
  10386. skill_db[i].inf2=(int)strtol(split[11], NULL, 0);
  10387. skill_db[i].maxcount=atoi(split[12]);
  10388. if(strcmpi(split[13],"weapon") == 0)
  10389. skill_db[i].skill_type=BF_WEAPON;
  10390. else if(strcmpi(split[13],"magic") == 0)
  10391. skill_db[i].skill_type=BF_MAGIC;
  10392. else if(strcmpi(split[13],"misc") == 0)
  10393. skill_db[i].skill_type=BF_MISC;
  10394. else
  10395. skill_db[i].skill_type=0;
  10396. skill_split_atoi(split[14],skill_db[i].blewcount);
  10397. for (j = 0; skill_names[j].id != 0; j++)
  10398. if (skill_names[j].id == i) {
  10399. skill_db[i].name = skill_names[j].name;
  10400. skill_db[i].desc = skill_names[j].desc;
  10401. break;
  10402. }
  10403. }
  10404. fclose(fp);
  10405. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10406. sprintf(path, "%s/skill_require_db.txt", db_path);
  10407. fp=fopen(path,"r");
  10408. if(fp==NULL){
  10409. ShowError("can't read %s\n", path);
  10410. return 1;
  10411. }
  10412. while(fgets(line, sizeof(line), fp))
  10413. {
  10414. char *split[50];
  10415. if(line[0]=='/' && line[1]=='/')
  10416. continue;
  10417. j = skill_split_str(line,split,32);
  10418. if(j < 32 || split[31]==NULL)
  10419. continue;
  10420. i=atoi(split[0]);
  10421. if (i >= GD_SKILLBASE)
  10422. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10423. if (i >= HM_SKILLBASE) //[orn]
  10424. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10425. if(i<=0 || i>MAX_SKILL_DB)
  10426. continue;
  10427. skill_split_atoi(split[1],skill_db[i].hp);
  10428. skill_split_atoi(split[2],skill_db[i].mhp);
  10429. skill_split_atoi(split[3],skill_db[i].sp);
  10430. skill_split_atoi(split[4],skill_db[i].hp_rate);
  10431. skill_split_atoi(split[5],skill_db[i].sp_rate);
  10432. skill_split_atoi(split[6],skill_db[i].zeny);
  10433. p = split[7];
  10434. for(j=0;j<32;j++){
  10435. l = atoi(p);
  10436. if (l==99) {
  10437. skill_db[i].weapon = 0xffffffff;
  10438. break;
  10439. }
  10440. else
  10441. skill_db[i].weapon |= 1<<l;
  10442. p=strchr(p,':');
  10443. if(!p)
  10444. break;
  10445. p++;
  10446. }
  10447. p = split[8];
  10448. for(j=0;j<32;j++){
  10449. l = atoi(p);
  10450. if (l==99) {
  10451. skill_db[i].ammo = 0xffffffff;
  10452. break;
  10453. }
  10454. else if (l)
  10455. skill_db[i].ammo |= 1<<l;
  10456. p=strchr(p,':');
  10457. if(!p)
  10458. break;
  10459. p++;
  10460. }
  10461. skill_split_atoi(split[9],skill_db[i].ammo_qty);
  10462. if( strcmpi(split[10],"hiding")==0 ) skill_db[i].state=ST_HIDING;
  10463. else if( strcmpi(split[10],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING;
  10464. else if( strcmpi(split[10],"hidden")==0 ) skill_db[i].state=ST_HIDDEN;
  10465. else if( strcmpi(split[10],"riding")==0 ) skill_db[i].state=ST_RIDING;
  10466. else if( strcmpi(split[10],"falcon")==0 ) skill_db[i].state=ST_FALCON;
  10467. else if( strcmpi(split[10],"cart")==0 ) skill_db[i].state=ST_CART;
  10468. else if( strcmpi(split[10],"shield")==0 ) skill_db[i].state=ST_SHIELD;
  10469. else if( strcmpi(split[10],"sight")==0 ) skill_db[i].state=ST_SIGHT;
  10470. else if( strcmpi(split[10],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS;
  10471. else if( strcmpi(split[10],"cartboost")==0 ) skill_db[i].state=ST_CARTBOOST;
  10472. else if( strcmpi(split[10],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE;
  10473. else if( strcmpi(split[10],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE;
  10474. else if( strcmpi(split[10],"water")==0 ) skill_db[i].state=ST_WATER;
  10475. else skill_db[i].state=ST_NONE;
  10476. skill_split_atoi(split[11],skill_db[i].spiritball);
  10477. for (j = 0; j < 10; j++) {
  10478. skill_db[i].itemid[j]=atoi(split[12+ 2*j]);
  10479. skill_db[i].amount[j]=atoi(split[13+ 2*j]);
  10480. }
  10481. }
  10482. fclose(fp);
  10483. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10484. sprintf(path, "%s/skill_cast_db.txt", db_path);
  10485. fp=fopen(path,"r");
  10486. if(fp==NULL){
  10487. ShowError("can't read %s\n", path);
  10488. return 1;
  10489. }
  10490. l=0;
  10491. while(fgets(line, sizeof(line), fp))
  10492. {
  10493. char *split[50];
  10494. l++;
  10495. memset(split,0,sizeof(split)); // [Valaris] thanks to fov
  10496. if(line[0]=='/' && line[1]=='/')
  10497. continue;
  10498. j = skill_split_str(line,split,6);
  10499. if(split[0]==NULL || j<2)
  10500. continue; //Blank line.
  10501. if(split[5]==NULL || j<6) {
  10502. ShowWarning("skill_cast_db.txt: Insufficient number of fields at line %d\n", l);
  10503. continue;
  10504. }
  10505. i=atoi(split[0]);
  10506. if (i >= GD_SKILLBASE)
  10507. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10508. if (i >= HM_SKILLBASE) //[orn]
  10509. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10510. if(i<=0 || i>MAX_SKILL_DB)
  10511. continue;
  10512. skill_split_atoi(split[1],skill_db[i].cast);
  10513. skill_split_atoi(split[2],skill_db[i].delay);
  10514. skill_split_atoi(split[3],skill_db[i].walkdelay);
  10515. skill_split_atoi(split[4],skill_db[i].upkeep_time);
  10516. skill_split_atoi(split[5],skill_db[i].upkeep_time2);
  10517. }
  10518. fclose(fp);
  10519. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10520. sprintf(path, "%s/skill_unit_db.txt", db_path);
  10521. fp=fopen(path,"r");
  10522. if (fp==NULL) {
  10523. ShowError("can't read %s\n", path);
  10524. return 1;
  10525. }
  10526. k = 0;
  10527. while (fgets(line, sizeof(line), fp))
  10528. {
  10529. char *split[50];
  10530. if (line[0]=='/' && line[1]=='/')
  10531. continue;
  10532. j = skill_split_str(line,split,8);
  10533. if (split[7]==NULL || j<8)
  10534. continue;
  10535. i=atoi(split[0]);
  10536. if (i >= GD_SKILLBASE)
  10537. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10538. if (i >= HM_SKILLBASE) //[orn]
  10539. i = HM_SKILLRANGEMIN + i - HM_SKILLBASE;
  10540. if(i<=0 || i>MAX_SKILL_DB)
  10541. continue;
  10542. skill_db[i].unit_id[0] = strtol(split[1],NULL,16);
  10543. skill_db[i].unit_id[1] = strtol(split[2],NULL,16);
  10544. skill_split_atoi(split[3],skill_db[i].unit_layout_type);
  10545. skill_split_atoi(split[4],skill_db[i].unit_range);
  10546. skill_db[i].unit_interval = atoi(split[5]);
  10547. if( strcmpi(split[6],"noenemy")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10548. else if( strcmpi(split[6],"friend")==0 ) skill_db[i].unit_target=BCT_NOENEMY;
  10549. else if( strcmpi(split[6],"party")==0 ) skill_db[i].unit_target=BCT_PARTY;
  10550. else if( strcmpi(split[6],"ally")==0 ) skill_db[i].unit_target=BCT_PARTY|BCT_GUILD;
  10551. else if( strcmpi(split[6],"all")==0 ) skill_db[i].unit_target=BCT_ALL;
  10552. else if( strcmpi(split[6],"enemy")==0 ) skill_db[i].unit_target=BCT_ENEMY;
  10553. else if( strcmpi(split[6],"self")==0 ) skill_db[i].unit_target=BCT_SELF;
  10554. else if( strcmpi(split[6],"noone")==0 ) skill_db[i].unit_target=BCT_NOONE;
  10555. else skill_db[i].unit_target = strtol(split[6],NULL,16);
  10556. skill_db[i].unit_flag = strtol(split[7],NULL,16);
  10557. if (skill_db[i].unit_flag&UF_DEFNOTENEMY && battle_config.defnotenemy)
  10558. skill_db[i].unit_target=BCT_NOENEMY;
  10559. //By default, target just characters.
  10560. skill_db[i].unit_target |= BL_CHAR;
  10561. if (skill_db[i].unit_flag&UF_NOPC)
  10562. skill_db[i].unit_target &= ~BL_PC;
  10563. if (skill_db[i].unit_flag&UF_NOMOB)
  10564. skill_db[i].unit_target &= ~BL_MOB;
  10565. if (skill_db[i].unit_flag&UF_SKILL)
  10566. skill_db[i].unit_target |= BL_SKILL;
  10567. k++;
  10568. }
  10569. fclose(fp);
  10570. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10571. skill_init_unit_layout();
  10572. memset(skill_produce_db,0,sizeof(skill_produce_db));
  10573. k=0;
  10574. for(m=0;m<2;m++){
  10575. sprintf(path, "%s/%s", db_path, filename[m]);
  10576. fp=fopen(path,"r");
  10577. if(fp==NULL){
  10578. if(m>0)
  10579. continue;
  10580. ShowError("can't read %s\n",path);
  10581. return 1;
  10582. }
  10583. while(fgets(line, sizeof(line), fp))
  10584. {
  10585. char *split[7 + MAX_PRODUCE_RESOURCE * 2];
  10586. int x,y;
  10587. if(line[0]=='/' && line[1]=='/')
  10588. continue;
  10589. memset(split,0,sizeof(split));
  10590. j = skill_split_str(line,split,(4 + MAX_PRODUCE_RESOURCE * 2));
  10591. if(split[0]==0) //fixed by Lupus
  10592. continue;
  10593. i=atoi(split[0]);
  10594. if(i<=0) continue;
  10595. skill_produce_db[k].nameid=i;
  10596. skill_produce_db[k].itemlv=atoi(split[1]);
  10597. skill_produce_db[k].req_skill=atoi(split[2]);
  10598. skill_produce_db[k].req_skill_lv=atoi(split[3]);
  10599. for(x=4,y=0; split[x] && split[x+1] && y<MAX_PRODUCE_RESOURCE; x+=2,y++){
  10600. skill_produce_db[k].mat_id[y]=atoi(split[x]);
  10601. skill_produce_db[k].mat_amount[y]=atoi(split[x+1]);
  10602. }
  10603. k++;
  10604. if(k >= MAX_SKILL_PRODUCE_DB)
  10605. {
  10606. ShowError("Reached the max number of produce_db entries (%d), consider raising the value of MAX_SKILL_PRODUCE_DB and recompile.\n", MAX_SKILL_PRODUCE_DB);
  10607. break;
  10608. }
  10609. }
  10610. fclose(fp);
  10611. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10612. }
  10613. memset(skill_arrow_db,0,sizeof(skill_arrow_db));
  10614. sprintf(path, "%s/create_arrow_db.txt", db_path);
  10615. fp=fopen(path,"r");
  10616. if(fp==NULL){
  10617. ShowError("can't read %s\n", path);
  10618. return 1;
  10619. }
  10620. k=0;
  10621. while(fgets(line, sizeof(line), fp))
  10622. {
  10623. char *split[16];
  10624. int x,y;
  10625. if(line[0]=='/' && line[1]=='/')
  10626. continue;
  10627. memset(split,0,sizeof(split));
  10628. j = skill_split_str(line,split,13);
  10629. if(split[0]==0) //fixed by Lupus
  10630. continue;
  10631. i=atoi(split[0]);
  10632. if(i<=0)
  10633. continue;
  10634. skill_arrow_db[k].nameid=i;
  10635. for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){
  10636. skill_arrow_db[k].cre_id[y]=atoi(split[x]);
  10637. skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]);
  10638. }
  10639. k++;
  10640. if(k >= MAX_SKILL_ARROW_DB)
  10641. break;
  10642. }
  10643. fclose(fp);
  10644. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10645. memset(skill_abra_db,0,sizeof(skill_abra_db));
  10646. sprintf(path, "%s/abra_db.txt", db_path);
  10647. fp=fopen(path,"r");
  10648. if(fp==NULL){
  10649. ShowError("can't read %s\n", path);
  10650. return 1;
  10651. }
  10652. k=0;
  10653. while(fgets(line, sizeof(line), fp))
  10654. {
  10655. char *split[16];
  10656. if(line[0]=='/' && line[1]=='/')
  10657. continue;
  10658. memset(split,0,sizeof(split));
  10659. j = skill_split_str(line,split,13);
  10660. if(split[0]==0) //fixed by Lupus
  10661. continue;
  10662. i=atoi(split[0]);
  10663. if(i<=0)
  10664. continue;
  10665. skill_abra_db[i].req_lv=atoi(split[2]);
  10666. skill_abra_db[i].per=atoi(split[3]);
  10667. k++;
  10668. if(k >= MAX_SKILL_ABRA_DB)
  10669. break;
  10670. }
  10671. fclose(fp);
  10672. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",k,path);
  10673. sprintf(path, "%s/skill_castnodex_db.txt", db_path);
  10674. fp=fopen(path,"r");
  10675. if(fp==NULL){
  10676. ShowError("can't read %s\n", path);
  10677. return 1;
  10678. }
  10679. while(fgets(line, sizeof(line), fp))
  10680. {
  10681. char *split[50];
  10682. if(line[0]=='/' && line[1]=='/')
  10683. continue;
  10684. memset(split,0,sizeof(split));
  10685. j = skill_split_str(line,split,3);
  10686. if(split[0]==0) //fixed by Lupus
  10687. continue;
  10688. i=atoi(split[0]);
  10689. if (i >= GD_SKILLBASE)
  10690. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10691. if(i<=0 || i>MAX_SKILL_DB)
  10692. continue;
  10693. skill_split_atoi(split[1],skill_db[i].castnodex);
  10694. if (!split[2])
  10695. continue;
  10696. skill_split_atoi(split[2],skill_db[i].delaynodex);
  10697. }
  10698. fclose(fp);
  10699. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10700. sprintf(path, "%s/skill_nocast_db.txt", db_path);
  10701. fp=fopen(path,"r");
  10702. if(fp==NULL){
  10703. ShowError("can't read %s\n", path);
  10704. return 1;
  10705. }
  10706. k=0;
  10707. while(fgets(line, sizeof(line), fp))
  10708. {
  10709. char *split[16];
  10710. if(line[0]=='/' && line[1]=='/')
  10711. continue;
  10712. memset(split,0,sizeof(split));
  10713. j = skill_split_str(line,split,2);
  10714. if(split[0]==0) //fixed by Lupus
  10715. continue;
  10716. i=atoi(split[0]);
  10717. if (i >= GD_SKILLBASE)
  10718. i = GD_SKILLRANGEMIN + i - GD_SKILLBASE;
  10719. if(i<=0 || i>MAX_SKILL_DB)
  10720. continue;
  10721. skill_db[i].nocast|=atoi(split[1]);
  10722. k++;
  10723. }
  10724. fclose(fp);
  10725. ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
  10726. return 0;
  10727. }
  10728. void skill_reload (void)
  10729. {
  10730. skill_readdb();
  10731. }
  10732. /*==========================================
  10733. *
  10734. *------------------------------------------*/
  10735. int do_init_skill (void)
  10736. {
  10737. skill_readdb();
  10738. skill_dance_switch_sub(NULL, NULL, 2); //Initialize Song/Dance overlap switch code.
  10739. skill_unit_ers = ers_new(sizeof(struct skill_unit_group));
  10740. skill_timer_ers = ers_new(sizeof(struct skill_timerskill));
  10741. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  10742. add_timer_func_list(skill_castend_id,"skill_castend_id");
  10743. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  10744. add_timer_func_list(skill_timerskill,"skill_timerskill");
  10745. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  10746. add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL);
  10747. return 0;
  10748. }
  10749. int do_final_skill(void)
  10750. {
  10751. ers_destroy(skill_unit_ers);
  10752. ers_destroy(skill_timer_ers);
  10753. return 0;
  10754. }