skill.cpp 815 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "skill.hpp"
  4. #include <array>
  5. #include <cmath>
  6. #include <cstdio>
  7. #include <cstdlib>
  8. #include <cstring>
  9. #include <ctime>
  10. #include <common/cbasetypes.hpp>
  11. #include <common/ers.hpp>
  12. #include <common/malloc.hpp>
  13. #include <common/nullpo.hpp>
  14. #include <common/random.hpp>
  15. #include <common/showmsg.hpp>
  16. #include <common/strlib.hpp>
  17. #include <common/timer.hpp>
  18. #include <common/utilities.hpp>
  19. #include <common/utils.hpp>
  20. #include "achievement.hpp"
  21. #include "battle.hpp"
  22. #include "battleground.hpp"
  23. #include "chrif.hpp"
  24. #include "clif.hpp"
  25. #include "date.hpp"
  26. #include "elemental.hpp"
  27. #include "guild.hpp"
  28. #include "homunculus.hpp"
  29. #include "intif.hpp"
  30. #include "itemdb.hpp"
  31. #include "log.hpp"
  32. #include "map.hpp"
  33. #include "mercenary.hpp"
  34. #include "mob.hpp"
  35. #include "npc.hpp"
  36. #include "party.hpp"
  37. #include "path.hpp"
  38. #include "pc.hpp"
  39. #include "pc_groups.hpp"
  40. #include "pet.hpp"
  41. #include "script.hpp"
  42. #include "status.hpp"
  43. #include "unit.hpp"
  44. using namespace rathena;
  45. #define SKILLUNITTIMER_INTERVAL 100
  46. #define TIMERSKILL_INTERVAL 150
  47. static struct eri *skill_timer_ers = nullptr; //For handling skill_timerskills [Skotlex]
  48. static DBMap* bowling_db = nullptr; // int mob_id -> struct mob_data*
  49. DBMap* skillunit_db = nullptr; // int id -> struct skill_unit*
  50. /**
  51. * Skill Unit Persistency during endack routes (mostly for songs see bugreport:4574)
  52. */
  53. DBMap* skillusave_db = nullptr; // char_id -> struct skill_usave
  54. struct skill_usave {
  55. uint16 skill_id, skill_lv;
  56. };
  57. struct s_skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
  58. static unsigned short skill_produce_count;
  59. AbraDatabase abra_db;
  60. ReadingSpellbookDatabase reading_spellbook_db;
  61. SkillArrowDatabase skill_arrow_db;
  62. #define MAX_SKILL_CHANGEMATERIAL_DB 75
  63. #define MAX_SKILL_CHANGEMATERIAL_SET 3
  64. struct s_skill_changematerial_db {
  65. t_itemid nameid;
  66. unsigned short rate;
  67. unsigned short qty[MAX_SKILL_CHANGEMATERIAL_SET];
  68. unsigned short qty_rate[MAX_SKILL_CHANGEMATERIAL_SET];
  69. };
  70. struct s_skill_changematerial_db skill_changematerial_db[MAX_SKILL_CHANGEMATERIAL_DB];
  71. static unsigned short skill_changematerial_count;
  72. MagicMushroomDatabase magic_mushroom_db;
  73. struct s_skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
  74. int firewall_unit_pos;
  75. int icewall_unit_pos;
  76. int earthstrain_unit_pos;
  77. int firerain_unit_pos;
  78. int wallofthorn_unit_pos;
  79. struct s_skill_nounit_layout skill_nounit_layout[MAX_SKILL_UNIT_LAYOUT2];
  80. static char dir_ka = -1; // Holds temporary direction to the target for SR_KNUCKLEARROW
  81. //Early declaration
  82. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv);
  83. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv);
  84. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC);
  85. static int skill_destroy_trap( struct block_list *bl, va_list ap );
  86. static int skill_check_condition_mob_master_sub (struct block_list *bl, va_list ap);
  87. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require );
  88. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
  89. // Use this function for splash skills that can't hit icewall when cast by players
  90. static inline int splash_target(struct block_list* bl) {
  91. return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR;
  92. }
  93. /**
  94. * Get skill id from name
  95. * @param name
  96. * @return Skill ID of the skill, or 0 if not found.
  97. **/
  98. uint16 skill_name2id(const char* name) {
  99. if (name == nullptr)
  100. return 0;
  101. for (const auto &it : skill_db) {
  102. if (strcmpi(it.second->name, name) == 0)
  103. return it.first;
  104. }
  105. return 0;
  106. }
  107. /**
  108. * Get Skill name
  109. * @param skill_id
  110. * @return AEGIS Skill name
  111. **/
  112. const char* skill_get_name( uint16 skill_id ) {
  113. return skill_db.find(skill_id)->name;
  114. }
  115. /**
  116. * Get Skill name
  117. * @param skill_id
  118. * @return English Skill name
  119. **/
  120. const char* skill_get_desc( uint16 skill_id ) {
  121. return skill_db.find(skill_id)->desc;
  122. }
  123. static bool skill_check(uint16 id) {
  124. if (id == 0 || skill_get_index(id) == 0)
  125. return false;
  126. return true;
  127. }
  128. #define skill_get(id, var) do {\
  129. if (!skill_check(id))\
  130. return 0;\
  131. return var;\
  132. } while(0)
  133. #define skill_get_lv(id, lv, arrvar) do {\
  134. if (!skill_check(id))\
  135. return 0;\
  136. int lv_idx = min(lv, MAX_SKILL_LEVEL) - 1;\
  137. if (lv > MAX_SKILL_LEVEL && arrvar[lv_idx] > 1 && lv_idx > 1) {\
  138. int a__ = arrvar[lv_idx - 2];\
  139. int b__ = arrvar[lv_idx - 1];\
  140. int c__ = arrvar[lv_idx];\
  141. return (c__ + ((lv - MAX_SKILL_LEVEL + 1) * (b__ - a__) / 2) + ((lv - MAX_SKILL_LEVEL) * (c__ - b__) / 2));\
  142. }\
  143. return arrvar[lv_idx];\
  144. } while(0)
  145. // Skill DB
  146. e_damage_type skill_get_hit( uint16 skill_id ) { if (!skill_check(skill_id)) return DMG_NORMAL; return skill_db.find(skill_id)->hit; }
  147. int skill_get_inf( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->inf); }
  148. int skill_get_ele( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->element); }
  149. int skill_get_max( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->max); }
  150. int skill_get_range( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->range); }
  151. int skill_get_splash_( uint16 skill_id , uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->splash); }
  152. int skill_get_num( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->num); }
  153. int skill_get_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cast); }
  154. int skill_get_delay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->delay); }
  155. int skill_get_walkdelay( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->walkdelay); }
  156. int skill_get_time( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time); }
  157. int skill_get_time2( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->upkeep_time2); }
  158. int skill_get_castdef( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->cast_def_rate); }
  159. int skill_get_castcancel( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castcancel); }
  160. int skill_get_maxcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->maxcount); }
  161. int skill_get_blewcount( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->blewcount); }
  162. int skill_get_castnodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->castnodex); }
  163. int skill_get_delaynodex( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->delaynodex); }
  164. int skill_get_nocast ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->nocast); }
  165. int skill_get_type( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->skill_type); }
  166. int skill_get_unit_id ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id); }
  167. int skill_get_unit_id2 ( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_id2); }
  168. int skill_get_unit_interval( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_interval); }
  169. int skill_get_unit_range( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_range); }
  170. int skill_get_unit_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BCT_ALL); }
  171. int skill_get_unit_bl_target( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->unit_target&BL_ALL); }
  172. int skill_get_unit_layout_type( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->unit_layout_type); }
  173. int skill_get_cooldown( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->cooldown); }
  174. int skill_get_giveap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->giveap); }
  175. #ifdef RENEWAL_CAST
  176. int skill_get_fixed_cast( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->fixed_cast); }
  177. #endif
  178. // Skill requirements
  179. int skill_get_hp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp); }
  180. int skill_get_mhp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.mhp); }
  181. int skill_get_sp( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp); }
  182. int skill_get_ap( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap); }
  183. int skill_get_hp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.hp_rate); }
  184. int skill_get_sp_rate( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.sp_rate); }
  185. int skill_get_ap_rate(uint16 skill_id, uint16 skill_lv) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ap_rate); }
  186. int skill_get_zeny( uint16 skill_id ,uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.zeny); }
  187. int skill_get_weapontype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.weapon); }
  188. int skill_get_ammotype( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.ammo); }
  189. int skill_get_ammo_qty( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.ammo_qty); }
  190. int skill_get_state( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.state); }
  191. int skill_get_status_count( uint16 skill_id ) { skill_get(skill_id, skill_db.find(skill_id)->require.status.size()); }
  192. int skill_get_spiritball( uint16 skill_id, uint16 skill_lv ) { skill_get_lv(skill_id, skill_lv, skill_db.find(skill_id)->require.spiritball); }
  193. sc_type skill_get_sc(int16 skill_id) { if (!skill_check(skill_id)) return SC_NONE; return skill_db.find(skill_id)->sc; }
  194. int skill_get_splash( uint16 skill_id , uint16 skill_lv ) {
  195. int splash = skill_get_splash_(skill_id, skill_lv);
  196. if (splash < 0)
  197. return AREA_SIZE;
  198. return splash;
  199. }
  200. bool skill_get_nk_(uint16 skill_id, std::vector<e_skill_nk> nk) {
  201. if( skill_id == 0 ){
  202. return false;
  203. }
  204. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  205. if (!skill)
  206. return false;
  207. for (const auto &nkit : nk) {
  208. if (skill->nk[nkit])
  209. return true;
  210. }
  211. return false;
  212. }
  213. bool skill_get_inf2_(uint16 skill_id, std::vector<e_skill_inf2> inf2) {
  214. if( skill_id == 0 ){
  215. return false;
  216. }
  217. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  218. if (!skill)
  219. return false;
  220. for (const auto &inf2it : inf2) {
  221. if (skill->inf2[inf2it])
  222. return true;
  223. }
  224. return false;
  225. }
  226. bool skill_get_unit_flag_(uint16 skill_id, std::vector<e_skill_unit_flag> unit) {
  227. if( skill_id == 0 ){
  228. return false;
  229. }
  230. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  231. if (!skill)
  232. return false;
  233. for (const auto &unitit : unit) {
  234. if (skill->unit_flag[unitit])
  235. return true;
  236. }
  237. return false;
  238. }
  239. int skill_tree_get_max(uint16 skill_id, int b_class) {
  240. auto skill = skill_tree_db.get_skill_data(b_class, skill_id);
  241. if (skill != nullptr)
  242. return skill->max_lv;
  243. else
  244. return skill_get_max(skill_id);
  245. }
  246. int skill_frostjoke_scream(struct block_list *bl,va_list ap);
  247. int skill_attack_area(struct block_list *bl,va_list ap);
  248. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl); // [Skotlex]
  249. int skill_graffitiremover(struct block_list *bl, va_list ap); // [Valaris]
  250. int skill_greed(struct block_list *bl, va_list ap);
  251. static int skill_cell_overlap(struct block_list *bl, va_list ap);
  252. static int skill_trap_splash(struct block_list *bl, va_list ap);
  253. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl,std::shared_ptr<s_skill_unit_group> sg,t_tick tick);
  254. static int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,t_tick tick);
  255. int skill_unit_onleft(uint16 skill_id, struct block_list *bl,t_tick tick);
  256. static int skill_unit_effect(struct block_list *bl,va_list ap);
  257. static int skill_bind_trap(struct block_list *bl, va_list ap);
  258. e_cast_type skill_get_casttype (uint16 skill_id) {
  259. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  260. if( skill == nullptr ){
  261. return CAST_DAMAGE;
  262. }
  263. if (skill->inf&(INF_GROUND_SKILL))
  264. return CAST_GROUND;
  265. if (skill->inf&INF_SUPPORT_SKILL)
  266. return CAST_NODAMAGE;
  267. if (skill->inf&INF_SELF_SKILL) {
  268. if(skill->inf2[INF2_NOTARGETSELF])
  269. return CAST_DAMAGE; //Combo skill.
  270. return CAST_NODAMAGE;
  271. }
  272. if (skill->nk[NK_NODAMAGE])
  273. return CAST_NODAMAGE;
  274. return CAST_DAMAGE;
  275. }
  276. //Returns actual skill range taking into account attack range and AC_OWL [Skotlex]
  277. int skill_get_range2(struct block_list *bl, uint16 skill_id, uint16 skill_lv, bool isServer) {
  278. if( bl->type == BL_MOB && battle_config.mob_ai&0x400 )
  279. return 9; //Mobs have a range of 9 regardless of skill used.
  280. int32 range = skill_get_range(skill_id, skill_lv);
  281. if( range < 0 ) {
  282. if( battle_config.use_weapon_skill_range&bl->type )
  283. return status_get_range(bl);
  284. range *=-1;
  285. }
  286. if (isServer && range > 14) {
  287. range = 14; // Server-sided base range can't be above 14
  288. }
  289. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  290. if(inf2[INF2_ALTERRANGEVULTURE] || inf2[INF2_ALTERRANGESNAKEEYE] ){
  291. if( bl->type == BL_PC ) {
  292. if(inf2[INF2_ALTERRANGEVULTURE]) range += pc_checkskill((TBL_PC*)bl, AC_VULTURE);
  293. // added to allow GS skills to be effected by the range of Snake Eyes [Reddozen]
  294. if(inf2[INF2_ALTERRANGESNAKEEYE]) range += pc_checkskill((TBL_PC*)bl, GS_SNAKEEYE);
  295. } else
  296. range += battle_config.mob_eye_range_bonus;
  297. }
  298. if(inf2[INF2_ALTERRANGESHADOWJUMP] || inf2[INF2_ALTERRANGERADIUS] || inf2[INF2_ALTERRANGERESEARCHTRAP] ){
  299. if( bl->type == BL_PC ) {
  300. if(inf2[INF2_ALTERRANGESHADOWJUMP]) range = skill_get_range(NJ_SHADOWJUMP,pc_checkskill((TBL_PC*)bl,NJ_SHADOWJUMP));
  301. if(inf2[INF2_ALTERRANGERADIUS]) range += pc_checkskill((TBL_PC*)bl, WL_RADIUS);
  302. if(inf2[INF2_ALTERRANGERESEARCHTRAP]) {
  303. int rt_range[11] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 };
  304. range += rt_range[pc_checkskill((TBL_PC*)bl, RA_RESEARCHTRAP)];
  305. }
  306. }
  307. }
  308. if( !range && bl->type != BL_PC )
  309. return 9; // Enable non players to use self skills on others. [Skotlex]
  310. return range;
  311. }
  312. /** Copy Referral: dummy skills should point to their source.
  313. * @param skill_id Dummy skill ID
  314. * @return Real skill id if found
  315. **/
  316. unsigned short skill_dummy2skill_id(unsigned short skill_id) {
  317. switch (skill_id) {
  318. case AB_DUPLELIGHT_MELEE:
  319. case AB_DUPLELIGHT_MAGIC:
  320. return AB_DUPLELIGHT;
  321. case WL_CHAINLIGHTNING_ATK:
  322. return WL_CHAINLIGHTNING;
  323. case WL_TETRAVORTEX_FIRE:
  324. case WL_TETRAVORTEX_WATER:
  325. case WL_TETRAVORTEX_WIND:
  326. case WL_TETRAVORTEX_GROUND:
  327. return WL_TETRAVORTEX;
  328. case WL_SUMMON_ATK_FIRE:
  329. return WL_SUMMONFB;
  330. case WL_SUMMON_ATK_WIND:
  331. return WL_SUMMONBL;
  332. case WL_SUMMON_ATK_WATER:
  333. return WL_SUMMONWB;
  334. case WL_SUMMON_ATK_GROUND:
  335. return WL_SUMMONSTONE;
  336. case LG_OVERBRAND_BRANDISH:
  337. case LG_OVERBRAND_PLUSATK:
  338. return LG_OVERBRAND;
  339. case WM_REVERBERATION_MELEE:
  340. case WM_REVERBERATION_MAGIC:
  341. return WM_REVERBERATION;
  342. case WM_SEVERE_RAINSTORM_MELEE:
  343. return WM_SEVERE_RAINSTORM;
  344. case GN_CRAZYWEED_ATK:
  345. return GN_CRAZYWEED;
  346. case GN_HELLS_PLANT_ATK:
  347. return GN_HELLS_PLANT;
  348. case GN_SLINGITEM_RANGEMELEEATK:
  349. return GN_SLINGITEM;
  350. case RL_R_TRIP_PLUSATK:
  351. return RL_R_TRIP;
  352. case NPC_MAXPAIN_ATK:
  353. return NPC_MAXPAIN;
  354. case SU_CN_METEOR2:
  355. return SU_CN_METEOR;
  356. case SU_SV_ROOTTWIST_ATK:
  357. return SU_SV_ROOTTWIST;
  358. case SU_LUNATICCARROTBEAT2:
  359. return SU_LUNATICCARROTBEAT;
  360. case NPC_REVERBERATION_ATK:
  361. return NPC_REVERBERATION;
  362. case NPC_MAGMA_ERUPTION_DOTDAMAGE:
  363. return NPC_MAGMA_ERUPTION;
  364. case NPC_DANCINGBLADE_ATK:
  365. return NPC_DANCINGBLADE;
  366. case DK_SERVANTWEAPON_ATK:
  367. return DK_SERVANTWEAPON;
  368. case DK_HACKANDSLASHER_ATK:
  369. return DK_HACKANDSLASHER;
  370. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  371. return AG_DESTRUCTIVE_HURRICANE;
  372. case AG_VIOLENT_QUAKE_ATK:
  373. return AG_VIOLENT_QUAKE;
  374. case AG_ALL_BLOOM_ATK:
  375. case AG_ALL_BLOOM_ATK2:
  376. return AG_ALL_BLOOM;
  377. case AG_CRYSTAL_IMPACT_ATK:
  378. return AG_CRYSTAL_IMPACT;
  379. case AG_ASTRAL_STRIKE_ATK:
  380. return AG_ASTRAL_STRIKE;
  381. case AG_CRIMSON_ARROW_ATK:
  382. return AG_CRIMSON_ARROW;
  383. case CD_ARBITRIUM_ATK:
  384. return CD_ARBITRIUM;
  385. case ABC_CHAIN_REACTION_SHOT_ATK:
  386. return ABC_CHAIN_REACTION_SHOT;
  387. case ABC_FROM_THE_ABYSS_ATK:
  388. return ABC_FROM_THE_ABYSS;
  389. case BO_ACIDIFIED_ZONE_WATER_ATK:
  390. return BO_ACIDIFIED_ZONE_WATER;
  391. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  392. return BO_ACIDIFIED_ZONE_GROUND;
  393. case BO_ACIDIFIED_ZONE_WIND_ATK:
  394. return BO_ACIDIFIED_ZONE_WIND;
  395. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  396. return BO_ACIDIFIED_ZONE_FIRE;
  397. case TR_ROSEBLOSSOM_ATK:
  398. return TR_ROSEBLOSSOM;
  399. case EM_ELEMENTAL_BUSTER_FIRE:
  400. case EM_ELEMENTAL_BUSTER_WATER:
  401. case EM_ELEMENTAL_BUSTER_WIND:
  402. case EM_ELEMENTAL_BUSTER_GROUND:
  403. case EM_ELEMENTAL_BUSTER_POISON:
  404. return EM_ELEMENTAL_BUSTER;
  405. }
  406. return skill_id;
  407. }
  408. /**
  409. * Check skill unit maxcount
  410. * @param src: Caster to check against
  411. * @param x: X location of skill
  412. * @param y: Y location of skill
  413. * @param skill_id: Skill used
  414. * @param skill_lv: Skill level used
  415. * @param type: Type of unit to check against for battle_config checks
  416. * @param display_failure: Display skill failure message
  417. * @return True on skill cast success or false on failure
  418. */
  419. bool skill_pos_maxcount_check(struct block_list *src, int16 x, int16 y, uint16 skill_id, uint16 skill_lv, enum bl_type type, bool display_failure) {
  420. if (!src)
  421. return false;
  422. struct unit_data *ud = unit_bl2ud(src);
  423. map_session_data *sd = map_id2sd(src->id);
  424. int maxcount = 0;
  425. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  426. if (!(type&battle_config.skill_reiteration) && skill->unit_flag[UF_NOREITERATION] && skill_check_unit_range(src, x, y, skill_id, skill_lv)) {
  427. if (sd && display_failure)
  428. clif_skill_fail( *sd, skill_id );
  429. return false;
  430. }
  431. if (type&battle_config.skill_nofootset && skill->unit_flag[UF_NOFOOTSET] && skill_check_unit_range2(src, x, y, skill_id, skill_lv, false)) {
  432. if (sd && display_failure)
  433. clif_skill_fail( *sd, skill_id );
  434. return false;
  435. }
  436. if (type&battle_config.land_skill_limit && (maxcount = skill_get_maxcount(skill_id, skill_lv)) > 0) {
  437. unit_skillunit_maxcount(*ud, skill_id, maxcount);
  438. if (maxcount == 0) {
  439. if (sd && display_failure)
  440. clif_skill_fail( *sd, skill_id );
  441. return false;
  442. }
  443. }
  444. return true;
  445. }
  446. /**
  447. * Calculates heal value of skill's effect
  448. * @param src: Unit casting heal
  449. * @param target: Target of src
  450. * @param skill_id: Skill ID used
  451. * @param skill_lv: Skill Level used
  452. * @param heal: True if it's the heal part or false if it's the damage part of the skill
  453. * @return modified heal value
  454. */
  455. int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, bool heal) {
  456. int skill, hp = 0;
  457. #ifdef RENEWAL
  458. int hp_bonus = 0;
  459. double global_bonus = 1;
  460. #endif
  461. map_session_data *sd = BL_CAST(BL_PC, src);
  462. map_session_data *tsd = BL_CAST(BL_PC, target);
  463. status_change *sc, *tsc;
  464. sc = status_get_sc(src);
  465. tsc = status_get_sc(target);
  466. switch( skill_id ) {
  467. #ifndef RENEWAL
  468. case BA_APPLEIDUN:
  469. hp = 30 + 5 * skill_lv + (status_get_vit(src) / 2); // HP recovery
  470. if (sd)
  471. hp += 5 * pc_checkskill(sd, BA_MUSICALLESSON);
  472. break;
  473. #endif
  474. case PR_SANCTUARY:
  475. hp = (skill_lv > 6) ? 777 : skill_lv * 100;
  476. break;
  477. case NPC_EVILLAND:
  478. hp = (skill_lv > 6) ? 666 : skill_lv * 100;
  479. break;
  480. case AB_HIGHNESSHEAL:
  481. #ifdef RENEWAL
  482. hp = ((status_get_int(src) + status_get_lv(src)) / 5) * 30;
  483. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  484. hp_bonus += skill * 2;
  485. #else
  486. hp = ((status_get_lv(src) + status_get_int(src)) / 8) * (4 + ((sd ? pc_checkskill(sd, AL_HEAL) : 1) * 8));
  487. hp = (hp * (17 + 3 * skill_lv)) / 10;
  488. #endif
  489. break;
  490. case SU_FRESHSHRIMP:
  491. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 6;
  492. break;
  493. case SU_BUNCHOFSHRIMP:
  494. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 15;
  495. break;
  496. case CD_MEDIALE_VOTUM:// Does the learned level of heal affect this skill?
  497. case CD_DILECTIO_HEAL:// Same question for this one too. [Rytech]
  498. //hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * pc_checkskill(sd, AL_HEAL) / 10;
  499. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30;
  500. #ifdef RENEWAL
  501. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  502. hp_bonus += skill * 2;
  503. #endif
  504. break;
  505. default:
  506. if (skill_lv >= battle_config.max_heal_lv)
  507. return battle_config.max_heal;
  508. #ifdef RENEWAL
  509. /**
  510. * Renewal Heal Formula
  511. * Formula: ( [(Base Level + INT) / 5] x 30 ) x (Heal Level / 10) x (Modifiers) + MATK
  512. */
  513. hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
  514. #else
  515. hp = (status_get_lv(src) + status_get_int(src)) / 8 * (4 + (skill_lv * 8));
  516. #endif
  517. if (sd && ((skill = pc_checkskill(sd, HP_MEDITATIO)) > 0))
  518. #ifdef RENEWAL
  519. hp_bonus += skill * 2;
  520. #else
  521. hp += hp * skill * 2 / 100;
  522. #endif
  523. else if (src->type == BL_HOM && (skill = hom_checkskill(((TBL_HOM*)src), HLIF_BRAIN)) > 0)
  524. #ifdef RENEWAL
  525. hp_bonus += skill * 2;
  526. #else
  527. hp += hp * skill * 2 / 100;
  528. #endif
  529. if (sd && tsd && sd->status.partner_id == tsd->status.char_id && (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0)
  530. hp *= 2;
  531. break;
  532. }
  533. if( (!heal || (target && target->type == BL_MER)) && skill_id != NPC_EVILLAND )
  534. hp /= 2;
  535. if (sd) {
  536. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  537. #ifdef RENEWAL
  538. hp_bonus += 10;
  539. #else
  540. hp += hp * 10 / 100;
  541. #endif
  542. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  543. #ifdef RENEWAL
  544. hp_bonus += 20;
  545. #else
  546. hp += hp * 20 / 100;
  547. #endif
  548. }
  549. if ((skill = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  550. #ifdef RENEWAL
  551. hp_bonus += 2 * skill;
  552. #else
  553. hp += hp * skill * 2 / 100;
  554. #endif
  555. if ((skill = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  556. #ifdef RENEWAL
  557. hp_bonus += 3 * skill;
  558. #else
  559. hp += hp * skill * 3 / 100;
  560. #endif
  561. if (skill = pc_skillheal_bonus(sd, skill_id))
  562. #ifdef RENEWAL
  563. hp_bonus += skill;
  564. #else
  565. hp += hp * skill / 100;
  566. #endif
  567. }
  568. if (tsd && (skill = pc_skillheal2_bonus(tsd, skill_id)))
  569. #ifdef RENEWAL
  570. hp_bonus += skill;
  571. #else
  572. hp += hp * skill / 100;
  573. #endif
  574. if (sc && sc->count) {
  575. if (sc->getSCE(SC_OFFERTORIUM) && (skill_id == AB_HIGHNESSHEAL || skill_id == AB_CHEAL || skill_id == NPC_CHEAL || skill_id == PR_SANCTUARY || skill_id == AL_HEAL ||
  576. skill_id == CD_DILECTIO_HEAL || skill_id == CD_MEDIALE_VOTUM ))
  577. #ifdef RENEWAL
  578. hp_bonus += sc->getSCE(SC_OFFERTORIUM)->val2;
  579. #else
  580. hp += hp * sc->getSCE(SC_OFFERTORIUM)->val2 / 100;
  581. #endif
  582. if (sc->getSCE(SC_GLASTHEIM_HEAL) && skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN)
  583. #ifdef RENEWAL
  584. hp_bonus += sc->getSCE(SC_GLASTHEIM_HEAL)->val1;
  585. #else
  586. hp += hp * sc->getSCE(SC_GLASTHEIM_HEAL)->val1 / 100;
  587. #endif
  588. #ifdef RENEWAL
  589. if (sc->getSCE(SC_MEDIALE) && skill_id == CD_MEDIALE_VOTUM)
  590. hp_bonus += sc->getSCE(SC_MEDIALE)->val2;
  591. #endif
  592. }
  593. if (tsc && tsc->count) {
  594. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  595. if (tsc->getSCE(SC_INCHEALRATE))
  596. #ifdef RENEWAL
  597. hp_bonus += tsc->getSCE(SC_INCHEALRATE)->val1; //Only affects Heal, Sanctuary and PotionPitcher.(like bHealPower) [Inkfish]
  598. #else
  599. hp += hp * tsc->getSCE(SC_INCHEALRATE)->val1 / 100;
  600. #endif
  601. if (tsc->getSCE(SC_GLASTHEIM_HEAL))
  602. #ifdef RENEWAL
  603. hp_bonus += tsc->getSCE(SC_GLASTHEIM_HEAL)->val2;
  604. #else
  605. hp += hp * tsc->getSCE(SC_GLASTHEIM_HEAL)->val2 / 100;
  606. #endif
  607. if (tsc->getSCE(SC_ANCILLA))
  608. #ifdef RENEWAL
  609. hp_bonus += tsc->getSCE(SC_ANCILLA)->val1;
  610. #else
  611. hp += hp * tsc->getSCE(SC_ANCILLA)->val1 / 100;
  612. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  613. hp += hp / 10;
  614. #endif
  615. #ifdef RENEWAL
  616. if (tsc->getSCE(SC_ASSUMPTIO))
  617. hp_bonus += tsc->getSCE(SC_ASSUMPTIO)->val1 * 2;
  618. #endif
  619. if (tsc->getSCE(SC_VITALIZE_POTION))
  620. #ifdef RENEWAL
  621. hp_bonus += 10;
  622. #else
  623. hp += hp * 10 / 100;
  624. #endif
  625. }
  626. }
  627. #ifdef RENEWAL
  628. if (hp_bonus)
  629. hp += hp * hp_bonus / 100;
  630. // MATK part of the RE heal formula [malufett]
  631. // Note: in this part matk bonuses from items or skills are not applied
  632. switch( skill_id ) {
  633. case BA_APPLEIDUN:
  634. case PR_SANCTUARY:
  635. case NPC_EVILLAND:
  636. break;
  637. default:
  638. {
  639. struct status_data *status = status_get_status_data(src);
  640. int min, max;
  641. min = status_base_matk_min(src, status, status_get_lv(src));
  642. max = status_base_matk_max(src, status, status_get_lv(src));
  643. if( status->rhw.matk > 0 ){
  644. int wMatk, variance;
  645. wMatk = status->rhw.matk;
  646. variance = wMatk * status->rhw.wlv / 10;
  647. min += wMatk - variance;
  648. max += wMatk + variance;
  649. }
  650. if( sc && sc->getSCE(SC_RECOGNIZEDSPELL) )
  651. min = max;
  652. if( sd && sd->right_weapon.overrefine > 0 ){
  653. min++;
  654. max += sd->right_weapon.overrefine - 1;
  655. }
  656. if(max > min)
  657. hp += min+rnd()%(max-min);
  658. else
  659. hp += min;
  660. }
  661. }
  662. // Global multipliers are applied after the MATK is applied
  663. if (tsc && tsc->count) {
  664. if (skill_id != NPC_EVILLAND && skill_id != BA_APPLEIDUN) {
  665. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2)
  666. global_bonus *= 1.1f;
  667. }
  668. }
  669. if (skill_id == AB_HIGHNESSHEAL)
  670. global_bonus *= 2 + 0.3f * (skill_lv - 1);
  671. else if (skill_id == CD_DILECTIO_HEAL)// Description says its 10% on Lv 1 but thats clearly a typo. [Rytech]
  672. global_bonus *= 1 + 0.15f + 0.05f * skill_lv;
  673. #endif
  674. if (heal && tsc && tsc->count) {
  675. uint8 penalty = 0;
  676. if (tsc->getSCE(SC_CRITICALWOUND))
  677. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  678. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  679. penalty += 20;
  680. if (tsc->getSCE(SC_NORECOVER_STATE))
  681. penalty = 100;
  682. if (penalty > 0) {
  683. #ifdef RENEWAL
  684. penalty = cap_value(penalty, 1, 100);
  685. global_bonus *= (100 - penalty) / 100.f;
  686. #else
  687. hp -= hp * penalty / 100;
  688. #endif
  689. }
  690. }
  691. #ifdef RENEWAL
  692. hp = (int)(hp * global_bonus);
  693. // Final heal increased by HPlus.
  694. // Is this the right place for this??? [Rytech]
  695. if ( sd && status_get_hplus(src) > 0 )
  696. hp += hp * status_get_hplus(src) / 100;
  697. return (heal) ? max(1, hp) : hp;
  698. #else
  699. return hp;
  700. #endif
  701. }
  702. /**
  703. * Making Plagiarism and Reproduce check their own function
  704. * Previous prevention for NPC skills, Wedding skills, and INF3_DIS_PLAGIA are removed since we use skill_db.yml [Cydh]
  705. * @param sd: Player who will copy the skill
  706. * @param skill_id: Target skill
  707. * @return 0 - Cannot be copied; 1 - Can be copied by Plagiarism 2 - Can be copied by Reproduce
  708. * @author Aru - for previous check; Jobbie for class restriction idea; Cydh expands the copyable skill
  709. */
  710. int8 skill_isCopyable(map_session_data *sd, uint16 skill_id) {
  711. uint16 skill_idx = skill_get_index(skill_id);
  712. if (!skill_idx)
  713. return 0;
  714. // Only copy skill that player doesn't have or the skill is old clone
  715. if (sd->status.skill[skill_idx].id != 0 && sd->status.skill[skill_idx].flag != SKILL_FLAG_PLAGIARIZED)
  716. return 0;
  717. s_skill_copyable copyable = skill_db.find(skill_id)->copyable;
  718. //Plagiarism only able to copy skill while SC_PRESERVE is not active and skill is copyable by Plagiarism
  719. if (copyable.option & SKILL_COPY_PLAGIARISM && pc_checkskill(sd,RG_PLAGIARISM) && !sd->sc.getSCE(SC_PRESERVE))
  720. return 1;
  721. //Reproduce can copy skill if SC__REPRODUCE is active and the skill is copyable by Reproduce
  722. if (copyable.option & SKILL_COPY_REPRODUCE && pc_checkskill(sd,SC_REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE) && sd->sc.getSCE(SC__REPRODUCE)->val1)
  723. return 2;
  724. return 0;
  725. }
  726. /**
  727. * Check if the skill is ok to cast and when.
  728. * Done before skill_check_condition_castbegin, requirement
  729. * @param skill_id: Skill ID that casted
  730. * @param sd: Player who casted
  731. * @return true: Skill cannot be used, false: otherwise
  732. * @author [MouseJstr]
  733. */
  734. bool skill_isNotOk( uint16 skill_id, map_session_data& sd ){
  735. if (pc_has_permission(&sd,PC_PERM_SKILL_UNCONDITIONAL))
  736. return false; // can do any damn thing they want
  737. if (skill_id == AL_TELEPORT && sd.skillitem == skill_id && sd.skillitemlv > 2)
  738. return false; // Teleport lv 3 bypasses this check.[Inkfish]
  739. struct map_data *mapdata = map_getmapdata(sd.bl.m);
  740. if (mapdata->getMapFlag(MF_NOSKILL) && skill_id != ALL_EQSWITCH && !sd.skillitem) //Item skills bypass noskill
  741. return true;
  742. // Epoque:
  743. // This code will compare the player's attack motion value which is influenced by ASPD before
  744. // allowing a skill to be cast. This is to prevent no-delay ACT files from spamming skills such as
  745. // AC_DOUBLE which do not have a skill delay and are not regarded in terms of attack motion.
  746. if (!sd.state.autocast && sd.skillitem != skill_id && sd.canskill_tick &&
  747. DIFF_TICK(gettick(),sd.canskill_tick) < (sd.battle_status.amotion * (battle_config.skill_amotion_leniency) / 100))
  748. {// attempted to cast a skill before the attack motion has finished
  749. return true;
  750. }
  751. if (skill_blockpc_get(&sd, skill_id) != -1){
  752. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  753. return true;
  754. }
  755. /**
  756. * It has been confirmed on a official server (thanks to Yommy) that item-cast skills bypass all mapflag restrictions
  757. * Also, without this check, an exploit where an item casting + healing (or any other kind buff) isn't deleted after used on a restricted map
  758. */
  759. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement && !sd.state.abra_flag)
  760. return false;
  761. uint32 skill_nocast = skill_get_nocast(skill_id);
  762. // Check skill restrictions [Celest]
  763. if( (skill_nocast&1 && !mapdata_flag_vs2(mapdata)) ||
  764. (skill_nocast&2 && mapdata->getMapFlag(MF_PVP)) ||
  765. (skill_nocast&4 && mapdata_flag_gvg2_no_te(mapdata)) ||
  766. (skill_nocast&8 && mapdata->getMapFlag(MF_BATTLEGROUND)) ||
  767. (skill_nocast&16 && mapdata_flag_gvg2_te(mapdata)) || // WOE:TE
  768. (mapdata->zone && skill_nocast&(mapdata->zone) && mapdata->getMapFlag(MF_RESTRICTED)) ){
  769. clif_msg(&sd, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
  770. return true;
  771. }
  772. if( sd.sc.getSCE(SC_ALL_RIDING) )
  773. return true; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  774. switch (skill_id) {
  775. case AL_WARP:
  776. case RETURN_TO_ELDICASTES:
  777. case ALL_GUARDIAN_RECALL:
  778. case ECLAGE_RECALL:
  779. case ALL_PRONTERA_RECALL:
  780. case ALL_GLASTHEIM_RECALL:
  781. case ALL_THANATOS_RECALL:
  782. case ALL_LIGHTHALZEN_RECALL:
  783. if(mapdata->getMapFlag(MF_NOWARP)) {
  784. clif_skill_teleportmessage(&sd,0);
  785. return true;
  786. }
  787. return false;
  788. case AL_TELEPORT:
  789. case NPC_FATALMENACE:
  790. case SC_DIMENSIONDOOR:
  791. case ALL_ODINS_RECALL:
  792. case WE_CALLALLFAMILY:
  793. if(mapdata->getMapFlag(MF_NOTELEPORT)) {
  794. clif_skill_teleportmessage(&sd,0);
  795. return true;
  796. }
  797. return false; // gonna be checked in 'skill_castend_nodamage_id'
  798. case WE_CALLPARTNER:
  799. case WE_CALLPARENT:
  800. case WE_CALLBABY:
  801. if (mapdata->getMapFlag(MF_NOMEMO)) {
  802. clif_skill_teleportmessage(&sd,1);
  803. return true;
  804. }
  805. break;
  806. case MC_VENDING:
  807. if (map_getmapflag(sd.bl.m, MF_NOVENDING)) {
  808. clif_displaymessage(sd.fd, msg_txt(&sd, 276)); // "You can't open a shop on this map"
  809. clif_skill_fail( sd, skill_id );
  810. return true;
  811. }
  812. if (map_getcell(sd.bl.m, sd.bl.x, sd.bl.y, CELL_CHKNOVENDING)) {
  813. clif_displaymessage(sd.fd, msg_txt(&sd, 204)); // "You can't open a shop on this cell."
  814. clif_skill_fail( sd, skill_id );
  815. return true;
  816. }
  817. if (npc_isnear(&sd.bl)) {
  818. // uncomment to send msg_txt.
  819. //char output[150];
  820. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  821. //clif_displaymessage(sd.fd, output);
  822. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  823. return true;
  824. }
  825. break;
  826. case ALL_BUYING_STORE:
  827. if( map_getmapflag(sd.bl.m, MF_NOBUYINGSTORE) ) {
  828. clif_displaymessage (sd.fd, msg_txt(&sd,276)); // "You can't open a shop on this map"
  829. clif_skill_fail( sd, skill_id );
  830. return true;
  831. }
  832. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKNOBUYINGSTORE) ) {
  833. clif_displaymessage (sd.fd, msg_txt(&sd,204)); // "You can't open a shop on this cell."
  834. clif_skill_fail( sd, skill_id );
  835. return true;
  836. }
  837. if( npc_isnear(&sd.bl) ) {
  838. // uncomment to send msg_txt.
  839. //char output[150];
  840. //sprintf(output, msg_txt(662), battle_config.min_npc_vendchat_distance);
  841. //clif_displaymessage(sd.fd, output);
  842. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THERE_ARE_NPC_AROUND );
  843. return true;
  844. }
  845. break;
  846. case MC_IDENTIFY:
  847. return false; // always allowed
  848. case WZ_ICEWALL:
  849. // noicewall flag [Valaris]
  850. if (mapdata->getMapFlag(MF_NOICEWALL)) {
  851. clif_skill_fail( sd, skill_id );
  852. return true;
  853. }
  854. break;
  855. case GC_DARKILLUSION:
  856. if( mapdata_flag_gvg2(mapdata) ) {
  857. clif_skill_fail( sd, skill_id );
  858. return true;
  859. }
  860. break;
  861. case GD_EMERGENCYCALL:
  862. case GD_ITEMEMERGENCYCALL:
  863. if (
  864. !(battle_config.emergency_call&((is_agit_start())?2:1)) ||
  865. !(battle_config.emergency_call&(mapdata_flag_gvg2(mapdata)?8:4)) ||
  866. (battle_config.emergency_call&16 && mapdata->getMapFlag(MF_NOWARPTO) && !(mapdata->getMapFlag(MF_GVG_CASTLE) || mapdata->getMapFlag(MF_GVG_TE_CASTLE)))
  867. ) {
  868. clif_skill_fail( sd, skill_id );
  869. return true;
  870. }
  871. break;
  872. case WM_SIRCLEOFNATURE:
  873. case WM_SOUND_OF_DESTRUCTION:
  874. case WM_LULLABY_DEEPSLEEP:
  875. case WM_GLOOMYDAY:
  876. case WM_SATURDAY_NIGHT_FEVER:
  877. if( !mapdata_flag_vs(mapdata) ) {
  878. clif_skill_teleportmessage(&sd,2); // This skill uses this msg instead of skill fails.
  879. return true;
  880. }
  881. break;
  882. }
  883. return false;
  884. }
  885. /**
  886. * Check if the homunculus skill is ok to be processed
  887. * After checking from Homunculus side, also check the master condition
  888. * @param hd: Homunculus who casted
  889. * @param skill_id: Skill ID casted
  890. * @param skill_lv: Skill level casted
  891. * @return true: Skill cannot be used, false: otherwise
  892. */
  893. bool skill_isNotOk_hom(struct homun_data *hd, uint16 skill_id, uint16 skill_lv)
  894. {
  895. nullpo_retr(true, hd);
  896. int8 spiritball = skill_get_spiritball(skill_id, skill_lv);
  897. map_session_data* sd = hd->master;
  898. status_change* sc = status_get_sc(&hd->bl);
  899. if (!sd)
  900. return true;
  901. if (sc && !sc->count)
  902. sc = nullptr;
  903. if (util::vector_exists(hd->blockskill, skill_id))
  904. return true;
  905. switch(skill_id) {
  906. case HFLI_SBR44:
  907. if (hom_get_intimacy_grade(hd) <= HOMGRADE_HATE_WITH_PASSION) {
  908. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  909. return true;
  910. }
  911. break;
  912. case HVAN_EXPLOSION:
  913. if (hd->homunculus.intimacy < (unsigned int)battle_config.hvan_explosion_intimate) {
  914. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  915. return true;
  916. }
  917. break;
  918. case MH_LIGHT_OF_REGENE: // Must be cordial
  919. if (hom_get_intimacy_grade(hd) < HOMGRADE_CORDIAL) {
  920. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_RELATIONGRADE );
  921. return true;
  922. }
  923. break;
  924. case MH_GOLDENE_FERSE: // Can't be used with Angriff's Modus
  925. if (sc && sc->getSCE(SC_ANGRIFFS_MODUS))
  926. return true;
  927. break;
  928. case MH_ANGRIFFS_MODUS:
  929. if (sc && sc->getSCE(SC_GOLDENE_FERSE))
  930. return true;
  931. break;
  932. case MH_TINDER_BREAKER: // Must be in grappling mode
  933. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  934. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER, 1 );
  935. return true;
  936. }
  937. break;
  938. case MH_SONIC_CRAW: // Must be in fighting mode
  939. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  940. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  941. return true;
  942. }
  943. break;
  944. case MH_SILVERVEIN_RUSH:
  945. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  946. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  947. return true;
  948. }
  949. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SONIC_CRAW)) {
  950. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SONIC_CRAW );
  951. return true;
  952. }
  953. break;
  954. case MH_MIDNIGHT_FRENZY:
  955. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_FIGHTING)) {
  956. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_FIGHTER );
  957. return true;
  958. }
  959. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_SILVERVEIN_RUSH)) {
  960. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_SILVERVEIN_RUSH );
  961. return true;
  962. }
  963. break;
  964. case MH_CBC:
  965. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  966. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  967. return true;
  968. }
  969. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_TINDER_BREAKER)) {
  970. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_TINDER_BREAKER );
  971. return true;
  972. }
  973. break;
  974. case MH_EQC:
  975. if (!(sc && sc->getSCE(SC_STYLE_CHANGE) && sc->getSCE(SC_STYLE_CHANGE)->val1 == MH_MD_GRAPPLING)) {
  976. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STYLE_CHANGE_GRAPPLER );
  977. return true;
  978. }
  979. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MH_CBC)) {
  980. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_COMBOSKILL, MH_CBC );
  981. return true;
  982. }
  983. break;
  984. }
  985. if (spiritball) {
  986. if (hd->homunculus.spiritball < spiritball) {
  987. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPIRITS, spiritball );
  988. return true;
  989. }
  990. // Blazing And Furious removes all spirit balls after calculating the amount of hits
  991. if (skill_id != MH_BLAZING_AND_FURIOUS)
  992. hom_delspiritball(hd, spiritball, 1);
  993. }
  994. //Use master's criteria.
  995. return skill_isNotOk( skill_id, *sd );
  996. }
  997. /**
  998. * Check if the mercenary skill is ok to be processed
  999. * After checking from Homunculus side, also check the master condition
  1000. * @param skill_id: Skill ID that casted
  1001. * @param md: Mercenary who casted
  1002. * @return true: Skill cannot be used, false: otherwise
  1003. */
  1004. bool skill_isNotOk_mercenary( uint16 skill_id, s_mercenary_data& md ){
  1005. if (util::vector_exists(md.blockskill, skill_id))
  1006. return true;
  1007. if( md.master != nullptr ){
  1008. return skill_isNotOk( skill_id, *md.master );
  1009. }else{
  1010. return true;
  1011. }
  1012. }
  1013. /**
  1014. * Check if the skill can be casted near NPC or not
  1015. * @param src Object who casted
  1016. * @param skill_id Skill ID that casted
  1017. * @param skill_lv Skill Lv
  1018. * @param pos_x Position x of the target
  1019. * @param pos_y Position y of the target
  1020. * @return true: Skill cannot be used, false: otherwise
  1021. * @author [Cydh]
  1022. */
  1023. bool skill_isNotOk_npcRange(struct block_list *src, uint16 skill_id, uint16 skill_lv, int pos_x, int pos_y) {
  1024. if (!src)
  1025. return false;
  1026. if (src->type == BL_PC && pc_has_permission(BL_CAST(BL_PC,src),PC_PERM_SKILL_UNCONDITIONAL))
  1027. return false;
  1028. //if self skill
  1029. if (skill_get_inf(skill_id)&INF_SELF_SKILL) {
  1030. pos_x = src->x;
  1031. pos_y = src->y;
  1032. }
  1033. if (pos_x <= 0) pos_x = src->x;
  1034. if (pos_y <= 0) pos_y = src->y;
  1035. return skill_check_unit_range2(src,pos_x,pos_y,skill_id,skill_lv,true) != 0;
  1036. }
  1037. struct s_skill_unit_layout *skill_get_unit_layout(uint16 skill_id, uint16 skill_lv, struct block_list* src, int x, int y)
  1038. {
  1039. int pos = skill_get_unit_layout_type(skill_id,skill_lv);
  1040. uint8 dir;
  1041. if (pos < -1 || pos >= MAX_SKILL_UNIT_LAYOUT) {
  1042. ShowError("skill_get_unit_layout: unsupported layout type %d for skill %d (level %d)\n", pos, skill_id, skill_lv);
  1043. pos = cap_value(pos, 0, MAX_SQUARE_LAYOUT); // cap to nearest square layout
  1044. }
  1045. nullpo_retr(nullptr, src);
  1046. //Monsters sometimes deploy more units on level 10
  1047. if (src->type == BL_MOB && skill_lv >= 10) {
  1048. if (skill_id == WZ_WATERBALL)
  1049. pos = 4; //9x9 Area
  1050. }
  1051. if (pos != -1) // simple single-definition layout
  1052. return &skill_unit_layout[pos];
  1053. dir = (src->x == x && src->y == y) ? 6 : map_calc_dir(src,x,y); // 6 - default aegis direction
  1054. if (skill_id == MG_FIREWALL)
  1055. return &skill_unit_layout [firewall_unit_pos + dir];
  1056. else if (skill_id == WZ_ICEWALL)
  1057. return &skill_unit_layout [icewall_unit_pos + dir];
  1058. else if( skill_id == WL_EARTHSTRAIN )
  1059. return &skill_unit_layout [earthstrain_unit_pos + dir];
  1060. else if( skill_id == RL_FIRE_RAIN )
  1061. return &skill_unit_layout[firerain_unit_pos + dir];
  1062. else if( skill_id == GN_WALLOFTHORN )
  1063. return &skill_unit_layout[wallofthorn_unit_pos + dir];
  1064. ShowError("skill_get_unit_layout: unknown unit layout for skill %d (level %d)\n", skill_id, skill_lv);
  1065. return &skill_unit_layout[0]; // default 1x1 layout
  1066. }
  1067. /** Stores temporary values.
  1068. * Common usages:
  1069. * [0] holds number of targets in area
  1070. * [1] holds the id of the original target
  1071. * [2] counts how many targets have been processed. counter is added in skill_area_sub if the foreach function flag is: flag&(SD_SPLASH|SD_PREAMBLE)
  1072. */
  1073. static int skill_area_temp[8];
  1074. /*==========================================
  1075. * Add effect to skill when hit succesfully target
  1076. *------------------------------------------*/
  1077. int skill_additional_effect( struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, enum damage_lv dmg_lv, t_tick tick ){
  1078. nullpo_ret(src);
  1079. nullpo_ret(bl);
  1080. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  1081. if( dmg_lv < ATK_BLOCK ) // Don't apply effect if miss.
  1082. return 0;
  1083. map_session_data* sd = BL_CAST( BL_PC, src );
  1084. mob_data* md = BL_CAST( BL_MOB, src );
  1085. map_session_data* dstsd = BL_CAST( BL_PC, bl );
  1086. mob_data* dstmd = BL_CAST( BL_MOB, bl );
  1087. status_change* sc = status_get_sc( src );
  1088. status_change* tsc = status_get_sc( bl );
  1089. status_data* sstatus = status_get_status_data( src );
  1090. status_data* tstatus = status_get_status_data( bl );
  1091. // Taekwon combos activate on traps, so we need to check them even for targets that don't have status
  1092. if (sd && skill_id == 0 && !(attack_type&BF_SKILL) && sc) {
  1093. // Chance to trigger Taekwon kicks
  1094. if (sc->getSCE(SC_READYSTORM) &&
  1095. sc_start4(src, src, SC_COMBO, 15, TK_STORMKICK,
  1096. 0, 2, 0,
  1097. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1098. ; //Stance triggered
  1099. else if (sc->getSCE(SC_READYDOWN) &&
  1100. sc_start4(src, src, SC_COMBO, 15, TK_DOWNKICK,
  1101. 0, 2, 0,
  1102. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1103. ; //Stance triggered
  1104. else if (sc->getSCE(SC_READYTURN) &&
  1105. sc_start4(src, src, SC_COMBO, 15, TK_TURNKICK,
  1106. 0, 2, 0,
  1107. (2000 - 4 * sstatus->agi - 2 * sstatus->dex)))
  1108. ; //Stance triggered
  1109. else if (sc->getSCE(SC_READYCOUNTER)) { //additional chance from SG_FRIEND [Komurka]
  1110. int rate = 20;
  1111. if (sc->getSCE(SC_SKILLRATE_UP) && sc->getSCE(SC_SKILLRATE_UP)->val1 == TK_COUNTER) {
  1112. rate += rate*sc->getSCE(SC_SKILLRATE_UP)->val2 / 100;
  1113. status_change_end(src, SC_SKILLRATE_UP);
  1114. }
  1115. sc_start4(src, src, SC_COMBO, rate, TK_COUNTER,
  1116. 0, 2, 0,
  1117. (2000 - 4 * sstatus->agi - 2 * sstatus->dex))
  1118. ; //Stance triggered
  1119. }
  1120. }
  1121. if (!tsc) //skill additional effect is about adding effects to the target...
  1122. //So if the target can't be inflicted with statuses, this is pointless.
  1123. return 0;
  1124. if( sd )
  1125. { // These statuses would be applied anyway even if the damage was blocked by some skills. [Inkfish]
  1126. if( skill_id != WS_CARTTERMINATION && skill_id != AM_DEMONSTRATION && skill_id != CR_REFLECTSHIELD && skill_id != MS_REFLECTSHIELD && skill_id != GN_HELLS_PLANT_ATK
  1127. #ifndef RENEWAL
  1128. && skill_id != ASC_BREAKER
  1129. #endif
  1130. ) {
  1131. // Trigger status effects
  1132. for (const auto &it : sd->addeff) {
  1133. int rate = it.rate;
  1134. if( attack_type&BF_LONG ) // Any ranged physical attack takes status arrows into account (Grimtooth...) [DracoRPG]
  1135. rate += it.arrow_rate;
  1136. if( !rate )
  1137. continue;
  1138. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  1139. // Trigger has attack type consideration.
  1140. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  1141. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  1142. (it.flag&ATF_MISC && attack_type&BF_MISC))
  1143. ;
  1144. else
  1145. continue;
  1146. }
  1147. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) {
  1148. // Trigger has range consideration.
  1149. if ((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  1150. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  1151. continue; //Range Failed.
  1152. }
  1153. if (it.flag&ATF_TARGET)
  1154. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1155. if (it.flag&ATF_SELF)
  1156. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1157. }
  1158. }
  1159. // Enchanting Shadow gives a chance to inflict Shadow Wounds to the enemy.
  1160. if (sc != nullptr) {
  1161. status_change_entry *sce = sc->getSCE(SC_SHADOW_WEAPON);
  1162. unit_data *ud = unit_bl2ud(bl);
  1163. if (sce != nullptr && ud != nullptr && rnd_chance(sce->val1, 100)) {
  1164. unit_addshadowscar(*ud, skill_get_time2(SHC_ENCHANTING_SHADOW, sce->val1));
  1165. }
  1166. }
  1167. if( skill_id ) {
  1168. // Trigger status effects on skills
  1169. for (const auto &it : sd->addeff_onskill) {
  1170. if (skill_id != it.skill_id || !it.rate)
  1171. continue;
  1172. if (it.target&ATF_TARGET)
  1173. status_change_start(src, bl, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1174. if (it.target&ATF_SELF)
  1175. status_change_start(src, src, it.sc, it.rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  1176. }
  1177. //"While the damage can be blocked by Pneuma, the chance to break armor remains", irowiki. [Cydh]
  1178. if (dmg_lv == ATK_BLOCK && skill_id == AM_ACIDTERROR) {
  1179. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1180. #ifdef RENEWAL
  1181. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1182. #else
  1183. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1184. #endif
  1185. clif_emotion(bl,ET_HUK);
  1186. }
  1187. }
  1188. }
  1189. if( dmg_lv < ATK_DEF ) // no damage, return;
  1190. return 0;
  1191. switch(skill_id) {
  1192. case 0:
  1193. { // Normal attacks (no skill used)
  1194. if( attack_type&BF_SKILL )
  1195. break; // If a normal attack is a skill, it's splash damage. [Inkfish]
  1196. if(sd) {
  1197. int skill;
  1198. // Automatic trigger of Blitz Beat
  1199. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, HT_BLITZBEAT)) > 0 && rnd() % 1000 <= sstatus->luk * 10 / 3 + 1) {
  1200. int rate;
  1201. if ((sd->class_ & MAPID_THIRDMASK) == MAPID_RANGER)
  1202. rate = 5;
  1203. else
  1204. rate = (sd->status.job_level + 9) / 10;
  1205. skill_castend_damage_id(src, bl, HT_BLITZBEAT, (skill < rate) ? skill : rate, tick, SD_LEVEL);
  1206. }
  1207. // Automatic trigger of Warg Strike
  1208. if (pc_iswug(sd) && (skill = pc_checkskill(sd, RA_WUGSTRIKE)) > 0) {
  1209. int rate = sstatus->luk * 10 / 3 + 1;
  1210. if (pc_isfalcon(sd))
  1211. rate = rate / 3;
  1212. if (rnd() % 1000 <= rate)
  1213. skill_castend_damage_id(src, bl, RA_WUGSTRIKE, skill, tick, 0);
  1214. }
  1215. // Automatic trigger of Hawk Rush
  1216. if (pc_isfalcon(sd) && sd->status.weapon == W_BOW && (skill = pc_checkskill(sd, WH_HAWKRUSH)) > 0) {
  1217. int rate = sstatus->con * 10 / 3 + 1;
  1218. rate += rate * (20 * pc_checkskill(sd, WH_NATUREFRIENDLY)) / 100;
  1219. if (rnd() % 1000 <= rate)
  1220. skill_castend_damage_id(src, bl, WH_HAWKRUSH, skill, tick, 0);
  1221. }
  1222. // Gank
  1223. if(dstmd && sd->status.weapon != W_BOW &&
  1224. (skill=pc_checkskill(sd,RG_SNATCHER)) > 0 &&
  1225. (skill*15 + 55) + pc_checkskill(sd,TF_STEAL)*10 > rnd()%1000) {
  1226. if(pc_steal_item(sd,bl,pc_checkskill(sd,TF_STEAL)))
  1227. clif_skill_nodamage(src,bl,TF_STEAL,skill,1);
  1228. else
  1229. clif_skill_fail( *sd, RG_SNATCHER );
  1230. }
  1231. }
  1232. if (sc) {
  1233. struct status_change_entry *sce;
  1234. // Enchant Poison gives a chance to poison attacked enemies
  1235. if((sce=sc->getSCE(SC_ENCPOISON))) //Don't use sc_start since chance comes in 1/10000 rate.
  1236. status_change_start(src,bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
  1237. skill_get_time2(AS_ENCHANTPOISON,sce->val1),SCSTART_NONE);
  1238. // Enchant Deadly Poison gives a chance to deadly poison attacked enemies
  1239. if((sce=sc->getSCE(SC_EDP)))
  1240. sc_start4(src,bl,SC_DPOISON,sce->val2, sce->val1,src->id,0,0,
  1241. skill_get_time2(ASC_EDP,sce->val1));
  1242. if ((sce = sc->getSCE(SC_LUXANIMA)) && rnd() % 100 < sce->val2)
  1243. skill_castend_nodamage_id(src, bl, RK_STORMBLAST, 1, tick, 0);
  1244. }
  1245. }
  1246. break;
  1247. case SM_BASH:
  1248. if( sd && skill_lv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
  1249. //BaseChance gets multiplied with BaseLevel/50.0; 500/50 simplifies to 10 [Playtester]
  1250. status_change_start(src,bl,SC_STUN,(skill_lv-5)*sd->status.base_level*10,
  1251. skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NONE);
  1252. }
  1253. break;
  1254. case MER_CRASH:
  1255. sc_start(src,bl,SC_STUN,(6*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1256. break;
  1257. case AS_VENOMKNIFE:
  1258. case AS_SPLASHER:
  1259. sc_start2(src, bl, SC_POISON, 100, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1260. break;
  1261. case TF_POISON:
  1262. if (!sc_start2(src, bl, SC_POISON, (4 * skill_lv + 10), skill_lv, src->id, skill_get_time2(skill_id, skill_lv)) && sd)
  1263. clif_skill_fail( *sd, skill_id );
  1264. break;
  1265. case AS_SONICBLOW:
  1266. case HN_MEGA_SONIC_BLOW:
  1267. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  1268. sc_start(src, bl, SC_STUN, (4 * skill_lv + 20), skill_lv, skill_get_time2(skill_id, skill_lv)); //Link gives double stun chance outside GVG/BG
  1269. else
  1270. sc_start(src, bl, SC_STUN, (2 * skill_lv + 10), skill_lv, skill_get_time2(skill_id, skill_lv));
  1271. break;
  1272. case AS_GRIMTOOTH:
  1273. if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE))
  1274. sc_start(src,bl,SC_QUAGMIRE,100,0,skill_get_time2(skill_id,skill_lv));
  1275. break;
  1276. case WZ_FIREPILLAR:
  1277. unit_set_walkdelay(bl, tick, skill_get_time2(skill_id, skill_lv), 1);
  1278. break;
  1279. case MG_FROSTDIVER:
  1280. if(!sc_start(src,bl,SC_FREEZE,min(skill_lv*3+35,skill_lv+60),skill_lv,skill_get_time2(skill_id,skill_lv)) && sd)
  1281. clif_skill_fail( *sd, skill_id );
  1282. break;
  1283. case WZ_FROSTNOVA:
  1284. sc_start(src,bl,SC_FREEZE,skill_lv*5+33,skill_lv,skill_get_time2(skill_id,skill_lv));
  1285. break;
  1286. case WZ_STORMGUST:
  1287. // Storm Gust counter was dropped in renewal
  1288. #ifdef RENEWAL
  1289. sc_start(src,bl,SC_FREEZE,65-(5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1290. #else
  1291. //On third hit, there is a 150% to freeze the target
  1292. if(tsc->sg_counter >= 3 &&
  1293. sc_start(src,bl,SC_FREEZE,150,skill_lv,skill_get_time2(skill_id,skill_lv)))
  1294. tsc->sg_counter = 0;
  1295. // Being it only resets on success it'd keep stacking and eventually overflowing on mvps, so we reset at a high value
  1296. else if( tsc->sg_counter > 250 )
  1297. tsc->sg_counter = 0;
  1298. #endif
  1299. break;
  1300. case NPC_STORMGUST2:
  1301. if (skill_lv == 1)
  1302. sc_start(src,bl,SC_FREEZE,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1303. else if (skill_lv == 2)
  1304. sc_start(src,bl,SC_FREEZE,7,skill_lv,skill_get_time2(skill_id,skill_lv));
  1305. else
  1306. sc_start(src,bl,SC_FREEZE,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1307. break;
  1308. case WZ_METEOR:
  1309. case HN_METEOR_STORM_BUSTER:
  1310. sc_start(src,bl,SC_STUN,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1311. break;
  1312. case WZ_VERMILION:
  1313. #ifdef RENEWAL
  1314. sc_start(src,bl,SC_BLIND,10 + 5 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1315. #else
  1316. sc_start(src,bl,SC_BLIND,min(4*skill_lv,40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1317. #endif
  1318. break;
  1319. case WZ_HEAVENDRIVE:
  1320. status_change_end(bl, SC_SV_ROOTTWIST);
  1321. break;
  1322. case HT_FREEZINGTRAP:
  1323. case MA_FREEZINGTRAP:
  1324. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1325. break;
  1326. case HT_FLASHER:
  1327. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1328. break;
  1329. case HT_LANDMINE:
  1330. case MA_LANDMINE:
  1331. sc_start(src,bl,SC_STUN,10,skill_lv,skill_get_time2(skill_id,skill_lv));
  1332. break;
  1333. case HT_SHOCKWAVE:
  1334. status_percent_damage(src, bl, 0, -(15*skill_lv+5), false);
  1335. break;
  1336. case HT_SANDMAN:
  1337. case MA_SANDMAN:
  1338. sc_start(src,bl,SC_SLEEP,(10*skill_lv+40),skill_lv,skill_get_time2(skill_id,skill_lv));
  1339. break;
  1340. case TF_SPRINKLESAND:
  1341. sc_start(src,bl,SC_BLIND,20,skill_lv,skill_get_time2(skill_id,skill_lv));
  1342. break;
  1343. case TF_THROWSTONE:
  1344. if (!sc_start(src,bl,SC_STUN,3,skill_lv,skill_get_time(skill_id,skill_lv))) //only blind if success
  1345. sc_start(src,bl,SC_BLIND,3,skill_lv,skill_get_time2(skill_id,skill_lv));
  1346. break;
  1347. case NPC_DARKCROSS:
  1348. case CR_HOLYCROSS:
  1349. sc_start(src,bl,SC_BLIND,3*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1350. break;
  1351. case NPC_GRANDDARKNESS:
  1352. sc_start(src, bl, SC_BLIND, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1353. break;
  1354. case CR_GRANDCROSS:
  1355. //Chance to cause blind status vs demon and undead element, but not against players
  1356. if(!dstsd && (battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON))
  1357. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1358. break;
  1359. case AM_ACIDTERROR:
  1360. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1361. #ifdef RENEWAL
  1362. if (skill_break_equip(src,bl, EQP_ARMOR, (1000 * skill_lv + 500) - 1000, BCT_ENEMY))
  1363. #else
  1364. if (skill_break_equip(src,bl, EQP_ARMOR, 100*skill_get_time(skill_id,skill_lv), BCT_ENEMY))
  1365. #endif
  1366. clif_emotion(bl,ET_HUK);
  1367. break;
  1368. case AM_DEMONSTRATION:
  1369. #ifdef RENEWAL
  1370. skill_break_equip(src,bl, EQP_WEAPON, 300 * skill_lv, BCT_ENEMY);
  1371. #else
  1372. skill_break_equip(src,bl, EQP_WEAPON, 100*skill_lv, BCT_ENEMY);
  1373. #endif
  1374. break;
  1375. case CR_SHIELDCHARGE:
  1376. sc_start(src,bl,SC_STUN,(15+skill_lv*5),skill_lv,skill_get_time2(skill_id,skill_lv));
  1377. break;
  1378. #ifndef RENEWAL
  1379. case PA_PRESSURE:
  1380. status_percent_damage(src, bl, 0, 15+5*skill_lv, false);
  1381. [[fallthrough]];
  1382. case HW_GRAVITATION:
  1383. //Pressure and Gravitation can trigger physical autospells
  1384. attack_type |= BF_NORMAL;
  1385. attack_type |= BF_WEAPON;
  1386. break;
  1387. #endif
  1388. case RG_RAID:
  1389. sc_start(src,bl,SC_STUN,(10+3*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1390. sc_start(src,bl,SC_BLIND,(10+3*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1391. #ifdef RENEWAL
  1392. sc_start(src, bl, SC_RAID, 100, skill_lv, 10000); // Hardcoded to 10 seconds since Duration1 and Duration2 are used
  1393. break;
  1394. case RG_BACKSTAP:
  1395. sc_start(src,bl,SC_STUN,(5+2*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1396. #endif
  1397. break;
  1398. case BA_FROSTJOKER:
  1399. sc_start(src,bl,SC_FREEZE,(15+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1400. break;
  1401. case DC_SCREAM:
  1402. sc_start(src,bl,SC_STUN,(25+5*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1403. break;
  1404. case BD_LULLABY:
  1405. status_change_start(src, bl, SC_SLEEP, (sstatus->int_ * 2 + rnd_value(100, 300)) * 10, skill_lv, 0, 0, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  1406. break;
  1407. #ifdef RENEWAL
  1408. case DC_UGLYDANCE:
  1409. // !TODO: How does caster's DEX/AGI play a role?
  1410. status_zap( bl, 0, 2 * skill_lv + 10 );
  1411. break;
  1412. #else
  1413. case DC_UGLYDANCE: {
  1414. int rate = 5 + 5 * skill_lv;
  1415. int skill = pc_checkskill( sd, DC_DANCINGLESSON );
  1416. if( skill > 0 ){
  1417. rate += 5 + skill;
  1418. }
  1419. status_zap( bl, 0, rate );
  1420. } break;
  1421. #endif
  1422. case SL_STUN:
  1423. if (tstatus->size==SZ_MEDIUM) //Only stuns mid-sized mobs.
  1424. sc_start(src,bl,SC_STUN,(30+10*skill_lv),skill_lv,skill_get_time(skill_id,skill_lv));
  1425. break;
  1426. case NPC_PETRIFYATTACK:
  1427. sc_start2(src,bl,SC_STONEWAIT,(20*skill_lv),skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  1428. break;
  1429. case NPC_CURSEATTACK:
  1430. sc_start(src,bl,SC_CURSE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1431. break;
  1432. case NPC_SLEEPATTACK:
  1433. sc_start(src,bl,SC_SLEEP,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1434. break;
  1435. case NPC_BLINDATTACK:
  1436. sc_start(src,bl,SC_BLIND,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1437. break;
  1438. case NPC_POISON:
  1439. sc_start(src,bl,SC_POISON,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1440. break;
  1441. case NPC_SILENCEATTACK:
  1442. sc_start(src,bl,SC_SILENCE,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1443. break;
  1444. case NPC_STUNATTACK:
  1445. sc_start(src,bl,SC_STUN,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1446. break;
  1447. case NPC_BLEEDING:
  1448. sc_start(src,bl,SC_BLEEDING,(20*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1449. break;
  1450. case NPC_BLEEDING2:
  1451. sc_start(src,bl,SC_BLEEDING,(50+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1452. break;
  1453. case NPC_CHANGEUNDEAD:
  1454. sc_start(src, bl, SC_CHANGEUNDEAD, (10 * skill_lv), skill_lv, skill_get_time2(skill_id, skill_lv));
  1455. break;
  1456. case NPC_ACIDBREATH:
  1457. sc_start(src,bl,SC_POISON,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1458. break;
  1459. case NPC_ICEBREATH:
  1460. sc_start(src,bl,SC_FREEZE,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1461. break;
  1462. case NPC_ICEBREATH2:
  1463. sc_start(src,bl,SC_FREEZE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1464. break;
  1465. case NPC_MENTALBREAKER:
  1466. { //Based on observations by Tharis, Mental Breaker should do SP damage
  1467. //equal to Matk*skLevel.
  1468. int rate = sstatus->matk_min;
  1469. if (rate < sstatus->matk_max)
  1470. rate += rnd()%(sstatus->matk_max - sstatus->matk_min);
  1471. rate*=skill_lv;
  1472. status_zap(bl, 0, rate);
  1473. break;
  1474. }
  1475. // Equipment breaking monster skills [Celest]
  1476. case NPC_ARMORBRAKE:
  1477. skill_break_equip(src,bl, EQP_ARMOR, 150*skill_lv, BCT_ENEMY);
  1478. break;
  1479. case NPC_HELMBRAKE:
  1480. skill_break_equip(src,bl, EQP_HELM, 150*skill_lv, BCT_ENEMY);
  1481. break;
  1482. case NPC_SHIELDBRAKE:
  1483. skill_break_equip(src,bl, EQP_SHIELD, 150*skill_lv, BCT_ENEMY);
  1484. break;
  1485. case CH_TIGERFIST: {
  1486. t_tick basetime = skill_get_time(skill_id, skill_lv);
  1487. t_tick mintime = 15 * (status_get_lv(src) + 100);
  1488. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  1489. basetime /= 5;
  1490. basetime = std::max((basetime * status_get_agi(bl)) / -200 + basetime, mintime);
  1491. sc_start(src, bl, SC_ANKLE, (1 + skill_lv) * 10, 0, basetime);
  1492. }
  1493. break;
  1494. case LK_SPIRALPIERCE:
  1495. case ML_SPIRALPIERCE:
  1496. case HN_SPIRAL_PIERCE_MAX:
  1497. if( dstsd || ( dstmd && !status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ) //Does not work on status immune
  1498. sc_start(src,bl,SC_ANKLE,100,0,skill_get_time2(skill_id,skill_lv));
  1499. break;
  1500. case ST_REJECTSWORD:
  1501. sc_start(src,bl,SC_AUTOCOUNTER,(skill_lv*15),skill_lv,skill_get_time(skill_id,skill_lv));
  1502. break;
  1503. case PF_FOGWALL:
  1504. if (src != bl && !tsc->getSCE(SC_DELUGE))
  1505. sc_start(src,bl,SC_BLIND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1506. break;
  1507. case LK_HEADCRUSH: //Headcrush has chance of causing Bleeding status, except on demon and undead element
  1508. if (!(battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON))
  1509. sc_start2(src,bl, SC_BLEEDING,50, skill_lv, src->id, skill_get_time2(skill_id,skill_lv));
  1510. break;
  1511. case ASC_METEORASSAULT:
  1512. //Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*skill_lv% chance.
  1513. switch(rnd()%3) {
  1514. case 0:
  1515. sc_start(src,bl,SC_BLIND,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,1));
  1516. break;
  1517. case 1:
  1518. sc_start(src,bl,SC_STUN,(5+skill_lv*5),skill_lv,skill_get_time2(skill_id,2));
  1519. break;
  1520. default:
  1521. sc_start2(src,bl,SC_BLEEDING,(5+skill_lv*5),skill_lv,src->id,skill_get_time2(skill_id,3));
  1522. }
  1523. break;
  1524. case HW_NAPALMVULCAN:
  1525. case HN_NAPALM_VULCAN_STRIKE:
  1526. sc_start(src,bl,SC_CURSE,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1527. break;
  1528. case WS_CARTTERMINATION: // Cart termination
  1529. sc_start(src,bl,SC_STUN,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1530. break;
  1531. case CR_ACIDDEMONSTRATION:
  1532. case GN_FIRE_EXPANSION_ACID:
  1533. skill_break_equip(src,bl, EQP_WEAPON|EQP_ARMOR, 100*skill_lv, BCT_ENEMY);
  1534. break;
  1535. case TK_DOWNKICK:
  1536. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1537. break;
  1538. case TK_JUMPKICK:
  1539. // debuff the following statuses
  1540. if( dstsd && dstsd->class_ != MAPID_SOUL_LINKER && !tsc->getSCE(SC_PRESERVE) ) {
  1541. status_change_end(bl, SC_SPIRIT);
  1542. status_change_end(bl, SC_ADRENALINE2);
  1543. status_change_end(bl, SC_KAITE);
  1544. status_change_end(bl, SC_KAAHI);
  1545. status_change_end(bl, SC_ONEHAND);
  1546. status_change_end(bl, SC_ASPDPOTION2);
  1547. // New soul links confirmed to not dispell with this skill
  1548. // but thats likely a bug since soul links can't stack and
  1549. // soul cutter skill works on them. So ill add this here for now. [Rytech]
  1550. status_change_end(bl, SC_SOULGOLEM);
  1551. status_change_end(bl, SC_SOULSHADOW);
  1552. status_change_end(bl, SC_SOULFALCON);
  1553. status_change_end(bl, SC_SOULFAIRY);
  1554. }
  1555. break;
  1556. case TK_TURNKICK:
  1557. case MO_BALKYOUNG: //Note: attack_type is passed as BF_WEAPON for the actual target, BF_MISC for the splash-affected mobs.
  1558. if(attack_type&BF_MISC) //70% base stun chance...
  1559. sc_start(src,bl,SC_STUN,70,skill_lv,skill_get_time2(skill_id,skill_lv));
  1560. break;
  1561. case GS_BULLSEYE: //0.1% coma rate.
  1562. if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM)
  1563. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  1564. break;
  1565. case GS_PIERCINGSHOT:
  1566. sc_start2(src,bl,SC_BLEEDING,(skill_lv*3),skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  1567. break;
  1568. case NJ_HYOUSYOURAKU:
  1569. sc_start(src,bl,SC_FREEZE,(10+10*skill_lv),skill_lv,skill_get_time2(skill_id,skill_lv));
  1570. break;
  1571. case GS_FLING:
  1572. sc_start(src,bl,SC_FLING,100, sd?sd->spiritball_old:5,skill_get_time(skill_id,skill_lv));
  1573. break;
  1574. case GS_DISARM:
  1575. skill_strip_equip(src, bl, skill_id, skill_lv);
  1576. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  1577. break;
  1578. case NPC_EVILLAND:
  1579. sc_start(src,bl,SC_BLIND,5*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1580. break;
  1581. case NPC_HELLJUDGEMENT:
  1582. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1583. break;
  1584. case NPC_HELLJUDGEMENT2:
  1585. switch(rnd()%6) {
  1586. case 0:
  1587. sc_start(src,bl,SC_SLEEP,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1588. break;
  1589. case 1:
  1590. sc_start(src,bl,SC_CONFUSION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1591. break;
  1592. case 2:
  1593. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1594. break;
  1595. case 3:
  1596. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1597. break;
  1598. case 4:
  1599. sc_start(src,bl,SC_FEAR,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1600. break;
  1601. default:
  1602. sc_start(src,bl,SC_CURSE,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1603. break;
  1604. }
  1605. break;
  1606. case NPC_CRITICALWOUND:
  1607. case NPC_WIDECRITICALWOUND:
  1608. sc_start(src,bl,SC_CRITICALWOUND,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1609. break;
  1610. case NPC_FIRESTORM:
  1611. sc_start(src,bl,SC_BURNT,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1612. break;
  1613. case RK_DRAGONBREATH:
  1614. sc_start4(src,bl,SC_BURNING,15,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1615. break;
  1616. case RK_DRAGONBREATH_WATER:
  1617. sc_start(src,bl,SC_FREEZING,15,skill_lv,skill_get_time(skill_id,skill_lv));
  1618. break;
  1619. case NPC_DRAGONBREATH:
  1620. if (skill_lv > 5)
  1621. sc_start4(src,bl,SC_FREEZING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1622. else
  1623. sc_start4(src,bl,SC_BURNING,50,skill_lv,1000,src->id,0,skill_get_time(skill_id,skill_lv));
  1624. break;
  1625. case AB_ADORAMUS:
  1626. sc_start(src,bl, SC_ADORAMUS, skill_lv * 4 + (sd ? sd->status.job_level : 50) / 2, skill_lv, skill_get_time2(skill_id, skill_lv));
  1627. break;
  1628. case WL_COMET:
  1629. sc_start(src, bl, SC_MAGIC_POISON, 100, skill_lv, 20000);
  1630. break;
  1631. case NPC_COMET:
  1632. sc_start4(src,bl,SC_BURNING,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  1633. break;
  1634. case NPC_JACKFROST:
  1635. sc_start(src,bl,SC_FREEZE,200,skill_lv,skill_get_time(skill_id,skill_lv));
  1636. break;
  1637. case RA_WUGBITE: {
  1638. int wug_rate = (50 + 10 * skill_lv) + 2 * ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*2 : skill_get_max(RA_TOOTHOFWUG)) - (status_get_agi(bl) / 4);
  1639. if (wug_rate < 50)
  1640. wug_rate = 50;
  1641. sc_start(src,bl, SC_BITE, wug_rate, skill_lv, (skill_get_time(skill_id,skill_lv) + ((sd) ? pc_checkskill(sd,RA_TOOTHOFWUG)*500 : skill_get_max(RA_TOOTHOFWUG))) );
  1642. }
  1643. break;
  1644. case RA_SENSITIVEKEEN:
  1645. if( rnd()%100 < 8 * skill_lv )
  1646. skill_castend_damage_id(src, bl, RA_WUGBITE, ((sd) ? pc_checkskill(sd, RA_WUGBITE) : skill_get_max(RA_WUGBITE)), tick, SD_ANIMATION);
  1647. break;
  1648. case RA_FIRINGTRAP:
  1649. sc_start4(src, bl, SC_BURNING, 50 + skill_lv * 10, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1650. break;
  1651. case RA_ICEBOUNDTRAP:
  1652. sc_start(src, bl, SC_FREEZING, 50 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1653. break;
  1654. case NC_PILEBUNKER:
  1655. if( rnd()%100 < 25 + 15*skill_lv ) {
  1656. status_change_end(bl, SC_KYRIE);
  1657. status_change_end(bl, SC_ASSUMPTIO);
  1658. status_change_end(bl, SC_STEELBODY);
  1659. status_change_end(bl, SC_GT_CHANGE);
  1660. status_change_end(bl, SC_GT_REVITALIZE);
  1661. status_change_end(bl, SC_AUTOGUARD);
  1662. status_change_end(bl, SC_REFLECTDAMAGE);
  1663. status_change_end(bl, SC_DEFENDER);
  1664. status_change_end(bl, SC_PRESTIGE);
  1665. status_change_end(bl, SC_BANDING);
  1666. status_change_end(bl, SC_MILLENNIUMSHIELD);
  1667. }
  1668. break;
  1669. case NC_FLAMELAUNCHER:
  1670. sc_start(src, bl, SC_BURNING, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1671. break;
  1672. case NC_COLDSLOWER:
  1673. // Status chances are applied officially through a check
  1674. // The skill first trys to give the frozen status to targets that are hit
  1675. sc_start(src, bl, SC_FREEZE, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1676. if (!tsc->getSCE(SC_FREEZE)) // If it fails to give the frozen status, it will attempt to give the freezing status
  1677. sc_start(src, bl, SC_FREEZING, 20 + skill_lv * 10, skill_lv, skill_get_time2(skill_id, skill_lv));
  1678. break;
  1679. case NC_POWERSWING:
  1680. sc_start(src,bl, SC_STUN, 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1681. break;
  1682. case GC_WEAPONCRUSH:
  1683. skill_castend_nodamage_id(src,bl,skill_id,skill_lv,tick,BCT_ENEMY);
  1684. break;
  1685. case LG_PINPOINTATTACK: {
  1686. int rate = 30 + 5 * ((sd) ? pc_checkskill(sd,LG_PINPOINTATTACK) : skill_lv) + (status_get_agi(src) + status_get_lv(src)) / 10;
  1687. switch( skill_lv ) {
  1688. case 1:
  1689. sc_start2(src,bl,SC_BLEEDING,rate,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1690. break;
  1691. case 2:
  1692. skill_break_equip(src, bl, EQP_HELM, rate * 100, BCT_ENEMY);
  1693. break;
  1694. case 3:
  1695. skill_break_equip(src, bl, EQP_SHIELD, rate * 100, BCT_ENEMY);
  1696. break;
  1697. case 4:
  1698. skill_break_equip(src, bl, EQP_ARMOR, rate * 100, BCT_ENEMY);
  1699. break;
  1700. case 5:
  1701. skill_break_equip(src, bl, EQP_WEAPON, rate * 100, BCT_ENEMY);
  1702. break;
  1703. }
  1704. } break;
  1705. case LG_MOONSLASHER:
  1706. sc_start(src,src,SC_OVERBRANDREADY,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1707. break;
  1708. case LG_RAYOFGENESIS: // 50% chance to cause Blind on Undead and Demon monsters.
  1709. if ( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON )
  1710. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1711. break;
  1712. case NPC_RAYOFGENESIS:
  1713. if (skill_lv < 8)
  1714. sc_start(src,bl, SC_BLIND, 50, skill_lv, skill_get_time(skill_id,skill_lv));
  1715. else
  1716. sc_start(src,bl, SC_BLIND, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  1717. break;
  1718. case LG_HESPERUSLIT:
  1719. if( pc_checkskill(sd,LG_PINPOINTATTACK) > 0 && sc && sc->getSCE(SC_BANDING) && sc->getSCE(SC_BANDING)->val2 > 5 )
  1720. skill_castend_damage_id(src,bl,LG_PINPOINTATTACK, rnd_value<uint16>(1, pc_checkskill(sd,LG_PINPOINTATTACK)),tick,0);
  1721. break;
  1722. case SR_DRAGONCOMBO:
  1723. sc_start(src,bl, SC_STUN, 1 + skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1724. break;
  1725. case SR_WINDMILL:
  1726. if( dstsd )
  1727. skill_addtimerskill(src,tick+status_get_amotion(src),bl->id,0,0,skill_id,skill_lv,BF_WEAPON,0);
  1728. else if( dstmd )
  1729. sc_start(src,bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
  1730. break;
  1731. case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
  1732. sc_start(src,bl, SC_SILENCE, 5 * skill_lv + (status_get_dex(src) + status_get_lv(src)) / 10, skill_lv, skill_get_time(skill_id, skill_lv));
  1733. break;
  1734. case SR_EARTHSHAKER:
  1735. sc_start(src,bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1736. sc_start(src, bl, SC_EARTHSHAKER, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  1737. status_change_end(bl, SC_SV_ROOTTWIST);
  1738. break;
  1739. case SO_EARTHGRAVE:
  1740. sc_start2(src,bl, SC_BLEEDING, 5 * skill_lv, skill_lv, src->id, skill_get_time2(skill_id, skill_lv)); // Need official rate. [LimitLine]
  1741. break;
  1742. case SO_DIAMONDDUST: {
  1743. int rate = 5 + 5 * skill_lv;
  1744. if( sc && sc->getSCE(SC_COOLER_OPTION) )
  1745. rate += (sd ? sd->status.job_level / 5 : 0);
  1746. sc_start(src,bl, SC_CRYSTALIZE, rate, skill_lv, skill_get_time2(skill_id, skill_lv));
  1747. } break;
  1748. case SO_VARETYR_SPEAR:
  1749. sc_start(src,bl, SC_STUN, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1750. break;
  1751. case SO_POISON_BUSTER:
  1752. sc_start(src,bl, SC_POISON, 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1753. break;
  1754. case GN_SPORE_EXPLOSION:
  1755. sc_start(src, bl, SC_SPORE_EXPLOSION, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1756. break;
  1757. case GN_SLINGITEM_RANGEMELEEATK:
  1758. if( sd ) {
  1759. switch( sd->itemid ) { // Starting SCs here instead of do it in skill_additional_effect to simplify the code.
  1760. case ITEMID_COCONUT_BOMB:
  1761. sc_start(src,bl, SC_STUN, 5 + sd->status.job_level / 2, skill_lv, 1000 * sd->status.job_level / 3);
  1762. sc_start2(src,bl, SC_BLEEDING, 3 + sd->status.job_level / 2, skill_lv, src->id, 1000 * status_get_lv(src) / 4 + sd->status.job_level / 3);
  1763. break;
  1764. case ITEMID_MELON_BOMB:
  1765. sc_start4(src, bl, SC_MELON_BOMB, 100, skill_lv, 20 + sd->status.job_level, 10 + sd->status.job_level / 2, 0, 1000 * status_get_lv(src) / 4);
  1766. break;
  1767. case ITEMID_BANANA_BOMB:
  1768. {
  1769. uint16 duration = (battle_config.banana_bomb_duration ? battle_config.banana_bomb_duration : 1000 * sd->status.job_level / 4);
  1770. sc_start(src,bl, SC_BANANA_BOMB_SITDOWN, status_get_lv(src) + sd->status.job_level + sstatus->dex / 6 - status_get_lv(bl) - tstatus->agi / 4 - tstatus->luk / 5, skill_lv, duration);
  1771. sc_start(src,bl, SC_BANANA_BOMB, 100, skill_lv, 30000);
  1772. break;
  1773. }
  1774. }
  1775. sd->itemid = 0;
  1776. }
  1777. break;
  1778. case GN_HELLS_PLANT_ATK:
  1779. sc_start(src,bl, SC_STUN, 20 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1780. sc_start2(src,bl, SC_BLEEDING, 5 + 5 * skill_lv, skill_lv, src->id,skill_get_time(skill_id, skill_lv));
  1781. break;
  1782. case EL_WIND_SLASH: // Non confirmed rate.
  1783. sc_start2(src,bl, SC_BLEEDING, 25, skill_lv, src->id, skill_get_time(skill_id,skill_lv));
  1784. break;
  1785. case EL_STONE_HAMMER:
  1786. sc_start(src, bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1787. break;
  1788. case EL_ROCK_CRUSHER:
  1789. sc_start(src,bl, SC_ROCK_CRUSHER,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1790. break;
  1791. case EL_ROCK_CRUSHER_ATK:
  1792. sc_start(src,bl,SC_ROCK_CRUSHER_ATK,50,skill_lv,skill_get_time(EL_ROCK_CRUSHER,skill_lv));
  1793. break;
  1794. case EL_TYPOON_MIS:
  1795. sc_start(src,bl,SC_SILENCE,10*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  1796. break;
  1797. case KO_JYUMONJIKIRI:
  1798. sc_start(src,bl,SC_JYUMONJIKIRI,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1799. break;
  1800. case SP_SOULEXPLOSION:
  1801. case KO_SETSUDAN: // Remove soul link when hit.
  1802. status_change_end(bl, SC_SPIRIT);
  1803. status_change_end(bl, SC_SOULGOLEM);
  1804. status_change_end(bl, SC_SOULSHADOW);
  1805. status_change_end(bl, SC_SOULFALCON);
  1806. status_change_end(bl, SC_SOULFAIRY);
  1807. break;
  1808. case KO_MAKIBISHI:
  1809. sc_start(src,bl, SC_STUN, 10 * skill_lv, skill_lv, skill_get_time2(skill_id,skill_lv));
  1810. break;
  1811. case MH_EQC:
  1812. {
  1813. struct homun_data *hd = BL_CAST(BL_HOM, src);
  1814. if (hd) {
  1815. sc_start2(src, bl, SC_STUN, 100, skill_lv, bl->id, 1000 * hd->homunculus.level / 50 + 500 * skill_lv);
  1816. status_change_end(bl, SC_TINDER_BREAKER2);
  1817. }
  1818. }
  1819. break;
  1820. case MH_STAHL_HORN:
  1821. sc_start(src,bl, SC_STUN, 20 + 2 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1822. break;
  1823. case MH_NEEDLE_OF_PARALYZE:
  1824. sc_start(src,bl, SC_PARALYSIS, 30 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1825. break;
  1826. case MH_TOXIN_OF_MANDARA:
  1827. sc_start(src,bl, SC_TOXIN_OF_MANDARA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1828. break;
  1829. case MH_XENO_SLASHER:
  1830. sc_start4(src, bl, SC_BLEEDING, skill_lv, skill_lv, src->id, 0, 0, skill_get_time2(skill_id, skill_lv));
  1831. break;
  1832. case NPC_MAGMA_ERUPTION:
  1833. case NC_MAGMA_ERUPTION: // Stun effect from 'slam'
  1834. sc_start(src, bl, SC_STUN, 90, skill_lv, skill_get_time2(skill_id, skill_lv));
  1835. break;
  1836. case NC_MAGMA_ERUPTION_DOTDAMAGE: // Burning effect from 'eruption'
  1837. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id, skill_lv));
  1838. break;
  1839. case GN_ILLUSIONDOPING:
  1840. if( sc_start(src,bl,SC_ILLUSIONDOPING,100 - skill_lv * 10,skill_lv,skill_get_time(skill_id,skill_lv)) )
  1841. sc_start(src,bl,SC_HALLUCINATION,100,skill_lv,skill_get_time(skill_id,skill_lv));
  1842. break;
  1843. case RL_MASS_SPIRAL:
  1844. sc_start2(src,bl,SC_BLEEDING,30 + 10 * skill_lv,skill_lv,src->id,skill_get_time(skill_id,skill_lv));
  1845. break;
  1846. case RL_SLUGSHOT:
  1847. sc_start(src,bl,SC_STUN,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  1848. break;
  1849. case RL_BANISHING_BUSTER: {
  1850. if (!tsc || !tsc->count)
  1851. break;
  1852. if (status_isimmune(bl))
  1853. break;
  1854. if ((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER) || rnd()%100 >= 50 + 5 * skill_lv) {
  1855. if (sd)
  1856. clif_skill_fail( *sd, skill_id );
  1857. break;
  1858. }
  1859. uint16 n = skill_lv;
  1860. for (const auto &it : status_db) {
  1861. sc_type status = static_cast<sc_type>(it.first);
  1862. if (n <= 0)
  1863. break;
  1864. if (!tsc->getSCE(status))
  1865. continue;
  1866. if (it.second->flag[SCF_NOBANISHINGBUSTER])
  1867. continue;
  1868. switch (status) {
  1869. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  1870. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  1871. case SC_FORTUNE: case SC_SERVICE4U:
  1872. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  1873. continue; //If in song area don't end it, even if config enabled
  1874. break;
  1875. case SC_ASSUMPTIO:
  1876. if( bl->type == BL_MOB )
  1877. continue;
  1878. break;
  1879. }
  1880. if( status == SC_BERSERK || status == SC_SATURDAYNIGHTFEVER )
  1881. tsc->getSCE(status)->val2 = 0;
  1882. status_change_end(bl,status);
  1883. n--;
  1884. }
  1885. //Remove bonus_script by Banishing Buster
  1886. if (dstsd)
  1887. pc_bonus_script_clear(dstsd,BSF_REM_ON_BANISHING_BUSTER);
  1888. }
  1889. break;
  1890. case RL_S_STORM:
  1891. //kRO update 2014-02-12. Break a headgear by minimum chance 5%/10%/15%/20%/25%
  1892. skill_break_equip(src, bl, EQP_HEAD_TOP, max(skill_lv * 500, (sstatus->dex * skill_lv * 10) - (tstatus->agi * 20)), BCT_ENEMY); //! TODO: Figure out break chance formula
  1893. break;
  1894. case RL_AM_BLAST:
  1895. sc_start(src,bl,SC_ANTI_M_BLAST,20 + 10 * skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  1896. break;
  1897. case SU_SCRATCH:
  1898. sc_start2(src, bl, SC_BLEEDING, skill_lv * 10 + 70, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  1899. break;
  1900. case SU_SV_STEMSPEAR:
  1901. sc_start2(src, bl, SC_BLEEDING, 10, skill_lv, src->id, skill_get_time2(skill_id, skill_lv));
  1902. break;
  1903. case SU_CN_METEOR2:
  1904. sc_start(src, bl, SC_CURSE, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1905. break;
  1906. case SU_SCAROFTAROU:
  1907. sc_start(src, bl, SC_STUN, 10, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the chance/time?
  1908. break;
  1909. case SU_LUNATICCARROTBEAT2:
  1910. sc_start(src, bl, SC_STUN, 20, skill_lv, skill_get_time2(skill_id, skill_lv));
  1911. break;
  1912. case SJ_FULLMOONKICK:
  1913. sc_start(src, bl, SC_BLIND, 15 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1914. break;
  1915. case SJ_STAREMPEROR:
  1916. sc_start(src, bl, SC_SILENCE, 50 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1917. break;
  1918. case SP_CURSEEXPLOSION:
  1919. status_change_end(bl, SC_SOULCURSE);
  1920. break;
  1921. case SP_SHA:
  1922. sc_start(src, bl, SC_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1923. break;
  1924. case DK_SERVANT_W_PHANTOM:
  1925. sc_start(src, bl, SC_HANDICAPSTATE_DEEPBLIND, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1926. break;
  1927. case AG_DESTRUCTIVE_HURRICANE:// Targets hit are dealt a additional hit through Climax.
  1928. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 1)
  1929. skill_castend_damage_id(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  1930. break;
  1931. case AG_CRYSTAL_IMPACT:// Targets hit are dealt aftershock damage.
  1932. skill_castend_damage_id(src, bl, AG_CRYSTAL_IMPACT_ATK, skill_lv, tick, SD_LEVEL);
  1933. break;
  1934. case IQ_OLEUM_SANCTUM:
  1935. sc_start(src, bl, SC_HOLY_OIL, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1936. break;
  1937. case IQ_FIRST_BRAND:
  1938. sc_start(src, bl, SC_FIRST_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1939. break;
  1940. case IQ_SECOND_FLAME:
  1941. case IQ_SECOND_FAITH:
  1942. case IQ_SECOND_JUDGEMENT:
  1943. sc_start(src, bl, SC_SECOND_BRAND, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  1944. break;
  1945. case IQ_THIRD_PUNISH:
  1946. case IQ_THIRD_FLAME_BOMB:
  1947. case IQ_THIRD_CONSECRATION:
  1948. status_change_end(bl, SC_SECOND_BRAND);
  1949. break;
  1950. case CD_ARBITRIUM:// Target is Deep Silenced by chance and is then dealt a 2nd splash hit.
  1951. sc_start(src, bl, SC_HANDICAPSTATE_DEEPSILENCE, 20 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1952. skill_castend_damage_id(src, bl, CD_ARBITRIUM_ATK, skill_lv, tick, SD_LEVEL);
  1953. break;
  1954. case SHC_FATAL_SHADOW_CROW:
  1955. sc_start( src, bl, SC_DARKCROW, 100, max( 1, pc_checkskill( sd, GC_DARKCROW ) ), skill_get_time( skill_id, skill_lv ) );
  1956. break;
  1957. case ABC_UNLUCKY_RUSH:
  1958. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  1959. break;
  1960. case TR_ROSEBLOSSOM:// Rose blossom seed can only bloom if the target is hit.
  1961. sc_start4(src, bl, SC_ROSEBLOSSOM, 100, skill_lv, TR_ROSEBLOSSOM_ATK, src->id, 0, skill_get_time(skill_id, skill_lv));
  1962. [[fallthrough]];
  1963. case WM_METALICSOUND:
  1964. case WM_REVERBERATION:
  1965. status_change_end(bl, SC_SOUNDBLEND);
  1966. break;
  1967. case EM_DIAMOND_STORM:
  1968. sc_start(src, bl, SC_HANDICAPSTATE_FROSTBITE, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1969. break;
  1970. case EM_LIGHTNING_LAND:
  1971. sc_start(src, bl, SC_HANDICAPSTATE_LIGHTNINGSTRIKE, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1972. break;
  1973. case EM_VENOM_SWAMP:
  1974. sc_start(src, bl, SC_HANDICAPSTATE_DEADLYPOISON, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1975. break;
  1976. case EM_CONFLAGRATION:
  1977. sc_start(src, bl, SC_HANDICAPSTATE_CONFLAGRATION, 3, skill_lv, skill_get_time2(skill_id, skill_lv));
  1978. break;
  1979. case EM_TERRA_DRIVE:
  1980. sc_start(src, bl, SC_HANDICAPSTATE_CRYSTALLIZATION, 5, skill_lv, skill_get_time2(skill_id, skill_lv));
  1981. break;
  1982. case MT_RUSH_QUAKE:
  1983. sc_start( src, bl, SC_RUSH_QUAKE1, 100, skill_lv, skill_get_time( skill_id, skill_lv ) );
  1984. break;
  1985. case HN_SHIELD_CHAIN_RUSH:
  1986. case HN_JACK_FROST_NOVA:
  1987. case HN_GROUND_GRAVITATION:
  1988. sc_start(src, bl, skill_get_sc(skill_id), 100, 0, skill_get_time2(skill_id, skill_lv));
  1989. break;
  1990. } //end switch skill_id
  1991. if (md && battle_config.summons_trigger_autospells && md->master_id && md->special_state.ai && md->special_state.ai != AI_ABR && md->special_state.ai != AI_BIONIC)
  1992. { //Pass heritage to Master for status causing effects. [Skotlex]
  1993. sd = map_id2sd(md->master_id);
  1994. src = sd?&sd->bl:src;
  1995. }
  1996. if( attack_type&BF_WEAPON )
  1997. { // Breaking Equipment
  1998. if( sd && battle_config.equip_self_break_rate )
  1999. { // Self weapon breaking
  2000. int rate = battle_config.equip_natural_break_rate;
  2001. #ifndef RENEWAL
  2002. if( sc )
  2003. {
  2004. if(sc->getSCE(SC_OVERTHRUST))
  2005. rate += 10;
  2006. if(sc->getSCE(SC_MAXOVERTHRUST))
  2007. rate += 10;
  2008. }
  2009. #endif
  2010. if( rate )
  2011. skill_break_equip(src,src, EQP_WEAPON, rate, BCT_SELF);
  2012. }
  2013. if( battle_config.equip_skill_break_rate && skill_id != WS_CARTTERMINATION && skill_id != ITM_TOMAHAWK )
  2014. { // Cart Termination/Tomahawk won't trigger breaking data. Why? No idea, go ask Gravity.
  2015. // Target weapon breaking
  2016. int rate = 0;
  2017. if( sd )
  2018. rate += sd->bonus.break_weapon_rate;
  2019. if (sc) {
  2020. if (sc->getSCE(SC_MELTDOWN))
  2021. rate += sc->getSCE(SC_MELTDOWN)->val2;
  2022. if (sc->getSCE(SC_WEAPONBREAKER))
  2023. rate += sc->getSCE(SC_WEAPONBREAKER)->val2;
  2024. }
  2025. if( rate )
  2026. skill_break_equip(src,bl, EQP_WEAPON, rate, BCT_ENEMY);
  2027. // Target armor breaking
  2028. rate = 0;
  2029. if( sd )
  2030. rate += sd->bonus.break_armor_rate;
  2031. if( sc && sc->getSCE(SC_MELTDOWN) )
  2032. rate += sc->getSCE(SC_MELTDOWN)->val3;
  2033. if( rate )
  2034. skill_break_equip(src,bl, EQP_ARMOR, rate, BCT_ENEMY);
  2035. }
  2036. if (sd && !skill_id && bl->type == BL_PC) { // This effect does not work with skills.
  2037. if (sd->def_set_race[tstatus->race].rate)
  2038. status_change_start(src,bl, SC_DEFSET, sd->def_set_race[tstatus->race].rate, sd->def_set_race[tstatus->race].value,
  2039. 0, 0, 0, sd->def_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2040. if (sd->mdef_set_race[tstatus->race].rate)
  2041. status_change_start(src,bl, SC_MDEFSET, sd->mdef_set_race[tstatus->race].rate, sd->mdef_set_race[tstatus->race].value,
  2042. 0, 0, 0, sd->mdef_set_race[tstatus->race].tick, SCSTART_NOTICKDEF);
  2043. if (sd->norecover_state_race[tstatus->race].rate)
  2044. status_change_start(src, bl, SC_NORECOVER_STATE, sd->norecover_state_race[tstatus->race].rate,
  2045. 0, 0, 0, 0, sd->norecover_state_race[tstatus->race].tick, SCSTART_NONE);
  2046. }
  2047. }
  2048. if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ) {
  2049. struct unit_data *ud = unit_bl2ud(src);
  2050. int skill;
  2051. if( sc->getSCE(SC_WILD_STORM_OPTION) )
  2052. skill = sc->getSCE(SC_WILD_STORM_OPTION)->val2;
  2053. else if( sc->getSCE(SC_UPHEAVAL_OPTION) )
  2054. skill = sc->getSCE(SC_UPHEAVAL_OPTION)->val3;
  2055. else if( sc->getSCE(SC_TROPIC_OPTION) )
  2056. skill = sc->getSCE(SC_TROPIC_OPTION)->val3;
  2057. else if( sc->getSCE(SC_CHILLY_AIR_OPTION) )
  2058. skill = sc->getSCE(SC_CHILLY_AIR_OPTION)->val3;
  2059. else
  2060. skill = 0;
  2061. if ( rnd()%100 < 25 && skill ){
  2062. skill_castend_damage_id(src, bl, skill, 5, tick, 0);
  2063. if (ud) {
  2064. int delay = skill_delayfix(src, skill, skill_lv);
  2065. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2066. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2067. if ( battle_config.display_status_timers )
  2068. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2069. }
  2070. }
  2071. }
  2072. }
  2073. // Autospell when attacking
  2074. if( sd && !status_isdead(bl) && !sd->autospell.empty() )
  2075. {
  2076. for (const auto &it : sd->autospell) {
  2077. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2078. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2079. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2080. continue; // one or more trigger conditions were not fulfilled
  2081. int skill = it.id;
  2082. sd->state.autocast = 1;
  2083. if ( skill_isNotOk(skill, *sd) ) {
  2084. sd->state.autocast = 0;
  2085. continue;
  2086. }
  2087. sd->state.autocast = 0;
  2088. uint16 autospl_skill_lv = it.lv ? it.lv : 1;
  2089. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2090. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2091. int rate = (!sd->state.arrow_atk) ? it.rate : it.rate / 2;
  2092. if (rnd()%1000 >= rate)
  2093. continue;
  2094. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? bl : src;
  2095. e_cast_type type = skill_get_casttype(skill);
  2096. if (type == CAST_GROUND) {
  2097. if (!skill_pos_maxcount_check(src, tbl->x, tbl->y, skill, autospl_skill_lv, BL_PC, false))
  2098. continue;
  2099. }
  2100. if (battle_config.autospell_check_range &&
  2101. !battle_check_range(bl, tbl, skill_get_range2(src, skill, autospl_skill_lv, true)))
  2102. continue;
  2103. if (skill == PF_SPIDERWEB) //Special case, due to its nature of coding.
  2104. type = CAST_GROUND;
  2105. #ifndef RENEWAL
  2106. else if (skill == AS_SONICBLOW)
  2107. pc_stop_attack(sd); //Special case, Sonic Blow autospell should stop the player attacking.
  2108. #endif
  2109. sd->state.autocast = 1;
  2110. skill_consume_requirement(sd,skill,autospl_skill_lv,1);
  2111. #ifndef RENEWAL
  2112. skill_toggle_magicpower(src, skill);
  2113. #endif
  2114. switch (type) {
  2115. case CAST_GROUND:
  2116. skill_castend_pos2(src, tbl->x, tbl->y, skill, autospl_skill_lv, tick, 0);
  2117. break;
  2118. case CAST_NODAMAGE:
  2119. skill_castend_nodamage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2120. break;
  2121. case CAST_DAMAGE:
  2122. skill_castend_damage_id(src, tbl, skill, autospl_skill_lv, tick, 0);
  2123. break;
  2124. }
  2125. sd->state.autocast = 0;
  2126. //Set canact delay. [Skotlex]
  2127. unit_data *ud = unit_bl2ud(src);
  2128. if (ud) {
  2129. int delay = skill_delayfix(src, skill, autospl_skill_lv);
  2130. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2131. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2132. if ( battle_config.display_status_timers && sd )
  2133. clif_status_change(src, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2134. }
  2135. }
  2136. }
  2137. }
  2138. // Check for player and pet autobonuses when attacking
  2139. if (sd != nullptr) {
  2140. // Player
  2141. if (!sd->autobonus.empty()) {
  2142. for (auto &it : sd->autobonus) {
  2143. if (it == nullptr)
  2144. continue;
  2145. if (rnd_value(0, 1000) >= it->rate)
  2146. continue;
  2147. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2148. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2149. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2150. continue; // one or more trigger conditions were not fulfilled
  2151. pc_exeautobonus(*sd, &sd->autobonus, it);
  2152. }
  2153. }
  2154. // Pet
  2155. if (sd->pd != nullptr && !sd->pd->autobonus.empty()) {
  2156. for (auto &it : sd->pd->autobonus) {
  2157. if (it == nullptr)
  2158. continue;
  2159. if (rnd_value(0, 1000) >= it->rate)
  2160. continue;
  2161. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2162. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2163. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2164. continue; // one or more trigger conditions were not fulfilled
  2165. pet_exeautobonus(*sd, &sd->pd->autobonus, it);
  2166. }
  2167. }
  2168. }
  2169. //Polymorph
  2170. if(sd && sd->bonus.classchange && attack_type&BF_WEAPON &&
  2171. dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) &&
  2172. (rnd()%10000 < sd->bonus.classchange))
  2173. {
  2174. int class_ = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, RMF_DB_RATE, 0);
  2175. if (class_ != 0 && mobdb_checkid(class_))
  2176. mob_class_change(dstmd,class_);
  2177. }
  2178. if (sd && sc) {
  2179. struct status_change_entry *sce;
  2180. if ((sce = sc->getSCE(SC_2011RWC_SCROLL)) && rnd() % 1000 <= 10)
  2181. skill_castend_nodamage_id(src, src, AC_CONCENTRATION, max(3, pc_checkskill(sd,AC_CONCENTRATION)), tick, 0);
  2182. }
  2183. return 0;
  2184. }
  2185. int skill_onskillusage(map_session_data *sd, struct block_list *bl, uint16 skill_id, t_tick tick) {
  2186. if( sd == nullptr || !skill_id )
  2187. return 0;
  2188. for (auto &it : sd->autospell3) {
  2189. if (it.trigger_skill != skill_id)
  2190. continue;
  2191. if (it.lock)
  2192. continue; // autospell already being executed
  2193. uint16 skill = it.id;
  2194. sd->state.autocast = 1; //set this to bypass sd->canskill_tick check
  2195. if( skill_isNotOk(skill, *sd) ) {
  2196. sd->state.autocast = 0;
  2197. continue;
  2198. }
  2199. sd->state.autocast = 0;
  2200. // DANGER DANGER: here force target actually means use yourself as target!
  2201. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? &sd->bl : bl;
  2202. if( tbl == nullptr ){
  2203. continue; // No target
  2204. }
  2205. if( rnd()%1000 >= it.rate )
  2206. continue;
  2207. uint16 skill_lv = it.lv ? it.lv : 1;
  2208. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2209. skill_lv = rnd_value<uint16>( 1, skill_lv ); //random skill_lv
  2210. e_cast_type type = skill_get_casttype(skill);
  2211. if (type == CAST_GROUND && !skill_pos_maxcount_check(&sd->bl, tbl->x, tbl->y, skill_id, skill_lv, BL_PC, false))
  2212. continue;
  2213. if (battle_config.autospell_check_range &&
  2214. !battle_check_range(bl, tbl, skill_get_range2(&sd->bl, skill, skill_lv, true)))
  2215. continue;
  2216. sd->state.autocast = 1;
  2217. it.lock = true;
  2218. skill_consume_requirement(sd,skill,skill_lv,1);
  2219. switch( type ) {
  2220. case CAST_GROUND:
  2221. skill_castend_pos2(&sd->bl, tbl->x, tbl->y, skill, skill_lv, tick, 0);
  2222. break;
  2223. case CAST_NODAMAGE:
  2224. skill_castend_nodamage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2225. break;
  2226. case CAST_DAMAGE:
  2227. skill_castend_damage_id(&sd->bl, tbl, skill, skill_lv, tick, 0);
  2228. break;
  2229. }
  2230. it.lock = false;
  2231. sd->state.autocast = 0;
  2232. }
  2233. // Check for player and pet autobonuses when being attacked by skill_id
  2234. if (sd != nullptr) {
  2235. // Player
  2236. if (!sd->autobonus3.empty()) {
  2237. for (auto &it : sd->autobonus3) {
  2238. if (it == nullptr)
  2239. continue;
  2240. if (rnd_value(0, 1000) >= it->rate)
  2241. continue;
  2242. if (it->atk_type != skill_id)
  2243. continue;
  2244. pc_exeautobonus(*sd, &sd->autobonus3, it);
  2245. }
  2246. }
  2247. // Pet
  2248. if (sd->pd != nullptr && !sd->pd->autobonus3.empty()) {
  2249. for (auto &it : sd->pd->autobonus3) {
  2250. if (it == nullptr)
  2251. continue;
  2252. if (rnd_value(0, 1000) >= it->rate)
  2253. continue;
  2254. if (it->atk_type != skill_id)
  2255. continue;
  2256. pet_exeautobonus(*sd, &sd->pd->autobonus3, it);
  2257. }
  2258. }
  2259. }
  2260. return 1;
  2261. }
  2262. /* Splitted off from skill_additional_effect, which is never called when the
  2263. * attack skill kills the enemy. Place in this function counter status effects
  2264. * when using skills (eg: Asura's sp regen penalty, or counter-status effects
  2265. * from cards) that will take effect on the source, not the target. [Skotlex]
  2266. * Note: Currently this function only applies to Extremity Fist and BF_WEAPON
  2267. * type of skills, so not every instance of skill_additional_effect needs a call
  2268. * to this one.
  2269. */
  2270. int skill_counter_additional_effect (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int attack_type, t_tick tick)
  2271. {
  2272. int rate;
  2273. map_session_data *sd=nullptr;
  2274. map_session_data *dstsd=nullptr;
  2275. nullpo_ret(src);
  2276. nullpo_ret(bl);
  2277. if(skill_id > 0 && !skill_lv) return 0; // don't forget auto attacks! - celest
  2278. sd = BL_CAST(BL_PC, src);
  2279. dstsd = BL_CAST(BL_PC, bl);
  2280. if(dstsd && attack_type & BF_WEAPONMASK) { //Counter effects.
  2281. for (const auto &it : dstsd->addeff_atked) {
  2282. rate = it.rate;
  2283. if (attack_type&BF_LONG)
  2284. rate += it.arrow_rate;
  2285. if (rate == 0)
  2286. continue;
  2287. if ((it.flag&(ATF_WEAPON|ATF_MAGIC|ATF_MISC)) != (ATF_WEAPON|ATF_MAGIC|ATF_MISC)) {
  2288. // Trigger has attack type consideration.
  2289. if ((it.flag&ATF_WEAPON && attack_type&BF_WEAPON) ||
  2290. (it.flag&ATF_MAGIC && attack_type&BF_MAGIC) ||
  2291. (it.flag&ATF_MISC && attack_type&BF_MISC))
  2292. ;
  2293. else
  2294. continue;
  2295. }
  2296. if ((it.flag&(ATF_LONG|ATF_SHORT)) != (ATF_LONG|ATF_SHORT)) { //Trigger has range consideration.
  2297. if((it.flag&ATF_LONG && !(attack_type&BF_LONG)) ||
  2298. (it.flag&ATF_SHORT && !(attack_type&BF_SHORT)))
  2299. continue; //Range Failed.
  2300. }
  2301. if (it.flag&ATF_TARGET && src != bl)
  2302. status_change_start(src, src, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2303. if (it.flag&ATF_SELF && !status_isdead(bl))
  2304. status_change_start(src, bl, it.sc, rate, 7, 0, 0, 0, it.duration, SCSTART_NONE, 100);
  2305. }
  2306. }
  2307. switch(skill_id) {
  2308. case MO_EXTREMITYFIST:
  2309. sc_start(src,src,SC_EXTREMITYFIST,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  2310. break;
  2311. case GS_FULLBUSTER:
  2312. sc_start(src,src,SC_BLIND,2*skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv));
  2313. break;
  2314. case HFLI_SBR44: //[orn]
  2315. if(src->type == BL_HOM){
  2316. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  2317. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  2318. clif_send_homdata( hd, SP_INTIMATE );
  2319. }
  2320. break;
  2321. case CR_GRANDCROSS:
  2322. if (src == bl) {
  2323. // Grand Cross on self specifically only triggers "When hit by physical attack" autospells and ignores everything else
  2324. attack_type |= BF_WEAPON;
  2325. attack_type &= ~BF_MAGIC;
  2326. }
  2327. break;
  2328. case LG_HESPERUSLIT:
  2329. {
  2330. status_change *sc = status_get_sc(src);
  2331. if( sc && sc->getSCE(SC_FORCEOFVANGUARD)) {
  2332. for(int i = 0; i < sc->getSCE(SC_FORCEOFVANGUARD)->val3; i++ )
  2333. pc_addspiritball(sd, skill_get_time(LG_FORCEOFVANGUARD,1),sc->getSCE(SC_FORCEOFVANGUARD)->val3);
  2334. }
  2335. }
  2336. break;
  2337. case SP_SPA:
  2338. sc_start(src, src, SC_USE_SKILL_SP_SPA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2339. break;
  2340. case SP_SHA:
  2341. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  2342. break;
  2343. case SP_SWHOO:
  2344. sc_start(src, src, SC_USE_SKILL_SP_SHA, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  2345. break;
  2346. }
  2347. if(sd && (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  2348. map_getmapflag(sd->bl.m, MF_NOSUNMOONSTARMIRACLE) == 0) //SG_MIRACLE [Komurka]
  2349. status_change_start(src,src,SC_MIRACLE,battle_config.sg_miracle_skill_ratio,1,0,0,0,battle_config.sg_miracle_skill_duration,SCSTART_NONE);
  2350. if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
  2351. !(skill_get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
  2352. (rate=pc_checkskill(sd,HW_SOULDRAIN))>0
  2353. ){ //Soul Drain should only work on targetted spells [Skotlex]
  2354. if (pc_issit(sd)) pc_setstand(sd, true); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
  2355. clif_skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
  2356. status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
  2357. }
  2358. if( sd && status_isdead(bl) ) {
  2359. int sp = 0, hp = 0;
  2360. if( (attack_type&(BF_WEAPON|BF_SHORT)) == (BF_WEAPON|BF_SHORT) ) {
  2361. sp += sd->bonus.sp_gain_value;
  2362. sp += sd->indexed_bonus.sp_gain_race[status_get_race(bl)] + sd->indexed_bonus.sp_gain_race[RC_ALL];
  2363. hp += sd->bonus.hp_gain_value;
  2364. }
  2365. if( (attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG) ) {
  2366. sp += sd->bonus.long_sp_gain_value;
  2367. hp += sd->bonus.long_hp_gain_value;
  2368. }
  2369. if( attack_type&BF_MAGIC ) {
  2370. sp += sd->bonus.magic_sp_gain_value;
  2371. hp += sd->bonus.magic_hp_gain_value;
  2372. if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
  2373. status_change *sc = nullptr;
  2374. if( ( sc = status_get_sc(src) ) ) {
  2375. if(sc->getSCE(SC_SPIRIT) &&
  2376. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  2377. sc->getSCE(SC_SPIRIT)->val3 == WZ_WATERBALL)
  2378. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  2379. }
  2380. }
  2381. }
  2382. if( hp || sp ) { // updated to force healing to allow healing through berserk
  2383. status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
  2384. }
  2385. }
  2386. if (dstsd && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2387. status_change *sc = status_get_sc(bl);
  2388. if (sc && sc->getSCE(SC_DORAM_SVSP) && attack_type&(BF_MAGIC|BF_LONG))
  2389. skill_castend_damage_id(bl, src, SU_SV_STEMSPEAR, (pc_checkskill(dstsd, SU_SV_STEMSPEAR) ? pc_checkskill(dstsd, SU_SV_STEMSPEAR) : 1), tick, 0);
  2390. }
  2391. // Trigger counter-spells to retaliate against damage causing skills.
  2392. if(dstsd && !status_isdead(bl) && !dstsd->autospell2.empty() &&
  2393. !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE)))
  2394. {
  2395. for (const auto &it : dstsd->autospell2) {
  2396. if (!(((it.battle_flag)&attack_type)&BF_WEAPONMASK &&
  2397. ((it.battle_flag)&attack_type)&BF_RANGEMASK &&
  2398. ((it.battle_flag)&attack_type)&BF_SKILLMASK))
  2399. continue; // one or more trigger conditions were not fulfilled
  2400. uint16 autospl_skill_id = it.id, autospl_skill_lv = it.lv ? it.lv : 1;
  2401. if (it.flag & AUTOSPELL_FORCE_RANDOM_LEVEL)
  2402. autospl_skill_lv = rnd_value<uint16>( 1, autospl_skill_lv );
  2403. int autospl_rate = it.rate;
  2404. //Physical range attacks only trigger autospells half of the time
  2405. if ((attack_type&(BF_WEAPON|BF_LONG)) == (BF_WEAPON|BF_LONG))
  2406. autospl_rate /= 2;
  2407. dstsd->state.autocast = 1;
  2408. if ( skill_isNotOk(autospl_skill_id, *dstsd) ) {
  2409. dstsd->state.autocast = 0;
  2410. continue;
  2411. }
  2412. dstsd->state.autocast = 0;
  2413. if (rnd()%1000 >= autospl_rate)
  2414. continue;
  2415. block_list *tbl = (it.flag & AUTOSPELL_FORCE_TARGET) ? src : bl;
  2416. e_cast_type type = skill_get_casttype(autospl_skill_id);
  2417. if (type == CAST_GROUND && !skill_pos_maxcount_check(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, BL_PC, false))
  2418. continue;
  2419. if (!battle_check_range(bl, tbl, skill_get_range2(src, autospl_skill_id, autospl_skill_lv, true)) && battle_config.autospell_check_range)
  2420. continue;
  2421. dstsd->state.autocast = 1;
  2422. skill_consume_requirement(dstsd,autospl_skill_id,autospl_skill_lv,1);
  2423. switch (type) {
  2424. case CAST_GROUND:
  2425. skill_castend_pos2(bl, tbl->x, tbl->y, autospl_skill_id, autospl_skill_lv, tick, 0);
  2426. break;
  2427. case CAST_NODAMAGE:
  2428. skill_castend_nodamage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2429. break;
  2430. case CAST_DAMAGE:
  2431. skill_castend_damage_id(bl, tbl, autospl_skill_id, autospl_skill_lv, tick, 0);
  2432. break;
  2433. }
  2434. dstsd->state.autocast = 0;
  2435. //Set canact delay. [Skotlex]
  2436. unit_data *ud = unit_bl2ud(bl);
  2437. if (ud) {
  2438. int delay = skill_delayfix(bl, autospl_skill_id, autospl_skill_lv);
  2439. if (DIFF_TICK(ud->canact_tick, tick + delay) < 0){
  2440. ud->canact_tick = i64max(tick + delay, ud->canact_tick);
  2441. if ( battle_config.display_status_timers && dstsd )
  2442. clif_status_change(bl, EFST_POSTDELAY, 1, delay, 0, 0, 0);
  2443. }
  2444. }
  2445. }
  2446. }
  2447. // Check for player and pet autobonuses when attacked
  2448. if (dstsd != nullptr && !status_isdead(bl) && !(skill_id && skill_get_nk(skill_id, NK_NODAMAGE))) {
  2449. // Player
  2450. if (!dstsd->autobonus2.empty()) {
  2451. for (auto &it : dstsd->autobonus2) {
  2452. if (it == nullptr)
  2453. continue;
  2454. if (rnd_value(0, 1000) >= it->rate)
  2455. continue;
  2456. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2457. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2458. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2459. continue; // one or more trigger conditions were not fulfilled
  2460. pc_exeautobonus(*dstsd, &dstsd->autobonus2, it);
  2461. }
  2462. }
  2463. // Pet
  2464. if (dstsd->pd != nullptr && !dstsd->pd->autobonus2.empty()) {
  2465. for (auto &it : dstsd->pd->autobonus2) {
  2466. if (it == nullptr)
  2467. continue;
  2468. if (rnd_value(0, 1000) >= it->rate)
  2469. continue;
  2470. if (!(((it->atk_type) & attack_type) & BF_WEAPONMASK &&
  2471. ((it->atk_type) & attack_type) & BF_RANGEMASK &&
  2472. ((it->atk_type) & attack_type) & BF_SKILLMASK))
  2473. continue; // one or more trigger conditions were not fulfilled
  2474. pet_exeautobonus(*dstsd, &dstsd->pd->autobonus2, it);
  2475. }
  2476. }
  2477. }
  2478. return 0;
  2479. }
  2480. /*=========================================================================
  2481. Breaks equipment. On-non players causes the corresponding strip effect.
  2482. - rate goes from 0 to 10000 (100.00%)
  2483. - flag is a BCT_ flag to indicate which type of adjustment should be used
  2484. (BCT_ENEMY/BCT_PARTY/BCT_SELF) are the valid values.
  2485. --------------------------------------------------------------------------*/
  2486. int skill_break_equip(struct block_list *src, struct block_list *bl, unsigned short where, int rate, int flag)
  2487. {
  2488. status_change *src_sc = status_get_sc(src);
  2489. // Grant player skills/items the ability to "break" non-player equipment.
  2490. // WS_MELTDOWN is exempt from this check.
  2491. if (!battle_config.break_mob_equip && bl->type != BL_PC && !(src_sc && src_sc->getSCE(SC_MELTDOWN)))
  2492. return 0;
  2493. const int where_list[6] = { EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2494. const enum sc_type scatk[6] = { SC_STRIPWEAPON, SC_STRIPARMOR, SC_STRIPSHIELD, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2495. const enum sc_type scdef[6] = { SC_CP_WEAPON, SC_CP_ARMOR, SC_CP_SHIELD, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2496. status_change *sc = status_get_sc(bl);
  2497. int i;
  2498. TBL_PC *sd;
  2499. sd = BL_CAST(BL_PC, bl);
  2500. if (sc && !sc->count)
  2501. sc = nullptr;
  2502. if (sd) {
  2503. if (sd->bonus.unbreakable_equip)
  2504. where &= ~sd->bonus.unbreakable_equip;
  2505. if (sd->bonus.unbreakable)
  2506. rate -= rate*sd->bonus.unbreakable/100;
  2507. if (where&EQP_WEAPON) {
  2508. switch (sd->status.weapon) {
  2509. case W_FIST: //Bare fists should not break :P
  2510. case W_1HAXE:
  2511. case W_2HAXE:
  2512. case W_MACE: // Axes and Maces can't be broken [DracoRPG]
  2513. case W_2HMACE:
  2514. case W_STAFF:
  2515. case W_2HSTAFF:
  2516. case W_BOOK: //Rods and Books can't be broken [Skotlex]
  2517. case W_HUUMA:
  2518. case W_DOUBLE_AA: // Axe usage during dual wield should also prevent breaking [Neutral]
  2519. case W_DOUBLE_DA:
  2520. case W_DOUBLE_SA:
  2521. where &= ~EQP_WEAPON;
  2522. }
  2523. }
  2524. }
  2525. if (flag&BCT_ENEMY) {
  2526. if (battle_config.equip_skill_break_rate != 100)
  2527. rate = rate*battle_config.equip_skill_break_rate/100;
  2528. } else if (flag&(BCT_PARTY|BCT_SELF)) {
  2529. if (battle_config.equip_self_break_rate != 100)
  2530. rate = rate*battle_config.equip_self_break_rate/100;
  2531. }
  2532. for (i = 0; i < 6; i++) {
  2533. if (where&where_list[i]) {
  2534. if (sc && sc->count && sc->getSCE(scdef[i]))
  2535. where&=~where_list[i];
  2536. else if (rnd()%10000 >= rate)
  2537. where&=~where_list[i];
  2538. else if (!sd) //Cause Strip effect.
  2539. sc_start(src,bl,scatk[i],100,0,skill_get_time(status_db.getSkill(scatk[i]),1));
  2540. }
  2541. }
  2542. if (!where) //Nothing to break.
  2543. return 0;
  2544. if (sd) {
  2545. for (i = 0; i < EQI_MAX; i++) {
  2546. short j = sd->equip_index[i];
  2547. if (j < 0 || sd->inventory.u.items_inventory[j].attribute == 1 || !sd->inventory_data[j])
  2548. continue;
  2549. switch(i) {
  2550. case EQI_HEAD_TOP: //Upper Head
  2551. flag = (where&EQP_HELM);
  2552. break;
  2553. case EQI_ARMOR: //Body
  2554. flag = (where&EQP_ARMOR);
  2555. break;
  2556. case EQI_HAND_R: //Left/Right hands
  2557. case EQI_HAND_L:
  2558. flag = (
  2559. (where&EQP_WEAPON && sd->inventory_data[j]->type == IT_WEAPON) ||
  2560. (where&EQP_SHIELD && sd->inventory_data[j]->type == IT_ARMOR));
  2561. break;
  2562. case EQI_SHOES:
  2563. flag = (where&EQP_SHOES);
  2564. break;
  2565. case EQI_GARMENT:
  2566. flag = (where&EQP_GARMENT);
  2567. break;
  2568. case EQI_ACC_L:
  2569. flag = (where&EQP_ACC_L);
  2570. break;
  2571. case EQI_ACC_R:
  2572. flag = (where&EQP_ACC_R);
  2573. break;
  2574. case EQI_SHADOW_ARMOR:
  2575. flag = (where&EQP_SHADOW_ARMOR);
  2576. break;
  2577. case EQI_SHADOW_WEAPON:
  2578. flag = (where&EQP_SHADOW_WEAPON);
  2579. break;
  2580. case EQI_SHADOW_SHIELD:
  2581. flag = (where&EQP_SHADOW_SHIELD);
  2582. break;
  2583. case EQI_SHADOW_SHOES:
  2584. flag = (where&EQP_SHADOW_SHOES);
  2585. break;
  2586. case EQI_SHADOW_ACC_R:
  2587. flag = (where&EQP_SHADOW_ACC_R);
  2588. break;
  2589. case EQI_SHADOW_ACC_L:
  2590. flag = (where&EQP_SHADOW_ACC_L);
  2591. break;
  2592. default:
  2593. continue;
  2594. }
  2595. if (flag) {
  2596. sd->inventory.u.items_inventory[j].attribute = 1;
  2597. pc_unequipitem(sd, j, 3);
  2598. }
  2599. }
  2600. clif_equiplist(sd);
  2601. }
  2602. return where; //Return list of pieces broken.
  2603. }
  2604. /**
  2605. * Strip equipment from a target
  2606. * @param src: Source of call
  2607. * @param target: Target to strip
  2608. * @param skill_id: Skill used
  2609. * @param skill_lv: Skill level used
  2610. * @return True on successful strip or false otherwise
  2611. */
  2612. bool skill_strip_equip(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv)
  2613. {
  2614. nullpo_retr(false, src);
  2615. nullpo_retr(false, target);
  2616. status_change *tsc = status_get_sc(target);
  2617. if (!tsc || tsc->option&OPTION_MADOGEAR) // Mado Gear cannot be divested [Ind]
  2618. return false;
  2619. const int pos[6] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HELM, EQP_ACC, EQP_SHADOW_GEAR };
  2620. const enum sc_type sc_atk[6] = { SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC__STRIPACCESSORY, SC_SHADOW_STRIP };
  2621. const enum sc_type sc_def[6] = { SC_CP_WEAPON, SC_CP_SHIELD, SC_CP_ARMOR, SC_CP_HELM, SC_NONE, SC_PROTECTSHADOWEQUIP };
  2622. struct status_data *sstatus = status_get_status_data(src), *tstatus = status_get_status_data(target);
  2623. int rate, time, location, mod = 100;
  2624. switch (skill_id) { // Rate
  2625. case RG_STRIPWEAPON:
  2626. case RG_STRIPARMOR:
  2627. case RG_STRIPSHIELD:
  2628. case RG_STRIPHELM:
  2629. case GC_WEAPONCRUSH:
  2630. rate = 50 * (skill_lv + 1) + 2 * (sstatus->dex - tstatus->dex);
  2631. mod = 1000;
  2632. break;
  2633. case ST_FULLSTRIP: {
  2634. int min_rate = 50 + 20 * skill_lv;
  2635. rate = min_rate + 2 * (sstatus->dex - tstatus->dex);
  2636. rate = max(min_rate, rate);
  2637. mod = 1000;
  2638. break;
  2639. }
  2640. case GS_DISARM:
  2641. rate = sstatus->dex / (4 * (7 - skill_lv)) + sstatus->luk / (4 * (6 - skill_lv));
  2642. rate = rate + status_get_lv(src) - (tstatus->agi * rate / 100) - tstatus->luk - status_get_lv(target);
  2643. break;
  2644. case WL_EARTHSTRAIN: {
  2645. int job_lv = 0;
  2646. if (src->type == BL_PC)
  2647. job_lv = ((TBL_PC*)src)->status.job_level;
  2648. rate = 6 * skill_lv + job_lv / 4 + sstatus->dex / 10;
  2649. break;
  2650. }
  2651. case SC_STRIPACCESSARY:
  2652. rate = 12 + 2 * skill_lv;
  2653. break;
  2654. case ABC_STRIP_SHADOW:
  2655. rate = 50 * (skill_lv + 3) + 2 * (sstatus->dex - tstatus->dex);
  2656. mod = 1000;
  2657. break;
  2658. default:
  2659. return false;
  2660. }
  2661. if (rnd()%mod >= rate)
  2662. return false;
  2663. switch (skill_id) { // Duration
  2664. case SC_STRIPACCESSARY:
  2665. case GS_DISARM:
  2666. time = skill_get_time(skill_id, skill_lv);
  2667. break;
  2668. case WL_EARTHSTRAIN:
  2669. case RG_STRIPWEAPON:
  2670. case RG_STRIPARMOR:
  2671. case RG_STRIPSHIELD:
  2672. case RG_STRIPHELM:
  2673. case GC_WEAPONCRUSH:
  2674. case ST_FULLSTRIP:
  2675. case ABC_STRIP_SHADOW:
  2676. if (skill_id == WL_EARTHSTRAIN)
  2677. time = skill_get_time2(skill_id, skill_lv);
  2678. else
  2679. time = skill_get_time(skill_id, skill_lv);
  2680. if (target->type == BL_PC)
  2681. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2682. else {
  2683. time += 15000;
  2684. time += max(1, skill_lv + 500 * (sstatus->dex - tstatus->dex));
  2685. }
  2686. break;
  2687. }
  2688. switch (skill_id) { // Location
  2689. case GC_WEAPONCRUSH:
  2690. case RG_STRIPWEAPON:
  2691. case GS_DISARM:
  2692. location = EQP_WEAPON;
  2693. break;
  2694. case RG_STRIPARMOR:
  2695. location = EQP_ARMOR;
  2696. break;
  2697. case RG_STRIPSHIELD:
  2698. location = EQP_SHIELD;
  2699. break;
  2700. case RG_STRIPHELM:
  2701. location = EQP_HELM;
  2702. break;
  2703. case ST_FULLSTRIP:
  2704. location = EQP_WEAPON|EQP_SHIELD|EQP_ARMOR|EQP_HELM;
  2705. break;
  2706. case SC_STRIPACCESSARY:
  2707. location = EQP_ACC;
  2708. break;
  2709. case ABC_STRIP_SHADOW:
  2710. location = EQP_SHADOW_GEAR;
  2711. break;
  2712. }
  2713. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2714. if (location&pos[i] && sc_def[i] > SC_NONE && tsc->getSCE(sc_def[i]))
  2715. location &=~ pos[i];
  2716. }
  2717. if (!location)
  2718. return false;
  2719. for (uint8 i = 0; i < ARRAYLENGTH(pos); i++) {
  2720. if (location&pos[i] && !sc_start(src, target, sc_atk[i], 100, skill_lv, time))
  2721. location &=~ pos[i];
  2722. }
  2723. return location ? true : false;
  2724. }
  2725. /**
  2726. * Used to knock back players, monsters, traps, etc
  2727. * @param src Object that give knock back
  2728. * @param target Object that receive knock back
  2729. * @param count Number of knock back cell requested
  2730. * @param dir Direction indicates the way OPPOSITE to the knockback direction (or -1 for default behavior)
  2731. * @param flag
  2732. BLOWN_DONT_SEND_PACKET - position update packets must not be sent
  2733. BLOWN_IGNORE_NO_KNOCKBACK - ignores players' special_state.no_knockback
  2734. These flags "return 'count' instead of 0 if target is cannot be knocked back":
  2735. BLOWN_NO_KNOCKBACK_MAP - at WOE/BG map
  2736. BLOWN_MD_KNOCKBACK_IMMUNE - if target is MD_KNOCKBACK_IMMUNE
  2737. BLOWN_TARGET_NO_KNOCKBACK - if target has 'special_state.no_knockback'
  2738. BLOWN_TARGET_BASILICA - if target is in Basilica area (Pre-Renewal)
  2739. * @return Number of knocked back cells done
  2740. */
  2741. short skill_blown(struct block_list* src, struct block_list* target, char count, int8 dir, enum e_skill_blown flag)
  2742. {
  2743. int dx = 0, dy = 0;
  2744. uint8 checkflag = 0;
  2745. status_change *tsc = status_get_sc(target);
  2746. enum e_unit_blown reason = UB_KNOCKABLE;
  2747. nullpo_ret(src);
  2748. nullpo_ret(target);
  2749. if (!count)
  2750. return count; // Actual knockback distance is 0.
  2751. // Create flag needed in unit_blown_immune
  2752. if(src != target)
  2753. checkflag |= 0x1; // Offensive
  2754. if(!(flag&BLOWN_IGNORE_NO_KNOCKBACK))
  2755. checkflag |= 0x2; // Knockback type
  2756. if(status_get_class_(src) == CLASS_BOSS)
  2757. checkflag |= 0x4; // Boss attack
  2758. // Get reason and check for flags
  2759. reason = unit_blown_immune(target, checkflag);
  2760. switch(reason) {
  2761. case UB_NO_KNOCKBACK_MAP: return ((flag&BLOWN_NO_KNOCKBACK_MAP) ? count : 0); // No knocking back in WoE / BG
  2762. case UB_MD_KNOCKBACK_IMMUNE: return ((flag&BLOWN_MD_KNOCKBACK_IMMUNE) ? count : 0); // Immune can't be knocked back
  2763. case UB_TARGET_BASILICA: return ((flag&BLOWN_TARGET_BASILICA) ? count : 0); // Basilica caster can't be knocked-back by normal monsters.
  2764. case UB_TARGET_NO_KNOCKBACK: return ((flag&BLOWN_TARGET_NO_KNOCKBACK) ? count : 0); // Target has special_state.no_knockback (equip)
  2765. case UB_TARGET_TRAP: return count; // Trap cannot be knocked back
  2766. }
  2767. if (dir == -1) // <optimized>: do the computation here instead of outside
  2768. dir = map_calc_dir(target, src->x, src->y); // Direction from src to target, reversed
  2769. if (dir >= 0 && dir < 8) { // Take the reversed 'direction' and reverse it
  2770. dx = -dirx[dir];
  2771. dy = -diry[dir];
  2772. }
  2773. if (tsc) {
  2774. if (tsc->getSCE(SC_SU_STOOP)) // Any knockback will cancel it.
  2775. status_change_end(target, SC_SU_STOOP);
  2776. if (tsc->getSCE(SC_ROLLINGCUTTER))
  2777. status_change_end(target, SC_ROLLINGCUTTER);
  2778. if (tsc->getSCE(SC_CRESCIVEBOLT))
  2779. status_change_end(target, SC_CRESCIVEBOLT);
  2780. if (tsc->getSCE(SC_SV_ROOTTWIST)) // Shouldn't move.
  2781. return 0;
  2782. }
  2783. return unit_blown(target, dx, dy, count, flag); // Send over the proper flag
  2784. }
  2785. // Checks if 'bl' should reflect back a spell cast by 'src'.
  2786. // type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
  2787. // In case of success returns type of reflection, otherwise 0
  2788. // 1 - Regular reflection (Maya)
  2789. // 2 - SL_KAITE reflection
  2790. // 3 - NPC_MAGICMIRROR reflection
  2791. static int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
  2792. {
  2793. status_change *sc = status_get_sc(bl);
  2794. map_session_data* sd = BL_CAST(BL_PC, bl);
  2795. // Deadly Projection null's all magic reflection.
  2796. if (sc && sc->getSCE(SC_DEADLY_DEFEASANCE))
  2797. return 0;
  2798. if (!sc || !sc->getSCE(SC_KYOMU)) { // Kyomu doesn't reflect
  2799. // Item-based reflection - Bypasses Boss check
  2800. if (sd && sd->bonus.magic_damage_return && type && rnd()%100 < sd->bonus.magic_damage_return)
  2801. return 1;
  2802. // Magic Mirror reflection - Bypasses Boss check
  2803. if (sc && sc->getSCE(SC_MAGICMIRROR) && rnd()%100 < sc->getSCE(SC_MAGICMIRROR)->val2)
  2804. return 3;
  2805. }
  2806. if( status_get_class_(src) == CLASS_BOSS )
  2807. return 0;
  2808. // status-based reflection
  2809. if( !sc || sc->count == 0 )
  2810. return 0;
  2811. // Kaite reflection - Does not bypass Boss check
  2812. if( sc->getSCE(SC_KAITE) && (src->type == BL_PC || status_get_lv(src) <= 80)
  2813. #ifdef RENEWAL
  2814. && type // Does not reflect AoE
  2815. #endif
  2816. ) {
  2817. // Kaite only works against non-players if they are low-level.
  2818. // Kyomu doesn't disable Kaite, but the "skill fail chance" part of Kyomu applies to it.
  2819. clif_specialeffect(bl, EF_ATTACKENERGY2, AREA);
  2820. if( --sc->getSCE(SC_KAITE)->val2 <= 0 )
  2821. status_change_end(bl, SC_KAITE);
  2822. return 2;
  2823. }
  2824. return 0;
  2825. }
  2826. /**
  2827. * Checks whether a skill can be used in combos or not
  2828. * @param skill_id: Target skill
  2829. * @return 0: Skill is not a combo
  2830. * 1: Skill is a normal combo
  2831. * 2: Skill is combo that prioritizes auto-target even if val2 is set
  2832. * @author Panikon
  2833. */
  2834. int skill_is_combo(uint16 skill_id) {
  2835. switch(skill_id) {
  2836. case MO_CHAINCOMBO:
  2837. case MO_COMBOFINISH:
  2838. case CH_TIGERFIST:
  2839. case CH_CHAINCRUSH:
  2840. case MO_EXTREMITYFIST:
  2841. case TK_TURNKICK:
  2842. case TK_STORMKICK:
  2843. case TK_DOWNKICK:
  2844. case TK_COUNTER:
  2845. case TK_JUMPKICK:
  2846. case HT_POWER:
  2847. case SR_DRAGONCOMBO:
  2848. return 1;
  2849. case SR_FALLENEMPIRE:
  2850. case SR_TIGERCANNON:
  2851. case SR_GATEOFHELL:
  2852. return 2;
  2853. }
  2854. return 0;
  2855. }
  2856. /*
  2857. * Combo handler, start stop combo status
  2858. */
  2859. void skill_combo_toggle_inf(struct block_list* bl, uint16 skill_id, int inf){
  2860. TBL_PC *sd = BL_CAST(BL_PC, bl);
  2861. switch (skill_id) {
  2862. case MH_MIDNIGHT_FRENZY:
  2863. case MH_EQC:
  2864. {
  2865. int skill_id2 = ((skill_id==MH_EQC)?MH_TINDER_BREAKER:MH_SONIC_CRAW);
  2866. short idx = hom_skill_get_index(skill_id2);
  2867. int flag = (inf?SKILL_FLAG_TMP_COMBO:SKILL_FLAG_PERMANENT);
  2868. TBL_HOM *hd = BL_CAST(BL_HOM, bl);
  2869. if (idx == -1)
  2870. break;
  2871. hd->homunculus.hskill[idx].flag= flag;
  2872. clif_homskillinfoblock( *hd ); //refresh info //@FIXME we only want to refresh one skill
  2873. }
  2874. break;
  2875. case MO_COMBOFINISH:
  2876. case CH_TIGERFIST:
  2877. case CH_CHAINCRUSH:
  2878. if (sd) clif_skillinfo(sd,MO_EXTREMITYFIST, inf);
  2879. break;
  2880. case TK_JUMPKICK:
  2881. if (sd) clif_skillinfo(sd,TK_JUMPKICK, inf);
  2882. break;
  2883. case MO_TRIPLEATTACK:
  2884. if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
  2885. clif_skillinfo(sd,SR_DRAGONCOMBO, inf);
  2886. break;
  2887. case SR_FALLENEMPIRE:
  2888. if (sd){
  2889. clif_skillinfo(sd,SR_GATEOFHELL, inf);
  2890. clif_skillinfo(sd,SR_TIGERCANNON, inf);
  2891. }
  2892. break;
  2893. }
  2894. }
  2895. void skill_combo(struct block_list* src,struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick){
  2896. t_tick duration = 0; //Set to duration the user can use a combo skill or 1 for aftercast delay of pre-skill
  2897. int nodelay = 0; //Set to 1 for no walk/attack delay, set to 2 for no walk delay
  2898. int target_id = bl->id; //Set to 0 if combo skill should not autotarget
  2899. struct status_change_entry *sce;
  2900. TBL_PC *sd = BL_CAST(BL_PC,src);
  2901. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  2902. status_change *sc = status_get_sc(src);
  2903. if(sc == nullptr) return;
  2904. //End previous combo state after skill is invoked
  2905. if ((sce = sc->getSCE(SC_COMBO)) != nullptr) {
  2906. switch (skill_id) {
  2907. case TK_TURNKICK:
  2908. case TK_STORMKICK:
  2909. case TK_DOWNKICK:
  2910. case TK_COUNTER:
  2911. if (sd && pc_famerank(sd->status.char_id,MAPID_TAEKWON)) {//Extend combo time.
  2912. sce->val1 = skill_id; //Update combo-skill
  2913. sce->val3 = skill_id;
  2914. if( sce->timer != INVALID_TIMER )
  2915. delete_timer(sce->timer, status_change_timer);
  2916. sce->timer = add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBO);
  2917. break;
  2918. }
  2919. unit_cancel_combo(src); // Cancel combo wait
  2920. break;
  2921. default:
  2922. if( src == dsrc ) // Ground skills are exceptions. [Inkfish]
  2923. status_change_end(src, SC_COMBO);
  2924. }
  2925. }
  2926. //start new combo
  2927. if (sd) { //player only
  2928. switch (skill_id) {
  2929. case MO_TRIPLEATTACK:
  2930. if (pc_checkskill(sd, MO_CHAINCOMBO) > 0 || pc_checkskill(sd, SR_DRAGONCOMBO) > 0) {
  2931. duration = 1;
  2932. target_id = 0; // Will target current auto-target instead
  2933. }
  2934. break;
  2935. case MO_CHAINCOMBO:
  2936. if (pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) {
  2937. duration = 1;
  2938. target_id = 0; // Will target current auto-target instead
  2939. }
  2940. break;
  2941. case MO_COMBOFINISH:
  2942. if (sd->status.party_id > 0) //bonus from SG_FRIEND [Komurka]
  2943. party_skill_check(sd, sd->status.party_id, MO_COMBOFINISH, skill_lv);
  2944. if (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) {
  2945. duration = 1;
  2946. target_id = 0; // Will target current auto-target instead
  2947. }
  2948. [[fallthrough]]; // so we can possibly cast TigerFist or straight to ExtremityFist
  2949. case CH_TIGERFIST:
  2950. if (!duration && pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1) {
  2951. duration = 1;
  2952. target_id = 0; // Will target current auto-target instead
  2953. }
  2954. [[fallthrough]]; // so we can possibly cast ChainCrush or straight to ExtremityFist
  2955. case CH_CHAINCRUSH:
  2956. if (!duration && pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball > 0 && sd->sc.getSCE(SC_EXPLOSIONSPIRITS)) {
  2957. duration = 1;
  2958. target_id = 0; // Will target current auto-target instead
  2959. }
  2960. break;
  2961. case AC_DOUBLE:
  2962. if (pc_checkskill(sd, HT_POWER)) {
  2963. duration = 2000;
  2964. nodelay = 1; //Neither gives walk nor attack delay
  2965. target_id = 0; //Does not need to be used on previous target
  2966. }
  2967. break;
  2968. case SR_DRAGONCOMBO:
  2969. if (pc_checkskill(sd, SR_FALLENEMPIRE) > 0)
  2970. duration = 1;
  2971. break;
  2972. case SR_FALLENEMPIRE:
  2973. if (pc_checkskill(sd, SR_TIGERCANNON) > 0 || pc_checkskill(sd, SR_GATEOFHELL) > 0)
  2974. duration = 1;
  2975. break;
  2976. case SJ_PROMINENCEKICK:
  2977. if (pc_checkskill(sd, SJ_SOLARBURST) > 0)
  2978. duration = 1;
  2979. break;
  2980. }
  2981. }
  2982. else { //other
  2983. switch(skill_id) {
  2984. case MH_TINDER_BREAKER:
  2985. case MH_CBC:
  2986. case MH_SONIC_CRAW:
  2987. case MH_SILVERVEIN_RUSH:
  2988. if(hd->homunculus.spiritball > 0) duration = 2000;
  2989. nodelay = 1;
  2990. break;
  2991. case MH_EQC:
  2992. case MH_MIDNIGHT_FRENZY:
  2993. if(hd->homunculus.spiritball >= 2) duration = 2000;
  2994. nodelay = 1;
  2995. break;
  2996. }
  2997. }
  2998. if (duration) { //Possible to chain
  2999. if(sd && duration==1) duration = DIFF_TICK(sd->ud.canact_tick, tick); //Auto calc duration
  3000. duration = i64max(status_get_amotion(src),duration); //Never less than aMotion
  3001. sc_start4(src,src,SC_COMBO,100,skill_id,target_id,nodelay,0,duration);
  3002. clif_combo_delay(src, duration);
  3003. }
  3004. }
  3005. /**
  3006. * Copy skill by Plagiarism or Reproduce
  3007. * @param src: The caster
  3008. * @param bl: The target
  3009. * @param skill_id: Skill that casted
  3010. * @param skill_lv: Skill level of the casted skill
  3011. */
  3012. static void skill_do_copy(struct block_list* src,struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  3013. {
  3014. TBL_PC *tsd = BL_CAST(BL_PC, bl);
  3015. if (!tsd || (!pc_checkskill(tsd,RG_PLAGIARISM) && !pc_checkskill(tsd,SC_REPRODUCE)))
  3016. return;
  3017. //If SC_PRESERVE is active and SC__REPRODUCE is not active, nothing to do
  3018. else if (tsd->sc.getSCE(SC_PRESERVE) && !tsd->sc.getSCE(SC__REPRODUCE))
  3019. return;
  3020. else {
  3021. uint16 idx;
  3022. uint8 lv;
  3023. skill_id = skill_dummy2skill_id(skill_id);
  3024. //Use skill index, avoiding out-of-bound array [Cydh]
  3025. if (!(idx = skill_get_index(skill_id)))
  3026. return;
  3027. switch (skill_isCopyable(tsd,skill_id)) {
  3028. case 1: //Copied by Plagiarism
  3029. {
  3030. if (tsd->cloneskill_idx > 0 && tsd->status.skill[tsd->cloneskill_idx].flag == SKILL_FLAG_PLAGIARIZED) {
  3031. clif_deleteskill(tsd,tsd->status.skill[tsd->cloneskill_idx].id);
  3032. tsd->status.skill[tsd->cloneskill_idx].id = 0;
  3033. tsd->status.skill[tsd->cloneskill_idx].lv = 0;
  3034. tsd->status.skill[tsd->cloneskill_idx].flag = SKILL_FLAG_PERMANENT;
  3035. }
  3036. lv = min(skill_lv,pc_checkskill(tsd,RG_PLAGIARISM)); //Copied level never be > player's RG_PLAGIARISM level
  3037. tsd->cloneskill_idx = idx;
  3038. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM), skill_id);
  3039. pc_setglobalreg(tsd, add_str(SKILL_VAR_PLAGIARISM_LV), lv);
  3040. }
  3041. break;
  3042. case 2: //Copied by Reproduce
  3043. {
  3044. status_change *tsc = status_get_sc(bl);
  3045. //Already did SC check
  3046. //Skill level copied depends on Reproduce skill that used
  3047. lv = (tsc) ? tsc->getSCE(SC__REPRODUCE)->val1 : 1;
  3048. if( tsd->reproduceskill_idx > 0 && tsd->status.skill[tsd->reproduceskill_idx].flag == SKILL_FLAG_PLAGIARIZED ) {
  3049. clif_deleteskill(tsd,tsd->status.skill[tsd->reproduceskill_idx].id);
  3050. tsd->status.skill[tsd->reproduceskill_idx].id = 0;
  3051. tsd->status.skill[tsd->reproduceskill_idx].lv = 0;
  3052. tsd->status.skill[tsd->reproduceskill_idx].flag = SKILL_FLAG_PERMANENT;
  3053. }
  3054. //Level dependent and limitation.
  3055. if (src->type == BL_PC) //If player, max skill level is skill_get_max(skill_id)
  3056. lv = min(lv,skill_get_max(skill_id));
  3057. else //Monster might used skill level > allowed player max skill lv. Ex. Drake with Waterball lv. 10
  3058. lv = min(lv,skill_lv);
  3059. tsd->reproduceskill_idx = idx;
  3060. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE), skill_id);
  3061. pc_setglobalreg(tsd, add_str(SKILL_VAR_REPRODUCE_LV), lv);
  3062. }
  3063. break;
  3064. default: return;
  3065. }
  3066. tsd->status.skill[idx].id = skill_id;
  3067. tsd->status.skill[idx].lv = lv;
  3068. tsd->status.skill[idx].flag = SKILL_FLAG_PLAGIARIZED;
  3069. clif_addskill(tsd,skill_id);
  3070. }
  3071. }
  3072. /**
  3073. * Knockback the target on skill_attack
  3074. * @param src is the master behind the attack
  3075. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3076. * @param target is the target to be attacked.
  3077. * @param blewcount
  3078. * @param skill_id
  3079. * @param skill_lv
  3080. * @param damage
  3081. * @param tick
  3082. * @param flag can hold a bunch of information:
  3083. */
  3084. void skill_attack_blow(struct block_list *src, struct block_list *dsrc, struct block_list *target, uint8 blewcount, uint16 skill_id, uint16 skill_lv, int64 damage, t_tick tick, int flag) {
  3085. int8 dir = -1; // Default direction
  3086. //Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
  3087. //Reflected spells do not bounce back (src == dsrc since it only happens for direct skills)
  3088. if (!blewcount || target == dsrc || status_isdead(target))
  3089. return;
  3090. // Skill specific direction
  3091. switch (skill_id) {
  3092. case MG_FIREWALL:
  3093. case EL_FIRE_MANTLE:
  3094. dir = unit_getdir(target); // Backwards
  3095. break;
  3096. // This ensures the storm randomly pushes instead of exactly a cell backwards per official mechanics.
  3097. case NPC_STORMGUST2:
  3098. case WZ_STORMGUST:
  3099. if(!battle_config.stormgust_knockback)
  3100. dir = rnd()%8;
  3101. break;
  3102. case MC_CARTREVOLUTION:
  3103. if (battle_config.cart_revo_knockback)
  3104. dir = 6; // Official servers push target to the West
  3105. break;
  3106. case AC_SHOWER:
  3107. case WL_CRIMSONROCK:
  3108. if (!battle_config.arrow_shower_knockback && skill_id == AC_SHOWER)
  3109. dir = map_calc_dir(target, src->x, src->y);
  3110. else
  3111. dir = map_calc_dir(target, skill_area_temp[4], skill_area_temp[5]);
  3112. break;
  3113. case HT_PHANTASMIC: // issue #1378
  3114. if (status_get_hp(target) - damage <= 0) return;
  3115. break;
  3116. }
  3117. // Blown-specific handling
  3118. switch( skill_id ) {
  3119. case SR_KNUCKLEARROW:
  3120. // Ignore knockback damage bonus if in WOE (player cannot be knocked in WOE)
  3121. // Boss & Immune Knockback stay in place and don't get bonus damage
  3122. // Give knockback damage bonus only hits the wall. (bugreport:9096)
  3123. if (skill_blown(dsrc, target, blewcount, dir_ka, (enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK|BLOWN_NO_KNOCKBACK_MAP|BLOWN_MD_KNOCKBACK_IMMUNE|BLOWN_TARGET_NO_KNOCKBACK|BLOWN_TARGET_BASILICA)) < blewcount)
  3124. skill_addtimerskill(src, tick + 300 * ((flag&2) ? 1 : 2), target->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|4);
  3125. dir_ka = -1;
  3126. break;
  3127. case RL_R_TRIP:
  3128. if (skill_blown(dsrc,target,blewcount,dir,BLOWN_NONE) < blewcount)
  3129. skill_addtimerskill(src, tick + status_get_amotion(src), target->id, 0, 0, RL_R_TRIP_PLUSATK, skill_lv, BF_WEAPON, flag|SD_ANIMATION);
  3130. break;
  3131. default:
  3132. skill_blown(dsrc,target,blewcount,dir, BLOWN_NONE);
  3133. if (!blewcount && target->type == BL_SKILL && damage > 0) {
  3134. TBL_SKILL *su = (TBL_SKILL*)target;
  3135. if (su->group && su->group->skill_id == HT_BLASTMINE)
  3136. skill_blown(src, target, 3, -1, BLOWN_NONE);
  3137. }
  3138. break;
  3139. }
  3140. clif_fixpos( *target );
  3141. }
  3142. /*
  3143. * =========================================================================
  3144. * Does a skill attack with the given properties.
  3145. * @param src is the master behind the attack (player/mob/pet)
  3146. * @param dsrc is the actual originator of the damage, can be the same as src, or a BL_SKILL
  3147. * @param bl is the target to be attacked.
  3148. * @param flag can hold a bunch of information:
  3149. * flag&1
  3150. * flag&2 - Disable re-triggered by double casting
  3151. * flag&4 - Skip to blow target (because already knocked back before skill_attack somewhere)
  3152. * flag&8 - SC_COMBO state used to deal bonus damage
  3153. *
  3154. * flag&0xFFF is passed to the underlying battle_calc_attack for processing.
  3155. * (usually holds number of targets, or just 1 for simple splash attacks)
  3156. *
  3157. * flag&0xF000 - Values from enum e_skill_display
  3158. * flag&0x3F0000 - Values from enum e_battle_check_target
  3159. *
  3160. * flag&0x1000000 - Return 0 if damage was reflected
  3161. *-------------------------------------------------------------------------*/
  3162. int64 skill_attack (int attack_type, struct block_list* src, struct block_list *dsrc, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  3163. {
  3164. struct Damage dmg;
  3165. struct status_data *sstatus, *tstatus;
  3166. status_change *sc, *tsc;
  3167. map_session_data *sd, *tsd;
  3168. int64 damage;
  3169. bool rmdamage = false;//magic reflected
  3170. int type;
  3171. enum e_damage_type dmg_type;
  3172. bool shadow_flag = false;
  3173. bool additional_effects = true;
  3174. if(skill_id > 0 && !skill_lv)
  3175. return 0;
  3176. nullpo_ret(src); //Source is the master behind the attack (player/mob/pet)
  3177. nullpo_ret(dsrc); //dsrc is the actual originator of the damage, can be the same as src, or a skill casted by src.
  3178. nullpo_ret(bl); //Target to be attacked.
  3179. if (status_bl_has_mode(bl,MD_SKILLIMMUNE) || (status_get_class(bl) == MOBID_EMPERIUM && !skill_get_inf2(skill_id, INF2_TARGETEMPERIUM)))
  3180. return 0;
  3181. if (src != dsrc) {
  3182. //When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
  3183. if (!status_check_skilluse(battle_config.skill_caster_check?src:nullptr, bl, skill_id, 2))
  3184. return 0;
  3185. } else if ((flag&SD_ANIMATION) && skill_get_nk(skill_id, NK_SPLASH)) {
  3186. //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]
  3187. if (!status_check_skilluse(src, bl, skill_id, 2))
  3188. return 0;
  3189. }
  3190. sd = BL_CAST(BL_PC, src);
  3191. tsd = BL_CAST(BL_PC, bl);
  3192. sstatus = status_get_status_data(src);
  3193. tstatus = status_get_status_data(bl);
  3194. sc= status_get_sc(src);
  3195. tsc= status_get_sc(bl);
  3196. if (tsc && !tsc->count)
  3197. tsc = nullptr; //Don't need it.
  3198. //Trick Dead protects you from damage, but not from buffs and the like, hence it's placed here.
  3199. if (tsc && tsc->getSCE(SC_TRICKDEAD))
  3200. return 0;
  3201. #ifndef RENEWAL
  3202. //When Gravitational Field is active, damage can only be dealt by Gravitational Field and Autospells
  3203. if(sd && sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF && skill_id != HW_GRAVITATION && !sd->state.autocast)
  3204. return 0;
  3205. #endif
  3206. dmg = battle_calc_attack(attack_type,src,bl,skill_id,skill_lv,flag&0xFFF);
  3207. //If the damage source is a unit, the damage is not delayed
  3208. if (src != dsrc && skill_id != GS_GROUNDDRIFT)
  3209. dmg.amotion = 0;
  3210. //! CHECKME: This check maybe breaks the battle_calc_attack, and maybe need better calculation.
  3211. // Adjusted to the new system [Skotlex]
  3212. if( src->type == BL_PET ) { // [Valaris]
  3213. struct pet_data *pd = (TBL_PET*)src;
  3214. if (pd->a_skill && pd->a_skill->div_ && pd->a_skill->id == skill_id) { //petskillattack2
  3215. if (battle_config.pet_ignore_infinite_def || !is_infinite_defense(bl,dmg.flag)) {
  3216. int element = skill_get_ele(skill_id, skill_lv);
  3217. /*if (skill_id == -1) Does it ever worked?
  3218. element = sstatus->rhw.ele;*/
  3219. if (element != ELE_NEUTRAL || !(battle_config.attack_attr_none&BL_PET))
  3220. dmg.damage = battle_attr_fix(src, bl, pd->a_skill->damage, element, tstatus->def_ele, tstatus->ele_lv);
  3221. else
  3222. dmg.damage = pd->a_skill->damage; // Fixed damage
  3223. }
  3224. else
  3225. dmg.damage = 1*pd->a_skill->div_;
  3226. dmg.damage2 = 0;
  3227. dmg.div_= pd->a_skill->div_;
  3228. }
  3229. }
  3230. if( dmg.flag&BF_MAGIC && ( skill_id != NPC_EARTHQUAKE || (battle_config.eq_single_target_reflectable && (flag&0xFFF) == 1) ) )
  3231. { // Earthquake on multiple targets is not counted as a target skill. [Inkfish]
  3232. if( (dmg.damage || dmg.damage2) && (type = skill_magic_reflect(src, bl, src==dsrc)) )
  3233. { //Magic reflection, switch caster/target
  3234. struct block_list *tbl = bl;
  3235. rmdamage = true;
  3236. bl = src;
  3237. src = tbl;
  3238. dsrc = tbl;
  3239. sd = BL_CAST(BL_PC, src);
  3240. tsd = BL_CAST(BL_PC, bl);
  3241. tsc = status_get_sc(bl);
  3242. if (tsc && !tsc->count)
  3243. tsc = nullptr; //Don't need it.
  3244. /* bugreport:2564 flag&2 disables double casting trigger */
  3245. flag |= 2;
  3246. //Reflected magic damage will not cause the caster to be knocked back [Playtester]
  3247. flag |= 4;
  3248. //Spirit of Wizard blocks Kaite's reflection
  3249. if( type == 2 && tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  3250. { //Consume one Fragment per hit of the casted skill? [Skotlex]
  3251. type = tsd?pc_search_inventory (tsd, ITEMID_FRAGMENT_OF_CRYSTAL):0;
  3252. if (type >= 0) {
  3253. if ( tsd )
  3254. pc_delitem(tsd, type, 1, 0, 1, LOG_TYPE_CONSUME);
  3255. dmg.damage = dmg.damage2 = 0;
  3256. dmg.dmg_lv = ATK_MISS;
  3257. tsc->getSCE(SC_SPIRIT)->val3 = skill_id;
  3258. tsc->getSCE(SC_SPIRIT)->val4 = dsrc->id;
  3259. }
  3260. }
  3261. // Official Magic Reflection Behavior : damage reflected depends on gears caster wears, not target
  3262. #if MAGIC_REFLECTION_TYPE
  3263. #ifdef RENEWAL
  3264. if( dmg.dmg_lv != ATK_MISS ) { //Wiz SL cancelled and consumed fragment
  3265. #else
  3266. // issue:6415 in pre-renewal Kaite reflected the entire damage received
  3267. // regardless of caster's equipment (Aegis 11.1)
  3268. if( dmg.dmg_lv != ATK_MISS && type == 1 ) { //Wiz SL cancelled and consumed fragment
  3269. #endif
  3270. short s_ele = skill_get_ele(skill_id, skill_lv);
  3271. if (s_ele == ELE_WEAPON) // the skill takes the weapon's element
  3272. s_ele = sstatus->rhw.ele;
  3273. else if (s_ele == ELE_ENDOWED) //Use status element
  3274. s_ele = status_get_attack_sc_element(src,status_get_sc(src));
  3275. else if( s_ele == ELE_RANDOM) //Use random element
  3276. s_ele = rnd()%ELE_ALL;
  3277. if(type == 3)
  3278. dmg.flag = BF_WEAPON|BF_NORMAL|BF_SHORT;
  3279. dmg.damage = battle_attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
  3280. if( tsc && tsc->getSCE(SC_ENERGYCOAT) ) {
  3281. struct status_data *status = status_get_status_data(bl);
  3282. int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
  3283. per /=20; //Uses 20% SP intervals.
  3284. //SP Cost: 1% + 0.5% per every 20% SP
  3285. if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
  3286. status_change_end(bl, SC_ENERGYCOAT);
  3287. //Reduction: 6% + 6% every 20%
  3288. dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
  3289. }
  3290. int64 reduce = 0;
  3291. if (tsd && tsd->bonus.reduce_damage_return != 0) {
  3292. reduce += tsd->bonus.reduce_damage_return;
  3293. }
  3294. if (tsc && tsc->getSCE(SC_REFLECTDAMAGE)) {
  3295. reduce += (tsc->getSCE(SC_REFLECTDAMAGE)->val2);
  3296. }
  3297. if (tsc && tsc->getSCE(SC_REF_T_POTION))
  3298. reduce += 100;
  3299. if (dmg.damage > 0) {
  3300. dmg.damage -= dmg.damage * i64min(100, reduce) / 100;
  3301. dmg.damage = i64max(dmg.damage, dmg.div_);
  3302. }
  3303. }
  3304. #endif
  3305. }
  3306. if(tsc && tsc->getSCE(SC_MAGICROD) && src == dsrc) {
  3307. int sp = skill_get_sp(skill_id,skill_lv);
  3308. #ifndef RENEWAL
  3309. clif_skill_nodamage(bl,bl,SA_MAGICROD,skill_lv,1);
  3310. #endif
  3311. dmg.damage = dmg.damage2 = 0;
  3312. dmg.dmg_lv = ATK_MISS; //This will prevent skill additional effect from taking effect. [Skotlex]
  3313. sp = sp * tsc->getSCE(SC_MAGICROD)->val2 / 100;
  3314. if(skill_id == WZ_WATERBALL && skill_lv > 1)
  3315. sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
  3316. status_heal(bl, 0, sp, 2);
  3317. }
  3318. if( (dmg.damage || dmg.damage2) && tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_HALLUCINATIONWALK)->val3 || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) && rnd()%100 < tsc->getSCE(SC_NPC_HALLUCINATIONWALK)->val3) ) {
  3319. dmg.damage = dmg.damage2 = 0;
  3320. dmg.dmg_lv = ATK_MISS;
  3321. }
  3322. }
  3323. damage = dmg.damage + dmg.damage2;
  3324. if ((dmg.flag & BF_MAGIC) && tsc && tsc->getSCE(SC_MAXPAIN)) {
  3325. auto * sce = tsc->getSCE(SC_MAXPAIN);
  3326. sce->val3 = (int)damage;
  3327. sce->val2 = 0;
  3328. if (!tsc->getSCE(SC_KYOMU)) //SC_KYOMU invalidates reflecting ability.
  3329. skill_castend_damage_id(bl, src, NPC_MAXPAIN_ATK, sce->val1, tick, flag);
  3330. }
  3331. if( (skill_id == AL_INCAGI || skill_id == AL_BLESSING ||
  3332. skill_id == CASH_BLESSING || skill_id == CASH_INCAGI ||
  3333. skill_id == MER_INCAGI || skill_id == MER_BLESSING) && tsc && tsc->getSCE(SC_CHANGEUNDEAD) )
  3334. damage = 1;
  3335. if( damage && tsc && tsc->getSCE(SC_GENSOU) && dmg.flag&BF_MAGIC ){
  3336. struct block_list *nbl;
  3337. nbl = battle_getenemyarea(bl,bl->x,bl->y,2,BL_CHAR,bl->id);
  3338. if( nbl ){ // Only one target is chosen.
  3339. damage = damage / 2; // Deflect half of the damage to a target nearby
  3340. clif_skill_damage(bl, nbl, tick, status_get_amotion(src), 0, battle_fix_damage(bl,nbl,damage,0,0), dmg.div_, OB_OBOROGENSOU_TRANSITION_ATK, -1, DMG_SINGLE);
  3341. }
  3342. }
  3343. //Skill hit type
  3344. dmg_type = (skill_id == 0) ? DMG_SPLASH : skill_get_hit(skill_id);
  3345. switch( skill_id ) {
  3346. case SC_TRIANGLESHOT:
  3347. if( rnd()%100 > (1 + skill_lv) )
  3348. dmg.blewcount = 0;
  3349. break;
  3350. default:
  3351. if (damage < dmg.div_ && skill_id != CH_PALMSTRIKE)
  3352. dmg.blewcount = 0; //only pushback when it hit for other
  3353. break;
  3354. }
  3355. switch( skill_id ) {
  3356. case CR_GRANDCROSS:
  3357. case NPC_GRANDDARKNESS:
  3358. if( battle_config.gx_disptype)
  3359. dsrc = src;
  3360. if( src == bl)
  3361. dmg_type = DMG_ENDURE;
  3362. else
  3363. flag|= SD_ANIMATION;
  3364. break;
  3365. case NJ_TATAMIGAESHI: //For correct knockback.
  3366. dsrc = src;
  3367. flag|= SD_ANIMATION;
  3368. break;
  3369. case TK_COUNTER: { //bonus from SG_FRIEND [Komurka]
  3370. int level;
  3371. if( sd && sd->status.party_id > 0 && (level = pc_checkskill(sd,SG_FRIEND)) )
  3372. party_skill_check(sd, sd->status.party_id, TK_COUNTER,level);
  3373. }
  3374. break;
  3375. case SL_STIN:
  3376. case SL_STUN:
  3377. if (skill_lv >= 7) {
  3378. status_change *sc_cur = status_get_sc(src);
  3379. if (sc_cur && !sc_cur->getSCE(SC_SMA))
  3380. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA, skill_lv));
  3381. }
  3382. break;
  3383. case DK_SERVANT_W_DEMOL:// Only give servant's per target after damage calculation.
  3384. pc_addservantball( *sd );
  3385. break;
  3386. case KN_PIERCE:
  3387. case LK_SPIRALPIERCE:
  3388. case RK_HUNDREDSPEAR:
  3389. case DK_MADNESS_CRUSHER:
  3390. if (sc && sc->getSCE(SC_CHARGINGPIERCE)) {
  3391. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)) {
  3392. if (sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 < 10) // If the charge count is below 10, add 1.
  3393. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, sc->getSCE(SC_CHARGINGPIERCE_COUNT)->val1 + 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3394. else { // If charge count is 10, bonus damage is applied for 1 attack and then the count status ends.
  3395. clif_specialeffect(bl, 1767, AREA);
  3396. status_change_end(src, SC_CHARGINGPIERCE_COUNT);
  3397. }
  3398. } else // No count status detected? Start charge count at 1.
  3399. sc_start(src, src, SC_CHARGINGPIERCE_COUNT, 100, 1, skill_get_time2(DK_CHARGINGPIERCE, 1));
  3400. }
  3401. break;
  3402. }
  3403. //combo handling
  3404. skill_combo(src,dsrc,bl,skill_id,skill_lv,tick);
  3405. //Display damage.
  3406. switch( skill_id ) {
  3407. case PA_GOSPEL: //Should look like Holy Cross [Skotlex]
  3408. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, CR_HOLYCROSS, -1, DMG_SPLASH);
  3409. break;
  3410. //Skills that need be passed as a normal attack for the client to display correctly.
  3411. case HVAN_EXPLOSION:
  3412. case NPC_SELFDESTRUCTION:
  3413. if(src->type == BL_PC)
  3414. dmg.blewcount = 10;
  3415. dmg.amotion = 0; //Disable delay or attack will do no damage since source is dead by the time it takes effect. [Skotlex]
  3416. [[fallthrough]];
  3417. case KN_AUTOCOUNTER:
  3418. case NPC_CRITICALSLASH:
  3419. case TF_DOUBLE:
  3420. case GS_CHAINACTION:
  3421. dmg.dmotion = clif_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,dmg.type,dmg.damage2,false);
  3422. break;
  3423. case AS_SPLASHER:
  3424. if( flag&SD_ANIMATION ) // the surrounding targets
  3425. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH); // needs -1 as skill level
  3426. else // the central target doesn't display an animation
  3427. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SPLASH); // needs -2(!) as skill level
  3428. break;
  3429. case SR_EARTHSHAKER:
  3430. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,skill_id,-2,DMG_SINGLE);
  3431. break;
  3432. case WL_SOULEXPANSION:
  3433. case WL_COMET:
  3434. case NPC_COMET:
  3435. case KO_MUCHANAGE:
  3436. #ifndef RENEWAL
  3437. case NJ_HUUMA:
  3438. #endif
  3439. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,skill_lv,DMG_MULTI_HIT);
  3440. break;
  3441. case WL_CHAINLIGHTNING_ATK:
  3442. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,1,WL_CHAINLIGHTNING_ATK,-2,DMG_SINGLE);
  3443. break;
  3444. case WL_TETRAVORTEX_FIRE:
  3445. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, WL_TETRAVORTEX_WIND, -1, DMG_SPLASH);
  3446. break;
  3447. case LG_SHIELDPRESS:
  3448. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, status_get_amotion(src), dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SINGLE);
  3449. break;
  3450. case NPC_EARTHQUAKE:
  3451. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_ENDURE);
  3452. break;
  3453. case NPC_DARKPIERCING:
  3454. case EL_FIRE_BOMB:
  3455. case EL_FIRE_BOMB_ATK:
  3456. case EL_FIRE_WAVE:
  3457. case EL_FIRE_WAVE_ATK:
  3458. case EL_FIRE_MANTLE:
  3459. case EL_CIRCLE_OF_FIRE:
  3460. case EL_FIRE_ARROW:
  3461. case EL_ICE_NEEDLE:
  3462. case EL_WATER_SCREW:
  3463. case EL_WATER_SCREW_ATK:
  3464. case EL_WIND_SLASH:
  3465. case EL_TIDAL_WEAPON:
  3466. case EL_ROCK_CRUSHER:
  3467. case EL_ROCK_CRUSHER_ATK:
  3468. case EL_HURRICANE:
  3469. case EL_HURRICANE_ATK:
  3470. case KO_BAKURETSU:
  3471. case GN_HELLS_PLANT_ATK:
  3472. case SU_SV_ROOTTWIST_ATK:
  3473. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3474. break;
  3475. case GN_FIRE_EXPANSION_ACID:
  3476. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, CR_ACIDDEMONSTRATION, skill_lv, DMG_MULTI_HIT);
  3477. break;
  3478. case GN_SLINGITEM_RANGEMELEEATK:
  3479. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,GN_SLINGITEM,-2,DMG_SINGLE);
  3480. break;
  3481. case EL_STONE_RAIN:
  3482. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,skill_id,-1,(flag&1)?DMG_MULTI_HIT:DMG_SPLASH);
  3483. break;
  3484. case WM_SEVERE_RAINSTORM_MELEE:
  3485. dmg.dmotion = clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion,damage,dmg.div_,WM_SEVERE_RAINSTORM,-2,DMG_SPLASH);
  3486. break;
  3487. case HT_CLAYMORETRAP:
  3488. case HT_BLASTMINE:
  3489. case HT_FLASHER:
  3490. case HT_FREEZINGTRAP:
  3491. case RA_CLUSTERBOMB:
  3492. case RA_FIRINGTRAP:
  3493. case RA_ICEBOUNDTRAP:
  3494. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3495. if( dsrc != src ) // avoid damage display redundancy
  3496. break;
  3497. [[fallthrough]];
  3498. case HT_LANDMINE:
  3499. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3500. break;
  3501. case WZ_SIGHTBLASTER:
  3502. //Sightblaster should never call clif_skill_damage twice
  3503. dmg.dmotion = clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, (flag&SD_LEVEL) ? -1 : skill_lv, DMG_SPLASH);
  3504. break;
  3505. case RL_R_TRIP_PLUSATK:
  3506. case RL_S_STORM:
  3507. dmg.dmotion = clif_skill_damage(dsrc,bl,tick,status_get_amotion(src),dmg.dmotion,damage,dmg.div_,skill_id,-1,DMG_SPLASH);
  3508. break;
  3509. case SU_LUNATICCARROTBEAT:
  3510. case SU_LUNATICCARROTBEAT2:
  3511. case SP_CURSEEXPLOSION:
  3512. case SP_SPA:
  3513. case SP_SHA:
  3514. if (dmg.div_ < 2)
  3515. type = DMG_SPLASH;
  3516. if (!(flag&SD_ANIMATION))
  3517. clif_skill_nodamage(dsrc, bl, skill_id, skill_lv, 1);
  3518. [[fallthrough]];
  3519. case WM_REVERBERATION:
  3520. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, dmg_type);
  3521. break;
  3522. case SJ_FALLINGSTAR_ATK:
  3523. case SJ_FALLINGSTAR_ATK2:
  3524. dmg.dmotion = clif_skill_damage(src,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_MULTI_HIT);
  3525. break;
  3526. case SJ_NOVAEXPLOSING:
  3527. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -2, DMG_SINGLE);
  3528. break;
  3529. case DK_HACKANDSLASHER_ATK:
  3530. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, dmg_type);
  3531. break;
  3532. case AG_STORM_CANNON:
  3533. case AG_CRIMSON_ARROW:
  3534. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, DMG_SPLASH);
  3535. break;
  3536. case TR_ROSEBLOSSOM_ATK:
  3537. case ABC_FROM_THE_ABYSS_ATK:
  3538. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3539. break;
  3540. case TR_SOUNDBLEND:
  3541. if (flag&SD_ANIMATION)// For some reason the caster reacts on the splash flag. Best reduce amotion to minimize it for now. [Rytech]
  3542. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, 10, dmg.dmotion, damage, dmg.div_, skill_id, -1, DMG_SPLASH);
  3543. else
  3544. dmg.dmotion = clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, skill_lv, dmg_type);
  3545. break;
  3546. case AB_DUPLELIGHT_MELEE:
  3547. case AB_DUPLELIGHT_MAGIC:
  3548. dmg.amotion = 300;/* makes the damage value not overlap with previous damage (when displayed by the client) */
  3549. [[fallthrough]];
  3550. default:
  3551. if( flag&SD_ANIMATION && dmg.div_ < 2 ) //Disabling skill animation doesn't works on multi-hit.
  3552. dmg_type = DMG_SPLASH;
  3553. if (src->type == BL_SKILL) {
  3554. TBL_SKILL *su = (TBL_SKILL*)src;
  3555. if (su->group && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) { // show damage on trap targets
  3556. clif_skill_damage(src, bl, tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL ? -1 : skill_lv, DMG_SPLASH);
  3557. break;
  3558. }
  3559. }
  3560. dmg.dmotion = clif_skill_damage(dsrc,bl,tick, dmg.amotion, dmg.dmotion, damage, dmg.div_, skill_id, flag&SD_LEVEL?-1:skill_lv, dmg_type);
  3561. break;
  3562. }
  3563. map_freeblock_lock();
  3564. if (bl->type == BL_PC && skill_id && skill_db.find(skill_id)->copyable.option && //Only copy skill that copyable [Cydh]
  3565. dmg.flag&BF_SKILL && dmg.damage+dmg.damage2 > 0 && damage < status_get_hp(bl)) //Cannot copy skills if the blow will kill you. [Skotlex]
  3566. skill_do_copy(src,bl,skill_id,skill_lv);
  3567. if (dmg.dmg_lv >= ATK_MISS && (type = skill_get_walkdelay(skill_id, skill_lv)) > 0)
  3568. { //Skills with can't walk delay also stop normal attacking for that
  3569. //duration when the attack connects. [Skotlex]
  3570. struct unit_data *ud = unit_bl2ud(src);
  3571. if (ud && DIFF_TICK(ud->attackabletime, tick + type) < 0)
  3572. ud->attackabletime = tick + type;
  3573. }
  3574. shadow_flag = skill_check_shadowform(bl, damage, dmg.div_);
  3575. // Instant damage
  3576. if( !dmg.amotion ) {
  3577. //Deal damage before knockback to allow stuff like firewall+storm gust combo.
  3578. if( (!tsc || (!tsc->getSCE(SC_DEVOTION) && skill_id != CR_REFLECTSHIELD && !tsc->getSCE(SC_WATER_SCREEN_OPTION))
  3579. #ifndef RENEWAL
  3580. || skill_id == HW_GRAVITATION
  3581. #endif
  3582. || skill_id == NPC_EVILLAND) && !shadow_flag )
  3583. battle_damage(src, bl, damage, dmg.dmotion, skill_lv, skill_id, dmg.dmg_lv, dmg.flag, false, tick, false);
  3584. if( !status_isdead(bl) && additional_effects )
  3585. skill_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
  3586. if( damage > 0 ) //Counter status effects [Skotlex]
  3587. skill_counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
  3588. }
  3589. // Blow!
  3590. if (!(flag&4))
  3591. skill_attack_blow(src, dsrc, bl, (uint8)dmg.blewcount, skill_id, skill_lv, damage, tick, flag);
  3592. // Delayed damage must be dealt after the knockback (it needs to know actual position of target)
  3593. if( dmg.amotion ) {
  3594. if( shadow_flag ) {
  3595. if( !status_isdead(bl) && additional_effects )
  3596. skill_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, dmg.dmg_lv, tick);
  3597. if( dmg.flag > ATK_BLOCK )
  3598. skill_counter_additional_effect(src, bl, skill_id, skill_lv, dmg.flag, tick);
  3599. } else
  3600. battle_delay_damage(tick, dmg.amotion,src,bl,dmg.flag,skill_id,skill_lv,damage,dmg.dmg_lv,dmg.dmotion, additional_effects, false);
  3601. } else {
  3602. // Trigger monster skill condition for damage skills with no amotion.
  3603. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3604. if (damage > 0)
  3605. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag);
  3606. if (skill_id > 0)
  3607. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16));
  3608. }
  3609. }
  3610. // Trigger monster skill condition for damage skills.
  3611. if (bl->type == BL_MOB && src != bl && !status_isdead(bl)) {
  3612. if (damage > 0)
  3613. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, dmg.flag, damage);
  3614. if (skill_id > 0)
  3615. mobskill_event(BL_CAST(BL_MOB, bl), src, tick, MSC_SKILLUSED | (skill_id << 16), damage);
  3616. }
  3617. if (tsc && skill_id != NPC_EVILLAND && skill_id != SP_SOULEXPLOSION && skill_id != SJ_NOVAEXPLOSING
  3618. #ifndef RENEWAL
  3619. && skill_id != PA_PRESSURE && skill_id != HW_GRAVITATION
  3620. #endif
  3621. ) {
  3622. if (tsc->getSCE(SC_DEVOTION)) {
  3623. struct status_change_entry *sce = tsc->getSCE(SC_DEVOTION);
  3624. struct block_list *d_bl = map_id2bl(sce->val1);
  3625. if (d_bl && (
  3626. (d_bl->type == BL_MER && ((TBL_MER*)d_bl)->master && ((TBL_MER*)d_bl)->master->bl.id == bl->id) ||
  3627. (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == bl->id)
  3628. ) && check_distance_bl(bl, d_bl, sce->val3) )
  3629. {
  3630. int64 devotion_damage = damage;
  3631. // Needed to check the devotion master for Rebound Shield status.
  3632. status_change *d_sc = status_get_sc(d_bl);
  3633. if (d_sc && d_sc->getSCE(SC_REBOUND_S))
  3634. devotion_damage -= devotion_damage * d_sc->getSCE(SC_REBOUND_S)->val2 / 100;
  3635. if (!rmdamage) {
  3636. clif_damage(d_bl, d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3637. battle_fix_damage(src, d_bl, devotion_damage, 0, 0);
  3638. } else {
  3639. bool isDevotRdamage = false;
  3640. if (battle_config.devotion_rdamage && battle_config.devotion_rdamage > rnd()%100)
  3641. isDevotRdamage = true;
  3642. // If !isDevotRdamage, reflected magics are done directly on the target not on paladin
  3643. // This check is only for magical skill.
  3644. // For BF_WEAPON skills types track var rdamage and function battle_calc_return_damage
  3645. clif_damage(bl, (!isDevotRdamage) ? bl : d_bl, gettick(), 0, 0, devotion_damage, 0, DMG_NORMAL, 0, false);
  3646. battle_fix_damage(bl, (!isDevotRdamage) ? bl : d_bl, devotion_damage, 0, 0);
  3647. }
  3648. } else {
  3649. status_change_end(bl, SC_DEVOTION);
  3650. if (!dmg.amotion)
  3651. battle_fix_damage(src, bl, damage, dmg.dmotion, 0);
  3652. }
  3653. }
  3654. if (tsc->getSCE(SC_WATER_SCREEN_OPTION)) {
  3655. struct status_change_entry *sce = tsc->getSCE(SC_WATER_SCREEN_OPTION);
  3656. struct block_list *e_bl = map_id2bl(sce->val1);
  3657. if (e_bl) {
  3658. if (!rmdamage) {
  3659. clif_skill_damage(e_bl, e_bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3660. battle_fix_damage(src, e_bl, damage, 0, 0);
  3661. } else {
  3662. clif_skill_damage(bl, bl, gettick(), 0, 0, damage, dmg.div_, skill_id, -1, skill_get_hit(skill_id));
  3663. battle_fix_damage(bl, bl, damage, 0, 0);
  3664. }
  3665. }
  3666. }
  3667. }
  3668. if(damage > 0 && !status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  3669. if( skill_id == RG_INTIMIDATE ) {
  3670. int rate = 50 + skill_lv * 5;
  3671. rate = rate + (status_get_lv(src) - status_get_lv(bl));
  3672. if(rnd()%100 < rate)
  3673. skill_addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
  3674. } else if( skill_id == NPC_FATALMENACE ) {
  3675. int16 x = skill_area_temp[4], y = skill_area_temp[5];
  3676. map_search_freecell(nullptr, bl->m, &x, &y, 2, 2, 1);
  3677. skill_addtimerskill(bl,tick + 800,bl->id,x,y,skill_id,skill_lv,0,flag);
  3678. }
  3679. }
  3680. if( sd && src != bl && damage > 0 && ( dmg.flag&BF_WEAPON ||
  3681. (dmg.flag&BF_MISC && (skill_id == RA_CLUSTERBOMB || skill_id == RA_FIRINGTRAP || skill_id == RA_ICEBOUNDTRAP)) ) )
  3682. {
  3683. if (battle_config.left_cardfix_to_right)
  3684. battle_drain(sd, bl, dmg.damage, dmg.damage, tstatus->race, tstatus->class_);
  3685. else
  3686. battle_drain(sd, bl, dmg.damage, dmg.damage2, tstatus->race, tstatus->class_);
  3687. }
  3688. if (sd && tsc && dmg.flag&BF_LONG && tsc->getSCE(SC_WINDSIGN) && rand()%100 < tsc->getSCE(SC_WINDSIGN)->val2)
  3689. status_heal(src, 0, 0, 1, 0);
  3690. if( damage > 0 ) { // Post-damage effects
  3691. switch( skill_id ) {
  3692. case GC_VENOMPRESSURE: {
  3693. status_change *ssc = status_get_sc(src);
  3694. if( ssc && ssc->getSCE(SC_POISONINGWEAPON) && rnd()%100 < 70 + 5*skill_lv ) {
  3695. sc_start4(src, bl, (sc_type)ssc->getSCE(SC_POISONINGWEAPON)->val2, 100, ssc->getSCE(SC_POISONINGWEAPON)->val1, 0, 1, 0, skill_get_time2(GC_POISONINGWEAPON, 1));
  3696. status_change_end(src,SC_POISONINGWEAPON);
  3697. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  3698. }
  3699. }
  3700. break;
  3701. }
  3702. if( sd )
  3703. skill_onskillusage(sd, bl, skill_id, tick);
  3704. }
  3705. if (!(flag&2)) {
  3706. switch (skill_id) {
  3707. case MG_COLDBOLT:
  3708. case MG_FIREBOLT:
  3709. case MG_LIGHTNINGBOLT:
  3710. if (sc && sc->getSCE(SC_DOUBLECAST) && rnd() % 100 < sc->getSCE(SC_DOUBLECAST)->val2)
  3711. //skill_addtimerskill(src, tick + dmg.div_*dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3712. skill_addtimerskill(src, tick + dmg.amotion, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag|2);
  3713. break;
  3714. case SU_BITE:
  3715. case SU_SCRATCH:
  3716. case SU_SV_STEMSPEAR:
  3717. case SU_SCAROFTAROU:
  3718. case SU_PICKYPECK:
  3719. if (status_get_lv(src) > 29 && rnd() % 100 < 10 * status_get_lv(src) / 30)
  3720. skill_addtimerskill(src, tick + dmg.amotion + skill_get_delay(skill_id, skill_lv), bl->id, 0, 0, skill_id, skill_lv, attack_type, flag|2);
  3721. break;
  3722. }
  3723. }
  3724. map_freeblock_unlock();
  3725. if ((flag&0x1000000) && rmdamage)
  3726. return 0; //Should return 0 when damage was reflected
  3727. return damage;
  3728. }
  3729. /*==========================================
  3730. * Sub function for recursive skill call.
  3731. * Checking bl battle flag and display damage
  3732. * then call func with source,target,skill_id,skill_lv,tick,flag
  3733. *------------------------------------------*/
  3734. typedef int (*SkillFunc)(struct block_list *, struct block_list *, int, int, t_tick, int);
  3735. int skill_area_sub(struct block_list *bl, va_list ap)
  3736. {
  3737. struct block_list *src;
  3738. uint16 skill_id,skill_lv;
  3739. int flag;
  3740. t_tick tick;
  3741. SkillFunc func;
  3742. nullpo_ret(bl);
  3743. src = va_arg(ap,struct block_list *);
  3744. skill_id = va_arg(ap,int);
  3745. skill_lv = va_arg(ap,int);
  3746. tick = va_arg(ap,t_tick);
  3747. flag = va_arg(ap,int);
  3748. func = va_arg(ap,SkillFunc);
  3749. if (flag&BCT_WOS && src == bl)
  3750. return 0;
  3751. if(battle_check_target(src,bl,flag) > 0) {
  3752. // several splash skills need this initial dummy packet to display correctly
  3753. if (flag&SD_PREAMBLE && skill_area_temp[2] == 0)
  3754. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  3755. if (flag&(SD_SPLASH|SD_PREAMBLE))
  3756. skill_area_temp[2]++;
  3757. return func(src,bl,skill_id,skill_lv,tick,flag);
  3758. }
  3759. return 0;
  3760. }
  3761. static int skill_check_unit_range_sub(struct block_list *bl, va_list ap)
  3762. {
  3763. struct skill_unit *unit;
  3764. uint16 skill_id,g_skill_id;
  3765. unit = (struct skill_unit *)bl;
  3766. if(bl->prev == nullptr || bl->type != BL_SKILL)
  3767. return 0;
  3768. if(!unit->alive)
  3769. return 0;
  3770. skill_id = va_arg(ap,int);
  3771. g_skill_id = unit->group->skill_id;
  3772. switch (skill_id) {
  3773. case AL_PNEUMA: //Pneuma doesn't work even if just one cell overlaps with Land Protector
  3774. if(g_skill_id == SA_LANDPROTECTOR)
  3775. break;
  3776. [[fallthrough]];
  3777. case MH_STEINWAND:
  3778. case MG_SAFETYWALL:
  3779. case SC_MAELSTROM:
  3780. if(g_skill_id != MH_STEINWAND && g_skill_id != MG_SAFETYWALL && g_skill_id != AL_PNEUMA && g_skill_id != SC_MAELSTROM)
  3781. return 0;
  3782. break;
  3783. case AL_WARP:
  3784. case HT_SKIDTRAP:
  3785. case MA_SKIDTRAP:
  3786. case HT_LANDMINE:
  3787. case MA_LANDMINE:
  3788. case HT_ANKLESNARE:
  3789. case HT_SHOCKWAVE:
  3790. case HT_SANDMAN:
  3791. case MA_SANDMAN:
  3792. case HT_FLASHER:
  3793. case HT_FREEZINGTRAP:
  3794. case MA_FREEZINGTRAP:
  3795. case HT_BLASTMINE:
  3796. case HT_CLAYMORETRAP:
  3797. case HT_TALKIEBOX:
  3798. #ifndef RENEWAL
  3799. case HP_BASILICA:
  3800. #endif
  3801. case RA_ELECTRICSHOCKER:
  3802. case RA_CLUSTERBOMB:
  3803. case RA_MAGENTATRAP:
  3804. case RA_COBALTTRAP:
  3805. case RA_MAIZETRAP:
  3806. case RA_VERDURETRAP:
  3807. case RA_FIRINGTRAP:
  3808. case RA_ICEBOUNDTRAP:
  3809. case SC_DIMENSIONDOOR:
  3810. case SC_BLOODYLUST:
  3811. case NPC_REVERBERATION:
  3812. case GN_THORNS_TRAP:
  3813. case RL_B_TRAP:
  3814. case SC_ESCAPE:
  3815. //Non stackable on themselves and traps (including venom dust which does not has the trap inf2 set)
  3816. if (skill_id != g_skill_id && !skill_get_inf2(g_skill_id, INF2_ISTRAP) && g_skill_id != AS_VENOMDUST && g_skill_id != MH_POISON_MIST)
  3817. return 0;
  3818. break;
  3819. default: //Avoid stacking with same kind of trap. [Skotlex]
  3820. if (g_skill_id != skill_id)
  3821. return 0;
  3822. break;
  3823. }
  3824. return 1;
  3825. }
  3826. static int skill_check_unit_range (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv)
  3827. {
  3828. //Non players do not check for the skill's splash-trigger area.
  3829. int range = bl->type==BL_PC?skill_get_unit_range(skill_id, skill_lv):0;
  3830. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3831. if (layout_type==-1 || layout_type>MAX_SQUARE_LAYOUT) {
  3832. ShowError("skill_check_unit_range: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3833. return 0;
  3834. }
  3835. range += layout_type;
  3836. return map_foreachinallarea(skill_check_unit_range_sub,bl->m,x-range,y-range,x+range,y+range,BL_SKILL,skill_id);
  3837. }
  3838. static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
  3839. {
  3840. uint16 skill_id;
  3841. if(bl->prev == nullptr)
  3842. return 0;
  3843. skill_id = va_arg(ap,int);
  3844. if( status_isdead(bl) && skill_id != AL_WARP )
  3845. return 0;
  3846. #ifndef RENEWAL
  3847. if( skill_id == HP_BASILICA && bl->type == BL_PC )
  3848. return 0;
  3849. #endif
  3850. if( skill_id == AM_DEMONSTRATION && bl->type == BL_MOB && ((TBL_MOB*)bl)->mob_id == MOBID_EMPERIUM )
  3851. return 0; //Allow casting Bomb/Demonstration Right under emperium [Skotlex]
  3852. return 1;
  3853. }
  3854. /**
  3855. * Used to check range condition of the casted skill. Used if the skill has UF_NOFOOTSET or INF2_DISABLENEARNPC
  3856. * @param bl Object that casted skill
  3857. * @param x Position x of the target
  3858. * @param y Position y of the target
  3859. * @param skill_id The casted skill
  3860. * @param skill_lv The skill Lv
  3861. * @param isNearNPC 'true' means, check the range between target and nearer NPC by using npc_isnear and range calculation [Cydh]
  3862. * @return 0: No object (BL_CHAR or BL_PC) within the range. If 'isNearNPC' the target oject is BL_NPC
  3863. */
  3864. static int skill_check_unit_range2 (struct block_list *bl, int x, int y, uint16 skill_id, uint16 skill_lv, bool isNearNPC)
  3865. {
  3866. int range = 0, type;
  3867. //Range for INF2_DISABLENEARNPC is using skill splash value [Cydh]
  3868. if (isNearNPC)
  3869. range = skill_get_splash(skill_id,skill_lv);
  3870. //While checking INF2_DISABLENEARNPC and the range from splash is 0, get the range from skill_unit range and layout. [Cydh]
  3871. if (!isNearNPC || !range) {
  3872. switch (skill_id) { // to be expanded later
  3873. case WZ_ICEWALL:
  3874. range = 2;
  3875. break;
  3876. case SC_MANHOLE:
  3877. range = 0;
  3878. break;
  3879. default: {
  3880. int layout_type = skill_get_unit_layout_type(skill_id,skill_lv);
  3881. if (layout_type == -1 || layout_type > MAX_SQUARE_LAYOUT) {
  3882. ShowError("skill_check_unit_range2: unsupported layout type %d for skill %d\n",layout_type,skill_id);
  3883. return 0;
  3884. }
  3885. range = skill_get_unit_range(skill_id,skill_lv) + layout_type;
  3886. }
  3887. break;
  3888. }
  3889. }
  3890. uint16 skill_npc_range = skill_db.find(skill_id)->unit_nonearnpc_range;
  3891. //Check the additional range [Cydh]
  3892. if (isNearNPC && skill_npc_range > 0)
  3893. range += skill_npc_range;
  3894. if (!isNearNPC) { //Doesn't check the NPC range
  3895. //If the caster is a monster/NPC, only check for players. Otherwise just check characters
  3896. if (bl->type&battle_config.skill_nofootset)
  3897. type = BL_CHAR;
  3898. else if(bl->type == BL_MOB)
  3899. type = BL_MOB; //Monsters can never place traps on top of each other regardless of setting
  3900. else
  3901. return 0; //Don't check
  3902. } else
  3903. type = BL_NPC;
  3904. return (!isNearNPC) ?
  3905. //!isNearNPC is used for UF_NOFOOTSET, regardless the NPC position, only check the BL_CHAR or BL_PC
  3906. map_foreachinallarea(skill_check_unit_range2_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id):
  3907. //isNearNPC is used to check range from NPC
  3908. map_foreachinallarea(npc_isnear_sub,bl->m,x - range,y - range,x + range,y + range,type,skill_id);
  3909. }
  3910. /** Apply special cases where skills require HP/SP/AP but do not consume them, then continue with consuming HP/SP/AP
  3911. * @param bl Object from which HP/SP/AP are consumed
  3912. * @param skill_id ID of used skill
  3913. * @param hp Original HP requirement to use skill
  3914. * @param sp Original SP requirement to use skill
  3915. * @param ap Original AP requirement to use skill
  3916. */
  3917. void skill_consume_hpspap(block_list* bl, uint16 skill_id, int hp, int sp, int ap)
  3918. {
  3919. nullpo_retv(bl);
  3920. switch (skill_id) {
  3921. //Skills that require HP but do not consume them
  3922. case SM_MAGNUM:
  3923. case MS_MAGNUM:
  3924. hp = 0;
  3925. break;
  3926. }
  3927. status_zap(bl, hp, sp, ap);
  3928. }
  3929. /*==========================================
  3930. * Checks that you have the requirements for casting a skill for homunculus/mercenary.
  3931. * Flag:
  3932. * &1: finished casting the skill (invoke hp/sp/item consumption)
  3933. * &2: picked menu entry (Warp Portal, Teleport and other menu based skills)
  3934. *------------------------------------------*/
  3935. static int skill_check_condition_mercenary(struct block_list *bl, uint16 skill_id, uint16 skill_lv, int type)
  3936. {
  3937. struct status_data *status;
  3938. map_session_data *sd = nullptr;
  3939. int i, hp, sp, hp_rate, sp_rate, state, mhp;
  3940. t_itemid itemid[MAX_SKILL_ITEM_REQUIRE];
  3941. int amount[ARRAYLENGTH(itemid)], index[ARRAYLENGTH(itemid)];
  3942. nullpo_retr(0, bl);
  3943. switch( bl->type )
  3944. {
  3945. case BL_HOM: sd = ((TBL_HOM*)bl)->master; break;
  3946. case BL_MER: sd = ((TBL_MER*)bl)->master; break;
  3947. }
  3948. if( sd == nullptr ){
  3949. return 0;
  3950. }
  3951. status = status_get_status_data(bl);
  3952. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  3953. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  3954. if (skill == nullptr)
  3955. return 0;
  3956. // Requirements
  3957. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  3958. {
  3959. itemid[i] = skill->require.itemid[i];
  3960. amount[i] = skill->require.amount[i];
  3961. }
  3962. hp = skill->require.hp[skill_lv - 1];
  3963. sp = skill->require.sp[skill_lv - 1];
  3964. hp_rate = skill->require.hp_rate[skill_lv - 1];
  3965. sp_rate = skill->require.sp_rate[skill_lv - 1];
  3966. state = skill->require.state;
  3967. if ((mhp = skill->require.mhp[skill_lv - 1]) > 0)
  3968. hp += (status->max_hp * mhp) / 100;
  3969. if( hp_rate > 0 )
  3970. hp += (status->hp * hp_rate) / 100;
  3971. else
  3972. hp += (status->max_hp * (-hp_rate)) / 100;
  3973. if( sp_rate > 0 )
  3974. sp += (status->sp * sp_rate) / 100;
  3975. else
  3976. sp += (status->max_sp * (-sp_rate)) / 100;
  3977. if( !(type&2) )
  3978. {
  3979. if( hp > 0 && status->hp <= (unsigned int)hp )
  3980. {
  3981. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  3982. return 0;
  3983. }
  3984. if( sp > 0 && status->sp <= (unsigned int)sp )
  3985. {
  3986. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  3987. return 0;
  3988. }
  3989. }
  3990. if( !type )
  3991. switch( state )
  3992. {
  3993. case ST_MOVE_ENABLE:
  3994. if( !unit_can_move(bl) )
  3995. {
  3996. clif_skill_fail( *sd, skill_id );
  3997. return 0;
  3998. }
  3999. break;
  4000. }
  4001. if( !(type&1) )
  4002. return 1;
  4003. // Check item existences
  4004. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4005. {
  4006. index[i] = -1;
  4007. if( itemid[i] == 0 ) continue; // No item
  4008. index[i] = pc_search_inventory(sd, itemid[i]);
  4009. if( index[i] < 0 || sd->inventory.u.items_inventory[index[i]].amount < amount[i] )
  4010. {
  4011. clif_skill_fail( *sd, skill_id );
  4012. return 0;
  4013. }
  4014. }
  4015. // Consume items
  4016. for( i = 0; i < ARRAYLENGTH(itemid); i++ )
  4017. {
  4018. if( index[i] >= 0 ) pc_delitem(sd, index[i], amount[i], 0, 1, LOG_TYPE_CONSUME);
  4019. }
  4020. if( type&2 )
  4021. return 1;
  4022. if( sp || hp )
  4023. skill_consume_hpspap(bl, skill_id, hp, sp, 0);
  4024. return 1;
  4025. }
  4026. /*==========================================
  4027. *
  4028. *------------------------------------------*/
  4029. int skill_area_sub_count (struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4030. {
  4031. switch (skill_id) {
  4032. case RL_QD_SHOT:
  4033. {
  4034. if (src->type == BL_PC && BL_CAST(BL_PC,src)) {
  4035. struct unit_data *ud = unit_bl2ud(src);
  4036. if (ud && ud->target == target->id)
  4037. return 1;
  4038. }
  4039. }
  4040. }
  4041. return 1;
  4042. }
  4043. /*==========================================
  4044. *
  4045. *------------------------------------------*/
  4046. static TIMER_FUNC(skill_timerskill){
  4047. struct block_list *src = map_id2bl(id),*target;
  4048. struct unit_data *ud = unit_bl2ud(src);
  4049. struct skill_timerskill *skl;
  4050. struct skill_unit *unit = nullptr;
  4051. int range;
  4052. nullpo_ret(src);
  4053. nullpo_ret(ud);
  4054. skl = ud->skilltimerskill[data];
  4055. nullpo_ret(skl);
  4056. ud->skilltimerskill[data] = nullptr;
  4057. do {
  4058. if(src->prev == nullptr)
  4059. break; // Source not on Map
  4060. if(skl->target_id) {
  4061. target = map_id2bl(skl->target_id);
  4062. if( ( skl->skill_id == RG_INTIMIDATE || skl->skill_id == NPC_FATALMENACE ) && (!target || target->prev == nullptr || !check_distance_bl(src,target,AREA_SIZE)) )
  4063. target = src; //Required since it has to warp.
  4064. if (skl->skill_id == SR_SKYNETBLOW) {
  4065. skill_area_temp[1] = 0;
  4066. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skl->skill_id,skl->skill_lv,DMG_SINGLE);
  4067. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skl->skill_id,skl->skill_lv),BL_CHAR|BL_SKILL,src,
  4068. skl->skill_id,skl->skill_lv,tick,skl->flag|BCT_ENEMY|SD_SPLASH|1,skill_castend_damage_id);
  4069. break;
  4070. }
  4071. if(target == nullptr)
  4072. break; // Target offline?
  4073. if(target->prev == nullptr)
  4074. break; // Target not on Map
  4075. if(src->m != target->m)
  4076. break; // Different Maps
  4077. if(status_isdead(src)) {
  4078. switch(skl->skill_id) {
  4079. case WL_CHAINLIGHTNING_ATK:
  4080. case WL_TETRAVORTEX_FIRE:
  4081. case WL_TETRAVORTEX_WATER:
  4082. case WL_TETRAVORTEX_WIND:
  4083. case WL_TETRAVORTEX_GROUND:
  4084. // For SR_FLASHCOMBO
  4085. case SR_DRAGONCOMBO:
  4086. case SR_FALLENEMPIRE:
  4087. case SR_TIGERCANNON:
  4088. case NPC_DANCINGBLADE_ATK:
  4089. if (src->type != BL_PC)
  4090. continue;
  4091. break; // Exceptions
  4092. default:
  4093. continue; // Caster is Dead
  4094. }
  4095. }
  4096. if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
  4097. break;
  4098. switch(skl->skill_id) {
  4099. case KN_AUTOCOUNTER:
  4100. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4101. break;
  4102. case RG_INTIMIDATE:
  4103. if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
  4104. short x,y;
  4105. map_search_freecell(src, 0, &x, &y, 1, 1, 0);
  4106. if (target != src && !status_isdead(target))
  4107. unit_warp(target, -1, x, y, CLR_TELEPORT);
  4108. }
  4109. break;
  4110. case BA_FROSTJOKER:
  4111. case DC_SCREAM:
  4112. range= skill_get_splash(skl->skill_id, skl->skill_lv);
  4113. map_foreachinallarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
  4114. skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
  4115. break;
  4116. case PR_LEXDIVINA:
  4117. if (src->type == BL_MOB) {
  4118. // Monsters use the default duration when casting Lex Divina
  4119. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(status_db.getSkill(SC_SILENCE), 1));
  4120. break;
  4121. }
  4122. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4123. break;
  4124. case PR_STRECOVERY:
  4125. sc_start(src, target, SC_BLIND, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4126. break;
  4127. case BS_HAMMERFALL:
  4128. sc_start(src, target, SC_STUN, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4129. break;
  4130. case MER_LEXDIVINA:
  4131. sc_start(src, target, SC_SILENCE, skl->type, skl->skill_lv, skill_get_time2(skl->skill_id, skl->skill_lv));
  4132. break;
  4133. case WZ_WATERBALL:
  4134. {
  4135. //Get the next waterball cell to consume
  4136. struct s_skill_unit_layout *layout;
  4137. int i;
  4138. layout = skill_get_unit_layout(skl->skill_id, skl->skill_lv, src, skl->x, skl->y);
  4139. for (i = skl->type; i >= 0 && i < layout->count; i++) {
  4140. int ux = skl->x + layout->dx[i];
  4141. int uy = skl->y + layout->dy[i];
  4142. unit = map_find_skill_unit_oncell(src, ux, uy, WZ_WATERBALL, nullptr, 0);
  4143. if (unit)
  4144. break;
  4145. }
  4146. }
  4147. [[fallthrough]];
  4148. case WZ_JUPITEL:
  4149. // Official behaviour is to hit as long as there is a line of sight, regardless of distance
  4150. if (skl->type > 0 && !status_isdead(target) && path_search_long(nullptr,src->m,src->x,src->y,target->x,target->y,CELL_CHKWALL)) {
  4151. // Apply canact delay here to prevent hacks (unlimited casting)
  4152. ud->canact_tick = i64max(tick + status_get_amotion(src), ud->canact_tick);
  4153. skill_attack(BF_MAGIC, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4154. }
  4155. if (unit && !status_isdead(target) && !status_isdead(src)) {
  4156. skill_delunit(unit); // Consume unit for next waterball
  4157. //Timer will continue and walkdelay set until target is dead, even if there is currently no line of sight
  4158. unit_set_walkdelay(src, tick, TIMERSKILL_INTERVAL, 1);
  4159. skill_addtimerskill(src,tick+TIMERSKILL_INTERVAL,target->id,skl->x,skl->y,skl->skill_id,skl->skill_lv,skl->type+1,skl->flag);
  4160. } else {
  4161. status_change *sc = status_get_sc(src);
  4162. if(sc) {
  4163. if(sc->getSCE(SC_SPIRIT) &&
  4164. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  4165. sc->getSCE(SC_SPIRIT)->val3 == skl->skill_id)
  4166. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  4167. }
  4168. }
  4169. break;
  4170. case NPC_DANCINGBLADE_ATK:
  4171. skill_attack(BF_WEAPON,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4172. if (skl->type < 4) {
  4173. struct block_list *nbl = nullptr;
  4174. nbl = battle_getenemyarea(src, target->x, target->y, 5, splash_target(src), src->id);
  4175. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, NPC_DANCINGBLADE_ATK, skl->skill_lv, skl->type + 1, 0);
  4176. }
  4177. break;
  4178. case WL_CHAINLIGHTNING_ATK: {
  4179. #ifndef RENEWAL
  4180. skill_toggle_magicpower(src, skl->skill_id); // Only the first hit will be amplified
  4181. #endif
  4182. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,9 - skl->type); // Hit a Lightning on the current Target
  4183. if( skl->type < (4 + skl->skill_lv - 1) && skl->x < 3 )
  4184. { // Remaining Chains Hit
  4185. struct block_list *nbl = nullptr; // Next Target of Chain
  4186. nbl = battle_getenemyarea(src, target->x, target->y, (skl->type>2)?2:3, // After 2 bounces, it will bounce to other targets in 7x7 range.
  4187. splash_target(src), target->id); // Search for a new Target around current one...
  4188. if( nbl == nullptr )
  4189. skl->x++;
  4190. else
  4191. skl->x = 0;
  4192. skill_addtimerskill(src, tick + 650, (nbl?nbl:target)->id, skl->x, 0, WL_CHAINLIGHTNING_ATK, skl->skill_lv, skl->type + 1, 0);
  4193. }
  4194. }
  4195. break;
  4196. case WL_TETRAVORTEX_FIRE:
  4197. case WL_TETRAVORTEX_WATER:
  4198. case WL_TETRAVORTEX_WIND:
  4199. case WL_TETRAVORTEX_GROUND:
  4200. clif_skill_nodamage(src,target,skl->skill_id,skl->skill_lv,1);
  4201. skill_attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4202. if (skl->type >= 3) { // Final Hit
  4203. if (!status_isdead(target)) { // Final Status Effect
  4204. int effects[4] = { SC_BURNING, SC_FREEZING, SC_BLEEDING, SC_STUN },
  4205. applyeffects[4] = { 0, 0, 0, 0 },
  4206. i, j = 0, k = 0;
  4207. for(i = 1; i <= 8; i = i + i) {
  4208. if (skl->x&i) {
  4209. applyeffects[j] = effects[k];
  4210. j++;
  4211. }
  4212. k++;
  4213. }
  4214. if (j) {
  4215. i = applyeffects[rnd()%j];
  4216. sc_start(src, target, static_cast<sc_type>(i), 100, skl->skill_lv, (i == SC_BURNING ? 18000 : (i == SC_FREEZING ? 27000 : (i == SC_BLEEDING ? 108000 : 4500))));
  4217. }
  4218. }
  4219. }
  4220. break;
  4221. case NPC_REVERBERATION_ATK:
  4222. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag|SD_LEVEL|SD_ANIMATION);
  4223. break;
  4224. case NPC_FATALMENACE:
  4225. unit_warp(src, -1, skl->x, skl->y, CLR_TELEPORT);
  4226. break;
  4227. case SR_WINDMILL:
  4228. if( target->type == BL_PC ) {
  4229. map_session_data *tsd = nullptr;
  4230. if( (tsd = ((TBL_PC*)target)) && !pc_issit(tsd) ) {
  4231. pc_setsit(tsd);
  4232. skill_sit(tsd, true);
  4233. clif_sitting(&tsd->bl);
  4234. }
  4235. }
  4236. break;
  4237. case SR_KNUCKLEARROW:
  4238. skill_attack(BF_WEAPON, src, src, target, skl->skill_id, skl->skill_lv, tick, skl->flag|SD_LEVEL);
  4239. break;
  4240. case CH_PALMSTRIKE:
  4241. {
  4242. status_change* tsc = status_get_sc(target);
  4243. status_change* sc = status_get_sc(src);
  4244. if( ( tsc && tsc->option&OPTION_HIDE ) ||
  4245. ( sc && sc->option&OPTION_HIDE ) ){
  4246. skill_blown(src,target,skill_get_blewcount(skl->skill_id, skl->skill_lv), -1, BLOWN_NONE);
  4247. break;
  4248. }
  4249. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4250. break;
  4251. }
  4252. // For SR_FLASHCOMBO
  4253. case SR_DRAGONCOMBO:
  4254. case SR_FALLENEMPIRE:
  4255. case SR_TIGERCANNON:
  4256. if( src->type == BL_PC ) {
  4257. if( distance_xy(src->x, src->y, target->x, target->y) >= 3 )
  4258. break;
  4259. skill_castend_damage_id(src, target, skl->skill_id, pc_checkskill(((TBL_PC *)src), skl->skill_id), tick, 0);
  4260. }
  4261. break;
  4262. case SU_SV_ROOTTWIST_ATK: {
  4263. status_change *tsc = status_get_sc(target);
  4264. if (tsc && tsc->getSCE(SC_SV_ROOTTWIST)) {
  4265. if (check_distance_bl(src, target, 32)) // Only damage if caster is within 32x32 area
  4266. skill_attack(skl->type, src, target, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4267. skill_addtimerskill(src, tick + 1000, target->id, 0, 0, skl->skill_id, skl->skill_lv, skl->type, skl->flag);
  4268. }
  4269. }
  4270. break;
  4271. case NPC_PULSESTRIKE2:
  4272. skill_castend_damage_id(src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4273. break;
  4274. case ABC_DEFT_STAB:
  4275. case ABC_FRENZY_SHOT:
  4276. skill_castend_damage_id(src, target, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4277. break;
  4278. default:
  4279. skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
  4280. break;
  4281. }
  4282. }
  4283. else {
  4284. if(src->m != skl->map)
  4285. break;
  4286. switch( skl->skill_id )
  4287. {
  4288. case GN_CRAZYWEED_ATK:
  4289. {
  4290. int dummy = 1, i = skill_get_unit_range(skl->skill_id,skl->skill_lv);
  4291. map_foreachinarea(skill_cell_overlap, src->m, skl->x-i, skl->y-i, skl->x+i, skl->y+i, BL_SKILL, skl->skill_id, &dummy, src);
  4292. }
  4293. [[fallthrough]];
  4294. case WL_EARTHSTRAIN:
  4295. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,(skl->type<<16)|skl->flag);
  4296. break;
  4297. case RL_FIRE_RAIN: {
  4298. int dummy = 1, i = skill_get_splash(skl->skill_id,skl->skill_lv);
  4299. if (rnd() % 100 < (15 + 5 * skl->skill_lv))
  4300. map_foreachinallarea(skill_cell_overlap,src->m,skl->x-i,skl->y-i,skl->x+i,skl->y+i,BL_SKILL,skl->skill_id,&dummy,src);
  4301. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4302. }
  4303. break;
  4304. case NPC_MAGMA_ERUPTION:
  4305. case NC_MAGMA_ERUPTION:
  4306. skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0);
  4307. break;
  4308. case HN_METEOR_STORM_BUSTER: {
  4309. int16 area = 4;
  4310. int16 tmpx = rnd_value( skl->x - area, skl->x + area );
  4311. int16 tmpy = rnd_value( skl->y - area, skl->y + area );
  4312. if( map_getcell(src->m, tmpx, tmpy, CELL_CHKLANDPROTECTOR) ) {
  4313. return 0;
  4314. }
  4315. int splash = skill_get_splash(skl->skill_id, skl->skill_lv);
  4316. clif_skill_poseffect(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, tick);
  4317. map_foreachinarea(skill_area_sub, src->m, tmpx - splash, tmpy - splash, tmpx + splash, tmpy + splash, BL_CHAR, src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  4318. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skill_get_unit_interval(skl->skill_id));
  4319. }
  4320. break;
  4321. case NW_HASTY_FIRE_IN_THE_HOLE:
  4322. skill_castend_pos2(src, skl->x, skl->y, skl->skill_id, skl->skill_lv, tick, skl->flag);
  4323. break;
  4324. case NW_GRENADES_DROPPING: {
  4325. int area = skill_get_splash(skl->skill_id, skl->skill_lv);
  4326. short tmpx = 0, tmpy = 0;
  4327. tmpx = skl->x - area + rnd() % (area * 2 + 1);
  4328. tmpy = skl->y - area + rnd() % (area * 2 + 1);
  4329. skill_unitsetting(src, skl->skill_id, skl->skill_lv, tmpx, tmpy, skl->flag);
  4330. }
  4331. break;
  4332. case NW_MISSION_BOMBARD: {
  4333. int area = skill_get_unit_range(skl->skill_id, skl->skill_lv);
  4334. int range = skill_get_splash(skl->skill_id, skl->skill_lv);
  4335. short tmpx = 0, tmpy = 0;
  4336. tmpx = skl->x - range + rnd() % (range * 2 + 1);
  4337. tmpy = skl->y - range + rnd() % (range * 2 + 1);
  4338. map_foreachinarea(skill_area_sub, src->m, tmpx - range, tmpy - range, tmpx + range, tmpy + range, BL_CHAR,
  4339. src, skl->skill_id, skl->skill_lv, tick, skl->flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  4340. }
  4341. break;
  4342. }
  4343. }
  4344. } while (0);
  4345. //Free skl now that it is no longer needed.
  4346. ers_free(skill_timer_ers, skl);
  4347. return 0;
  4348. }
  4349. /*==========================================
  4350. *
  4351. *------------------------------------------*/
  4352. int skill_addtimerskill (struct block_list *src, t_tick tick, int target, int x,int y, uint16 skill_id, uint16 skill_lv, int type, int flag)
  4353. {
  4354. int i;
  4355. struct unit_data *ud;
  4356. nullpo_retr(1, src);
  4357. if (src->prev == nullptr)
  4358. return 0;
  4359. ud = unit_bl2ud(src);
  4360. nullpo_retr(1, ud);
  4361. ARR_FIND( 0, MAX_SKILLTIMERSKILL, i, ud->skilltimerskill[i] == 0 );
  4362. if( i == MAX_SKILLTIMERSKILL ) return 1;
  4363. ud->skilltimerskill[i] = ers_alloc(skill_timer_ers, struct skill_timerskill);
  4364. ud->skilltimerskill[i]->timer = add_timer(tick, skill_timerskill, src->id, i);
  4365. ud->skilltimerskill[i]->src_id = src->id;
  4366. ud->skilltimerskill[i]->target_id = target;
  4367. ud->skilltimerskill[i]->skill_id = skill_id;
  4368. ud->skilltimerskill[i]->skill_lv = skill_lv;
  4369. ud->skilltimerskill[i]->map = src->m;
  4370. ud->skilltimerskill[i]->x = x;
  4371. ud->skilltimerskill[i]->y = y;
  4372. ud->skilltimerskill[i]->type = type;
  4373. ud->skilltimerskill[i]->flag = flag;
  4374. return 0;
  4375. }
  4376. /*==========================================
  4377. *
  4378. *------------------------------------------*/
  4379. int skill_cleartimerskill (struct block_list *src)
  4380. {
  4381. int i;
  4382. struct unit_data *ud;
  4383. nullpo_ret(src);
  4384. ud = unit_bl2ud(src);
  4385. nullpo_ret(ud);
  4386. for(i=0;i<MAX_SKILLTIMERSKILL;i++) {
  4387. if(ud->skilltimerskill[i]) {
  4388. switch(ud->skilltimerskill[i]->skill_id) {
  4389. case WL_TETRAVORTEX_FIRE:
  4390. case WL_TETRAVORTEX_WATER:
  4391. case WL_TETRAVORTEX_WIND:
  4392. case WL_TETRAVORTEX_GROUND:
  4393. // For SR_FLASHCOMBO
  4394. case SR_DRAGONCOMBO:
  4395. case SR_FALLENEMPIRE:
  4396. case SR_TIGERCANNON:
  4397. if (src->type != BL_PC)
  4398. break;
  4399. continue;
  4400. }
  4401. delete_timer(ud->skilltimerskill[i]->timer, skill_timerskill);
  4402. ers_free(skill_timer_ers, ud->skilltimerskill[i]);
  4403. ud->skilltimerskill[i]=nullptr;
  4404. }
  4405. }
  4406. return 1;
  4407. }
  4408. static int skill_active_reverberation(struct block_list *bl, va_list ap) {
  4409. skill_unit *su = (skill_unit*)bl;
  4410. nullpo_ret(su);
  4411. if (bl->type != BL_SKILL)
  4412. return 0;
  4413. std::shared_ptr<s_skill_unit_group> sg = su->group;
  4414. if (su->alive && sg && sg->skill_id == NPC_REVERBERATION) {
  4415. map_foreachinallrange(skill_trap_splash, bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, bl, gettick());
  4416. su->limit = DIFF_TICK(gettick(), sg->tick);
  4417. sg->unit_id = UNT_USED_TRAPS;
  4418. }
  4419. return 1;
  4420. }
  4421. /**
  4422. * Reveal hidden trap
  4423. **/
  4424. static int skill_reveal_trap(struct block_list *bl, va_list ap)
  4425. {
  4426. TBL_SKILL *su = (TBL_SKILL*)bl;
  4427. if (su->alive && su->group && su->hidden && skill_get_inf2(su->group->skill_id, INF2_ISTRAP)) {
  4428. //Change look is not good enough, the client ignores it as an actual trap still. [Skotlex]
  4429. //clif_changetraplook(bl, su->group->unit_id);
  4430. su->hidden = false;
  4431. skill_getareachar_skillunit_visibilty(su, AREA);
  4432. return 1;
  4433. }
  4434. return 0;
  4435. }
  4436. /**
  4437. * Attempt to reveal trap in area
  4438. * @param src Skill caster
  4439. * @param range Affected range
  4440. * @param x
  4441. * @param y
  4442. * TODO: Remove hardcode usages for this function
  4443. **/
  4444. void skill_reveal_trap_inarea(struct block_list *src, int range, int x, int y) {
  4445. if (!battle_config.traps_setting)
  4446. return;
  4447. nullpo_retv(src);
  4448. map_foreachinallarea(skill_reveal_trap, src->m, x-range, y-range, x+range, y+range, BL_SKILL);
  4449. }
  4450. /*========================================== [Playtester]
  4451. * Process tarot card's effects
  4452. * @param src: Source of the tarot card effect
  4453. * @param target: Target of the tartor card effect
  4454. * @param skill_id: ID of the skill used
  4455. * @param skill_lv: Level of the skill used
  4456. * @param tick: Processing tick time
  4457. * @return Card number
  4458. *------------------------------------------*/
  4459. static int skill_tarotcard(struct block_list* src, struct block_list *target, uint16 skill_id, uint16 skill_lv, t_tick tick)
  4460. {
  4461. int card = 0;
  4462. if (battle_config.tarotcard_equal_chance) {
  4463. //eAthena equal chances
  4464. card = rnd() % 14 + 1;
  4465. }
  4466. else {
  4467. //Official chances
  4468. int rate = rnd() % 100;
  4469. if (rate < 10) card = 1; // THE FOOL
  4470. else if (rate < 20) card = 2; // THE MAGICIAN
  4471. else if (rate < 30) card = 3; // THE HIGH PRIESTESS
  4472. else if (rate < 37) card = 4; // THE CHARIOT
  4473. else if (rate < 47) card = 5; // STRENGTH
  4474. else if (rate < 62) card = 6; // THE LOVERS
  4475. else if (rate < 63) card = 7; // WHEEL OF FORTUNE
  4476. else if (rate < 69) card = 8; // THE HANGED MAN
  4477. else if (rate < 74) card = 9; // DEATH
  4478. else if (rate < 82) card = 10; // TEMPERANCE
  4479. else if (rate < 83) card = 11; // THE DEVIL
  4480. else if (rate < 85) card = 12; // THE TOWER
  4481. else if (rate < 90) card = 13; // THE STAR
  4482. else card = 14; // THE SUN
  4483. }
  4484. switch (card) {
  4485. case 1: // THE FOOL - heals SP to 0
  4486. {
  4487. status_percent_damage(src, target, 0, 100, false);
  4488. break;
  4489. }
  4490. case 2: // THE MAGICIAN - matk halved
  4491. {
  4492. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4493. break;
  4494. }
  4495. case 3: // THE HIGH PRIESTESS - all buffs removed
  4496. {
  4497. status_change_clear_buffs(target, SCCB_BUFFS | SCCB_CHEM_PROTECT);
  4498. break;
  4499. }
  4500. case 4: // THE CHARIOT - 1000 damage, random armor destroyed
  4501. {
  4502. battle_fix_damage(src, target, 1000, 0, skill_id);
  4503. clif_damage(src, target, tick, 0, 0, 1000, 0, DMG_NORMAL, 0, false);
  4504. if (!status_isdead(target))
  4505. {
  4506. unsigned short where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM };
  4507. skill_break_equip(src, target, where[rnd() % 3], 10000, BCT_ENEMY);
  4508. }
  4509. break;
  4510. }
  4511. case 5: // STRENGTH - atk halved
  4512. {
  4513. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4514. break;
  4515. }
  4516. case 6: // THE LOVERS - 2000HP heal, random teleported
  4517. {
  4518. status_heal(target, 2000, 0, 0);
  4519. if (!map_flag_vs(target->m))
  4520. unit_warp(target, -1, -1, -1, CLR_TELEPORT);
  4521. break;
  4522. }
  4523. case 7: // WHEEL OF FORTUNE - random 2 other effects
  4524. {
  4525. // Recursive call
  4526. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4527. skill_tarotcard(src, target, skill_id, skill_lv, tick);
  4528. break;
  4529. }
  4530. case 8: // THE HANGED MAN - ankle, freeze or stoned
  4531. {
  4532. enum sc_type sc[] = { SC_ANKLE, SC_FREEZE, SC_STONEWAIT };
  4533. uint8 rand_eff = rnd() % 3;
  4534. int time = ((rand_eff == 0) ? skill_get_time2(skill_id, skill_lv) : skill_get_time2(status_db.getSkill(sc[rand_eff]), 1));
  4535. if (sc[rand_eff] == SC_STONEWAIT)
  4536. sc_start2(src, target, SC_STONEWAIT, 100, skill_lv, src->id, time, skill_get_time(status_db.getSkill(SC_STONEWAIT), 1));
  4537. else
  4538. sc_start(src, target, sc[rand_eff], 100, skill_lv, time);
  4539. break;
  4540. }
  4541. case 9: // DEATH - curse, coma and poison
  4542. {
  4543. status_change_start(src, target, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  4544. sc_start(src, target, SC_CURSE, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4545. sc_start2(src, target, SC_POISON, 100, skill_lv, src->id, skill_get_time2(status_db.getSkill(SC_POISON), 1));
  4546. break;
  4547. }
  4548. case 10: // TEMPERANCE - confusion
  4549. {
  4550. sc_start(src, target, SC_CONFUSION, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4551. break;
  4552. }
  4553. case 11: // THE DEVIL - 6666 damage, atk and matk halved, cursed
  4554. {
  4555. battle_fix_damage(src, target, 6666, 0, skill_id);
  4556. clif_damage(src, target, tick, 0, 0, 6666, 0, DMG_NORMAL, 0, false);
  4557. sc_start(src, target, SC_INCATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4558. sc_start(src, target, SC_INCMATKRATE, 100, -50, skill_get_time2(skill_id, skill_lv));
  4559. sc_start(src, target, SC_CURSE, skill_lv, 100, skill_get_time2(status_db.getSkill(SC_CURSE), 1));
  4560. break;
  4561. }
  4562. case 12: // THE TOWER - 4444 damage
  4563. {
  4564. battle_fix_damage(src, target, 4444, 0, skill_id);
  4565. clif_damage(src, target, tick, 0, 0, 4444, 0, DMG_NORMAL, 0, false);
  4566. break;
  4567. }
  4568. case 13: // THE STAR - stun
  4569. {
  4570. sc_start(src, target, SC_STUN, 100, skill_lv, skill_get_time2(status_db.getSkill(SC_STUN), 1));
  4571. break;
  4572. }
  4573. default: // THE SUN - atk, matk, hit, flee and def reduced, immune to more tarot card effects
  4574. {
  4575. #ifdef RENEWAL
  4576. //In renewal, this card gives the SC_TAROTCARD status change which makes you immune to other cards
  4577. sc_start(src, target, SC_TAROTCARD, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  4578. #endif
  4579. sc_start(src, target, SC_INCATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4580. sc_start(src, target, SC_INCMATKRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4581. sc_start(src, target, SC_INCHITRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4582. sc_start(src, target, SC_INCFLEERATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4583. sc_start(src, target, SC_INCDEFRATE, 100, -20, skill_get_time2(skill_id, skill_lv));
  4584. return 14; //To make sure a valid number is returned
  4585. }
  4586. }
  4587. return card;
  4588. }
  4589. /*==========================================
  4590. *
  4591. *
  4592. *------------------------------------------*/
  4593. int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  4594. {
  4595. map_session_data *sd = nullptr;
  4596. struct status_data *tstatus;
  4597. status_change *sc, *tsc;
  4598. if (skill_id > 0 && !skill_lv) return 0;
  4599. nullpo_retr(1, src);
  4600. nullpo_retr(1, bl);
  4601. if (src->m != bl->m)
  4602. return 1;
  4603. if (bl->prev == nullptr)
  4604. return 1;
  4605. sd = BL_CAST(BL_PC, src);
  4606. if (status_isdead(bl))
  4607. return 1;
  4608. if (skill_id && skill_id != AG_DEADLY_PROJECTION && skill_get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100)
  4609. { //GTB makes all targetted magic display miss with a single bolt.
  4610. sc_type sct = skill_get_sc(skill_id);
  4611. if(sct != SC_NONE)
  4612. status_change_end(bl, sct);
  4613. clif_skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill_get_hit(skill_id));
  4614. return 1;
  4615. }
  4616. sc = status_get_sc(src);
  4617. tsc = status_get_sc(bl);
  4618. if (sc && !sc->count)
  4619. sc = nullptr; //Unneeded
  4620. if (tsc && !tsc->count)
  4621. tsc = nullptr;
  4622. tstatus = status_get_status_data(bl);
  4623. map_freeblock_lock();
  4624. switch(skill_id) {
  4625. case MER_CRASH:
  4626. case SM_BASH:
  4627. case MS_BASH:
  4628. case MC_MAMMONITE:
  4629. case TF_DOUBLE:
  4630. case AC_DOUBLE:
  4631. case MA_DOUBLE:
  4632. case AS_SONICBLOW:
  4633. case KN_PIERCE:
  4634. case ML_PIERCE:
  4635. case KN_SPEARBOOMERANG:
  4636. case TF_POISON:
  4637. case TF_SPRINKLESAND:
  4638. case AC_CHARGEARROW:
  4639. case MA_CHARGEARROW:
  4640. case RG_INTIMIDATE:
  4641. case AM_ACIDTERROR:
  4642. case BA_MUSICALSTRIKE:
  4643. case DC_THROWARROW:
  4644. case BA_DISSONANCE:
  4645. case CR_HOLYCROSS:
  4646. case NPC_DARKCROSS:
  4647. case CR_SHIELDCHARGE:
  4648. case CR_SHIELDBOOMERANG:
  4649. case NPC_PIERCINGATT:
  4650. case NPC_MENTALBREAKER:
  4651. case NPC_RANGEATTACK:
  4652. case NPC_CRITICALSLASH:
  4653. case NPC_COMBOATTACK:
  4654. case NPC_GUIDEDATTACK:
  4655. case NPC_POISON:
  4656. case NPC_RANDOMATTACK:
  4657. case NPC_WATERATTACK:
  4658. case NPC_GROUNDATTACK:
  4659. case NPC_FIREATTACK:
  4660. case NPC_WINDATTACK:
  4661. case NPC_POISONATTACK:
  4662. case NPC_HOLYATTACK:
  4663. case NPC_DARKNESSATTACK:
  4664. case NPC_TELEKINESISATTACK:
  4665. case NPC_UNDEADATTACK:
  4666. case NPC_CHANGEUNDEAD:
  4667. case NPC_ARMORBRAKE:
  4668. case NPC_HELMBRAKE:
  4669. case NPC_SHIELDBRAKE:
  4670. case NPC_BLINDATTACK:
  4671. case NPC_SILENCEATTACK:
  4672. case NPC_STUNATTACK:
  4673. case NPC_PETRIFYATTACK:
  4674. case NPC_CURSEATTACK:
  4675. case NPC_SLEEPATTACK:
  4676. #ifdef RENEWAL
  4677. case CR_ACIDDEMONSTRATION:
  4678. #endif
  4679. case LK_AURABLADE:
  4680. case LK_SPIRALPIERCE:
  4681. case ML_SPIRALPIERCE:
  4682. case CG_ARROWVULCAN:
  4683. case HW_MAGICCRASHER:
  4684. case ITM_TOMAHAWK:
  4685. case CH_CHAINCRUSH:
  4686. case CH_TIGERFIST:
  4687. case PA_SHIELDCHAIN: // Shield Chain
  4688. case PA_SACRIFICE:
  4689. case WS_CARTTERMINATION: // Cart Termination
  4690. case AS_VENOMKNIFE:
  4691. case HT_PHANTASMIC:
  4692. case TK_DOWNKICK:
  4693. case TK_COUNTER:
  4694. case GS_CHAINACTION:
  4695. case GS_TRIPLEACTION:
  4696. #ifndef RENEWAL
  4697. case GS_MAGICALBULLET:
  4698. #endif
  4699. case GS_TRACKING:
  4700. case GS_PIERCINGSHOT:
  4701. case GS_RAPIDSHOWER:
  4702. case GS_DUST:
  4703. case GS_DISARM: // Added disarm. [Reddozen]
  4704. case GS_FULLBUSTER:
  4705. case NJ_SYURIKEN:
  4706. case NJ_KUNAI:
  4707. case ASC_BREAKER:
  4708. case HFLI_MOON: //[orn]
  4709. case HFLI_SBR44: //[orn]
  4710. case NPC_BLEEDING:
  4711. case NPC_BLEEDING2:
  4712. case NPC_CRITICALWOUND:
  4713. case NPC_HELLPOWER:
  4714. case RK_SONICWAVE:
  4715. case AB_DUPLELIGHT_MELEE:
  4716. case RA_AIMEDBOLT:
  4717. case NC_BOOSTKNUCKLE:
  4718. case NC_PILEBUNKER:
  4719. case NC_AXEBOOMERANG:
  4720. case NC_POWERSWING:
  4721. case NPC_MAGMA_ERUPTION:
  4722. case NC_MAGMA_ERUPTION:
  4723. case GC_WEAPONCRUSH:
  4724. case GC_VENOMPRESSURE:
  4725. case SC_TRIANGLESHOT:
  4726. case SC_FEINTBOMB:
  4727. case LG_BANISHINGPOINT:
  4728. case LG_SHIELDPRESS:
  4729. case LG_RAGEBURST:
  4730. case LG_HESPERUSLIT:
  4731. case SR_DRAGONCOMBO:
  4732. case SR_FALLENEMPIRE:
  4733. case SR_CRESCENTELBOW_AUTOSPELL:
  4734. case SR_GATEOFHELL:
  4735. case SR_GENTLETOUCH_QUIET:
  4736. case WM_SEVERE_RAINSTORM_MELEE:
  4737. case WM_GREAT_ECHO:
  4738. case GN_SLINGITEM_RANGEMELEEATK:
  4739. case KO_SETSUDAN:
  4740. case RL_MASS_SPIRAL:
  4741. case RL_BANISHING_BUSTER:
  4742. case RL_SLUGSHOT:
  4743. case RL_AM_BLAST:
  4744. case BO_ACIDIFIED_ZONE_WATER_ATK:
  4745. case BO_ACIDIFIED_ZONE_GROUND_ATK:
  4746. case BO_ACIDIFIED_ZONE_WIND_ATK:
  4747. case BO_ACIDIFIED_ZONE_FIRE_ATK:
  4748. case ABC_CHAIN_REACTION_SHOT_ATK:
  4749. case ABR_BATTLE_BUSTER:
  4750. case ABR_DUAL_CANNON_FIRE:
  4751. case ABR_INFINITY_BUSTER:
  4752. case MT_TRIPLE_LASER:
  4753. case NW_MISSION_BOMBARD:
  4754. case NW_HASTY_FIRE_IN_THE_HOLE:
  4755. case NW_BASIC_GRENADE:
  4756. case NW_WILD_FIRE:
  4757. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4758. break;
  4759. case DK_DRAGONIC_AURA:
  4760. case DK_STORMSLASH:
  4761. case CD_EFFLIGO:
  4762. case ABC_FRENZY_SHOT:
  4763. case WH_HAWKRUSH:
  4764. case WH_HAWKBOOMERANG:
  4765. case TR_ROSEBLOSSOM:
  4766. case TR_RHYTHMSHOOTING:
  4767. case HN_MEGA_SONIC_BLOW:
  4768. case HN_SPIRAL_PIERCE_MAX:
  4769. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4770. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4771. if (skill_id == DK_DRAGONIC_AURA)
  4772. sc_start(src, src, SC_DRAGONIC_AURA, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  4773. break;
  4774. case SHC_ETERNAL_SLASH:
  4775. if( sc && sc->getSCE(SC_E_SLASH_COUNT) )
  4776. sc_start(src, src, SC_E_SLASH_COUNT, 100, min( 5, 1 + sc->getSCE(SC_E_SLASH_COUNT)->val1 ), skill_get_time(skill_id, skill_lv));
  4777. else
  4778. sc_start(src, src, SC_E_SLASH_COUNT, 100, 1, skill_get_time(skill_id, skill_lv));
  4779. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4780. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4781. break;
  4782. case SHC_SHADOW_STAB:
  4783. if (sc && sc->getSCE(SC_CLOAKINGEXCEED))
  4784. flag |= SKILL_ALTDMG_FLAG;
  4785. status_change_end(src, SC_CLOAKING);
  4786. status_change_end(src, SC_CLOAKINGEXCEED);
  4787. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4788. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4789. break;
  4790. case WH_CRESCIVE_BOLT:
  4791. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4792. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4793. if( sc && sc->getSCE(SC_CRESCIVEBOLT) )
  4794. sc_start(src, src, SC_CRESCIVEBOLT, 100, min( 3, 1 + sc->getSCE(SC_CRESCIVEBOLT)->val1 ), skill_get_time(skill_id, skill_lv));
  4795. else
  4796. sc_start(src, src, SC_CRESCIVEBOLT, 100, 1, skill_get_time(skill_id, skill_lv));
  4797. break;
  4798. case ABC_UNLUCKY_RUSH:
  4799. // Jump to the target before attacking.
  4800. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4801. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  4802. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4803. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4804. break;
  4805. case MO_TRIPLEATTACK:
  4806. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  4807. break;
  4808. case LK_HEADCRUSH:
  4809. if (status_get_class_(bl) == CLASS_BOSS) {
  4810. if (sd)
  4811. clif_skill_fail( *sd, skill_id );
  4812. break;
  4813. }
  4814. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4815. break;
  4816. case LK_JOINTBEAT:
  4817. flag = 1 << rnd() % 6;
  4818. if (flag != BREAK_NECK && tsc && tsc->getSCE(SC_JOINTBEAT) && tsc->getSCE(SC_JOINTBEAT)->val2 & BREAK_NECK)
  4819. flag = BREAK_NECK; // Target should always receive double damage if neck is already broken
  4820. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  4821. status_change_start(src, bl, SC_JOINTBEAT, (50 * (skill_lv + 1) - (270 * tstatus->str) / 100) * 10, skill_lv, flag & BREAK_FLAGS, src->id, 0, skill_get_time2(skill_id, skill_lv), SCSTART_NONE);
  4822. break;
  4823. case MO_COMBOFINISH:
  4824. if (!(flag&1) && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  4825. { //Becomes a splash attack when Soul Linked.
  4826. map_foreachinshootrange(skill_area_sub, bl,
  4827. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  4828. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  4829. skill_castend_damage_id);
  4830. } else
  4831. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4832. break;
  4833. case TK_STORMKICK: // Taekwon kicks [Dralnu]
  4834. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  4835. skill_area_temp[1] = 0;
  4836. map_foreachinshootrange(skill_attack_area, src,
  4837. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  4838. BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4839. break;
  4840. case KN_CHARGEATK:
  4841. {
  4842. bool path = path_search_long(nullptr, src->m, src->x, src->y, bl->x, bl->y,CELL_CHKWALL);
  4843. #ifdef RENEWAL
  4844. int dist = skill_get_blewcount(skill_id, skill_lv);
  4845. #else
  4846. unsigned int dist = distance_bl(src, bl);
  4847. #endif
  4848. uint8 dir = map_calc_dir(bl, src->x, src->y);
  4849. // teleport to target (if not on WoE grounds)
  4850. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  4851. skill_blown(src, src, 1, (dir+4)%8, BLOWN_NONE); //Target position is actually one cell next to the target
  4852. // cause damage and knockback if the path to target was a straight one
  4853. if (path) {
  4854. if(skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, dist)) {
  4855. #ifdef RENEWAL
  4856. if (map_getmapdata(src->m)->getMapFlag(MF_PVP))
  4857. dist += 2; // Knockback is 4 on PvP maps
  4858. #endif
  4859. skill_blown(src, bl, dist, dir, BLOWN_NONE);
  4860. }
  4861. //HACK: since knockback officially defaults to the left, the client also turns to the left... therefore,
  4862. // make the caster look in the direction of the target
  4863. unit_setdir(src, (dir+4)%8);
  4864. }
  4865. }
  4866. break;
  4867. case NC_FLAMELAUNCHER:
  4868. skill_area_temp[1] = bl->id;
  4869. if (battle_config.skill_eightpath_algorithm) {
  4870. //Use official AoE algorithm
  4871. map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4872. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4873. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4874. } else {
  4875. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4876. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4877. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4878. }
  4879. break;
  4880. #ifndef RENEWAL
  4881. case SN_SHARPSHOOTING:
  4882. flag |= 2; // Flag for specific mob damage formula
  4883. [[fallthrough]];
  4884. #endif
  4885. case MA_SHARPSHOOTING:
  4886. case NJ_KAMAITACHI:
  4887. case NPC_DARKPIERCING:
  4888. case NPC_ACIDBREATH:
  4889. case NPC_DARKNESSBREATH:
  4890. case NPC_FIREBREATH:
  4891. case NPC_ICEBREATH:
  4892. case NPC_ICEBREATH2:
  4893. case NPC_THUNDERBREATH:
  4894. case AG_STORM_CANNON:
  4895. case AG_CRIMSON_ARROW:
  4896. skill_area_temp[1] = bl->id;
  4897. if (skill_id == AG_STORM_CANNON || skill_id == AG_CRIMSON_ARROW)
  4898. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  4899. if (battle_config.skill_eightpath_algorithm) {
  4900. //Use official AoE algorithm
  4901. if (!(map_foreachindir(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4902. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  4903. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY))) {
  4904. #ifndef RENEWAL
  4905. if (skill_id == SN_SHARPSHOOTING)
  4906. flag &= ~2; // Only targets in the splash area are affected
  4907. #endif
  4908. //These skills hit at least the target if the AoE doesn't hit
  4909. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  4910. }
  4911. } else {
  4912. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  4913. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  4914. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  4915. }
  4916. if (skill_id == AG_CRIMSON_ARROW)
  4917. skill_castend_damage_id(src, bl, AG_CRIMSON_ARROW_ATK, skill_lv, tick, flag|SD_LEVEL|SD_ANIMATION);
  4918. break;
  4919. case MO_INVESTIGATE:
  4920. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4921. status_change_end(src, SC_BLADESTOP);
  4922. break;
  4923. case RG_BACKSTAP:
  4924. {
  4925. if (!check_distance_bl(src, bl, 0)) {
  4926. #ifdef RENEWAL
  4927. uint8 dir = map_calc_dir(src, bl->x, bl->y);
  4928. short x, y;
  4929. if (dir > 0 && dir < 4)
  4930. x = -1;
  4931. else if (dir > 4)
  4932. x = 1;
  4933. else
  4934. x = 0;
  4935. if (dir > 2 && dir < 6)
  4936. y = -1;
  4937. else if (dir == 7 || dir < 2)
  4938. y = 1;
  4939. else
  4940. y = 0;
  4941. if (battle_check_target(src, bl, BCT_ENEMY) > 0 && unit_movepos(src, bl->x + x, bl->y + y, 2, true)) { // Display movement + animation.
  4942. #else
  4943. uint8 dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
  4944. if (!map_check_dir(dir, t_dir) || bl->type == BL_SKILL) {
  4945. #endif
  4946. status_change_end(src, SC_HIDING);
  4947. dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
  4948. unit_setdir(bl,dir);
  4949. #ifdef RENEWAL
  4950. clif_blown(src);
  4951. #endif
  4952. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  4953. }
  4954. else if (sd)
  4955. clif_skill_fail( *sd, skill_id );
  4956. }
  4957. }
  4958. break;
  4959. case MO_FINGEROFFENSIVE:
  4960. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4961. if (battle_config.finger_offensive_type && sd) {
  4962. for (int i = 1; i < sd->spiritball_old; i++)
  4963. skill_addtimerskill(src, tick + i * 200, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  4964. }
  4965. status_change_end(src, SC_BLADESTOP);
  4966. break;
  4967. case MO_CHAINCOMBO:
  4968. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4969. status_change_end(src, SC_BLADESTOP);
  4970. break;
  4971. #ifndef RENEWAL
  4972. case NJ_ISSEN:
  4973. #endif
  4974. case MO_EXTREMITYFIST:
  4975. {
  4976. struct block_list *mbl = bl; // For NJ_ISSEN
  4977. short x, y, i = 2; // Move 2 cells (From target)
  4978. short dir = map_calc_dir(src,bl->x,bl->y);
  4979. #ifdef RENEWAL
  4980. if (skill_id == MO_EXTREMITYFIST && sd && sd->spiritball_old > 5)
  4981. flag |= 1; // Give +100% damage increase
  4982. #endif
  4983. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  4984. if (skill_id == MO_EXTREMITYFIST) {
  4985. status_set_sp(src, 0, 0);
  4986. status_change_end(src, SC_EXPLOSIONSPIRITS);
  4987. status_change_end(src, SC_BLADESTOP);
  4988. #ifdef RENEWAL
  4989. sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  4990. #endif
  4991. } else {
  4992. status_set_hp(src, 1, 0);
  4993. status_change_end(src, SC_NEN);
  4994. status_change_end(src, SC_HIDING);
  4995. }
  4996. if (skill_id == MO_EXTREMITYFIST) {
  4997. mbl = src; // For MO_EXTREMITYFIST
  4998. i = 3; // Move 3 cells (From caster)
  4999. }
  5000. if (dir > 0 && dir < 4)
  5001. x = -i;
  5002. else if (dir > 4)
  5003. x = i;
  5004. else
  5005. x = 0;
  5006. if (dir > 2 && dir < 6)
  5007. y = -i;
  5008. else if (dir == 7 || dir < 2)
  5009. y = i;
  5010. else
  5011. y = 0;
  5012. // Ashura Strike still has slide effect in GVG
  5013. if ((mbl == src || (!map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND))) &&
  5014. unit_movepos(src, mbl->x + x, mbl->y + y, 1, 1)) {
  5015. clif_blown(src);
  5016. clif_spiritball(src);
  5017. }
  5018. }
  5019. break;
  5020. case HT_POWER:
  5021. if( tstatus->race == RC_BRUTE || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_INSECT )
  5022. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5023. break;
  5024. case SU_PICKYPECK:
  5025. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5026. [[fallthrough]];
  5027. case SU_BITE:
  5028. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5029. break;
  5030. case SU_SVG_SPIRIT:
  5031. skill_area_temp[1] = bl->id;
  5032. map_foreachinpath(skill_attack_area, src->m, src->x, src->y, bl->x, bl->y,
  5033. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), splash_target(src),
  5034. skill_get_type(skill_id), src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  5035. break;
  5036. //Splash attack skills.
  5037. case AS_GRIMTOOTH:
  5038. case MC_CARTREVOLUTION:
  5039. case NPC_SPLASHATTACK:
  5040. flag |= SD_PREAMBLE; // a fake packet will be sent for the first target to be hit
  5041. [[fallthrough]];
  5042. case AS_SPLASHER:
  5043. case HT_BLITZBEAT:
  5044. case AC_SHOWER:
  5045. case MA_SHOWER:
  5046. case MG_NAPALMBEAT:
  5047. case MG_FIREBALL:
  5048. case RG_RAID:
  5049. #ifdef RENEWAL
  5050. case SN_SHARPSHOOTING:
  5051. #endif
  5052. case HW_NAPALMVULCAN:
  5053. case NJ_HUUMA:
  5054. case ASC_METEORASSAULT:
  5055. case GS_SPREADATTACK:
  5056. case NPC_PULSESTRIKE:
  5057. case NPC_PULSESTRIKE2:
  5058. case NPC_HELLJUDGEMENT:
  5059. case NPC_HELLJUDGEMENT2:
  5060. case NPC_VAMPIRE_GIFT:
  5061. case NPC_MAXPAIN_ATK:
  5062. case NPC_JACKFROST:
  5063. case NPC_REVERBERATION_ATK:
  5064. case NPC_ARROWSTORM:
  5065. case NPC_KILLING_AURA:
  5066. case NPC_IGNITIONBREAK:
  5067. case RK_IGNITIONBREAK:
  5068. case RK_HUNDREDSPEAR:
  5069. case AB_JUDEX:
  5070. case AB_ADORAMUS:
  5071. case WL_SOULEXPANSION:
  5072. case WL_CRIMSONROCK:
  5073. case WL_JACKFROST:
  5074. case RA_ARROWSTORM:
  5075. case RA_WUGDASH:
  5076. case NC_VULCANARM:
  5077. case NC_COLDSLOWER:
  5078. case NC_SELFDESTRUCTION:
  5079. case NC_AXETORNADO:
  5080. case GC_ROLLINGCUTTER:
  5081. case GC_COUNTERSLASH:
  5082. case LG_CANNONSPEAR:
  5083. case LG_OVERBRAND:
  5084. case LG_MOONSLASHER:
  5085. case LG_RAYOFGENESIS:
  5086. case NPC_RAYOFGENESIS:
  5087. case LG_EARTHDRIVE:
  5088. case SR_RAMPAGEBLASTER:
  5089. case SR_SKYNETBLOW:
  5090. case SR_WINDMILL:
  5091. case SR_RIDEINLIGHTNING:
  5092. case SO_VARETYR_SPEAR:
  5093. case SO_POISON_BUSTER:
  5094. case GN_CART_TORNADO:
  5095. case GN_CARTCANNON:
  5096. case GN_SPORE_EXPLOSION:
  5097. case GN_DEMONIC_FIRE:
  5098. case GN_FIRE_EXPANSION_ACID:
  5099. case GN_HELLS_PLANT_ATK:
  5100. case KO_HAPPOKUNAI:
  5101. case KO_HUUMARANKA:
  5102. case KO_MUCHANAGE:
  5103. case KO_BAKURETSU:
  5104. case GN_ILLUSIONDOPING:
  5105. case RL_FIREDANCE:
  5106. case RL_S_STORM:
  5107. case RL_R_TRIP:
  5108. case MH_XENO_SLASHER:
  5109. case MH_HEILIGE_PFERD:
  5110. case MH_THE_ONE_FIGHTER_RISES:
  5111. case NC_ARMSCANNON:
  5112. case SU_SCRATCH:
  5113. case SU_LUNATICCARROTBEAT:
  5114. case SU_LUNATICCARROTBEAT2:
  5115. case SJ_FULLMOONKICK:
  5116. case SJ_NEWMOONKICK:
  5117. case SJ_SOLARBURST:
  5118. case SJ_PROMINENCEKICK:
  5119. case SJ_STAREMPEROR:
  5120. case SJ_FALLINGSTAR_ATK2:
  5121. case SP_CURSEEXPLOSION:
  5122. case SP_SHA:
  5123. case SP_SWHOO:
  5124. case DK_SERVANTWEAPON_ATK:
  5125. case DK_SERVANT_W_PHANTOM:
  5126. case DK_SERVANT_W_DEMOL:
  5127. case DK_MADNESS_CRUSHER:
  5128. case DK_HACKANDSLASHER:
  5129. case DK_DRAGONIC_BREATH:
  5130. case AG_CRIMSON_ARROW_ATK:
  5131. case AG_DESTRUCTIVE_HURRICANE:
  5132. case AG_SOUL_VC_STRIKE:
  5133. case AG_CRYSTAL_IMPACT:
  5134. case AG_CRYSTAL_IMPACT_ATK:
  5135. case AG_ROCK_DOWN:
  5136. case AG_FROZEN_SLASH:
  5137. case IQ_OLEUM_SANCTUM:
  5138. case IQ_MASSIVE_F_BLASTER:
  5139. case IQ_EXPOSION_BLASTER:
  5140. case IQ_FIRST_BRAND:
  5141. case IQ_SECOND_FLAME:
  5142. case IQ_SECOND_FAITH:
  5143. case IQ_SECOND_JUDGEMENT:
  5144. case IQ_THIRD_PUNISH:
  5145. case IQ_THIRD_FLAME_BOMB:
  5146. case IQ_THIRD_CONSECRATION:
  5147. case IG_OVERSLASH:
  5148. case CD_ARBITRIUM_ATK:
  5149. case CD_PETITIO:
  5150. case CD_FRAMEN:
  5151. case SHC_DANCING_KNIFE:
  5152. case SHC_SAVAGE_IMPACT:
  5153. case SHC_IMPACT_CRATER:
  5154. case SHC_FATAL_SHADOW_CROW:
  5155. case MT_AXE_STOMP:
  5156. case MT_MIGHTY_SMASH:
  5157. case MT_RUSH_QUAKE:
  5158. case MT_A_MACHINE:
  5159. case MT_SPARK_BLASTER:
  5160. case ABC_ABYSS_DAGGER:
  5161. case ABC_CHAIN_REACTION_SHOT:
  5162. case ABC_DEFT_STAB:
  5163. case WH_GALESTORM:
  5164. case BO_ACIDIFIED_ZONE_WATER:
  5165. case BO_ACIDIFIED_ZONE_GROUND:
  5166. case BO_ACIDIFIED_ZONE_WIND:
  5167. case BO_ACIDIFIED_ZONE_FIRE:
  5168. case TR_ROSEBLOSSOM_ATK:
  5169. case ABC_FROM_THE_ABYSS_ATK:
  5170. case EM_ELEMENTAL_BUSTER_FIRE:
  5171. case EM_ELEMENTAL_BUSTER_WATER:
  5172. case EM_ELEMENTAL_BUSTER_WIND:
  5173. case EM_ELEMENTAL_BUSTER_GROUND:
  5174. case EM_ELEMENTAL_BUSTER_POISON:
  5175. case EM_EL_FLAMEROCK:
  5176. case EM_EL_AGE_OF_ICE:
  5177. case EM_EL_STORM_WIND:
  5178. case EM_EL_AVALANCHE:
  5179. case EM_EL_DEADLY_POISON:
  5180. case BO_EXPLOSIVE_POWDER:
  5181. case BO_MAYHEMIC_THORNS:
  5182. case NPC_WIDECRITICALWOUND:
  5183. case IG_SHIELD_SHOOTING:
  5184. case TR_METALIC_FURY:
  5185. case IG_GRAND_JUDGEMENT:
  5186. case HN_JUPITEL_THUNDER_STORM:
  5187. if( flag&1 ) {//Recursive invocation
  5188. int sflag = skill_area_temp[0] & 0xFFF;
  5189. int heal = 0;
  5190. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  5191. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  5192. break; // Under Hovering characters are immune to select trap and ground target skills.
  5193. if (skill_id == AB_ADORAMUS && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  5194. break; // No damage should happen if the target is on Land Protector
  5195. // Servant Weapon - Demol only hits if the target is marked with a sign by the attacking caster.
  5196. if (skill_id == DK_SERVANT_W_DEMOL && !(tsc && tsc->getSCE(SC_SERVANT_SIGN) && tsc->getSCE(SC_SERVANT_SIGN)->val1 == src->id))
  5197. break;
  5198. // Deft Stab - Make sure the flag of 2 is passed on when the skill is double casted.
  5199. if (skill_id == ABC_DEFT_STAB && flag&2)
  5200. sflag |= 2;
  5201. if( flag&SD_LEVEL )
  5202. sflag |= SD_LEVEL; // -1 will be used in packets instead of the skill level
  5203. if( skill_area_temp[1] != bl->id && !inf2[INF2_ISNPC] )
  5204. sflag |= SD_ANIMATION; // original target gets no animation (as well as all NPC skills)
  5205. // If a enemy player is standing next to a mob when splash Es- skill is casted, the player won't get hurt.
  5206. if ((skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB)
  5207. break;
  5208. heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
  5209. switch (skill_id) {
  5210. case NPC_VAMPIRE_GIFT:
  5211. if (heal > 0) {
  5212. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5213. status_heal(src, heal, 0, 0);
  5214. }
  5215. break;
  5216. #ifdef RENEWAL
  5217. case SN_SHARPSHOOTING:
  5218. status_change_end(src, SC_CAMOUFLAGE);
  5219. break;
  5220. #endif
  5221. case SJ_PROMINENCEKICK: // Trigger the 2nd hit. (100% fire damage.)
  5222. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag|8|SD_ANIMATION);
  5223. break;
  5224. }
  5225. } else {
  5226. int starget = BL_CHAR|BL_SKILL, splash_size = skill_get_splash(skill_id, skill_lv);
  5227. skill_area_temp[0] = 0;
  5228. skill_area_temp[1] = bl->id;
  5229. skill_area_temp[2] = 0;
  5230. if (sd && (skill_id == SP_SHA || skill_id == SP_SWHOO) && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5231. status_change_start(src, bl, SC_STUN, 10000, skill_lv, 0, 0, 0, 500, 10);
  5232. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5233. break;
  5234. }
  5235. if (skill_id == SP_SWHOO)
  5236. status_change_end(src, SC_USE_SKILL_SP_SPA);
  5237. switch ( skill_id ) {
  5238. case LG_EARTHDRIVE:
  5239. case GN_CARTCANNON:
  5240. case SU_SCRATCH:
  5241. case BO_MAYHEMIC_THORNS:
  5242. case DK_DRAGONIC_BREATH:
  5243. case DK_HACKANDSLASHER:
  5244. case MT_SPARK_BLASTER:
  5245. case HN_JUPITEL_THUNDER_STORM:
  5246. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5247. break;
  5248. #ifdef RENEWAL
  5249. case NJ_HUUMA:
  5250. #endif
  5251. case LG_MOONSLASHER:
  5252. case MH_XENO_SLASHER:
  5253. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  5254. break;
  5255. case NPC_REVERBERATION_ATK:
  5256. case NC_ARMSCANNON:
  5257. skill_area_temp[1] = 0;
  5258. starget = splash_target(src);
  5259. break;
  5260. case WL_CRIMSONROCK:
  5261. skill_area_temp[4] = bl->x;
  5262. skill_area_temp[5] = bl->y;
  5263. break;
  5264. case SU_LUNATICCARROTBEAT:
  5265. if (sd && pc_search_inventory(sd, skill_db.find(SU_LUNATICCARROTBEAT)->require.itemid[0]) >= 0)
  5266. skill_id = SU_LUNATICCARROTBEAT2;
  5267. break;
  5268. case DK_SERVANT_W_PHANTOM:
  5269. // Jump to the target before attacking.
  5270. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 0, 1))
  5271. skill_blown(src, src, 1, (map_calc_dir(bl, src->x, src->y) + 4) % 8, BLOWN_NONE);
  5272. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation on servants.
  5273. break;
  5274. case SHC_SAVAGE_IMPACT: {
  5275. if( sc && sc->getSCE( SC_CLOAKINGEXCEED ) ){
  5276. skill_area_temp[0] = 2;
  5277. status_change_end( src, SC_CLOAKINGEXCEED );
  5278. }
  5279. uint8 dir = DIR_NORTHEAST; // up-right when src is on the same cell of target
  5280. if (bl->x != src->x || bl->y != src->y)
  5281. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5282. // Move the player 1 cell near the target, between the target and the player
  5283. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5284. clif_blown(src);
  5285. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5286. break;
  5287. }
  5288. case SHC_FATAL_SHADOW_CROW: {
  5289. uint8 dir = DIR_NORTHEAST;
  5290. if (bl->x != src->x || bl->y != src->y)
  5291. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5292. // Move the player 1 cell near the target, between the target and the player
  5293. if (skill_check_unit_movepos(5, src, bl->x + dirx[dir], bl->y + diry[dir], 0, 1))
  5294. clif_blown(src);
  5295. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Trigger animation
  5296. break;
  5297. }
  5298. case AG_CRYSTAL_IMPACT_ATK:
  5299. if (sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 5)
  5300. splash_size = 2;// Gives the aftershock hit a 5x5 splash AoE.
  5301. break;
  5302. case AG_ROCK_DOWN:
  5303. case IQ_FIRST_BRAND:
  5304. case IQ_SECOND_FLAME:
  5305. case IQ_SECOND_FAITH:
  5306. case IQ_SECOND_JUDGEMENT:
  5307. case CD_PETITIO:
  5308. case CD_FRAMEN:
  5309. case ABC_DEFT_STAB:
  5310. case EM_EL_FLAMEROCK:
  5311. case EM_EL_AGE_OF_ICE:
  5312. case EM_EL_STORM_WIND:
  5313. case EM_EL_AVALANCHE:
  5314. case EM_EL_DEADLY_POISON:
  5315. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5316. break;
  5317. case ABC_CHAIN_REACTION_SHOT:
  5318. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5319. map_foreachinrange(skill_area_sub, bl, skill_get_splash(ABC_CHAIN_REACTION_SHOT_ATK, skill_lv), BL_CHAR|BL_SKILL, src, ABC_CHAIN_REACTION_SHOT_ATK, skill_lv, tick + (200 + status_get_amotion(src)), flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5320. break;
  5321. case IQ_THIRD_PUNISH:
  5322. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5323. if (sd) {
  5324. uint8 limit = 5;
  5325. if (sc && sc->getSCE(SC_RAISINGDRAGON))
  5326. limit += sc->getSCE(SC_RAISINGDRAGON)->val1;
  5327. for (uint8 i = 0; i < limit; i++)
  5328. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), limit);
  5329. }
  5330. break;
  5331. case IQ_THIRD_FLAME_BOMB:
  5332. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5333. if (sd && sd->spiritball / 5 > 1)
  5334. skill_area_temp[0] = sd->spiritball / 5 - 1;
  5335. break;
  5336. case IQ_THIRD_CONSECRATION:
  5337. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5338. status_heal(src, status_get_max_hp(src) * skill_lv / 100, status_get_max_sp(src) * skill_lv / 100, 0);
  5339. break;
  5340. case IG_OVERSLASH:
  5341. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5342. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5343. break;
  5344. case WH_GALESTORM:// Give AP if 3 or more targets are hit.
  5345. if (sd && map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count) >= 3)
  5346. status_heal(src, 0, 0, 10, 0);
  5347. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5348. break;
  5349. case BO_ACIDIFIED_ZONE_WATER:
  5350. case BO_ACIDIFIED_ZONE_GROUND:
  5351. case BO_ACIDIFIED_ZONE_WIND:
  5352. case BO_ACIDIFIED_ZONE_FIRE:
  5353. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5354. if (bl->type == BL_PC)// Place single cell AoE if hitting a player.
  5355. skill_castend_pos2(src, bl->x, bl->y, skill_id, skill_lv, tick, 0);
  5356. break;
  5357. case MT_RUSH_QUAKE:
  5358. // Jump to the target before attacking.
  5359. if( skill_check_unit_movepos( 5, src, bl->x, bl->y, 0, 1 ) ){
  5360. skill_blown( src, src, 1, direction_opposite( static_cast<enum directions>( map_calc_dir( bl, src->x, src->y ) ) ), BLOWN_NONE);
  5361. }
  5362. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 ); // Trigger animation
  5363. clif_blown( src );
  5364. // TODO: does this buff start before or after dealing damage? [Muh]
  5365. sc_start( src, src, SC_RUSH_QUAKE2, 100, skill_lv, skill_get_time2( skill_id, skill_lv ) );
  5366. break;
  5367. case IG_SHIELD_SHOOTING:
  5368. case IG_GRAND_JUDGEMENT:
  5369. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5370. sc_start(src, src, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5371. break;
  5372. }
  5373. // if skill damage should be split among targets, count them
  5374. //SD_LEVEL -> Forced splash damage for Auto Blitz-Beat -> count targets
  5375. //special case: Venom Splasher uses a different range for searching than for splashing
  5376. if( flag&SD_LEVEL || skill_get_nk(skill_id, NK_SPLASHSPLIT) )
  5377. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, (skill_id == AS_SPLASHER)?1:splash_size, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5378. // recursive invocation of skill_castend_damage_id() with flag|1
  5379. map_foreachinrange(skill_area_sub, bl, splash_size, starget, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  5380. if (skill_id == RA_ARROWSTORM)
  5381. status_change_end(src, SC_CAMOUFLAGE);
  5382. if( skill_id == AS_SPLASHER ) {
  5383. map_freeblock_unlock(); // Don't consume a second gemstone.
  5384. return 0;
  5385. }
  5386. }
  5387. break;
  5388. case NW_THE_VIGILANTE_AT_NIGHT:
  5389. if (flag & 1)
  5390. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5391. break;
  5392. case NW_SPIRAL_SHOOTING:
  5393. if (flag & 1) {
  5394. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5395. } else {
  5396. int splash = skill_get_splash(skill_id, skill_lv);
  5397. if (sd && sd->weapontype1 == W_GRENADE)
  5398. splash += 2;
  5399. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5400. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5401. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  5402. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  5403. }
  5404. break;
  5405. //Place units around target
  5406. case NJ_BAKUENRYU:
  5407. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5408. skill_unitsetting(src, skill_id, skill_lv, bl->x, bl->y, 0);
  5409. break;
  5410. case SM_MAGNUM:
  5411. case MS_MAGNUM:
  5412. if( flag&1 ) {
  5413. // For players, damage depends on distance, so add it to flag if it is > 1
  5414. // Cannot hit hidden targets
  5415. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION|(sd?distance_bl(src, bl):0));
  5416. }
  5417. break;
  5418. #ifdef RENEWAL
  5419. case KN_BRANDISHSPEAR:
  5420. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5421. break;
  5422. #else
  5423. case KN_BRANDISHSPEAR:
  5424. #endif
  5425. case ML_BRANDISH:
  5426. //Coded apart for it needs the flag passed to the damage calculation.
  5427. if (skill_area_temp[1] != bl->id)
  5428. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  5429. else
  5430. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5431. break;
  5432. #ifdef RENEWAL
  5433. case KN_BOWLINGBASH:
  5434. if (flag & 1) {
  5435. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, (skill_area_temp[0]) > 0 ? SD_ANIMATION | skill_area_temp[0] : skill_area_temp[0]);
  5436. skill_blown(src, bl, skill_get_blewcount(skill_id, skill_lv), -1, BLOWN_NONE);
  5437. } else {
  5438. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  5439. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5440. }
  5441. break;
  5442. #else
  5443. case KN_BOWLINGBASH:
  5444. #endif
  5445. case MS_BOWLINGBASH:
  5446. {
  5447. int min_x,max_x,min_y,max_y,i,c,dir,tx,ty;
  5448. // Chain effect and check range gets reduction by recursive depth, as this can reach 0, we don't use blowcount
  5449. c = (skill_lv-(flag&0xFFF)+1)/2;
  5450. // Determine the Bowling Bash area depending on configuration
  5451. if (battle_config.bowling_bash_area == 0) {
  5452. // Gutter line system
  5453. min_x = ((src->x)-c) - ((src->x)-c)%40;
  5454. if(min_x < 0) min_x = 0;
  5455. max_x = min_x + 39;
  5456. min_y = ((src->y)-c) - ((src->y)-c)%40;
  5457. if(min_y < 0) min_y = 0;
  5458. max_y = min_y + 39;
  5459. } else if (battle_config.bowling_bash_area == 1) {
  5460. // Gutter line system without demi gutter bug
  5461. min_x = src->x - (src->x)%40;
  5462. max_x = min_x + 39;
  5463. min_y = src->y - (src->y)%40;
  5464. max_y = min_y + 39;
  5465. } else {
  5466. // Area around caster
  5467. min_x = src->x - battle_config.bowling_bash_area;
  5468. max_x = src->x + battle_config.bowling_bash_area;
  5469. min_y = src->y - battle_config.bowling_bash_area;
  5470. max_y = src->y + battle_config.bowling_bash_area;
  5471. }
  5472. // Initialization, break checks, direction
  5473. if((flag&0xFFF) > 0) {
  5474. // Ignore monsters outside area
  5475. if(bl->x < min_x || bl->x > max_x || bl->y < min_y || bl->y > max_y)
  5476. break;
  5477. // Ignore monsters already in list
  5478. if(idb_exists(bowling_db, bl->id))
  5479. break;
  5480. // Random direction
  5481. dir = rnd()%8;
  5482. } else {
  5483. // Create an empty list of already hit targets
  5484. db_clear(bowling_db);
  5485. // Direction is walkpath
  5486. dir = (unit_getdir(src)+4)%8;
  5487. }
  5488. // Add current target to the list of already hit targets
  5489. idb_put(bowling_db, bl->id, bl);
  5490. // Keep moving target in direction square by square
  5491. tx = bl->x;
  5492. ty = bl->y;
  5493. for(i=0;i<c;i++) {
  5494. // Target coordinates (get changed even if knockback fails)
  5495. tx -= dirx[dir];
  5496. ty -= diry[dir];
  5497. // If target cell is a wall then break
  5498. if(map_getcell(bl->m,tx,ty,CELL_CHKWALL))
  5499. break;
  5500. skill_blown(src,bl,1,dir,BLOWN_NONE);
  5501. int count;
  5502. // Splash around target cell, but only cells inside area; we first have to check the area is not negative
  5503. if((max(min_x,tx-1) <= min(max_x,tx+1)) &&
  5504. (max(min_y,ty-1) <= min(max_y,ty+1)) &&
  5505. (count = map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill_area_sub_count))) {
  5506. // Recursive call
  5507. map_foreachinallarea(skill_area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill_castend_damage_id);
  5508. // Self-collision
  5509. if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y)
  5510. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION|count:count);
  5511. break;
  5512. }
  5513. }
  5514. // Original hit or chain hit depending on flag
  5515. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0);
  5516. }
  5517. break;
  5518. case KN_SPEARSTAB:
  5519. if(flag&1) {
  5520. if (bl->id==skill_area_temp[1])
  5521. break;
  5522. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,SD_ANIMATION))
  5523. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5524. } else {
  5525. int x=bl->x,y=bl->y,i,dir;
  5526. dir = map_calc_dir(bl,src->x,src->y);
  5527. skill_area_temp[1] = bl->id;
  5528. skill_area_temp[2] = skill_get_blewcount(skill_id,skill_lv);
  5529. // all the enemies between the caster and the target are hit, as well as the target
  5530. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,0))
  5531. skill_blown(src,bl,skill_area_temp[2],-1,BLOWN_NONE);
  5532. for (i=0;i<4;i++) {
  5533. map_foreachincell(skill_area_sub,bl->m,x,y,BL_CHAR,
  5534. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  5535. x += dirx[dir];
  5536. y += diry[dir];
  5537. }
  5538. }
  5539. break;
  5540. case TK_TURNKICK:
  5541. case MO_BALKYOUNG: //Active part of the attack. Skill-attack [Skotlex]
  5542. {
  5543. skill_area_temp[1] = bl->id; //NOTE: This is used in skill_castend_nodamage_id to avoid affecting the target.
  5544. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag))
  5545. map_foreachinallrange(skill_area_sub,bl,
  5546. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  5547. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,
  5548. skill_castend_nodamage_id);
  5549. }
  5550. break;
  5551. case CH_PALMSTRIKE: // Palm Strike takes effect 1sec after casting. [Skotlex]
  5552. // clif_skill_nodamage(src,bl,skill_id,skill_lv,0); //Can't make this one display the correct attack animation delay :/
  5553. clif_damage(src,bl,tick,status_get_amotion(src),0,-1,1,DMG_ENDURE,0,false); //Display an absorbed damage attack.
  5554. skill_addtimerskill(src, tick + (1000+status_get_amotion(src)), bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag);
  5555. break;
  5556. case PR_TURNUNDEAD:
  5557. case ALL_RESURRECTION:
  5558. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  5559. break;
  5560. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5561. break;
  5562. case AL_HOLYLIGHT:
  5563. status_change_end(bl, SC_P_ALTER);
  5564. [[fallthrough]];
  5565. case MG_SOULSTRIKE:
  5566. case NPC_DARKSTRIKE:
  5567. case MG_COLDBOLT:
  5568. case MG_FIREBOLT:
  5569. case MG_LIGHTNINGBOLT:
  5570. case WZ_EARTHSPIKE:
  5571. case AL_HEAL:
  5572. case NPC_DARKTHUNDER:
  5573. case NPC_FIRESTORM:
  5574. case PR_ASPERSIO:
  5575. case MG_FROSTDIVER:
  5576. case WZ_SIGHTBLASTER:
  5577. case WZ_SIGHTRASHER:
  5578. #ifdef RENEWAL
  5579. case PA_PRESSURE:
  5580. #endif
  5581. case NJ_KOUENKA:
  5582. case NJ_HYOUSENSOU:
  5583. case NJ_HUUJIN:
  5584. case AB_HIGHNESSHEAL:
  5585. case AB_DUPLELIGHT_MAGIC:
  5586. case WM_METALICSOUND:
  5587. case KO_KAIHOU:
  5588. case MH_ERASER_CUTTER:
  5589. case AG_ASTRAL_STRIKE:
  5590. case AG_ASTRAL_STRIKE_ATK:
  5591. case AG_DESTRUCTIVE_HURRICANE_CLIMAX:
  5592. case CD_ARBITRIUM:
  5593. case HN_METEOR_STORM_BUSTER:
  5594. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5595. break;
  5596. case IG_JUDGEMENT_CROSS:
  5597. case TR_SOUNDBLEND:
  5598. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5599. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5600. break;
  5601. case AG_DEADLY_PROJECTION:
  5602. sc_start(src, bl, SC_DEADLY_DEFEASANCE, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5603. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5604. break;
  5605. case NPC_MAGICALATTACK:
  5606. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5607. sc_start(src,src,SC_MAGICALATTACK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5608. break;
  5609. case HVAN_CAPRICE: //[blackhole89]
  5610. {
  5611. int ran=rnd()%4;
  5612. int sid = 0;
  5613. switch(ran)
  5614. {
  5615. case 0: sid=MG_COLDBOLT; break;
  5616. case 1: sid=MG_FIREBOLT; break;
  5617. case 2: sid=MG_LIGHTNINGBOLT; break;
  5618. case 3: sid=WZ_EARTHSPIKE; break;
  5619. }
  5620. skill_attack(BF_MAGIC,src,src,bl,sid,skill_lv,tick,flag|SD_LEVEL);
  5621. }
  5622. break;
  5623. case WZ_WATERBALL:
  5624. //Deploy waterball cells, these are used and turned into waterballs via the timerskill
  5625. skill_unitsetting(src, skill_id, skill_lv, src->x, src->y, 0);
  5626. skill_addtimerskill(src, tick, bl->id, src->x, src->y, skill_id, skill_lv, 0, flag);
  5627. break;
  5628. case WZ_JUPITEL:
  5629. //Jupitel Thunder is delayed by 150ms, you can cast another spell before the knockback
  5630. skill_addtimerskill(src, tick+TIMERSKILL_INTERVAL, bl->id, 0, 0, skill_id, skill_lv, 1, flag);
  5631. break;
  5632. case PR_BENEDICTIO:
  5633. //Should attack undead and demons. [Skotlex]
  5634. if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
  5635. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5636. break;
  5637. case SJ_NOVAEXPLOSING:
  5638. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5639. // We can end Dimension here since the cooldown code is processed before this point.
  5640. if (sc && sc->getSCE(SC_DIMENSION))
  5641. status_change_end(src, SC_DIMENSION);
  5642. else // Dimension not active? Activate the 2 second skill block penalty.
  5643. sc_start(src, &sd->bl, SC_NOVAEXPLOSING, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  5644. break;
  5645. case SP_SOULEXPLOSION:
  5646. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY))) || tstatus->hp < 10 * tstatus->max_hp / 100) { // Requires target to have a soul link and more then 10% of MaxHP.
  5647. // With this skill requiring a soul link, and the target to have more then 10% if MaxHP, I wonder
  5648. // if the cooldown still happens after it fails. Need a confirm. [Rytech]
  5649. if (sd)
  5650. clif_skill_fail( *sd, skill_id );
  5651. break;
  5652. }
  5653. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5654. break;
  5655. case SL_SMA:
  5656. status_change_end(src, SC_SMA);
  5657. [[fallthrough]];
  5658. case SL_STIN:
  5659. case SL_STUN:
  5660. case SP_SPA:
  5661. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  5662. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  5663. clif_skill_fail( *sd, skill_id );
  5664. break;
  5665. }
  5666. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5667. break;
  5668. case NPC_DARKBREATH:
  5669. clif_emotion(src,ET_ANGER);
  5670. if (rnd() % 2 == 0)
  5671. break; // 50% chance
  5672. [[fallthrough]];
  5673. case SN_FALCONASSAULT:
  5674. #ifndef RENEWAL
  5675. case PA_PRESSURE:
  5676. case CR_ACIDDEMONSTRATION:
  5677. #endif
  5678. case TF_THROWSTONE:
  5679. case NPC_SMOKING:
  5680. case GS_FLING:
  5681. case NJ_ZENYNAGE:
  5682. case GN_THORNS_TRAP:
  5683. case RL_B_TRAP:
  5684. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5685. break;
  5686. #ifdef RENEWAL
  5687. case NJ_ISSEN: {
  5688. short x, y;
  5689. short dir = map_calc_dir(src, bl->x, bl->y);
  5690. // Move 2 cells (From target)
  5691. if (dir > 0 && dir < 4)
  5692. x = -2;
  5693. else if (dir > 4)
  5694. x = 2;
  5695. else
  5696. x = 0;
  5697. if (dir > 2 && dir < 6)
  5698. y = -2;
  5699. else if (dir == 7 || dir < 2)
  5700. y = 2;
  5701. else
  5702. y = 0;
  5703. // Doesn't have slide effect in GVG
  5704. if (skill_check_unit_movepos(5, src, bl->x + x, bl->y + y, 1, 1)) {
  5705. clif_blown(src);
  5706. clif_spiritball(src);
  5707. }
  5708. skill_attack(BF_MISC, src, src, bl, skill_id, skill_lv, tick, flag);
  5709. status_set_hp(src, umax(status_get_max_hp(src) / 100, 1), 0);
  5710. status_change_end(src, SC_NEN);
  5711. status_change_end(src, SC_HIDING);
  5712. }
  5713. break;
  5714. #endif
  5715. case RK_DRAGONBREATH_WATER:
  5716. case RK_DRAGONBREATH:
  5717. case NPC_DRAGONBREATH:
  5718. if( tsc && tsc->getSCE(SC_HIDING) )
  5719. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5720. else {
  5721. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5722. }
  5723. break;
  5724. case NPC_SELFDESTRUCTION:
  5725. if( tsc && tsc->getSCE(SC_HIDING) )
  5726. break;
  5727. [[fallthrough]];
  5728. case HVAN_EXPLOSION:
  5729. if (src != bl)
  5730. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  5731. break;
  5732. // Celest
  5733. case PF_SOULBURN:
  5734. if (rnd()%100 < (skill_lv < 5 ? 30 + skill_lv * 10 : 70)) {
  5735. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5736. if (skill_lv == 5)
  5737. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  5738. status_percent_damage(src, bl, 0, 100, false);
  5739. } else {
  5740. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  5741. if (skill_lv == 5)
  5742. skill_attack(BF_MAGIC,src,src,src,skill_id,skill_lv,tick,flag);
  5743. status_percent_damage(src, src, 0, 100, false);
  5744. }
  5745. break;
  5746. case NPC_BLOODDRAIN:
  5747. case NPC_ENERGYDRAIN:
  5748. {
  5749. int heal = (int)skill_attack( (skill_id == NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC,
  5750. src, src, bl, skill_id, skill_lv, tick, flag);
  5751. if (heal > 0){
  5752. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5753. status_heal(src, heal, 0, 0);
  5754. }
  5755. }
  5756. break;
  5757. case GS_BULLSEYE:
  5758. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5759. break;
  5760. case NJ_KASUMIKIRI:
  5761. if (skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag) > 0)
  5762. sc_start(src,src,SC_HIDING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  5763. break;
  5764. case NJ_KIRIKAGE:
  5765. if( !map_flag_gvg2(src->m) && !map_getmapflag(src->m, MF_BATTLEGROUND) )
  5766. { //You don't move on GVG grounds.
  5767. short x, y;
  5768. map_search_freecell(bl, 0, &x, &y, 1, 1, 0);
  5769. if (unit_movepos(src, x, y, 0, 0)) {
  5770. clif_blown(src);
  5771. }
  5772. }
  5773. status_change_end(src, SC_HIDING);
  5774. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5775. break;
  5776. case RK_PHANTOMTHRUST:
  5777. case NPC_PHANTOMTHRUST:
  5778. unit_setdir(src,map_calc_dir(src, bl->x, bl->y));
  5779. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5780. skill_blown(src,bl,distance_bl(src,bl)-1,unit_getdir(src),BLOWN_NONE);
  5781. if( battle_check_target(src,bl,BCT_ENEMY) > 0 )
  5782. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5783. break;
  5784. case RK_WINDCUTTER:
  5785. case RK_STORMBLAST:
  5786. if( flag&1 )
  5787. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  5788. else {
  5789. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  5790. map_foreachinallrange(skill_area_sub, bl,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  5791. }
  5792. break;
  5793. case GC_DARKILLUSION:
  5794. {
  5795. short x, y;
  5796. short dir = map_calc_dir(src,bl->x,bl->y);
  5797. if( dir > 0 && dir < 4) x = 2;
  5798. else if( dir > 4 ) x = -2;
  5799. else x = 0;
  5800. if( dir > 2 && dir < 6 ) y = 2;
  5801. else if( dir == 7 || dir < 2 ) y = -2;
  5802. else y = 0;
  5803. if( unit_movepos(src, bl->x+x, bl->y+y, 1, 1) ) {
  5804. clif_blown(src);
  5805. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5806. if( rnd()%100 < 4 * skill_lv )
  5807. skill_castend_damage_id(src,bl,GC_CROSSIMPACT,skill_lv,tick,flag);
  5808. }
  5809. }
  5810. break;
  5811. case GC_CROSSRIPPERSLASHER:
  5812. if( sd && !(sc && sc->getSCE(SC_ROLLINGCUTTER)) )
  5813. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_CONDITION );
  5814. else
  5815. {
  5816. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5817. }
  5818. break;
  5819. case GC_CROSSIMPACT: {
  5820. uint8 dir = DIR_NORTHEAST;
  5821. if (bl->x != src->x || bl->y != src->y)
  5822. dir = map_calc_dir(bl, src->x, src->y); // dir based on target as we move player based on target location
  5823. if (skill_check_unit_movepos(0, src, bl->x + dirx[dir], bl->y + diry[dir], 1, 1)) {
  5824. clif_blown(src);
  5825. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5826. } else {
  5827. if (sd)
  5828. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  5829. }
  5830. break;
  5831. }
  5832. case GC_PHANTOMMENACE:
  5833. if (flag&1) { // Only Hits Invisible Targets
  5834. if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  5835. status_change_end(bl, SC_CLOAKINGEXCEED);
  5836. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  5837. }
  5838. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  5839. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  5840. }
  5841. break;
  5842. case GC_DARKCROW:
  5843. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  5844. sc_start(src, bl, SC_DARKCROW, 100, skill_lv, skill_get_time(skill_id, skill_lv)); // Should be applied even on miss
  5845. break;
  5846. case WL_DRAINLIFE:
  5847. {
  5848. int heal = (int)skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  5849. int rate = 70 + 5 * skill_lv;
  5850. heal = heal * (5 + 5 * skill_lv) / 100;
  5851. if( bl->type == BL_SKILL )
  5852. heal = 0; // Don't absorb heal from Ice Walls or other skill units.
  5853. if( heal && rnd()%100 < rate )
  5854. {
  5855. status_heal(src, heal, 0, 0);
  5856. clif_skill_nodamage(nullptr, src, AL_HEAL, heal, 1);
  5857. }
  5858. }
  5859. break;
  5860. case WL_TETRAVORTEX_FIRE:
  5861. case WL_TETRAVORTEX_WATER:
  5862. case WL_TETRAVORTEX_WIND:
  5863. case WL_TETRAVORTEX_GROUND:
  5864. skill_addtimerskill(src, tick + skill_area_temp[0] * 200, bl->id, skill_area_temp[1], 0, skill_id, skill_lv, 0, flag);
  5865. break;
  5866. case WL_TETRAVORTEX:
  5867. if (sd == nullptr) { // Monster usage
  5868. uint8 i = 0;
  5869. const static std::vector<std::vector<uint16>> tetra_skills = { { WL_TETRAVORTEX_FIRE, 1 },
  5870. { WL_TETRAVORTEX_WIND, 4 },
  5871. { WL_TETRAVORTEX_WATER, 2 },
  5872. { WL_TETRAVORTEX_GROUND, 8 } };
  5873. for (const auto &skill : tetra_skills) {
  5874. if (skill_lv > 5) {
  5875. skill_area_temp[0] = i;
  5876. skill_area_temp[1] = skill[1];
  5877. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill[0], skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5878. } else
  5879. skill_addtimerskill(src, tick + i * 200, bl->id, skill[1], 0, skill[0], skill_lv, i, flag);
  5880. i++;
  5881. }
  5882. } else if (sc) { // No SC? No spheres
  5883. int i, k = 0;
  5884. if (sc->getSCE(SC_SPHERE_5)) // If 5 spheres, remove last one (based on reverse order) and only do 4 actions (Official behavior)
  5885. status_change_end(src, SC_SPHERE_1);
  5886. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) { // Loop should always be 4 for regular players, but unconditional_skill could be less
  5887. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5888. continue;
  5889. uint16 subskill = 0;
  5890. switch (sc->getSCE(static_cast<sc_type>(i))->val1) {
  5891. case WLS_FIRE:
  5892. subskill = WL_TETRAVORTEX_FIRE;
  5893. k |= 1;
  5894. break;
  5895. case WLS_WIND:
  5896. subskill = WL_TETRAVORTEX_WIND;
  5897. k |= 4;
  5898. break;
  5899. case WLS_WATER:
  5900. subskill = WL_TETRAVORTEX_WATER;
  5901. k |= 2;
  5902. break;
  5903. case WLS_STONE:
  5904. subskill = WL_TETRAVORTEX_GROUND;
  5905. k |= 8;
  5906. break;
  5907. }
  5908. if (skill_lv > 5) {
  5909. skill_area_temp[0] = abs(i - SC_SPHERE_5);
  5910. skill_area_temp[1] = k;
  5911. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, subskill, skill_lv, tick, flag | BCT_ENEMY, skill_castend_damage_id);
  5912. } else
  5913. skill_addtimerskill(src, tick + abs(i - SC_SPHERE_5) * 200, bl->id, k, 0, subskill, skill_lv, abs(i - SC_SPHERE_5), flag);
  5914. status_change_end(src, static_cast<sc_type>(i));
  5915. }
  5916. }
  5917. break;
  5918. case WL_RELEASE:
  5919. if (sc == nullptr)
  5920. break;
  5921. if (sd) {
  5922. int i;
  5923. #ifndef RENEWAL
  5924. skill_toggle_magicpower(src, skill_id); // No hit will be amplified
  5925. #endif
  5926. if (skill_lv == 1) { // SpellBook
  5927. if (sc->getSCE(SC_FREEZE_SP) == nullptr)
  5928. break;
  5929. bool found_spell = false;
  5930. for (i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // List all available spell to be released
  5931. if (sc->getSCE(i) != nullptr) {
  5932. found_spell = true;
  5933. break;
  5934. }
  5935. }
  5936. if (!found_spell)
  5937. break;
  5938. // Now extract the data from the preserved spell
  5939. uint16 pres_skill_id = sc->getSCE(i)->val1;
  5940. uint16 pres_skill_lv = sc->getSCE(i)->val2;
  5941. uint16 point = sc->getSCE(i)->val3;
  5942. status_change_end(src, static_cast<sc_type>(i));
  5943. if( sc->getSCE(SC_FREEZE_SP)->val2 > point )
  5944. sc->getSCE(SC_FREEZE_SP)->val2 -= point;
  5945. else // Last spell to be released
  5946. status_change_end(src, SC_FREEZE_SP);
  5947. if( !skill_check_condition_castbegin(*sd, pres_skill_id, pres_skill_lv) )
  5948. break;
  5949. // Get the requirement for the preserved skill
  5950. skill_consume_requirement(sd, pres_skill_id, pres_skill_lv, 1);
  5951. switch( skill_get_casttype(pres_skill_id) )
  5952. {
  5953. case CAST_GROUND:
  5954. skill_castend_pos2(src, bl->x, bl->y, pres_skill_id, pres_skill_lv, tick, 0);
  5955. break;
  5956. case CAST_NODAMAGE:
  5957. skill_castend_nodamage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5958. break;
  5959. case CAST_DAMAGE:
  5960. skill_castend_damage_id(src, bl, pres_skill_id, pres_skill_lv, tick, 0);
  5961. break;
  5962. }
  5963. sd->ud.canact_tick = i64max(tick + skill_delayfix(src, pres_skill_id, pres_skill_lv), sd->ud.canact_tick);
  5964. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, pres_skill_id, pres_skill_lv), 0, 0, 0);
  5965. int cooldown = pc_get_skillcooldown(sd,pres_skill_id, pres_skill_lv);
  5966. if( cooldown > 0 )
  5967. skill_blockpc_start(sd, pres_skill_id, cooldown);
  5968. } else { // Summoned Balls
  5969. for (i = SC_SPHERE_5; i >= SC_SPHERE_1; i--) {
  5970. if (sc->getSCE(static_cast<sc_type>(i)) == nullptr)
  5971. continue;
  5972. int skele = WL_RELEASE - 5 + sc->getSCE(static_cast<sc_type>(i))->val1 - WLS_FIRE; // Convert Ball Element into Skill ATK for balls
  5973. // WL_SUMMON_ATK_FIRE, WL_SUMMON_ATK_WIND, WL_SUMMON_ATK_WATER, WL_SUMMON_ATK_GROUND
  5974. skill_addtimerskill(src, tick + (t_tick)status_get_adelay(src) * abs(i - SC_SPHERE_1), bl->id, 0, 0, skele, sc->getSCE(static_cast<sc_type>(i))->val2, BF_MAGIC, flag | SD_LEVEL);
  5975. status_change_end(src, static_cast<sc_type>(i)); // Eliminate ball
  5976. }
  5977. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  5978. }
  5979. }
  5980. break;
  5981. case WL_FROSTMISTY:
  5982. // Causes Freezing status through walls.
  5983. sc_start(src, bl, SC_FREEZING, 25 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  5984. sc_start(src, bl, SC_MISTY_FROST, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  5985. // Doesn't deal damage through non-shootable walls.
  5986. if( !battle_config.skill_wall_check || (battle_config.skill_wall_check && path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKWALL)) )
  5987. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  5988. break;
  5989. case WL_HELLINFERNO:
  5990. if (flag & 1) {
  5991. skill_attack(BF_MAGIC, src, src, bl, skill_id, skill_lv, tick, flag);
  5992. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_MAGIC, flag | 2);
  5993. } else {
  5994. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  5995. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  5996. }
  5997. break;
  5998. case RA_WUGSTRIKE:
  5999. if( sd && pc_isridingwug(sd) ){
  6000. short x[8]={0,-1,-1,-1,0,1,1,1};
  6001. short y[8]={1,1,0,-1,-1,-1,0,1};
  6002. uint8 dir = map_calc_dir(bl, src->x, src->y);
  6003. if( unit_movepos(src, bl->x+x[dir], bl->y+y[dir], 1, 1) ) {
  6004. clif_blown(src);
  6005. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6006. }
  6007. break;
  6008. }
  6009. [[fallthrough]];
  6010. case RA_WUGBITE:
  6011. if( path_search(nullptr,src->m,src->x,src->y,bl->x,bl->y,1,CELL_CHKNOREACH) ) {
  6012. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6013. }else if( sd && skill_id == RA_WUGBITE ) // Only RA_WUGBITE has the skill fail message.
  6014. clif_skill_fail( *sd, skill_id );
  6015. break;
  6016. case RA_SENSITIVEKEEN:
  6017. if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
  6018. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  6019. status_change_end(bl, SC_CLOAKINGEXCEED);
  6020. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6021. }
  6022. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6023. status_change_end(bl, SC__SHADOWFORM); // Should only end, no damage dealt.
  6024. } else {
  6025. skill_unit *su = BL_CAST(BL_SKILL, bl);
  6026. std::shared_ptr<s_skill_unit_group> sg;
  6027. if (su && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  6028. if( !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  6029. {
  6030. struct item item_tmp;
  6031. memset(&item_tmp,0,sizeof(item_tmp));
  6032. item_tmp.nameid = sg->item_id?sg->item_id:ITEMID_TRAP;
  6033. item_tmp.identify = 1;
  6034. if( item_tmp.nameid )
  6035. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  6036. }
  6037. skill_delunit(su);
  6038. }
  6039. }
  6040. break;
  6041. case NC_INFRAREDSCAN:
  6042. if( flag&1 ) {
  6043. status_change_end(bl, SC_HIDING);
  6044. status_change_end(bl, SC_CLOAKING);
  6045. status_change_end(bl, SC_CLOAKINGEXCEED);
  6046. status_change_end(bl, SC_CAMOUFLAGE);
  6047. status_change_end(bl, SC_NEWMOON);
  6048. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6049. status_change_end(bl, SC__SHADOWFORM);
  6050. sc_start(src,bl, SC_INFRAREDSCAN, 10000, skill_lv, skill_get_time(skill_id, skill_lv));
  6051. } else {
  6052. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6053. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6054. }
  6055. break;
  6056. case SC_FATALMENACE:
  6057. if( flag&1 )
  6058. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6059. else {
  6060. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6061. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6062. }
  6063. break;
  6064. case NPC_FATALMENACE: // todo should it teleport the target ?
  6065. if( flag&1 )
  6066. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6067. else {
  6068. short x, y;
  6069. map_search_freecell(src, 0, &x, &y, -1, -1, 0);
  6070. // Destination area
  6071. skill_area_temp[4] = x;
  6072. skill_area_temp[5] = y;
  6073. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6074. skill_addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self
  6075. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  6076. }
  6077. break;
  6078. case LG_PINPOINTATTACK:
  6079. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6080. clif_blown(src);
  6081. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6082. break;
  6083. case SR_KNUCKLEARROW:
  6084. // Holds current direction of bl/target to src/attacker before the src is moved to bl location
  6085. dir_ka = map_calc_dir(bl, src->x, src->y);
  6086. // Has slide effect
  6087. if (skill_check_unit_movepos(5, src, bl->x, bl->y, 1, 1))
  6088. skill_blown(src, src, 1, (dir_ka + 4) % 8, BLOWN_NONE); // Target position is actually one cell next to the target
  6089. skill_addtimerskill(src, tick + 300, bl->id, 0, 0, skill_id, skill_lv, BF_WEAPON, flag|SD_LEVEL|2);
  6090. break;
  6091. case SR_HOWLINGOFLION:
  6092. status_change_end(bl, SC_SWINGDANCE);
  6093. status_change_end(bl, SC_SYMPHONYOFLOVER);
  6094. status_change_end(bl, SC_MOONLITSERENADE);
  6095. status_change_end(bl, SC_RUSHWINDMILL);
  6096. status_change_end(bl, SC_ECHOSONG);
  6097. status_change_end(bl, SC_HARMONIZE);
  6098. status_change_end(bl, SC_NETHERWORLD);
  6099. status_change_end(bl, SC_VOICEOFSIREN);
  6100. status_change_end(bl, SC_DEEPSLEEP);
  6101. status_change_end(bl, SC_SIRCLEOFNATURE);
  6102. status_change_end(bl, SC_GLOOMYDAY);
  6103. status_change_end(bl, SC_GLOOMYDAY_SK);
  6104. status_change_end(bl, SC_SONGOFMANA);
  6105. status_change_end(bl, SC_DANCEWITHWUG);
  6106. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  6107. status_change_end(bl, SC_LERADSDEW);
  6108. status_change_end(bl, SC_MELODYOFSINK);
  6109. status_change_end(bl, SC_BEYONDOFWARCRY);
  6110. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  6111. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6112. break;
  6113. case SR_EARTHSHAKER:
  6114. if( flag&1 ) { //by default cloaking skills are remove by aoe skills so no more checking/removing except hiding and cloaking exceed.
  6115. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6116. status_change_end(bl, SC_CLOAKINGEXCEED);
  6117. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  6118. status_change_end(bl, SC__SHADOWFORM);
  6119. } else {
  6120. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6121. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6122. }
  6123. break;
  6124. case SR_TIGERCANNON:
  6125. if (flag & 1) {
  6126. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag | SD_ANIMATION);
  6127. } else if (sd) {
  6128. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE && !sc->getSCE(SC_FLASHCOMBO))
  6129. flag |= 8; // Only apply Combo bonus when Tiger Cannon is not used through Flash Combo
  6130. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6131. }
  6132. break;
  6133. case WM_REVERBERATION:
  6134. if (flag & 1)
  6135. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6136. else {
  6137. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6138. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6139. battle_consume_ammo(sd, skill_id, skill_lv); // Consume here since Magic/Misc attacks reset arrow_atk
  6140. }
  6141. break;
  6142. case NPC_POISON_BUSTER:
  6143. if( tsc && tsc->getSCE(SC_POISON) ) {
  6144. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6145. status_change_end(bl, SC_POISON);
  6146. }
  6147. else if( sd )
  6148. clif_skill_fail( *sd, skill_id );
  6149. break;
  6150. case KO_JYUMONJIKIRI: {
  6151. short x, y;
  6152. short dir = map_calc_dir(src,bl->x,bl->y);
  6153. if (dir > 0 && dir < 4)
  6154. x = 2;
  6155. else if (dir > 4)
  6156. x = -2;
  6157. else
  6158. x = 0;
  6159. if (dir > 2 && dir < 6)
  6160. y = 2;
  6161. else if (dir == 7 || dir < 2)
  6162. y = -2;
  6163. else
  6164. y = 0;
  6165. if (unit_movepos(src,bl->x + x,bl->y + y,1,1)) {
  6166. clif_blown(src);
  6167. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6168. }
  6169. }
  6170. break;
  6171. case EL_FIRE_BOMB:
  6172. case EL_FIRE_WAVE:
  6173. case EL_WATER_SCREW:
  6174. case EL_HURRICANE:
  6175. case EL_TYPOON_MIS:
  6176. if( flag&1 )
  6177. skill_attack(skill_get_type(skill_id+1),src,src,bl,skill_id+1,skill_lv,tick,flag);
  6178. else {
  6179. int i = skill_get_splash(skill_id,skill_lv);
  6180. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6181. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6182. if( rnd()%100 < 30 )
  6183. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6184. else
  6185. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6186. }
  6187. break;
  6188. case EL_ROCK_CRUSHER:
  6189. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6190. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6191. if( rnd()%100 < 50 )
  6192. skill_attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
  6193. else
  6194. skill_attack(BF_WEAPON,src,src,bl,EL_ROCK_CRUSHER_ATK,skill_lv,tick,flag);
  6195. break;
  6196. case EL_STONE_RAIN:
  6197. if( flag&1 )
  6198. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6199. else {
  6200. int i = skill_get_splash(skill_id,skill_lv);
  6201. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6202. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6203. if( rnd()%100 < 30 )
  6204. map_foreachinrange(skill_area_sub,bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  6205. else
  6206. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6207. }
  6208. break;
  6209. case EL_FIRE_ARROW:
  6210. case EL_ICE_NEEDLE:
  6211. case EL_WIND_SLASH:
  6212. case EL_STONE_HAMMER:
  6213. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6214. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6215. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6216. break;
  6217. case EL_TIDAL_WEAPON:
  6218. if( src->type == BL_ELEM ) {
  6219. s_elemental_data *ele = BL_CAST(BL_ELEM,src);
  6220. status_change *tsc_ele = status_get_sc(&ele->bl);
  6221. sc_type type = SC_TIDAL_WEAPON_OPTION, type2 = SC_TIDAL_WEAPON;
  6222. clif_skill_nodamage(src,battle_get_master(src),skill_id,skill_lv,1);
  6223. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  6224. if( (tsc_ele && tsc_ele->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  6225. status_change_end(battle_get_master(src),type);
  6226. status_change_end(src,type2);
  6227. }
  6228. if( rnd()%100 < 50 )
  6229. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6230. else {
  6231. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  6232. sc_start(src,battle_get_master(src),type,100,ele->bl.id,skill_get_time(skill_id,skill_lv));
  6233. }
  6234. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  6235. }
  6236. break;
  6237. //recursive homon skill
  6238. case MH_ABSOLUTE_ZEPHYR:
  6239. case MH_TOXIN_OF_MANDARA:
  6240. case MH_BLAZING_AND_FURIOUS:
  6241. case MH_MAGMA_FLOW:
  6242. case MH_HEILIGE_STANGE:
  6243. if(flag&1){
  6244. if((skill_id == MH_MAGMA_FLOW) && ((rnd()%100)>(3*skill_lv)) )
  6245. break;//chance to not trigger atk for magma
  6246. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6247. }
  6248. else
  6249. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6250. break;
  6251. case MH_TWISTER_CUTTER:
  6252. case MH_GLANZEN_SPIES:
  6253. case MH_STAHL_HORN:
  6254. case MH_NEEDLE_OF_PARALYZE:
  6255. case MH_NEEDLE_STINGER:
  6256. case MH_SONIC_CRAW:
  6257. case MH_MIDNIGHT_FRENZY:
  6258. case MH_SILVERVEIN_RUSH:
  6259. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6260. break;
  6261. case MH_TINDER_BREAKER:
  6262. case MH_CBC:
  6263. case MH_EQC:
  6264. {
  6265. TBL_HOM *hd = BL_CAST(BL_HOM,src);
  6266. int duration = max(skill_lv, (status_get_str(src) / 7 - status_get_str(bl) / 10)) * 1000; //Yommy formula
  6267. sc_type type;
  6268. if( skill_id == MH_TINDER_BREAKER ){
  6269. type = SC_TINDER_BREAKER2;
  6270. if( unit_movepos(src, bl->x, bl->y, 1, 1) ){
  6271. clif_blown(src);
  6272. clif_skill_poseffect(src,skill_id,skill_lv,bl->x,bl->y,tick);
  6273. }
  6274. }else if( skill_id == MH_CBC ){
  6275. type = SC_CBC;
  6276. }else if( skill_id == MH_EQC ){
  6277. type = SC_EQC;
  6278. }
  6279. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,src->id,0,0,duration));
  6280. skill_attack(skill_get_type(skill_id),src,src,bl,skill_id,skill_lv,tick,flag);
  6281. }
  6282. break;
  6283. case RL_H_MINE:
  6284. if (!(flag&1)) {
  6285. // Direct attack
  6286. if (!sd || !sd->flicker) {
  6287. if (skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag))
  6288. status_change_start(src, bl, SC_H_MINE, 10000, skill_id, 0, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  6289. break;
  6290. }
  6291. // Triggered by RL_FLICKER
  6292. if (sd && sd->flicker) {
  6293. // Splash damage around it!
  6294. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  6295. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  6296. flag |= 1; // Don't consume requirement
  6297. if (tsc &&tsc->getSCE(SC_H_MINE) && tsc->getSCE(SC_H_MINE)->val2 == src->id) {
  6298. status_change_end(bl, SC_H_MINE);
  6299. sc_start4(src, bl, SC_BURNING, 10 * skill_lv, skill_lv, 1000, src->id, 0, skill_get_time2(skill_id,skill_lv));
  6300. }
  6301. }
  6302. }
  6303. else
  6304. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6305. if (sd && sd->flicker)
  6306. flag |= 1; // Don't consume requirement
  6307. break;
  6308. case RL_QD_SHOT:
  6309. if (skill_area_temp[1] == bl->id)
  6310. break;
  6311. if (flag&1 && tsc && tsc->getSCE(SC_C_MARKER))
  6312. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6313. break;
  6314. case RL_D_TAIL:
  6315. case RL_HAMMER_OF_GOD:
  6316. if (flag&1)
  6317. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|SD_ANIMATION);
  6318. else {
  6319. if (sd && tsc && tsc->getSCE(SC_C_MARKER)) {
  6320. int i;
  6321. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  6322. if (i < MAX_SKILL_CRIMSON_MARKER)
  6323. flag |= 8;
  6324. }
  6325. if (skill_id == RL_HAMMER_OF_GOD)
  6326. clif_skill_poseffect(src, skill_id, 1, bl->x, bl->y, gettick());
  6327. else
  6328. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6329. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  6330. }
  6331. break;
  6332. case SU_SCAROFTAROU:
  6333. sc_start(src, bl, SC_BITESCAR, 10, skill_lv, skill_get_time(skill_id, skill_lv)); //! TODO: What's the activation chance for the Bite effect?
  6334. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6335. break;
  6336. case SU_SV_STEMSPEAR:
  6337. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  6338. sc_start(src, src, SC_DORAM_WALKSPEED, 100, 50, skill_get_time(SU_SPIRITOFLAND, 1));
  6339. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6340. break;
  6341. case 0:/* no skill - basic/normal attack */
  6342. if(sd) {
  6343. if (flag & 3){
  6344. if (bl->id != skill_area_temp[1])
  6345. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, SD_LEVEL|flag);
  6346. } else {
  6347. skill_area_temp[1] = bl->id;
  6348. map_foreachinallrange(skill_area_sub, bl,
  6349. sd->bonus.splash_range, BL_CHAR,
  6350. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  6351. skill_castend_damage_id);
  6352. flag|=1; //Set flag to 1 so ammo is not double-consumed. [Skotlex]
  6353. }
  6354. }
  6355. break;
  6356. case SJ_FALLINGSTAR_ATK:
  6357. if (sd) { // If a player used the skill it will search for targets marked by that player.
  6358. if (tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 1) { // Mark placed by a player.
  6359. int8 i = 0;
  6360. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6361. if (i < MAX_STELLAR_MARKS) {
  6362. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6363. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6364. }
  6365. }
  6366. } else if ( tsc && tsc->getSCE(SC_FLASHKICK) && tsc->getSCE(SC_FLASHKICK)->val4 == 2 ) { // Mark placed by a monster.
  6367. // If a monster used the skill it will search for targets marked by any monster since they can't track their own targets.
  6368. skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag);
  6369. skill_castend_damage_id(src, bl, SJ_FALLINGSTAR_ATK2, skill_lv, tick, 0);
  6370. }
  6371. break;
  6372. case SJ_FLASHKICK: {
  6373. map_session_data *tsd = BL_CAST(BL_PC, bl);
  6374. struct mob_data *md = BL_CAST(BL_MOB, src), *tmd = BL_CAST(BL_MOB, bl);
  6375. // Only players and monsters can be tagged....I think??? [Rytech]
  6376. // Lets only allow players and monsters to use this skill for safety reasons.
  6377. if ((!tsd && !tmd) || !sd && !md) {
  6378. if (sd)
  6379. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6380. break;
  6381. }
  6382. // Check if the target is already tagged by another source.
  6383. if ((tsd && tsd->sc.getSCE(SC_FLASHKICK) && tsd->sc.getSCE(SC_FLASHKICK)->val1 != src->id) || (tmd && tmd->sc.getSCE(SC_FLASHKICK) && tmd->sc.getSCE(SC_FLASHKICK)->val1 != src->id)) { // Same as the above check, but for monsters.
  6384. // Can't tag a player that was already tagged from another source.
  6385. if (sd)
  6386. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6387. map_freeblock_unlock();
  6388. return 1;
  6389. }
  6390. if (sd) { // Tagging the target.
  6391. int i;
  6392. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == bl->id);
  6393. if (i == MAX_STELLAR_MARKS) {
  6394. ARR_FIND(0, MAX_STELLAR_MARKS, i, sd->stellar_mark[i] == 0);
  6395. if (i == MAX_STELLAR_MARKS) { // Max number of targets tagged. Fail the skill.
  6396. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  6397. map_freeblock_unlock();
  6398. return 1;
  6399. }
  6400. }
  6401. // Tag the target only if damage was done. If it deals no damage, it counts as a miss and won't tag.
  6402. // Note: Not sure if it works like this in official but you can't mark on something you can't
  6403. // hit, right? For now well just use this logic until we can get a confirm on if it does this or not. [Rytech]
  6404. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0) { // Add the ID of the tagged target to the player's tag list and start the status on the target.
  6405. sd->stellar_mark[i] = bl->id;
  6406. // Val4 flags if the status was applied by a player or a monster.
  6407. // This will be important for other skills that work together with this one.
  6408. // 1 = Player, 2 = Monster.
  6409. // Note: Because the attacker's ID and the slot number is handled here, we have to
  6410. // apply the status here. We can't pass this data to skill_additional_effect.
  6411. sc_start4(src, bl, SC_FLASHKICK, 100, src->id, i, skill_lv, 1, skill_get_time(skill_id, skill_lv));
  6412. }
  6413. } else if (md) { // Monsters can't track with this skill. Just give the status.
  6414. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag) > 0)
  6415. sc_start4(src, bl, SC_FLASHKICK, 100, 0, 0, skill_lv, 2, skill_get_time(skill_id, skill_lv));
  6416. }
  6417. }
  6418. break;
  6419. case NPC_VENOMIMPRESS:
  6420. if (skill_attack(BF_WEAPON, src, src, bl, skill_id, skill_lv, tick, flag))
  6421. sc_start(src, bl, SC_VENOMIMPRESS, 100, skill_lv, skill_get_time(skill_id,skill_lv));
  6422. break;
  6423. case HN_DOUBLEBOWLINGBASH:
  6424. if (flag & 1) {
  6425. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, skill_area_temp[0] & 0xFFF);
  6426. } else {
  6427. int splash = skill_get_splash(skill_id, skill_lv);
  6428. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6429. skill_area_temp[0] = map_foreachinallrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  6430. map_foreachinrange(skill_area_sub, bl, splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6431. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6432. }
  6433. break;
  6434. case HN_SHIELD_CHAIN_RUSH:
  6435. if (flag & 1) {
  6436. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6437. } else {
  6438. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6439. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6440. sc_start(src, src, SC_HNNOWEAPON, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  6441. }
  6442. break;
  6443. case HN_JACK_FROST_NOVA:
  6444. case HN_HELLS_DRIVE:
  6445. case HN_GROUND_GRAVITATION:
  6446. if (flag & 1)
  6447. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6448. break;
  6449. case HN_NAPALM_VULCAN_STRIKE:
  6450. if (flag & 1) {
  6451. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
  6452. } else {
  6453. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6454. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  6455. }
  6456. break;
  6457. case NW_MAGAZINE_FOR_ONE:
  6458. case NW_ONLY_ONE_BULLET:
  6459. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  6460. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  6461. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  6462. break;
  6463. default:
  6464. ShowWarning("skill_castend_damage_id: Unknown skill used:%d\n",skill_id);
  6465. clif_skill_damage(src, bl, tick, status_get_amotion(src), tstatus->dmotion,
  6466. 0, abs(skill_get_num(skill_id, skill_lv)),
  6467. skill_id, skill_lv, skill_get_hit(skill_id));
  6468. map_freeblock_unlock();
  6469. return 1;
  6470. }
  6471. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  6472. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  6473. map_freeblock_unlock();
  6474. if( sd && !(flag&1) )
  6475. {// ensure that the skill last-cast tick is recorded
  6476. sd->canskill_tick = gettick();
  6477. if( sd->state.arrow_atk )
  6478. {// consume arrow on last invocation to this skill.
  6479. battle_consume_ammo(sd, skill_id, skill_lv);
  6480. }
  6481. // perform skill requirement consumption
  6482. if (!(flag&SKILL_NOCONSUME_REQ))
  6483. skill_consume_requirement(sd,skill_id,skill_lv,2);
  6484. }
  6485. return 0;
  6486. }
  6487. /**
  6488. * Give a song's buff/debuff or damage to all targets around
  6489. * @param target: Target
  6490. * @param ap: Argument list
  6491. * @return 1 on success or 0 otherwise
  6492. */
  6493. static int skill_apply_songs(struct block_list* target, va_list ap)
  6494. {
  6495. int flag = va_arg(ap, int);
  6496. struct block_list* src = va_arg(ap, struct block_list*);
  6497. uint16 skill_id = static_cast<uint16>(va_arg(ap, int));
  6498. uint16 skill_lv = static_cast<uint16>(va_arg(ap, int));
  6499. t_tick tick = va_arg(ap, t_tick);
  6500. if (flag & BCT_WOS && src == target)
  6501. return 0;
  6502. if (battle_check_target(src, target, flag) > 0) {
  6503. switch (skill_id) {
  6504. // Attack type songs
  6505. case BA_DISSONANCE:
  6506. skill_attack(BF_MAGIC, src, src, target, skill_id, skill_lv, tick, 0);
  6507. return 1;
  6508. case DC_UGLYDANCE:
  6509. case BD_LULLABY:
  6510. return skill_additional_effect(src, target, skill_id, skill_lv, BF_LONG | BF_SKILL | BF_MISC, ATK_DEF, tick);
  6511. default: // Buff/Debuff type songs
  6512. if (skill_id == CG_HERMODE && src->id != target->id)
  6513. status_change_clear_buffs(target, SCCB_HERMODE); // Should dispell only allies.
  6514. return sc_start(src, target, skill_get_sc(skill_id), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  6515. }
  6516. }
  6517. return 0;
  6518. }
  6519. /**
  6520. * Calculate a song's bonus values
  6521. * @param src: Caster
  6522. * @param skill_id: Song skill ID
  6523. * @param skill_lv: Song skill level
  6524. * @param tick: Timer tick
  6525. * @return Number of targets or 0 otherwise
  6526. */
  6527. static int skill_castend_song(struct block_list* src, uint16 skill_id, uint16 skill_lv, t_tick tick)
  6528. {
  6529. nullpo_ret(src);
  6530. if (src->type != BL_PC) {
  6531. ShowWarning("skill_castend_song: Expected player type for src!\n");
  6532. return 0;
  6533. }
  6534. if (!(skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE }))) {
  6535. ShowWarning("skill_castend_song: Unknown song skill ID: %u\n", skill_id);
  6536. return 0;
  6537. }
  6538. map_session_data* sd = BL_CAST(BL_PC, src);
  6539. int flag = BCT_PARTY;
  6540. switch (skill_id) {
  6541. case BD_ROKISWEIL:
  6542. flag = BCT_ENEMY | BCT_WOS;
  6543. break;
  6544. case BD_LULLABY:
  6545. case BD_ETERNALCHAOS:
  6546. case BA_DISSONANCE:
  6547. case DC_UGLYDANCE:
  6548. case DC_DONTFORGETME:
  6549. flag = BCT_ENEMY;
  6550. break;
  6551. case CG_HERMODE:
  6552. flag |= BCT_GUILD;
  6553. break;
  6554. }
  6555. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  6556. sd->skill_id_dance = skill_id;
  6557. sd->skill_lv_dance = skill_lv;
  6558. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE))
  6559. skill_check_pc_partner(sd, skill_id, &skill_lv, 3, 1);
  6560. return map_foreachinrange(skill_apply_songs, src, skill_get_splash(skill_id, skill_lv), splash_target(src), flag, src, skill_id, skill_lv, tick);
  6561. }
  6562. /**
  6563. * Use no-damage skill from 'src' to 'bl
  6564. * @param src Caster
  6565. * @param bl Target of the skill, bl maybe same with src for self skill
  6566. * @param skill_id
  6567. * @param skill_lv
  6568. * @param tick
  6569. * @param flag Various value, &1: Recursive effect
  6570. **/
  6571. int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  6572. {
  6573. map_session_data *sd, *dstsd;
  6574. struct mob_data *md, *dstmd;
  6575. struct homun_data *hd;
  6576. s_mercenary_data *mer;
  6577. struct status_data *sstatus, *tstatus;
  6578. status_change *tsc;
  6579. struct status_change_entry *tsce;
  6580. int i = 0;
  6581. enum sc_type type;
  6582. if(skill_id > 0 && !skill_lv) return 0; // celest
  6583. nullpo_retr(1, src);
  6584. nullpo_retr(1, bl);
  6585. if (src->m != bl->m)
  6586. return 1;
  6587. sd = BL_CAST(BL_PC, src);
  6588. hd = BL_CAST(BL_HOM, src);
  6589. md = BL_CAST(BL_MOB, src);
  6590. mer = BL_CAST(BL_MER, src);
  6591. dstsd = BL_CAST(BL_PC, bl);
  6592. dstmd = BL_CAST(BL_MOB, bl);
  6593. if(bl->prev == nullptr)
  6594. return 1;
  6595. if(status_isdead(src))
  6596. return 1;
  6597. if( src != bl && status_isdead(bl) ) {
  6598. switch( skill_id ) { // Skills that may be cast on dead targets
  6599. case NPC_WIDESOULDRAIN:
  6600. case PR_REDEMPTIO:
  6601. case ALL_RESURRECTION:
  6602. case WM_DEADHILLHERE:
  6603. case WE_ONEFOREVER:
  6604. break;
  6605. default:
  6606. return 1;
  6607. }
  6608. }
  6609. tstatus = status_get_status_data(bl);
  6610. sstatus = status_get_status_data(src);
  6611. //Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
  6612. switch (skill_id) {
  6613. case HLIF_HEAL: //[orn]
  6614. if (bl->type != BL_HOM) {
  6615. if (sd) clif_skill_fail( *sd, skill_id );
  6616. break ;
  6617. }
  6618. [[fallthrough]];
  6619. case AL_HEAL:
  6620. case ALL_RESURRECTION:
  6621. case PR_ASPERSIO:
  6622. case AB_HIGHNESSHEAL:
  6623. //Apparently only player casted skills can be offensive like this.
  6624. if (sd && battle_check_undead(tstatus->race,tstatus->def_ele)) {
  6625. if (battle_check_target(src, bl, BCT_ENEMY) < 1) {
  6626. //Offensive heal does not works on non-enemies. [Skotlex]
  6627. clif_skill_fail( *sd, skill_id );
  6628. return 0;
  6629. }
  6630. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6631. }
  6632. break;
  6633. case NPC_SMOKING: //Since it is a self skill, this one ends here rather than in damage_id. [Skotlex]
  6634. return skill_castend_damage_id (src, bl, skill_id, skill_lv, tick, flag);
  6635. case MH_STEINWAND: {
  6636. struct block_list *s_src = battle_get_master(src);
  6637. short ret = 0;
  6638. if(!skill_check_unit_range(src, src->x, src->y, skill_id, skill_lv)) //prevent reiteration
  6639. ret = skill_castend_pos2(src,src->x,src->y,skill_id,skill_lv,tick,flag); //cast on homon
  6640. if(s_src && !skill_check_unit_range(s_src, s_src->x, s_src->y, skill_id, skill_lv))
  6641. ret |= skill_castend_pos2(s_src,s_src->x,s_src->y,skill_id,skill_lv,tick,flag); //cast on master
  6642. if (hd)
  6643. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  6644. return ret;
  6645. }
  6646. break;
  6647. default:
  6648. //Skill is actually ground placed.
  6649. if (src == bl && skill_get_unit_id(skill_id))
  6650. return skill_castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
  6651. }
  6652. type = skill_get_sc(skill_id);
  6653. tsc = status_get_sc(bl);
  6654. status_change* sc = status_get_sc(src);
  6655. tsce = (tsc && type != SC_NONE)?tsc->getSCE(type):nullptr;
  6656. if (src!=bl && type > SC_NONE &&
  6657. CHK_ELEMENT((i = skill_get_ele(skill_id, skill_lv))) && i > ELE_NEUTRAL &&
  6658. skill_get_inf(skill_id) != INF_SUPPORT_SKILL &&
  6659. battle_attr_fix(nullptr, nullptr, 100, i, tstatus->def_ele, tstatus->ele_lv) <= 0)
  6660. return 1; //Skills that cause an status should be blocked if the target element blocks its element.
  6661. map_freeblock_lock();
  6662. switch(skill_id)
  6663. {
  6664. case HLIF_HEAL: //[orn]
  6665. case AL_HEAL:
  6666. case AB_HIGHNESSHEAL:
  6667. {
  6668. int heal = skill_calc_heal(src, bl, skill_id, skill_lv, true);
  6669. if (status_isimmune(bl) || (dstmd && (status_get_class(bl) == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD)))
  6670. heal = 0;
  6671. if( tsc && tsc->count ) {
  6672. if( tsc->getSCE(SC_KAITE) && !status_has_mode(sstatus,MD_STATUSIMMUNE) ) { //Bounce back heal
  6673. if (--tsc->getSCE(SC_KAITE)->val2 <= 0)
  6674. status_change_end(bl, SC_KAITE);
  6675. if (src == bl)
  6676. heal=0; //When you try to heal yourself under Kaite, the heal is voided.
  6677. else {
  6678. bl = src;
  6679. dstsd = sd;
  6680. }
  6681. }
  6682. else if (tsc->getSCE(SC_BERSERK) || tsc->getSCE(SC_SATURDAYNIGHTFEVER))
  6683. heal = 0; //Needed so that it actually displays 0 when healing.
  6684. }
  6685. if (skill_id == AL_HEAL)
  6686. status_change_end(bl, SC_BITESCAR);
  6687. clif_skill_nodamage (src, bl, skill_id, heal, 1);
  6688. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal && skill_id != HLIF_HEAL )
  6689. heal = ~heal + 1;
  6690. t_exp heal_get_jobexp = status_heal(bl,heal,0,0);
  6691. if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
  6692. heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
  6693. if (heal_get_jobexp <= 0)
  6694. heal_get_jobexp = 1;
  6695. pc_gainexp (sd, bl, 0, heal_get_jobexp, 0);
  6696. }
  6697. }
  6698. break;
  6699. case CD_REPARATIO: {
  6700. if (bl->type != BL_PC) { // Only works on players.
  6701. if (sd)
  6702. clif_skill_fail( *sd, skill_id );
  6703. break;
  6704. }
  6705. int heal_amount = 0;
  6706. if (!status_isimmune(bl))
  6707. heal_amount = tstatus->max_hp;
  6708. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6709. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal_amount, 1);
  6710. status_heal(bl, heal_amount, 0, 0);
  6711. }
  6712. break;
  6713. case PR_REDEMPTIO:
  6714. if (sd && !(flag&1)) {
  6715. if (sd->status.party_id == 0) {
  6716. clif_skill_fail( *sd, skill_id );
  6717. break;
  6718. }
  6719. skill_area_temp[0] = 0;
  6720. party_foreachsamemap(skill_area_sub,
  6721. sd,skill_get_splash(skill_id, skill_lv),
  6722. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  6723. skill_castend_nodamage_id);
  6724. if (skill_area_temp[0] == 0) {
  6725. clif_skill_fail( *sd, skill_id );
  6726. break;
  6727. }
  6728. #ifndef RENEWAL
  6729. skill_area_temp[0] = battle_config.exp_cost_redemptio_limit - skill_area_temp[0]; // The actual penalty...
  6730. if (skill_area_temp[0] > 0 && !map_getmapflag(src->m, MF_NOEXPPENALTY) && battle_config.exp_cost_redemptio) { //Apply penalty
  6731. //If total penalty is 1% => reduced 0.2% penalty per each revived player
  6732. pc_lostexp(sd, u64min(sd->status.base_exp, (pc_nextbaseexp(sd) * skill_area_temp[0] * battle_config.exp_cost_redemptio / battle_config.exp_cost_redemptio_limit) / 100), 0);
  6733. }
  6734. status_set_sp(src, 0, 0);
  6735. #endif
  6736. status_set_hp(src, 1, 0);
  6737. break;
  6738. } else if (!(status_isdead(bl) && flag&1)) {
  6739. //Invalid target, skip resurrection.
  6740. break;
  6741. }
  6742. //Revive
  6743. skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
  6744. skill_lv = 3; //Resurrection level 3 is used
  6745. [[fallthrough]];
  6746. case ALL_RESURRECTION:
  6747. if(sd && (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)))
  6748. { //No reviving in WoE grounds!
  6749. clif_skill_fail( *sd, skill_id );
  6750. break;
  6751. }
  6752. if (!status_isdead(bl))
  6753. break;
  6754. {
  6755. int per = 0, sper = 0;
  6756. if (tsc && tsc->getSCE(SC_HELLPOWER)) {
  6757. clif_skill_nodamage(src, bl, ALL_RESURRECTION, skill_lv, 1);
  6758. break;
  6759. }
  6760. if (map_getmapflag(bl->m, MF_PVP) && dstsd && dstsd->pvp_point < 0)
  6761. break;
  6762. switch(skill_lv){
  6763. case 1: per=10; break;
  6764. case 2: per=30; break;
  6765. case 3: per=50; break;
  6766. case 4: per=80; break;
  6767. }
  6768. if(dstsd && dstsd->special_state.restart_full_recover)
  6769. per = sper = 100;
  6770. if (status_revive(bl, per, sper))
  6771. {
  6772. clif_skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
  6773. if(sd && dstsd && battle_config.resurrection_exp > 0)
  6774. {
  6775. t_exp exp = 0,jexp = 0;
  6776. int lv = dstsd->status.base_level - sd->status.base_level, jlv = dstsd->status.job_level - sd->status.job_level;
  6777. if(lv > 0 && pc_nextbaseexp(dstsd)) {
  6778. exp = (t_exp)(dstsd->status.base_exp * lv * battle_config.resurrection_exp / 1000000.);
  6779. if (exp < 1) exp = 1;
  6780. }
  6781. if(jlv > 0 && pc_nextjobexp(dstsd)) {
  6782. jexp = (t_exp)(dstsd->status.job_exp * lv * battle_config.resurrection_exp / 1000000.);
  6783. if (jexp < 1) jexp = 1;
  6784. }
  6785. if(exp > 0 || jexp > 0)
  6786. pc_gainexp (sd, bl, exp, jexp, 0);
  6787. }
  6788. }
  6789. }
  6790. break;
  6791. case AL_DECAGI:
  6792. case MER_DECAGI:
  6793. clif_skill_nodamage (src, bl, skill_id, skill_lv,
  6794. sc_start(src,bl, type, (50 + skill_lv * 3 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill_get_time(skill_id,skill_lv)));
  6795. break;
  6796. case AL_CRUCIS:
  6797. if (flag&1)
  6798. sc_start(src,bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill_get_time(skill_id,skill_lv));
  6799. else {
  6800. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  6801. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6802. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6803. }
  6804. break;
  6805. case SP_SOULCURSE:
  6806. if (flag&1)
  6807. sc_start(src, bl, type, 30 + 10 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  6808. else {
  6809. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  6810. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  6811. }
  6812. break;
  6813. case PR_LEXDIVINA:
  6814. case MER_LEXDIVINA:
  6815. if (tsce)
  6816. status_change_end(bl, type);
  6817. else
  6818. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  6819. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6820. break;
  6821. case SA_ABRACADABRA:
  6822. if (abra_db.empty()) {
  6823. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6824. break;
  6825. }
  6826. else {
  6827. int abra_skill_id = 0, abra_skill_lv, checked = 0, checked_max = abra_db.size() * 3;
  6828. do {
  6829. auto abra_spell = abra_db.random();
  6830. abra_skill_id = abra_spell->skill_id;
  6831. abra_skill_lv = min(skill_lv, skill_get_max(abra_skill_id));
  6832. if( rnd() % 10000 < abra_spell->per[max(skill_lv - 1, 0)] ){
  6833. break;
  6834. }
  6835. } while (checked++ < checked_max);
  6836. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  6837. if( sd )
  6838. {// player-casted
  6839. sd->state.abra_flag = 1;
  6840. sd->skillitem = abra_skill_id;
  6841. sd->skillitemlv = abra_skill_lv;
  6842. sd->skillitem_keep_requirement = false;
  6843. clif_item_skill(sd, abra_skill_id, abra_skill_lv);
  6844. }
  6845. else
  6846. {// mob-casted
  6847. struct unit_data *ud = unit_bl2ud(src);
  6848. int inf = skill_get_inf(abra_skill_id);
  6849. if (!ud) break;
  6850. if (inf&INF_SELF_SKILL || inf&INF_SUPPORT_SKILL) {
  6851. if (src->type == BL_PET)
  6852. bl = (struct block_list*)((TBL_PET*)src)->master;
  6853. if (!bl) bl = src;
  6854. unit_skilluse_id(src, bl->id, abra_skill_id, abra_skill_lv);
  6855. } else { //Assume offensive skills
  6856. int target_id = 0;
  6857. if (ud->target)
  6858. target_id = ud->target;
  6859. else switch (src->type) {
  6860. case BL_MOB: target_id = ((TBL_MOB*)src)->target_id; break;
  6861. case BL_PET: target_id = ((TBL_PET*)src)->target_id; break;
  6862. }
  6863. if (!target_id)
  6864. break;
  6865. if (skill_get_casttype(abra_skill_id) == CAST_GROUND) {
  6866. bl = map_id2bl(target_id);
  6867. if (!bl) bl = src;
  6868. unit_skilluse_pos(src, bl->x, bl->y, abra_skill_id, abra_skill_lv);
  6869. } else
  6870. unit_skilluse_id(src, target_id, abra_skill_id, abra_skill_lv);
  6871. }
  6872. }
  6873. }
  6874. break;
  6875. case SA_COMA:
  6876. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6877. sc_start(src,bl,type,100,skill_lv,skill_get_time2(skill_id,skill_lv)));
  6878. break;
  6879. case SA_FULLRECOVERY:
  6880. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6881. if (status_isimmune(bl))
  6882. break;
  6883. status_percent_heal(bl, 100, 100);
  6884. break;
  6885. case NPC_ALLHEAL:
  6886. {
  6887. int heal;
  6888. if( status_isimmune(bl) )
  6889. break;
  6890. heal = status_percent_heal(bl, 100, 0);
  6891. clif_skill_nodamage(nullptr, bl, AL_HEAL, heal, 1);
  6892. if( dstmd )
  6893. { // Reset Damage Logs
  6894. memset(dstmd->dmglog, 0, sizeof(dstmd->dmglog));
  6895. dstmd->tdmg = 0;
  6896. }
  6897. }
  6898. break;
  6899. case SA_SUMMONMONSTER:
  6900. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6901. if (sd)
  6902. mob_once_spawn(sd, src->m, src->x, src->y,"--ja--", -1, 1, "", SZ_SMALL, AI_NONE);
  6903. break;
  6904. case SA_LEVELUP:
  6905. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6906. if (sd && pc_nextbaseexp(sd))
  6907. pc_gainexp(sd, nullptr, pc_nextbaseexp(sd) * 10 / 100, 0, 0);
  6908. break;
  6909. case SA_INSTANTDEATH:
  6910. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6911. status_kill(src);
  6912. break;
  6913. case SA_QUESTION:
  6914. clif_emotion(src,ET_QUESTION);
  6915. [[fallthrough]];
  6916. case SA_GRAVITY:
  6917. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6918. break;
  6919. case SA_CLASSCHANGE:
  6920. case SA_MONOCELL:
  6921. if (dstmd)
  6922. {
  6923. int class_;
  6924. if ( sd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6925. clif_skill_fail( *sd, skill_id );
  6926. break;
  6927. }
  6928. class_ = (skill_id == SA_MONOCELL ? MOBID_PORING : mob_get_random_id(MOBG_CLASSCHANGE, RMF_DB_RATE, 0));
  6929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6930. mob_class_change(dstmd,class_);
  6931. if( tsc && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6932. const enum sc_type scs[] = { SC_QUAGMIRE, SC_PROVOKE, SC_ROKISWEIL, SC_GRAVITATION, SC_SUITON, SC_STRIPWEAPON, SC_STRIPSHIELD, SC_STRIPARMOR, SC_STRIPHELM, SC_BLADESTOP };
  6933. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  6934. if (tsc->getSCE(i)) status_change_end(bl, (sc_type)i);
  6935. for (i = 0; i < ARRAYLENGTH(scs); i++)
  6936. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  6937. }
  6938. }
  6939. break;
  6940. case SA_DEATH:
  6941. if ( sd && dstmd && status_has_mode(&dstmd->status,MD_STATUSIMMUNE) ) {
  6942. clif_skill_fail( *sd, skill_id );
  6943. break;
  6944. }
  6945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6946. status_kill(bl);
  6947. break;
  6948. case SA_REVERSEORCISH:
  6949. case ALL_REVERSEORCISH:
  6950. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6951. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  6952. break;
  6953. case SA_FORTUNE:
  6954. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6955. if(sd) pc_getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL);
  6956. break;
  6957. case SA_TAMINGMONSTER:
  6958. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6959. if (sd && dstmd && pet_db.find(dstmd->mob_id)) {
  6960. pet_catch_process1(sd, dstmd->mob_id);
  6961. }
  6962. break;
  6963. case CR_PROVIDENCE:
  6964. if(sd && dstsd){ //Check they are not another crusader [Skotlex]
  6965. if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
  6966. clif_skill_fail( *sd, skill_id );
  6967. map_freeblock_unlock();
  6968. return 1;
  6969. }
  6970. }
  6971. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  6972. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  6973. break;
  6974. case CG_MARIONETTE:
  6975. {
  6976. if( (sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex) || (tsc && (tsc->getSCE(SC_CURSE) || tsc->getSCE(SC_QUAGMIRE))) )
  6977. {// Cannot cast on another bard/dancer-type class of the same gender as caster, or targets under Curse/Quagmire
  6978. clif_skill_fail( *sd, skill_id );
  6979. map_freeblock_unlock();
  6980. return 1;
  6981. }
  6982. if( sc && tsc )
  6983. {
  6984. if( !sc->getSCE(SC_MARIONETTE) && !tsc->getSCE(SC_MARIONETTE2) )
  6985. {
  6986. sc_start(src,src,SC_MARIONETTE,100,bl->id,skill_get_time(skill_id,skill_lv));
  6987. sc_start(src,bl,SC_MARIONETTE2,100,src->id,skill_get_time(skill_id,skill_lv));
  6988. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  6989. }
  6990. else
  6991. if( sc->getSCE(SC_MARIONETTE ) && sc->getSCE(SC_MARIONETTE )->val1 == bl->id &&
  6992. tsc->getSCE(SC_MARIONETTE2) && tsc->getSCE(SC_MARIONETTE2)->val1 == src->id )
  6993. {
  6994. status_change_end(src, SC_MARIONETTE);
  6995. status_change_end(bl, SC_MARIONETTE2);
  6996. }
  6997. else
  6998. {
  6999. if( sd )
  7000. clif_skill_fail( *sd, skill_id );
  7001. map_freeblock_unlock();
  7002. return 1;
  7003. }
  7004. }
  7005. }
  7006. break;
  7007. case RG_CLOSECONFINE:
  7008. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7009. sc_start4(src,bl,type,100,skill_lv,src->id,0,0,skill_get_time(skill_id,skill_lv)));
  7010. break;
  7011. case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
  7012. case SA_FROSTWEAPON:
  7013. case SA_LIGHTNINGLOADER:
  7014. case SA_SEISMICWEAPON:
  7015. if (dstsd && dstsd->status.weapon == W_FIST) {
  7016. if (sd)
  7017. clif_skill_fail( *sd, skill_id );
  7018. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7019. break;
  7020. }
  7021. #ifdef RENEWAL
  7022. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7023. #else
  7024. // 100% success rate at lv4 & 5, but lasts longer at lv5
  7025. if(!clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,type,(60+skill_lv*10),skill_lv, skill_get_time(skill_id,skill_lv)))) {
  7026. if (dstsd){
  7027. short index = dstsd->equip_index[EQI_HAND_R];
  7028. if (index != -1 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7029. pc_unequipitem(dstsd, index, 3); //Must unequip the weapon instead of breaking it [Daegaladh]
  7030. }
  7031. if (sd)
  7032. clif_skill_fail( *sd, skill_id );
  7033. }
  7034. #endif
  7035. break;
  7036. case PR_ASPERSIO:
  7037. if (sd && dstmd) {
  7038. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  7039. break;
  7040. }
  7041. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7042. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7043. break;
  7044. case ITEM_ENCHANTARMS:
  7045. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_get_ele(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)));
  7046. break;
  7047. case TK_SEVENWIND:
  7048. switch(skill_get_ele(skill_id,skill_lv)) {
  7049. case ELE_EARTH : type = SC_EARTHWEAPON; break;
  7050. case ELE_WIND : type = SC_WINDWEAPON; break;
  7051. case ELE_WATER : type = SC_WATERWEAPON; break;
  7052. case ELE_FIRE : type = SC_FIREWEAPON; break;
  7053. case ELE_GHOST : type = SC_GHOSTWEAPON; break;
  7054. case ELE_DARK : type = SC_SHADOWWEAPON; break;
  7055. case ELE_HOLY : type = SC_ASPERSIO; break;
  7056. }
  7057. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7058. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7059. sc_start(src,bl,SC_SEVENWIND,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7060. break;
  7061. case NPC_MOVE_COORDINATE:
  7062. {
  7063. int16 px = bl->x, py = bl->y;
  7064. if (!skill_check_unit_movepos(0, bl, src->x, src->y, 1, 1)) {
  7065. return 0;
  7066. }
  7067. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7068. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7069. clif_blown(bl);
  7070. // If caster is not a boss, switch coordinates with the target
  7071. if (status_get_class_(src) != CLASS_BOSS) {
  7072. if (!skill_check_unit_movepos(0, src, px, py, 1, 1)) {
  7073. return 0;
  7074. }
  7075. clif_blown(src);
  7076. }
  7077. }
  7078. break;
  7079. case NPC_IMMUNE_PROPERTY:
  7080. switch (skill_lv) {
  7081. case 1: type = SC_IMMUNE_PROPERTY_NOTHING; break;
  7082. case 2: type = SC_IMMUNE_PROPERTY_WATER; break;
  7083. case 3: type = SC_IMMUNE_PROPERTY_GROUND; break;
  7084. case 4: type = SC_IMMUNE_PROPERTY_FIRE; break;
  7085. case 5: type = SC_IMMUNE_PROPERTY_WIND; break;
  7086. case 6: type = SC_IMMUNE_PROPERTY_DARKNESS; break;
  7087. case 7: type = SC_IMMUNE_PROPERTY_SAINT; break;
  7088. case 8: type = SC_IMMUNE_PROPERTY_POISON; break;
  7089. case 9: type = SC_IMMUNE_PROPERTY_TELEKINESIS; break;
  7090. case 10: type = SC_IMMUNE_PROPERTY_UNDEAD; break;
  7091. }
  7092. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7093. break;
  7094. case PR_KYRIE:
  7095. case MER_KYRIE:
  7096. case SU_TUNAPARTY:
  7097. case SU_GROOMING:
  7098. case SU_CHATTERING:
  7099. clif_skill_nodamage(bl,bl,skill_id,skill_lv,
  7100. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7101. break;
  7102. //Passive Magnum, should had been casted on yourself.
  7103. case SM_MAGNUM:
  7104. case MS_MAGNUM:
  7105. skill_area_temp[1] = 0;
  7106. map_foreachinshootrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_SKILL|BL_CHAR,
  7107. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  7108. clif_skill_nodamage (src,src,skill_id,skill_lv,1);
  7109. // Initiate 20% of your damage becomes fire element.
  7110. #ifdef RENEWAL
  7111. sc_start4(src,src,SC_SUB_WEAPONPROPERTY,100,ELE_FIRE,20,skill_id,0,skill_get_time2(skill_id, skill_lv));
  7112. #else
  7113. sc_start4(src,src,SC_WATK_ELEMENT,100,ELE_FIRE,20,0,0,skill_get_time2(skill_id, skill_lv));
  7114. #endif
  7115. break;
  7116. case MH_BLAZING_AND_FURIOUS:
  7117. case TK_JUMPKICK:
  7118. /* Check if the target is an enemy; if not, skill should fail so the character doesn't unit_movepos (exploitable) */
  7119. if( battle_check_target(src, bl, BCT_ENEMY) > 0 ) {
  7120. if( unit_movepos(src, bl->x, bl->y, 2, 1) ) {
  7121. skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
  7122. clif_blown(src);
  7123. }
  7124. }else if( sd ){
  7125. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7126. }
  7127. break;
  7128. case PR_BENEDICTIO:
  7129. if (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  7130. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7131. break;
  7132. case AL_INCAGI:
  7133. case AL_BLESSING:
  7134. case MER_INCAGI:
  7135. case MER_BLESSING:
  7136. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7137. if (dstsd != nullptr && tsc && tsc->getSCE(SC_CHANGEUNDEAD)) {
  7138. if (tstatus->hp > 1)
  7139. skill_attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
  7140. break;
  7141. }
  7142. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7143. break;
  7144. case CR_REFLECTSHIELD:
  7145. case MS_REFLECTSHIELD:
  7146. if (tsc && tsc->getSCE(SC_DARKCROW)) { // SC_DARKCROW prevents using reflecting skills
  7147. if (sd)
  7148. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7149. break;
  7150. }
  7151. [[fallthrough]];
  7152. case PR_SLOWPOISON:
  7153. case PR_LEXAETERNA:
  7154. #ifndef RENEWAL
  7155. case PR_IMPOSITIO:
  7156. case PR_SUFFRAGIUM:
  7157. #endif
  7158. case LK_BERSERK:
  7159. case MS_BERSERK:
  7160. case KN_TWOHANDQUICKEN:
  7161. case KN_ONEHAND:
  7162. case MER_QUICKEN:
  7163. case CR_SPEARQUICKEN:
  7164. case AS_POISONREACT:
  7165. #ifndef RENEWAL
  7166. case MC_LOUD:
  7167. #endif
  7168. case MG_ENERGYCOAT:
  7169. case MO_EXPLOSIONSPIRITS:
  7170. case MO_STEELBODY:
  7171. case MO_BLADESTOP:
  7172. case LK_AURABLADE:
  7173. case LK_PARRYING:
  7174. case MS_PARRYING:
  7175. case LK_CONCENTRATION:
  7176. #ifdef RENEWAL
  7177. case HP_BASILICA:
  7178. #endif
  7179. case WS_CARTBOOST:
  7180. case SN_SIGHT:
  7181. case WS_MELTDOWN:
  7182. case WS_OVERTHRUSTMAX:
  7183. case ST_REJECTSWORD:
  7184. case HW_MAGICPOWER:
  7185. case PF_MEMORIZE:
  7186. case PA_SACRIFICE:
  7187. case PF_DOUBLECASTING:
  7188. case SG_SUN_COMFORT:
  7189. case SG_MOON_COMFORT:
  7190. case SG_STAR_COMFORT:
  7191. case GS_MADNESSCANCEL:
  7192. case GS_ADJUSTMENT:
  7193. case GS_INCREASING:
  7194. #ifdef RENEWAL
  7195. case GS_MAGICALBULLET:
  7196. #endif
  7197. case NJ_KASUMIKIRI:
  7198. case NJ_UTSUSEMI:
  7199. case NJ_NEN:
  7200. case NPC_DEFENDER:
  7201. case NPC_MAGICMIRROR:
  7202. case ST_PRESERVE:
  7203. case NPC_KEEPING:
  7204. case NPC_WEAPONBRAKER:
  7205. case NPC_BARRIER:
  7206. case NPC_INVINCIBLE:
  7207. case RK_DEATHBOUND:
  7208. case AB_EXPIATIO:
  7209. case AB_DUPLELIGHT:
  7210. case AB_SECRAMENT:
  7211. case AB_OFFERTORIUM:
  7212. case NC_ACCELERATION:
  7213. case NC_HOVERING:
  7214. case NC_SHAPESHIFT:
  7215. case WL_MARSHOFABYSS:
  7216. case WL_RECOGNIZEDSPELL:
  7217. case GC_VENOMIMPRESS:
  7218. case SC_DEADLYINFECT:
  7219. case LG_EXEEDBREAK:
  7220. case LG_PRESTIGE:
  7221. case LG_INSPIRATION:
  7222. case SR_CRESCENTELBOW:
  7223. case SR_LIGHTNINGWALK:
  7224. case GN_CARTBOOST:
  7225. case GN_BLOOD_SUCKER:
  7226. case GN_HELLS_PLANT:
  7227. case KO_MEIKYOUSISUI:
  7228. case ALL_ODINS_POWER:
  7229. case ALL_FULL_THROTTLE:
  7230. case RA_UNLIMIT:
  7231. case WL_TELEKINESIS_INTENSE:
  7232. case RL_HEAT_BARREL:
  7233. case RL_P_ALTER:
  7234. case RL_E_CHAIN:
  7235. case SU_FRESHSHRIMP:
  7236. case SU_ARCLOUSEDASH:
  7237. case NPC_MAXPAIN:
  7238. case NPC_KILLING_AURA:
  7239. case SP_SOULREAPER:
  7240. case SJ_LIGHTOFMOON:
  7241. case SJ_LIGHTOFSTAR:
  7242. case SJ_FALLINGSTAR:
  7243. case SJ_LIGHTOFSUN:
  7244. case SJ_BOOKOFDIMENSION:
  7245. case NPC_HALLUCINATIONWALK:
  7246. case DK_CHARGINGPIERCE:
  7247. case DK_VIGOR:
  7248. case AG_CLIMAX:
  7249. case IQ_POWERFUL_FAITH:
  7250. case IQ_FIRM_FAITH:
  7251. case IQ_SINCERE_FAITH:
  7252. case IQ_FIRST_FAITH_POWER:
  7253. case IQ_JUDGE:
  7254. case IQ_THIRD_EXOR_FLAME:
  7255. case IG_REBOUND_SHIELD:
  7256. case IG_HOLY_SHIELD:
  7257. case CD_ARGUTUS_VITA:
  7258. case CD_ARGUTUS_TELUM:
  7259. case CD_PRESENS_ACIES:
  7260. case CD_RELIGIO:
  7261. case CD_BENEDICTUM:
  7262. case SHC_SHADOW_EXCEED:
  7263. case SHC_POTENT_VENOM:
  7264. case SHC_ENCHANTING_SHADOW:
  7265. case MT_D_MACHINE:
  7266. case ABC_ABYSS_SLAYER:
  7267. case WH_WIND_SIGN:
  7268. case WH_CALAMITYGALE:
  7269. case BO_RESEARCHREPORT:
  7270. case TR_MYSTIC_SYMPHONY:
  7271. case TR_KVASIR_SONATA:
  7272. case EM_SPELL_ENCHANTING:
  7273. case NPC_DAMAGE_HEAL:
  7274. case NPC_RELIEVE_ON:
  7275. case NPC_RELIEVE_OFF:
  7276. case HN_BREAKINGLIMIT:
  7277. case HN_RULEBREAK:
  7278. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7279. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7280. break;
  7281. case NPC_GRADUAL_GRAVITY:
  7282. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7283. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7284. break;
  7285. case NPC_ALL_STAT_DOWN:
  7286. status_change_start(src, bl, type, 10000, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  7287. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7288. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7289. break;
  7290. // EDP also give +25% WATK poison pseudo element to user.
  7291. case ASC_EDP:
  7292. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7293. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7294. #ifdef RENEWAL
  7295. sc_start4(src, src, SC_SUB_WEAPONPROPERTY, 100, ELE_POISON, 25, skill_id, 0, skill_get_time(skill_id, skill_lv));
  7296. #else
  7297. sc_start4(src, src, SC_WATK_ELEMENT, 100, ELE_POISON, 25, 0, 0, skill_get_time(skill_id, skill_lv));
  7298. #endif
  7299. break;
  7300. case LG_SHIELDSPELL:
  7301. if (skill_lv == 1)
  7302. type = SC_SHIELDSPELL_HP;
  7303. else if (skill_lv == 2)
  7304. type = SC_SHIELDSPELL_SP;
  7305. else
  7306. type = SC_SHIELDSPELL_ATK;
  7307. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7308. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7309. break;
  7310. case DK_SERVANTWEAPON:
  7311. case ABC_FROM_THE_ABYSS:
  7312. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7313. break;
  7314. case TR_SOUNDBLEND:
  7315. skill_castend_damage_id(src, bl, skill_id, skill_lv, tick, 0);
  7316. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  7317. break;
  7318. case AG_VIOLENT_QUAKE:
  7319. case AG_ALL_BLOOM:
  7320. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7321. break;
  7322. case AG_DESTRUCTIVE_HURRICANE:
  7323. case AG_CRYSTAL_IMPACT:
  7324. if (flag&1) { // Buff from Crystal Impact with level 1 Climax.
  7325. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7326. } else {
  7327. uint16 climax_lv = 0, splash_size = skill_get_splash(skill_id, skill_lv);
  7328. if (sc && sc->getSCE(SC_CLIMAX))
  7329. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  7330. if (climax_lv == 5) { // Adjusts splash AoE size depending on skill.
  7331. if (skill_id == AG_DESTRUCTIVE_HURRICANE)
  7332. splash_size = 9; // 19x19
  7333. else if(skill_id == AG_CRYSTAL_IMPACT)
  7334. splash_size = 7; // 15x15
  7335. }
  7336. skill_area_temp[1] = 0;
  7337. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7338. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 4) // Buff for caster instead of damage AoE.
  7339. sc_start(src, bl, type, 100, skill_lv, skill_get_time2(skill_id, skill_lv));
  7340. else if (skill_id == AG_CRYSTAL_IMPACT && climax_lv == 1) // Buffs the caster and allies instead of doing damage AoE.
  7341. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ALLY|SD_SPLASH|1, skill_castend_nodamage_id);
  7342. else {
  7343. if (skill_id == AG_DESTRUCTIVE_HURRICANE && climax_lv == 1) // Display extra animation for the additional hit cast.
  7344. clif_skill_nodamage(src, bl, AG_DESTRUCTIVE_HURRICANE_CLIMAX, skill_lv, 1);
  7345. map_foreachinrange(skill_area_sub, bl, splash_size, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  7346. }
  7347. }
  7348. break;
  7349. case CD_MEDIALE_VOTUM:
  7350. case CD_DILECTIO_HEAL:
  7351. if (flag & 1) {
  7352. if (sd == nullptr || sd->status.party_id == 0 || (flag & 2)) {
  7353. int heal_amount = skill_calc_heal(src, bl, skill_id, skill_lv, 1);
  7354. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  7355. status_heal(bl, heal_amount, 0, 0);
  7356. } else if (sd)
  7357. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 3, skill_castend_nodamage_id);
  7358. } else {
  7359. if (skill_id == CD_MEDIALE_VOTUM)
  7360. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7361. else { // Dilectio Heal
  7362. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1); // Placed here to display animation on target only.
  7363. skill_castend_nodamage_id(bl, bl, skill_id, skill_lv, tick, 1);
  7364. }
  7365. }
  7366. break;
  7367. case CD_COMPETENTIA:
  7368. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7369. int hp_amount = tstatus->max_hp * (20 * skill_lv) / 100;
  7370. int sp_amount = tstatus->max_sp * (20 * skill_lv) / 100;
  7371. clif_skill_nodamage( nullptr, bl, AL_HEAL, hp_amount, 1 );
  7372. status_heal(bl, hp_amount, 0, 0);
  7373. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, sp_amount, 1 );
  7374. status_heal(bl, 0, sp_amount, 0);
  7375. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7376. } else if (sd)
  7377. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7378. break;
  7379. case BO_ADVANCE_PROTECTION:
  7380. if( sd && ( !dstsd || pc_checkequip( dstsd, EQP_SHADOW_GEAR ) < 0 ) ){
  7381. clif_skill_fail( *sd, skill_id );
  7382. map_freeblock_unlock(); // Don't consume item requirements
  7383. return 0;
  7384. }
  7385. clif_skill_nodamage( src, bl, skill_id, skill_lv, sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) );
  7386. break;
  7387. case EM_ACTIVITY_BURN:
  7388. if (bl->type == BL_PC && rnd() % 100 < 20 + 10 * skill_lv) {
  7389. uint8 ap_burn[5] = { 20, 30, 50, 60, 70 };
  7390. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7391. status_fix_apdamage(src, bl, ap_burn[skill_lv - 1], 0, skill_id);
  7392. } else if (sd)
  7393. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7394. break;
  7395. case EM_INCREASING_ACTIVITY:
  7396. if (bl->type == BL_PC) {
  7397. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7398. status_heal(bl, 0, 0, 10 * skill_lv, 0);
  7399. } else if (sd)
  7400. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7401. break;
  7402. case SJ_GRAVITYCONTROL: {
  7403. int fall_damage = sstatus->batk + sstatus->rhw.atk - tstatus->def2;
  7404. if (bl->type == BL_PC)
  7405. fall_damage += dstsd->weight / 10 - tstatus->def;
  7406. else // Monster's don't have weight. Put something in its place.
  7407. fall_damage += 50 * status_get_lv(src) - tstatus->def;
  7408. fall_damage = max(1, fall_damage);
  7409. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, fall_damage, skill_get_time(skill_id, skill_lv)));
  7410. }
  7411. break;
  7412. case NPC_HALLUCINATION:
  7413. case NPC_HELLPOWER:
  7414. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7415. sc_start(src, bl, type, skill_lv*20, skill_lv, skill_get_time2(skill_id, skill_lv)));
  7416. break;
  7417. case KN_AUTOCOUNTER:
  7418. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7419. skill_addtimerskill(src,tick + 100,bl->id,0,0,skill_id,skill_lv,BF_WEAPON,flag);
  7420. break;
  7421. case SO_STRIKING:
  7422. if (battle_check_target(src, bl, BCT_SELF|BCT_PARTY) > 0) {
  7423. int bonus = 0;
  7424. if (dstsd) {
  7425. short index = dstsd->equip_index[EQI_HAND_R];
  7426. if (index >= 0 && dstsd->inventory_data[index] && dstsd->inventory_data[index]->type == IT_WEAPON)
  7427. bonus = (20 * skill_lv) * dstsd->inventory_data[index]->weapon_level;
  7428. }
  7429. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src,bl, type, 100, skill_lv, bonus, skill_get_time(skill_id, skill_lv)));
  7430. } else if (sd)
  7431. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  7432. break;
  7433. case NPC_STOP:
  7434. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7435. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time(skill_id,skill_lv)) ) )
  7436. sc_start2(src,src,type,100,skill_lv,bl->id,skill_get_time(skill_id,skill_lv));
  7437. break;
  7438. case HP_ASSUMPTIO:
  7439. if( sd && dstmd )
  7440. clif_skill_fail( *sd, skill_id );
  7441. else
  7442. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7443. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7444. break;
  7445. case MG_SIGHT:
  7446. case MER_SIGHT:
  7447. case AL_RUWACH:
  7448. case WZ_SIGHTBLASTER:
  7449. case NPC_WIDESIGHT:
  7450. case NPC_STONESKIN:
  7451. case NPC_ANTIMAGIC:
  7452. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7453. sc_start2(src,bl,type,100,skill_lv,skill_id,skill_get_time(skill_id,skill_lv)));
  7454. break;
  7455. case HLIF_AVOID:
  7456. case HAMI_DEFENCE:
  7457. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)); // Master
  7458. clif_skill_nodamage(src,src,skill_id,skill_lv,sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv))); // Homunc
  7459. break;
  7460. case NJ_BUNSINJYUTSU:
  7461. status_change_end(bl, SC_BUNSINJYUTSU); // on official recasting cancels existing mirror image [helvetica]
  7462. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7463. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7464. status_change_end(bl, SC_NEN);
  7465. break;
  7466. /* Was modified to only affect targetted char. [Skotlex]
  7467. case HP_ASSUMPTIO:
  7468. if (flag&1)
  7469. sc_start(bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  7470. else
  7471. {
  7472. map_foreachinallrange(skill_area_sub, bl,
  7473. skill_get_splash(skill_id, skill_lv), BL_PC,
  7474. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  7475. skill_castend_nodamage_id);
  7476. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7477. }
  7478. break;
  7479. */
  7480. case SM_ENDURE:
  7481. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7482. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7483. break;
  7484. case AS_ENCHANTPOISON:
  7485. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  7486. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  7487. }else{
  7488. clif_skill_nodamage( src, bl, skill_id, skill_lv, 0 );
  7489. if( sd != nullptr ){
  7490. clif_skill_fail( *sd, skill_id );
  7491. }
  7492. }
  7493. break;
  7494. case LK_TENSIONRELAX:
  7495. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7496. sc_start4(src,bl,type,100,skill_lv,0,0,skill_get_time2(skill_id,skill_lv),
  7497. skill_get_time(skill_id,skill_lv)));
  7498. break;
  7499. case MC_CHANGECART:
  7500. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7501. break;
  7502. case MC_CARTDECORATE:
  7503. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7504. if( sd ) {
  7505. clif_SelectCart(sd);
  7506. }
  7507. break;
  7508. case TK_MISSION:
  7509. if (sd) {
  7510. if (sd->mission_mobid && (sd->mission_count || rnd()%100)) { //Cannot change target when already have one
  7511. clif_mission_info(sd, sd->mission_mobid, sd->mission_count);
  7512. clif_skill_fail( *sd, skill_id );
  7513. break;
  7514. }
  7515. int id = mob_get_random_id(MOBG_TAEKWON_MISSION, RMF_NONE, 0);
  7516. if (!id) {
  7517. clif_skill_fail( *sd, skill_id );
  7518. break;
  7519. }
  7520. sd->mission_mobid = id;
  7521. sd->mission_count = 0;
  7522. pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), id);
  7523. clif_mission_info(sd, id, 0);
  7524. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7525. }
  7526. break;
  7527. case AC_CONCENTRATION:
  7528. {
  7529. int splash = skill_get_splash(skill_id, skill_lv);
  7530. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  7531. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  7532. skill_reveal_trap_inarea(src, splash, src->x, src->y);
  7533. map_foreachinallrange( status_change_timer_sub, src,
  7534. splash, BL_CHAR, src, nullptr, type, tick);
  7535. }
  7536. break;
  7537. case SM_PROVOKE:
  7538. case SM_SELFPROVOKE:
  7539. case MER_PROVOKE:
  7540. if( status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele) ) {
  7541. map_freeblock_unlock();
  7542. return 1;
  7543. }
  7544. // Official chance is 70% + 3%*skill_lv + srcBaseLevel% - tarBaseLevel%
  7545. if(!(i = sc_start(src, bl, type, skill_id == SM_SELFPROVOKE ? 100 : (70 + 3 * skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill_get_time(skill_id, skill_lv))))
  7546. {
  7547. if( sd )
  7548. clif_skill_fail( *sd, skill_id );
  7549. map_freeblock_unlock();
  7550. return 0;
  7551. }
  7552. clif_skill_nodamage(src, bl, skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id, skill_lv, i);
  7553. unit_skillcastcancel(bl, 2);
  7554. if( dstmd )
  7555. {
  7556. dstmd->state.provoke_flag = src->id;
  7557. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  7558. }
  7559. // Provoke can cause Coma even though it's a nodamage skill
  7560. if (sd && battle_check_coma(*sd, *bl, BF_MISC))
  7561. status_change_start(src, bl, SC_COMA, 10000, skill_lv, 0, src->id, 0, 0, SCSTART_NONE);
  7562. break;
  7563. case ML_DEVOTION:
  7564. case CR_DEVOTION:
  7565. {
  7566. int count, lv;
  7567. if( !dstsd || (!sd && !mer) )
  7568. { // Only players can be devoted
  7569. if( sd )
  7570. clif_skill_fail( *sd, skill_id );
  7571. break;
  7572. }
  7573. if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
  7574. lv = -lv;
  7575. if( lv > battle_config.devotion_level_difference || // Level difference requeriments
  7576. (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val1 != src->id) || // Cannot Devote a player devoted from another source
  7577. (skill_id == ML_DEVOTION && (!mer || mer != dstsd->md)) || // Mercenary only can devote owner
  7578. (dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER || // Crusader Cannot be devoted
  7579. (dstsd->sc.getSCE(SC_HELLPOWER))) // Players affected by SC_HELLPOWER cannot be devoted.
  7580. {
  7581. if( sd )
  7582. clif_skill_fail( *sd, skill_id );
  7583. map_freeblock_unlock();
  7584. return 1;
  7585. }
  7586. i = 0;
  7587. count = (sd)? min(skill_lv,MAX_DEVOTION) : 1; // Mercenary only can Devote owner
  7588. if( sd )
  7589. { // Player Devoting Player
  7590. ARR_FIND(0, count, i, sd->devotion[i] == bl->id );
  7591. if( i == count )
  7592. {
  7593. ARR_FIND(0, count, i, sd->devotion[i] == 0 );
  7594. if( i == count )
  7595. { // No free slots, skill Fail
  7596. clif_skill_fail( *sd, skill_id );
  7597. map_freeblock_unlock();
  7598. return 1;
  7599. }
  7600. }
  7601. sd->devotion[i] = bl->id;
  7602. }
  7603. else
  7604. mer->devotion_flag = 1; // Mercenary Devoting Owner
  7605. clif_skill_nodamage(src, bl, skill_id, skill_lv,
  7606. sc_start4(src, bl, type, 10000, src->id, i, skill_get_range2(src, skill_id, skill_lv, true), 0, skill_get_time2(skill_id, skill_lv)));
  7607. clif_devotion(src, nullptr);
  7608. }
  7609. break;
  7610. case SP_SOULUNITY: {
  7611. int8 count = min(5 + skill_lv, MAX_UNITED_SOULS);
  7612. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  7613. if (!dstsd || !sd) { // Only put player's souls in unity.
  7614. if (sd)
  7615. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7616. break;
  7617. }
  7618. if (dstsd->sc.getSCE(type) && dstsd->sc.getSCE(type)->val2 != src->id) { // Fail if a player is in unity with another source.
  7619. if (sd)
  7620. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7621. map_freeblock_unlock();
  7622. return 1;
  7623. }
  7624. if (sd) { // Unite player's soul with caster's soul.
  7625. i = 0;
  7626. ARR_FIND(0, count, i, sd->united_soul[i] == bl->id);
  7627. if (i == count) {
  7628. ARR_FIND(0, count, i, sd->united_soul[i] == 0);
  7629. if(i == count) { // No more free slots? Fail the skill.
  7630. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7631. map_freeblock_unlock();
  7632. return 1;
  7633. }
  7634. }
  7635. sd->united_soul[i] = bl->id;
  7636. }
  7637. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, src->id, i, 0, skill_get_time(skill_id, skill_lv)));
  7638. } else if (sd)
  7639. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  7640. }
  7641. break;
  7642. case DK_SERVANT_W_SIGN: // Max allowed targets to be marked.
  7643. // Only players and monsters can be marked....I think??? [Rytech]
  7644. // Lets only allow players and monsters to use this skill for safety reasons.
  7645. if ((!dstsd && !dstmd) || !sd && !md) {
  7646. if (sd)
  7647. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7648. break;
  7649. }
  7650. // Check if the target is already marked by another source.
  7651. if (tsc && tsc->getSCE(type) && tsc->getSCE(type)->val1 != src->id) {
  7652. if (sd)
  7653. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7654. map_freeblock_unlock();
  7655. return 1;
  7656. }
  7657. // Mark the target.
  7658. if( sd ){
  7659. int8 count = MAX_SERVANT_SIGN;
  7660. ARR_FIND(0, count, i, sd->servant_sign[i] == bl->id);
  7661. if (i == count) {
  7662. ARR_FIND(0, count, i, sd->servant_sign[i] == 0);
  7663. if (i == count) { // Max number of targets marked. Fail the skill.
  7664. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  7665. map_freeblock_unlock();
  7666. return 1;
  7667. }
  7668. // Add the ID of the marked target to the player's sign list.
  7669. sd->servant_sign[i] = bl->id;
  7670. }
  7671. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7672. sc_start4(src, bl, type, 100, src->id, i, skill_lv, 0, skill_get_time(skill_id, skill_lv));
  7673. } else if (md) // Monster's cant track with this skill. Just give the status.
  7674. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, 0, 0, skill_lv, 0, skill_get_time(skill_id, skill_lv)));
  7675. break;
  7676. case MO_CALLSPIRITS:
  7677. if(sd) {
  7678. int limit = skill_lv;
  7679. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7680. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7681. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7682. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7683. }
  7684. break;
  7685. case CH_SOULCOLLECT:
  7686. if(sd) {
  7687. int limit = 5;
  7688. if( sd->sc.getSCE(SC_RAISINGDRAGON) )
  7689. limit += sd->sc.getSCE(SC_RAISINGDRAGON)->val1;
  7690. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7691. for (i = 0; i < limit; i++)
  7692. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),limit);
  7693. }
  7694. break;
  7695. case MO_KITRANSLATION:
  7696. if(dstsd && ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER && (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION) && dstsd->spiritball < 5) {
  7697. //Require will define how many spiritballs will be transferred
  7698. struct s_skill_condition require;
  7699. require = skill_get_requirement(sd,skill_id,skill_lv);
  7700. pc_delspiritball(sd,require.spiritball,0);
  7701. for (i = 0; i < require.spiritball; i++)
  7702. pc_addspiritball(dstsd,skill_get_time(skill_id,skill_lv),5);
  7703. } else {
  7704. if(sd)
  7705. clif_skill_fail( *sd, skill_id );
  7706. map_freeblock_unlock();
  7707. return 0;
  7708. }
  7709. break;
  7710. case TK_TURNKICK:
  7711. case MO_BALKYOUNG: //Passive part of the attack. Splash knock-back+stun. [Skotlex]
  7712. if (skill_area_temp[1] != bl->id) {
  7713. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),-1,BLOWN_NONE);
  7714. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick); //Use Misc rather than weapon to signal passive pushback
  7715. }
  7716. break;
  7717. case MO_ABSORBSPIRITS:
  7718. i = 0;
  7719. if (dstsd && (battle_check_target(src, bl, BCT_SELF) > 0 || (battle_check_target(src, bl, BCT_ENEMY) > 0 && (map_flag_vs(src->m) || (sd && sd->duel_group && sd->duel_group == dstsd->duel_group)))) && // Only works on self and enemies
  7720. ((dstsd->class_&MAPID_BASEMASK) != MAPID_GUNSLINGER || (dstsd->class_&MAPID_UPPERMASK) != MAPID_REBELLION)) { // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
  7721. if (dstsd->spiritball > 0) {
  7722. i = dstsd->spiritball * 7;
  7723. pc_delspiritball(dstsd,dstsd->spiritball,0);
  7724. }
  7725. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  7726. i += dstsd->spiritcharm * 7;
  7727. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  7728. }
  7729. } else if (dstmd && !status_has_mode(tstatus,MD_STATUSIMMUNE) && rnd() % 100 < 20) { // check if target is a monster and not status immune, for the 20% chance to absorb 2 SP per monster's level [Reddozen]
  7730. i = 2 * dstmd->level;
  7731. mob_target(dstmd,src,0);
  7732. } else {
  7733. if (sd)
  7734. clif_skill_fail( *sd, skill_id );
  7735. break;
  7736. }
  7737. if (i) status_heal(src, 0, i, 3);
  7738. clif_skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
  7739. break;
  7740. case AC_MAKINGARROW:
  7741. if(sd) {
  7742. clif_arrow_create_list(sd);
  7743. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7744. }
  7745. break;
  7746. case AM_PHARMACY:
  7747. if(sd) {
  7748. clif_skill_produce_mix_list(sd,skill_id,22);
  7749. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7750. }
  7751. break;
  7752. case SA_CREATECON:
  7753. if(sd) {
  7754. clif_elementalconverter_list(sd);
  7755. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7756. }
  7757. break;
  7758. case BS_HAMMERFALL:
  7759. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, min(20+10*skill_lv, 50+5*skill_lv), flag);
  7760. break;
  7761. case RG_RAID:
  7762. skill_area_temp[1] = 0;
  7763. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7764. map_foreachinrange(skill_area_sub, bl,
  7765. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7766. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1,
  7767. skill_castend_damage_id);
  7768. status_change_end(src, SC_HIDING);
  7769. break;
  7770. //List of self skills that give damage around caster
  7771. case ASC_METEORASSAULT:
  7772. case GS_SPREADATTACK:
  7773. case RK_WINDCUTTER:
  7774. case RK_STORMBLAST:
  7775. case NC_AXETORNADO:
  7776. case GC_COUNTERSLASH:
  7777. case SR_SKYNETBLOW:
  7778. case SR_RAMPAGEBLASTER:
  7779. case SR_HOWLINGOFLION:
  7780. case LG_CANNONSPEAR:
  7781. case LG_OVERBRAND:
  7782. case NPC_RAYOFGENESIS:
  7783. case LG_RAYOFGENESIS:
  7784. case MH_THE_ONE_FIGHTER_RISES:
  7785. case MH_HEILIGE_PFERD:
  7786. case KO_HAPPOKUNAI:
  7787. case RL_FIREDANCE:
  7788. case RL_R_TRIP:
  7789. case SJ_FULLMOONKICK:
  7790. case SJ_NEWMOONKICK:
  7791. case SJ_SOLARBURST:
  7792. case SJ_STAREMPEROR:
  7793. case SJ_FALLINGSTAR_ATK:
  7794. case DK_SERVANT_W_DEMOL:
  7795. case AG_FROZEN_SLASH:
  7796. case IQ_OLEUM_SANCTUM:
  7797. case IQ_MASSIVE_F_BLASTER:
  7798. case IQ_EXPOSION_BLASTER:
  7799. case SHC_IMPACT_CRATER:
  7800. case MT_AXE_STOMP:
  7801. case MT_MIGHTY_SMASH:
  7802. case ABC_ABYSS_DAGGER:
  7803. case BO_EXPLOSIVE_POWDER:
  7804. {
  7805. int starget = BL_CHAR|BL_SKILL;
  7806. if (skill_id == SR_HOWLINGOFLION)
  7807. starget = splash_target(src);
  7808. if (skill_id == SJ_NEWMOONKICK) {
  7809. if (tsce) {
  7810. status_change_end(bl, type);
  7811. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  7812. break;
  7813. } else
  7814. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7815. }
  7816. if (skill_id == SJ_STAREMPEROR && sc && sc->getSCE(SC_DIMENSION)) {
  7817. if (sd) {
  7818. // Remove old shields if any exist.
  7819. pc_delspiritball(sd, sd->spiritball, 0);
  7820. sc_start2(src, bl, SC_DIMENSION1, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7821. sc_start2(src, bl, SC_DIMENSION2, 100, skill_lv, status_get_max_sp(src), skill_get_time2(SJ_BOOKOFDIMENSION, 1));
  7822. }
  7823. status_change_end(src, SC_DIMENSION);
  7824. }
  7825. if (skill_id == IQ_MASSIVE_F_BLASTER || skill_id == SHC_IMPACT_CRATER || skill_id == MT_AXE_STOMP || skill_id == ABC_ABYSS_DAGGER)
  7826. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  7827. if (skill_id == MH_THE_ONE_FIGHTER_RISES) {
  7828. hom_addspiritball(hd, MAX_SPIRITBALL);
  7829. }
  7830. skill_area_temp[1] = 0;
  7831. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7832. i = map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), starget,
  7833. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7834. if( !i && ( skill_id == RK_WINDCUTTER || skill_id == NC_AXETORNADO || skill_id == LG_CANNONSPEAR || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) )
  7835. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7836. }
  7837. break;
  7838. case SHC_DANCING_KNIFE:
  7839. if (flag & 1) {
  7840. skill_area_temp[1] = 0;
  7841. // Note: doesn't force player to stand before attacking
  7842. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7843. } else {
  7844. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7845. }
  7846. break;
  7847. case MT_A_MACHINE:
  7848. if (flag & 1) {
  7849. skill_area_temp[1] = 0;
  7850. if (sd && pc_issit(sd)) { // Force player to stand before attacking
  7851. pc_setstand(sd, true);
  7852. skill_sit(sd, false);
  7853. }
  7854. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR | BL_SKILL, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH, skill_castend_damage_id);
  7855. } else {
  7856. if (dstsd) {
  7857. int lv = abs( status_get_lv( src ) - status_get_lv( bl ) );
  7858. if (lv > battle_config.attack_machine_level_difference) {
  7859. if (sd)
  7860. clif_skill_fail( *sd, skill_id );
  7861. map_freeblock_unlock();
  7862. return 0;
  7863. }
  7864. }
  7865. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  7866. }
  7867. break;
  7868. case EM_ELEMENTAL_BUSTER: {
  7869. if (sd == nullptr)
  7870. break;
  7871. if (!sd->ed || !(sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)) {
  7872. clif_skill_fail( *sd, skill_id );
  7873. map_freeblock_unlock();
  7874. return 0;
  7875. }
  7876. uint16 buster_element;
  7877. switch (sd->ed->elemental.class_) {
  7878. case ELEMENTALID_ARDOR:
  7879. buster_element = EM_ELEMENTAL_BUSTER_FIRE;
  7880. break;
  7881. case ELEMENTALID_DILUVIO:
  7882. buster_element = EM_ELEMENTAL_BUSTER_WATER;
  7883. break;
  7884. case ELEMENTALID_PROCELLA:
  7885. buster_element = EM_ELEMENTAL_BUSTER_WIND;
  7886. break;
  7887. case ELEMENTALID_TERREMOTUS:
  7888. buster_element = EM_ELEMENTAL_BUSTER_GROUND;
  7889. break;
  7890. case ELEMENTALID_SERPENS:
  7891. buster_element = EM_ELEMENTAL_BUSTER_POISON;
  7892. break;
  7893. }
  7894. skill_area_temp[1] = 0;
  7895. clif_skill_nodamage(src, bl, buster_element, skill_lv, 1);// Animation for the triggered blaster element.
  7896. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);// Triggered after blaster animation to make correct skill name scream appear.
  7897. map_foreachinrange(skill_area_sub, bl, 6, BL_CHAR | BL_SKILL, src, buster_element, skill_lv, tick, flag | BCT_ENEMY | SD_LEVEL | SD_SPLASH | 1, skill_castend_damage_id);
  7898. }
  7899. break;
  7900. case NPC_IGNITIONBREAK:
  7901. case RK_IGNITIONBREAK:
  7902. skill_area_temp[1] = 0;
  7903. #if PACKETVER >= 20180207
  7904. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7905. #else
  7906. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  7907. #endif
  7908. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  7909. break;
  7910. case SR_TIGERCANNON:
  7911. case SR_WINDMILL:
  7912. case GN_CART_TORNADO:
  7913. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7914. [[fallthrough]];
  7915. case SR_EARTHSHAKER:
  7916. case NC_INFRAREDSCAN:
  7917. case NPC_VAMPIRE_GIFT:
  7918. case NPC_HELLJUDGEMENT:
  7919. case NPC_HELLJUDGEMENT2:
  7920. case NPC_PULSESTRIKE:
  7921. case LG_MOONSLASHER:
  7922. case NPC_WIDECRITICALWOUND:
  7923. skill_castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
  7924. break;
  7925. #ifdef RENEWAL
  7926. case KN_BRANDISHSPEAR:
  7927. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7928. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv), 0, splash_target(src),
  7929. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7930. skill_castend_damage_id);
  7931. break;
  7932. #else
  7933. case KN_BRANDISHSPEAR:
  7934. #endif
  7935. case ML_BRANDISH:
  7936. skill_area_temp[1] = bl->id;
  7937. if(skill_lv >= 10)
  7938. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7939. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-1, splash_target(src),
  7940. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?3:0),
  7941. skill_castend_damage_id);
  7942. if(skill_lv >= 7)
  7943. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7944. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-2, splash_target(src),
  7945. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?2:0),
  7946. skill_castend_damage_id);
  7947. if(skill_lv >= 4)
  7948. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7949. skill_get_splash(skill_id, skill_lv), 1, skill_get_maxcount(skill_id, skill_lv)-3, splash_target(src),
  7950. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | (sd?1:0),
  7951. skill_castend_damage_id);
  7952. map_foreachindir(skill_area_sub, src->m, src->x, src->y, bl->x, bl->y,
  7953. skill_get_splash(skill_id, skill_lv), skill_get_maxcount(skill_id, skill_lv)-3, 0, splash_target(src),
  7954. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 0,
  7955. skill_castend_damage_id);
  7956. break;
  7957. case WZ_SIGHTRASHER:
  7958. //Passive side of the attack.
  7959. status_change_end(src, SC_SIGHT);
  7960. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7961. map_foreachinshootrange(skill_area_sub,src,
  7962. skill_get_splash(skill_id, skill_lv),BL_CHAR|BL_SKILL,
  7963. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_ANIMATION|1,
  7964. skill_castend_damage_id);
  7965. break;
  7966. case WZ_FROSTNOVA:
  7967. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  7968. skill_area_temp[1] = 0;
  7969. map_foreachinshootrange(skill_attack_area, src,
  7970. skill_get_splash(skill_id, skill_lv), splash_target(src),
  7971. BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY);
  7972. break;
  7973. case HVAN_EXPLOSION: //[orn]
  7974. case NPC_SELFDESTRUCTION:
  7975. //Self Destruction hits everyone in range (allies+enemies)
  7976. //Except for Summoned Marine spheres on non-versus maps, where it's just enemy.
  7977. i = ((!md || md->special_state.ai == AI_SPHERE) && !map_flag_vs(src->m))?
  7978. BCT_ENEMY:BCT_ALL;
  7979. clif_skill_nodamage(src, src, skill_id, -1, 1);
  7980. map_delblock(src); //Required to prevent chain-self-destructions hitting back.
  7981. map_foreachinshootrange(skill_area_sub, bl,
  7982. skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL,
  7983. src, skill_id, skill_lv, tick, flag|i,
  7984. skill_castend_damage_id);
  7985. if(map_addblock(src)) {
  7986. map_freeblock_unlock();
  7987. return 1;
  7988. }
  7989. status_damage(src, src, sstatus->max_hp,0,0,1, skill_id);
  7990. if(skill_id == HVAN_EXPLOSION && src->type == BL_HOM) {
  7991. homun_data& hd = reinterpret_cast<homun_data&>( *src );
  7992. hd.homunculus.intimacy = hom_intimacy_grade2intimacy(HOMGRADE_HATE_WITH_PASSION);
  7993. clif_send_homdata( hd, SP_INTIMATE );
  7994. }
  7995. break;
  7996. case AL_ANGELUS:
  7997. #ifdef RENEWAL
  7998. case PR_SUFFRAGIUM:
  7999. case PR_IMPOSITIO:
  8000. #endif
  8001. case PR_MAGNIFICAT:
  8002. case PR_GLORIA:
  8003. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8004. // Animations don't play when outside visible range
  8005. if (check_distance_bl(src, bl, AREA_SIZE))
  8006. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  8007. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8008. }
  8009. else if (sd)
  8010. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  8011. break;
  8012. #ifdef RENEWAL
  8013. case MC_LOUD:
  8014. #endif
  8015. case SN_WINDWALK:
  8016. case CASH_BLESSING:
  8017. case CASH_INCAGI:
  8018. case CASH_ASSUMPTIO:
  8019. case WM_FRIGG_SONG:
  8020. case NV_HELPANGEL:
  8021. case IG_GUARDIAN_SHIELD:
  8022. case IG_ULTIMATE_SACRIFICE:// Is the animation on this skill correct? Check if its on caster only or all affected. [Rytech]
  8023. if( sd == nullptr || sd->status.party_id == 0 || (flag & 1) )
  8024. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8025. else if (sd)
  8026. {
  8027. if (skill_id == IG_ULTIMATE_SACRIFICE)
  8028. status_set_hp(src, 1, 0);
  8029. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8030. }
  8031. break;
  8032. case MER_MAGNIFICAT:
  8033. if( mer != nullptr )
  8034. {
  8035. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8036. if( mer->master && mer->master->status.party_id != 0 && !(flag&1) )
  8037. party_foreachsamemap(skill_area_sub, mer->master, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  8038. else if( mer->master && !(flag&1) )
  8039. clif_skill_nodamage(src, &mer->master->bl, skill_id, skill_lv, sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8040. }
  8041. break;
  8042. case BS_ADRENALINE:
  8043. case BS_ADRENALINE2:
  8044. case BS_WEAPONPERFECT:
  8045. case BS_OVERTHRUST:
  8046. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  8047. int weapontype = skill_get_weapontype(skill_id);
  8048. if (!weapontype || !dstsd || pc_check_weapontype(dstsd, weapontype)) {
  8049. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  8050. sc_start2(src, bl, type, 100, skill_lv, (src == bl) ? 1 : 0, skill_get_time(skill_id, skill_lv)));
  8051. }
  8052. } else if (sd) {
  8053. party_foreachsamemap(skill_area_sub,
  8054. sd,skill_get_splash(skill_id, skill_lv),
  8055. src,skill_id,skill_lv,tick, flag|BCT_PARTY|1,
  8056. skill_castend_nodamage_id);
  8057. }
  8058. break;
  8059. case BS_MAXIMIZE:
  8060. case NV_TRICKDEAD:
  8061. case CR_DEFENDER:
  8062. case ML_DEFENDER:
  8063. case CR_AUTOGUARD:
  8064. case ML_AUTOGUARD:
  8065. case TK_READYSTORM:
  8066. case TK_READYDOWN:
  8067. case TK_READYTURN:
  8068. case TK_READYCOUNTER:
  8069. case TK_DODGE:
  8070. case CR_SHRINK:
  8071. case SG_FUSION:
  8072. case GS_GATLINGFEVER:
  8073. case SJ_LUNARSTANCE:
  8074. case SJ_STARSTANCE:
  8075. case SJ_UNIVERSESTANCE:
  8076. case SJ_SUNSTANCE:
  8077. case SP_SOULCOLLECT:
  8078. case IG_GUARD_STANCE:
  8079. case IG_ATTACK_STANCE:
  8080. if( tsce )
  8081. {
  8082. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8083. map_freeblock_unlock();
  8084. return 0;
  8085. }
  8086. if( skill_id == SP_SOULCOLLECT ){
  8087. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start2(src, bl, type, 100, skill_lv, pc_checkskill(sd, SP_SOULENERGY), skill_get_time(skill_id, skill_lv)));
  8088. }else{
  8089. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8090. }
  8091. break;
  8092. case SL_KAITE:
  8093. case SL_KAAHI:
  8094. case SL_KAIZEL:
  8095. case SL_KAUPE:
  8096. case SP_KAUTE:
  8097. if (sd) {
  8098. if (!dstsd || !(
  8099. (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SOULLINKER) ||
  8100. (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ||
  8101. dstsd->status.char_id == sd->status.char_id ||
  8102. dstsd->status.char_id == sd->status.partner_id ||
  8103. dstsd->status.char_id == sd->status.child ||
  8104. (skill_id == SP_KAUTE && dstsd->sc.getSCE(SC_SOULUNITY))
  8105. )) {
  8106. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NORATEDEF);
  8107. clif_skill_fail( *sd, skill_id );
  8108. break;
  8109. }
  8110. }
  8111. if (skill_id == SP_KAUTE) {
  8112. if (!status_charge(src, sstatus->max_hp * (10 + 2 * skill_lv) / 100, 0)) {
  8113. if (sd)
  8114. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8115. break;
  8116. }
  8117. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8118. status_heal(bl, 0, tstatus->max_sp * (10 + 2 * skill_lv) / 100, 2);
  8119. } else
  8120. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  8121. break;
  8122. case SM_AUTOBERSERK:
  8123. case MER_AUTOBERSERK:
  8124. if( tsce )
  8125. i = status_change_end(bl, type);
  8126. else
  8127. i = sc_start(src,bl,type,100,skill_lv,60000);
  8128. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8129. break;
  8130. case TF_HIDING:
  8131. case ST_CHASEWALK:
  8132. case KO_YAMIKUMO:
  8133. if (tsce)
  8134. {
  8135. clif_skill_nodamage(src,bl,skill_id,-1,status_change_end(bl, type)); //Hide skill-scream animation.
  8136. map_freeblock_unlock();
  8137. return 0;
  8138. }
  8139. clif_skill_nodamage(src,bl,skill_id,-1,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8140. break;
  8141. case TK_RUN:
  8142. if (tsce)
  8143. {
  8144. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  8145. map_freeblock_unlock();
  8146. return 0;
  8147. }
  8148. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  8149. if (sd) // If the client receives a skill-use packet inmediately before a walkok packet, it will discard the walk packet! [Skotlex]
  8150. clif_walkok(*sd); // So aegis has to resend the walk ok.
  8151. break;
  8152. case AS_CLOAKING:
  8153. case GC_CLOAKINGEXCEED:
  8154. case LG_FORCEOFVANGUARD:
  8155. case SC_REPRODUCE:
  8156. case SC_INVISIBILITY:
  8157. case RA_CAMOUFLAGE:
  8158. if (tsce) {
  8159. i = status_change_end(bl, type);
  8160. if( i )
  8161. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8162. else if( sd )
  8163. clif_skill_fail( *sd, skill_id );
  8164. map_freeblock_unlock();
  8165. return 0;
  8166. }
  8167. i = sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8168. if( i )
  8169. clif_skill_nodamage(src,bl,skill_id,( skill_id == LG_FORCEOFVANGUARD || skill_id == RA_CAMOUFLAGE ) ? skill_lv : -1,i);
  8170. else if( sd )
  8171. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_LEVEL );
  8172. break;
  8173. case CG_SPECIALSINGER:
  8174. if (tsc && tsc->getSCE(SC_ENSEMBLEFATIGUE)) {
  8175. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8176. status_change_end(bl, SC_ENSEMBLEFATIGUE);
  8177. }
  8178. break;
  8179. case BD_ADAPTATION:
  8180. #ifdef RENEWAL
  8181. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8182. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  8183. #else
  8184. if(tsc && tsc->getSCE(SC_DANCING)){
  8185. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8186. status_change_end(bl, SC_DANCING);
  8187. }
  8188. #endif
  8189. break;
  8190. case BA_FROSTJOKER:
  8191. case DC_SCREAM:
  8192. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8193. skill_addtimerskill(src,tick+3000,bl->id,src->x,src->y,skill_id,skill_lv,0,flag);
  8194. if (md) {
  8195. // custom hack to make the mob display the skill, because these skills don't show the skill use text themselves
  8196. //NOTE: mobs don't have the sprite animation that is used when performing this skill (will cause glitches)
  8197. char temp[70];
  8198. snprintf(temp, sizeof(temp), "%s : %s !!",md->name,skill_get_desc(skill_id));
  8199. clif_disp_overhead(&md->bl,temp);
  8200. }
  8201. break;
  8202. case BA_PANGVOICE:
  8203. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,70,7,skill_get_time(skill_id,skill_lv)));
  8204. #ifdef RENEWAL
  8205. sc_start(src, bl, SC_BLEEDING, 30, skill_lv, skill_get_time2(skill_id, skill_lv)); // TODO: Confirm success rate
  8206. #endif
  8207. break;
  8208. case DC_WINKCHARM:
  8209. if( dstsd ) {
  8210. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start(src,bl,SC_CONFUSION,10,7,skill_get_time2(skill_id,skill_lv)));
  8211. #ifdef RENEWAL
  8212. sc_start(src, bl, SC_HALLUCINATION, 30, skill_lv, skill_get_time(skill_id, skill_lv)); // TODO: Confirm success rate and duration
  8213. #endif
  8214. } else
  8215. if( dstmd )
  8216. {
  8217. if( status_get_lv(src) > status_get_lv(bl)
  8218. && (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_PLAYER_HUMAN || tstatus->race == RC_PLAYER_DORAM || tstatus->race == RC_ANGEL)
  8219. && !status_has_mode(tstatus,MD_STATUSIMMUNE) )
  8220. clif_skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(src,bl,type,(status_get_lv(src) - status_get_lv(bl)) + 40, skill_lv, src->id, skill_get_time(skill_id, skill_lv)));
  8221. else
  8222. {
  8223. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8224. if(sd) clif_skill_fail( *sd, skill_id );
  8225. }
  8226. }
  8227. break;
  8228. #ifdef RENEWAL
  8229. case BD_LULLABY:
  8230. case BD_RICHMANKIM:
  8231. case BD_ETERNALCHAOS:
  8232. case BD_DRUMBATTLEFIELD:
  8233. case BD_RINGNIBELUNGEN:
  8234. case BD_ROKISWEIL:
  8235. case BD_INTOABYSS:
  8236. case BD_SIEGFRIED:
  8237. case BA_DISSONANCE:
  8238. case BA_POEMBRAGI:
  8239. case BA_WHISTLE:
  8240. case BA_ASSASSINCROSS:
  8241. case BA_APPLEIDUN:
  8242. case DC_UGLYDANCE:
  8243. case DC_HUMMING:
  8244. case DC_DONTFORGETME:
  8245. case DC_FORTUNEKISS:
  8246. case DC_SERVICEFORYOU:
  8247. skill_castend_song(src, skill_id, skill_lv, tick);
  8248. break;
  8249. #endif
  8250. case TF_STEAL:
  8251. if(sd) {
  8252. if(pc_steal_item(sd,bl,skill_lv))
  8253. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8254. else
  8255. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  8256. }
  8257. break;
  8258. case RG_STEALCOIN:
  8259. if(sd) {
  8260. if(pc_steal_coin(sd,bl))
  8261. {
  8262. dstmd->state.provoke_flag = src->id;
  8263. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  8264. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8265. }
  8266. else
  8267. clif_skill_fail( *sd, skill_id );
  8268. }
  8269. break;
  8270. case MG_STONECURSE:
  8271. {
  8272. if (status_has_mode(tstatus,MD_STATUSIMMUNE)) {
  8273. if (sd)
  8274. clif_skill_fail( *sd, skill_id );
  8275. break;
  8276. }
  8277. if(status_isimmune(bl) || !tsc)
  8278. break;
  8279. int32 brate = 0;
  8280. if (sd && sd->sc.getSCE(SC_PETROLOGY_OPTION))
  8281. brate = sd->sc.getSCE(SC_PETROLOGY_OPTION)->val3;
  8282. if (sc_start2(src, bl, type, (skill_lv * 4 + 20) + brate, skill_lv, src->id, skill_get_time2(skill_id, skill_lv), skill_get_time(skill_id, skill_lv)))
  8283. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8284. else if(sd) {
  8285. clif_skill_fail( *sd, skill_id );
  8286. // Level 6-10 doesn't consume a red gem if it fails [celest]
  8287. if (skill_lv > 5)
  8288. { // not to consume items
  8289. map_freeblock_unlock();
  8290. return 0;
  8291. }
  8292. }
  8293. }
  8294. break;
  8295. case NV_FIRSTAID:
  8296. clif_skill_nodamage(src,bl,skill_id,5,1);
  8297. status_heal(bl,5,0,0);
  8298. break;
  8299. case AL_CURE:
  8300. if(status_isimmune(bl)) {
  8301. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8302. break;
  8303. }
  8304. status_change_end(bl, SC_SILENCE);
  8305. status_change_end(bl, SC_BLIND);
  8306. status_change_end(bl, SC_CONFUSION);
  8307. status_change_end(bl, SC_BITESCAR);
  8308. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8309. break;
  8310. case TF_DETOXIFY:
  8311. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8312. status_change_end(bl, SC_POISON);
  8313. status_change_end(bl, SC_DPOISON);
  8314. break;
  8315. case PR_STRECOVERY:
  8316. if(status_isimmune(bl)) {
  8317. clif_skill_nodamage(src,bl,skill_id,skill_lv,0);
  8318. break;
  8319. }
  8320. if (tsc) {
  8321. status_change_end(bl, SC_FREEZE);
  8322. status_change_end(bl, SC_STONEWAIT);
  8323. status_change_end(bl, SC_STONE);
  8324. status_change_end(bl, SC_SLEEP);
  8325. status_change_end(bl, SC_STUN);
  8326. status_change_end(bl, SC_WHITEIMPRISON);
  8327. status_change_end(bl, SC_STASIS);
  8328. status_change_end(bl, SC_NETHERWORLD);
  8329. }
  8330. if(battle_check_undead(tstatus->race,tstatus->def_ele))
  8331. skill_addtimerskill(src, tick+1000, bl->id, 0, 0, skill_id, skill_lv, 100, flag);
  8332. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8333. if(dstmd)
  8334. mob_unlocktarget(dstmd,tick);
  8335. break;
  8336. // Mercenary Supportive Skills
  8337. case MER_BENEDICTION:
  8338. status_change_end(bl, SC_CURSE);
  8339. status_change_end(bl, SC_BLIND);
  8340. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8341. break;
  8342. case MER_COMPRESS:
  8343. status_change_end(bl, SC_BLEEDING);
  8344. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8345. break;
  8346. case MER_MENTALCURE:
  8347. status_change_end(bl, SC_CONFUSION);
  8348. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8349. break;
  8350. case MER_RECUPERATE:
  8351. status_change_end(bl, SC_POISON);
  8352. status_change_end(bl, SC_DPOISON);
  8353. status_change_end(bl, SC_SILENCE);
  8354. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8355. break;
  8356. case MER_REGAIN:
  8357. status_change_end(bl, SC_SLEEP);
  8358. status_change_end(bl, SC_STUN);
  8359. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8360. break;
  8361. case MER_TENDER:
  8362. status_change_end(bl, SC_FREEZE);
  8363. status_change_end(bl, SC_STONE);
  8364. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8365. break;
  8366. case MER_SCAPEGOAT:
  8367. if( mer && mer->master )
  8368. {
  8369. status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
  8370. status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1, skill_id);
  8371. }
  8372. break;
  8373. case MER_ESTIMATION:
  8374. if( !mer )
  8375. break;
  8376. sd = mer->master;
  8377. [[fallthrough]];
  8378. case WZ_ESTIMATION:
  8379. if( sd == nullptr )
  8380. break;
  8381. if( dstsd )
  8382. { // Fail on Players
  8383. clif_skill_fail( *sd, skill_id );
  8384. break;
  8385. }
  8386. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8387. clif_skill_estimation(sd, bl);
  8388. if( skill_id == MER_ESTIMATION )
  8389. sd = nullptr;
  8390. break;
  8391. case BS_REPAIRWEAPON:
  8392. if(sd && dstsd)
  8393. clif_item_repair_list( *sd, *dstsd, skill_lv );
  8394. break;
  8395. case MC_IDENTIFY:
  8396. if(sd) {
  8397. clif_item_identify_list(sd);
  8398. if( sd->menuskill_id != MC_IDENTIFY ) {// failed, dont consume anything
  8399. map_freeblock_unlock();
  8400. return 1;
  8401. }
  8402. else { // consume sp only if succeeded
  8403. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  8404. status_zap(src,0,req.sp);
  8405. }
  8406. }
  8407. break;
  8408. // Weapon Refining [Celest]
  8409. case WS_WEAPONREFINE:
  8410. if(sd)
  8411. clif_item_refine_list(sd);
  8412. break;
  8413. case MC_VENDING:
  8414. if(sd)
  8415. { //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
  8416. if ( !pc_can_give_items(sd) )
  8417. clif_skill_fail( *sd, skill_id );
  8418. else {
  8419. sd->state.prevend = 1;
  8420. sd->state.workinprogress = WIP_DISABLE_ALL;
  8421. sd->vend_skill_lv = skill_lv;
  8422. ARR_FIND(0, MAX_CART, i, sd->cart.u.items_cart[i].nameid && sd->cart.u.items_cart[i].id == 0);
  8423. if (i < MAX_CART) {
  8424. // Save the cart before opening the vending UI
  8425. sd->state.pending_vending_ui = true;
  8426. intif_storage_save(sd, &sd->cart);
  8427. }
  8428. else{
  8429. // Instantly open the vending UI
  8430. sd->state.pending_vending_ui = false;
  8431. clif_openvendingreq(sd,2+skill_lv);
  8432. }
  8433. }
  8434. }
  8435. break;
  8436. case AL_TELEPORT:
  8437. case ALL_ODINS_RECALL:
  8438. if(sd)
  8439. {
  8440. if (map_getmapflag(bl->m, MF_NOTELEPORT) && skill_lv <= 2) {
  8441. clif_skill_teleportmessage(sd,0);
  8442. break;
  8443. }
  8444. if(!battle_config.duel_allow_teleport && sd->duel_group && skill_lv <= 2) { // duel restriction [LuzZza]
  8445. char output[128]; sprintf(output, msg_txt(sd,365), skill_get_name(AL_TELEPORT));
  8446. clif_displaymessage(sd->fd, output); //"Duel: Can't use %s in duel."
  8447. break;
  8448. }
  8449. if (sd->hd && battle_config.hom_setting&HOMSET_RESET_REUSESKILL_TELEPORTED) {
  8450. sd->hd->blockskill.clear();
  8451. sd->hd->blockskill.shrink_to_fit();
  8452. }
  8453. if( sd->state.autocast || ( (sd->skillitem == AL_TELEPORT || battle_config.skip_teleport_lv1_menu) && skill_lv == 1 ) || skill_lv == 3 )
  8454. {
  8455. if( skill_lv == 1 )
  8456. pc_randomwarp(sd,CLR_TELEPORT);
  8457. else
  8458. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ), sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  8459. break;
  8460. }
  8461. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8462. if( skill_lv == 1 && skill_id != ALL_ODINS_RECALL )
  8463. clif_skill_warppoint( sd, skill_id, skill_lv, "Random" );
  8464. else
  8465. clif_skill_warppoint( sd, skill_id, skill_lv, "Random", sd->status.save_point.map );
  8466. } else
  8467. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8468. break;
  8469. case NPC_EXPULSION:
  8470. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8471. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  8472. break;
  8473. case AL_HOLYWATER:
  8474. if(sd) {
  8475. if (skill_produce_mix(sd, skill_id, ITEMID_HOLY_WATER, 0, 0, 0, 1, -1)) {
  8476. struct skill_unit* su;
  8477. if ((su = map_find_skill_unit_oncell(bl, bl->x, bl->y, NJ_SUITON, nullptr, 0)) != nullptr)
  8478. skill_delunit(su);
  8479. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8480. }
  8481. else
  8482. clif_skill_fail( *sd, skill_id );
  8483. }
  8484. break;
  8485. case TF_PICKSTONE:
  8486. if(sd) {
  8487. unsigned char eflag;
  8488. struct item item_tmp;
  8489. struct block_list tbl;
  8490. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8491. memset(&item_tmp,0,sizeof(item_tmp));
  8492. memset(&tbl,0,sizeof(tbl)); // [MouseJstr]
  8493. item_tmp.nameid = ITEMID_STONE;
  8494. item_tmp.identify = 1;
  8495. tbl.id = 0;
  8496. // Commented because of duplicate animation [Lemongrass]
  8497. // At the moment this displays the pickup animation a second time
  8498. // If this is required in older clients, we need to add a version check here
  8499. //clif_takeitem(&sd->bl,&tbl);
  8500. eflag = pc_additem(sd,&item_tmp,1,LOG_TYPE_PRODUCE);
  8501. if(eflag) {
  8502. clif_additem(sd,0,0,eflag);
  8503. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  8504. }
  8505. }
  8506. break;
  8507. case ASC_CDP:
  8508. if(sd) {
  8509. if(skill_produce_mix(sd, skill_id, ITEMID_POISON_BOTTLE, 0, 0, 0, 1, -1)) //Produce a Poison Bottle.
  8510. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8511. else
  8512. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_STUFF_INSUFFICIENT );
  8513. }
  8514. break;
  8515. case RG_STRIPWEAPON:
  8516. case RG_STRIPSHIELD:
  8517. case RG_STRIPARMOR:
  8518. case RG_STRIPHELM:
  8519. case ST_FULLSTRIP:
  8520. case GC_WEAPONCRUSH:
  8521. case SC_STRIPACCESSARY:
  8522. case ABC_STRIP_SHADOW: {
  8523. bool i;
  8524. //Special message when trying to use strip on FCP [Jobbie]
  8525. if( sd && skill_id == ST_FULLSTRIP && tsc && tsc->getSCE(SC_CP_WEAPON) && tsc->getSCE(SC_CP_HELM) && tsc->getSCE(SC_CP_ARMOR) && tsc->getSCE(SC_CP_SHIELD))
  8526. {
  8527. clif_gospel_info(sd, 0x28);
  8528. break;
  8529. }
  8530. if( (i = skill_strip_equip(src, bl, skill_id, skill_lv)) || (skill_id != ST_FULLSTRIP && skill_id != GC_WEAPONCRUSH ) )
  8531. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  8532. //Nothing stripped.
  8533. if( sd && !i )
  8534. clif_skill_fail( *sd, skill_id );
  8535. break;
  8536. }
  8537. case AM_BERSERKPITCHER:
  8538. case AM_POTIONPITCHER:
  8539. {
  8540. int j,hp = 0,sp = 0;
  8541. if( dstmd && dstmd->mob_id == MOBID_EMPERIUM ) {
  8542. map_freeblock_unlock();
  8543. return 1;
  8544. }
  8545. if( sd ) {
  8546. int x,bonus=100;
  8547. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  8548. x = skill_lv%11 - 1;
  8549. j = pc_search_inventory(sd, require.itemid[x]);
  8550. if (j < 0 || require.itemid[x] <= 0) {
  8551. clif_skill_fail( *sd, skill_id );
  8552. map_freeblock_unlock();
  8553. return 1;
  8554. }
  8555. if (sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[x]) {
  8556. clif_skill_fail( *sd, skill_id );
  8557. map_freeblock_unlock();
  8558. return 1;
  8559. }
  8560. if( skill_id == AM_BERSERKPITCHER ) {
  8561. if( dstsd && dstsd->status.base_level < (unsigned int)sd->inventory_data[j]->elv ) {
  8562. clif_skill_fail( *sd, skill_id );
  8563. map_freeblock_unlock();
  8564. return 1;
  8565. }
  8566. }
  8567. potion_flag = 1;
  8568. potion_hp = potion_sp = potion_per_hp = potion_per_sp = 0;
  8569. potion_target = bl->id;
  8570. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  8571. potion_flag = potion_target = 0;
  8572. if( sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_ALCHEMIST )
  8573. bonus += sd->status.base_level;
  8574. if( potion_per_hp > 0 || potion_per_sp > 0 ) {
  8575. hp = tstatus->max_hp * potion_per_hp / 100;
  8576. hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8577. if( dstsd ) {
  8578. sp = dstsd->status.max_sp * potion_per_sp / 100;
  8579. sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8580. }
  8581. } else {
  8582. if( potion_hp > 0 ) {
  8583. hp = potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8584. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8585. if( dstsd )
  8586. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8587. }
  8588. if( potion_sp > 0 ) {
  8589. sp = potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)*bonus/10000;
  8590. sp = sp * (100 + (tstatus->int_ * 2)) / 100;
  8591. if( dstsd )
  8592. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100;
  8593. }
  8594. }
  8595. if ((bonus = pc_get_itemgroup_bonus_group(sd, IG_POTION, sd->itemgrouphealrate))) {
  8596. hp += hp * bonus / 100;
  8597. }
  8598. if( ( bonus = pc_get_itemgroup_bonus_group( sd, IG_POTION, sd->itemgroupsphealrate ) ) ){
  8599. sp += sp * bonus / 100;
  8600. }
  8601. if( (j = pc_skillheal_bonus(sd, skill_id)) ) {
  8602. hp += hp * j / 100;
  8603. sp += sp * j / 100;
  8604. }
  8605. } else {
  8606. //Maybe replace with potion_hp, but I'm unsure how that works [Playtester]
  8607. switch (skill_lv) {
  8608. case 1: hp = 45; break;
  8609. case 2: hp = 105; break;
  8610. case 3: hp = 175; break;
  8611. default: hp = 325; break;
  8612. }
  8613. hp = (hp + rnd()%(skill_lv*20+1)) * (150 + skill_lv*10) / 100;
  8614. hp = hp * (100 + (tstatus->vit * 2)) / 100;
  8615. if( dstsd )
  8616. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100;
  8617. }
  8618. if( dstsd && (j = pc_skillheal2_bonus(dstsd, skill_id)) ) {
  8619. hp += hp * j / 100;
  8620. sp += sp * j / 100;
  8621. }
  8622. // Final heal increased by HPlus.
  8623. // Is this the right place for this??? [Rytech]
  8624. // Can HPlus also affect SP recovery???
  8625. if (sd && sstatus->hplus > 0) {
  8626. hp += hp * sstatus->hplus / 100;
  8627. sp += sp * sstatus->hplus / 100;
  8628. }
  8629. if (tsc && tsc->count) {
  8630. uint8 penalty = 0;
  8631. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  8632. hp += hp / 10;
  8633. sp += sp / 10;
  8634. }
  8635. if (tsc->getSCE(SC_CRITICALWOUND))
  8636. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  8637. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3)
  8638. penalty += 20;
  8639. if (tsc->getSCE(SC_NORECOVER_STATE))
  8640. penalty = 100;
  8641. if (penalty > 0) {
  8642. hp -= hp * penalty / 100;
  8643. sp -= sp * penalty / 100;
  8644. }
  8645. }
  8646. #ifdef RENEWAL
  8647. if (bl->type == BL_HOM)
  8648. hp *= 3; // Heal effectiveness is 3x for Homunculus
  8649. #endif
  8650. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8651. if( hp > 0 || (skill_id == AM_POTIONPITCHER && sp <= 0) )
  8652. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  8653. if( sp > 0 )
  8654. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  8655. if (tsc) {
  8656. #ifdef RENEWAL
  8657. if (tsc->getSCE(SC_EXTREMITYFIST2))
  8658. sp = 0;
  8659. #endif
  8660. if (tsc->getSCE(SC_NORECOVER_STATE)) {
  8661. hp = 0;
  8662. sp = 0;
  8663. }
  8664. }
  8665. status_heal(bl,hp,sp,0);
  8666. }
  8667. break;
  8668. case AM_CP_WEAPON:
  8669. case AM_CP_SHIELD:
  8670. case AM_CP_ARMOR:
  8671. case AM_CP_HELM:
  8672. {
  8673. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  8674. if( sd && ( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[skill_id - AM_CP_WEAPON]) < 0 ) ) ){
  8675. clif_skill_fail( *sd, skill_id );
  8676. map_freeblock_unlock(); // Don't consume item requirements
  8677. return 0;
  8678. }
  8679. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8680. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  8681. }
  8682. break;
  8683. case AM_TWILIGHT1:
  8684. if (sd) {
  8685. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8686. //Prepare 200 White Potions.
  8687. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_POTION, 0, 0, 0, 200, -1))
  8688. clif_skill_fail( *sd, skill_id );
  8689. }
  8690. break;
  8691. case AM_TWILIGHT2:
  8692. if (sd) {
  8693. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8694. //Prepare 200 Slim White Potions.
  8695. if (!skill_produce_mix(sd, skill_id, ITEMID_WHITE_SLIM_POTION, 0, 0, 0, 200, -1))
  8696. clif_skill_fail( *sd, skill_id );
  8697. }
  8698. break;
  8699. case AM_TWILIGHT3:
  8700. if (sd) {
  8701. int ebottle = pc_search_inventory(sd,ITEMID_EMPTY_BOTTLE);
  8702. short alcohol_idx = -1, acid_idx = -1, fire_idx = -1;
  8703. if( ebottle >= 0 )
  8704. ebottle = sd->inventory.u.items_inventory[ebottle].amount;
  8705. //check if you can produce all three, if not, then fail:
  8706. if (!(alcohol_idx = skill_can_produce_mix(sd,ITEMID_ALCOHOL,-1, 100)) //100 Alcohol
  8707. || !(acid_idx = skill_can_produce_mix(sd,ITEMID_ACID_BOTTLE,-1, 50)) //50 Acid Bottle
  8708. || !(fire_idx = skill_can_produce_mix(sd,ITEMID_FIRE_BOTTLE,-1, 50)) //50 Flame Bottle
  8709. || ebottle < 200 //200 empty bottle are required at total.
  8710. ) {
  8711. clif_skill_fail( *sd, skill_id );
  8712. break;
  8713. }
  8714. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8715. skill_produce_mix(sd, skill_id, ITEMID_ALCOHOL, 0, 0, 0, 100, alcohol_idx-1);
  8716. skill_produce_mix(sd, skill_id, ITEMID_ACID_BOTTLE, 0, 0, 0, 50, acid_idx-1);
  8717. skill_produce_mix(sd, skill_id, ITEMID_FIRE_BOTTLE, 0, 0, 0, 50, fire_idx-1);
  8718. }
  8719. break;
  8720. case SA_DISPELL:
  8721. if (flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1) {
  8722. if (sd && dstsd && !map_flag_vs(sd->bl.m) && (!sd->duel_group || sd->duel_group != dstsd->duel_group) && (!sd->status.party_id || sd->status.party_id != dstsd->status.party_id))
  8723. break; // Outside PvP it should only affect party members and no skill fail message
  8724. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8725. if((dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  8726. || (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_ROGUE) //Rogue's spirit defends againt dispel.
  8727. || rnd()%100 >= 50+10*skill_lv)
  8728. {
  8729. if (sd)
  8730. clif_skill_fail( *sd, skill_id );
  8731. break;
  8732. }
  8733. if(status_isimmune(bl))
  8734. break;
  8735. //Remove bonus_script by Dispell
  8736. if (dstsd)
  8737. pc_bonus_script_clear(dstsd,BSF_REM_ON_DISPELL);
  8738. // Monsters will unlock their target instead
  8739. else if (dstmd)
  8740. mob_unlocktarget(dstmd, tick);
  8741. if(!tsc || !tsc->count)
  8742. break;
  8743. //Statuses that can't be Dispelled
  8744. for (const auto &it : status_db) {
  8745. sc_type status = static_cast<sc_type>(it.first);
  8746. if (!tsc->getSCE(status))
  8747. continue;
  8748. if (it.second->flag[SCF_NODISPELL])
  8749. continue;
  8750. switch (status) {
  8751. // bugreport:4888 these songs may only be dispelled if you're not in their song area anymore
  8752. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  8753. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  8754. case SC_FORTUNE: case SC_SERVICE4U:
  8755. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  8756. continue; //If in song area don't end it, even if config enabled
  8757. break;
  8758. case SC_ASSUMPTIO:
  8759. if( bl->type == BL_MOB )
  8760. continue;
  8761. break;
  8762. }
  8763. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  8764. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  8765. status_change_end(bl, status);
  8766. }
  8767. break;
  8768. }
  8769. //Affect all targets on splash area.
  8770. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR,
  8771. src, skill_id, skill_lv, tick, flag|1,
  8772. skill_castend_damage_id);
  8773. break;
  8774. case TF_BACKSLIDING: //This is the correct implementation as per packet logging information. [Skotlex]
  8775. {
  8776. short blew_count = skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),(enum e_skill_blown)(BLOWN_IGNORE_NO_KNOCKBACK
  8777. #ifdef RENEWAL
  8778. |BLOWN_DONT_SEND_PACKET
  8779. #endif
  8780. ));
  8781. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8782. #ifdef RENEWAL
  8783. if(blew_count > 0)
  8784. clif_blown(src); // Always blow, otherwise it shows a casting animation. [Lemongrass]
  8785. #else
  8786. clif_slide(bl, bl->x, bl->y); //Show the casting animation on pre-re
  8787. #endif
  8788. }
  8789. break;
  8790. case TK_HIGHJUMP:
  8791. {
  8792. int x,y, dir = unit_getdir(src);
  8793. struct map_data *mapdata = &map[src->m];
  8794. //Fails on noteleport maps, except for GvG and BG maps [Skotlex]
  8795. if( mapdata->getMapFlag(MF_NOTELEPORT) &&
  8796. !(mapdata->getMapFlag(MF_BATTLEGROUND) || mapdata_flag_gvg2(mapdata) )
  8797. ) {
  8798. clif_skill_nodamage(src, bl, TK_HIGHJUMP, skill_lv, 1);
  8799. break;
  8800. } else if(dir%2) {
  8801. //Diagonal
  8802. x = src->x + dirx[dir]*(skill_lv*4)/3;
  8803. y = src->y + diry[dir]*(skill_lv*4)/3;
  8804. } else {
  8805. x = src->x + dirx[dir]*skill_lv*2;
  8806. y = src->y + diry[dir]*skill_lv*2;
  8807. }
  8808. int x1 = x + dirx[dir];
  8809. int y1 = y + diry[dir];
  8810. clif_skill_nodamage(src,bl,TK_HIGHJUMP,skill_lv,1);
  8811. if( !map_count_oncell(src->m,x,y,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x,y,CELL_CHKREACH) &&
  8812. !map_count_oncell(src->m,x1,y1,BL_PC|BL_NPC|BL_MOB,0) && map_getcell(src->m,x1,y1,CELL_CHKREACH) &&
  8813. unit_movepos(src, x, y, 1, 0))
  8814. clif_blown(src);
  8815. }
  8816. break;
  8817. case SA_CASTCANCEL:
  8818. case SO_SPELLFIST:
  8819. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8820. unit_skillcastcancel(src,1);
  8821. if(sd) {
  8822. int sp = skill_get_sp(sd->skill_id_old,sd->skill_lv_old);
  8823. if( skill_id == SO_SPELLFIST ){
  8824. sc_start4(src,src,type,100,skill_lv,sd->skill_id_old,sd->skill_lv_old,0,skill_get_time(skill_id,skill_lv));
  8825. sd->skill_id_old = sd->skill_lv_old = 0;
  8826. break;
  8827. }
  8828. sp = sp * (90 - (skill_lv-1)*20) / 100;
  8829. if(sp < 0) sp = 0;
  8830. status_zap(src, 0, sp);
  8831. }
  8832. break;
  8833. case SA_SPELLBREAKER:
  8834. {
  8835. int sp;
  8836. if (dstsd && tsc && tsc->getSCE(SC_MAGICROD)) {
  8837. // If target enemy player has Magic Rod, then 20% of your SP is transferred to that player
  8838. sp = status_percent_damage(bl, src, 0, -20, false);
  8839. status_heal(bl, 0, sp, 2);
  8840. }
  8841. else {
  8842. struct unit_data* ud = unit_bl2ud(bl);
  8843. if (!ud || ud->skilltimer == INVALID_TIMER)
  8844. break; //Nothing to cancel.
  8845. int hp = 0;
  8846. if (status_has_mode(tstatus, MD_STATUSIMMUNE)) { //Only 10% success chance against status immune. [Skotlex]
  8847. if (rnd_chance(90, 100))
  8848. {
  8849. if (sd) clif_skill_fail( *sd, skill_id );
  8850. break;
  8851. }
  8852. }
  8853. #ifdef RENEWAL
  8854. else // HP damage does not work on bosses in renewal
  8855. #endif
  8856. if (skill_lv >= 5 && (!dstsd || map_flag_vs(bl->m))) //HP damage only on pvp-maps when against players.
  8857. hp = tstatus->max_hp / 50; //Siphon 2% HP at level 5
  8858. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  8859. unit_skillcastcancel(bl, 0);
  8860. sp = skill_get_sp(ud->skill_id, ud->skill_lv);
  8861. status_zap(bl, 0, sp);
  8862. // Recover some of the SP used
  8863. status_heal(src, 0, sp * (25 * (skill_lv - 1)) / 100, 2);
  8864. // If damage would be lethal, it does not deal damage
  8865. if (hp && hp < tstatus->hp) {
  8866. clif_damage(src, bl, tick, 0, 0, hp, 0, DMG_NORMAL, 0, false);
  8867. status_zap(bl, hp, 0);
  8868. // Recover 50% of damage dealt
  8869. status_heal(src, hp / 2, 0, 2);
  8870. }
  8871. }
  8872. }
  8873. break;
  8874. case SA_MAGICROD:
  8875. #ifdef RENEWAL
  8876. clif_skill_nodamage(src,src,SA_MAGICROD,skill_lv,1);
  8877. #endif
  8878. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  8879. break;
  8880. case SA_AUTOSPELL:
  8881. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8882. if (sd) {
  8883. sd->state.workinprogress = WIP_DISABLE_ALL;
  8884. clif_autospell( *sd, skill_lv );
  8885. } else {
  8886. int maxlv=1,spellid=0;
  8887. static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT };
  8888. if(skill_lv >= 10) {
  8889. spellid = MG_FROSTDIVER;
  8890. // if (tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SA_SAGE)
  8891. // maxlv = 10;
  8892. // else
  8893. maxlv = skill_lv - 9;
  8894. }
  8895. else if(skill_lv >=8) {
  8896. spellid = MG_FIREBALL;
  8897. maxlv = skill_lv - 7;
  8898. }
  8899. else if(skill_lv >=5) {
  8900. spellid = MG_SOULSTRIKE;
  8901. maxlv = skill_lv - 4;
  8902. }
  8903. else if(skill_lv >=2) {
  8904. int i_rnd = rnd()%3;
  8905. spellid = spellarray[i_rnd];
  8906. maxlv = skill_lv - 1;
  8907. }
  8908. else if(skill_lv > 0) {
  8909. spellid = MG_NAPALMBEAT;
  8910. maxlv = 3;
  8911. }
  8912. if(spellid > 0)
  8913. sc_start4(src,src,SC_AUTOSPELL,100,skill_lv,spellid,maxlv,0,
  8914. skill_get_time(SA_AUTOSPELL,skill_lv));
  8915. }
  8916. break;
  8917. case BS_GREED:
  8918. if(sd){
  8919. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8920. map_foreachinallrange(skill_greed,bl,
  8921. skill_get_splash(skill_id, skill_lv),BL_ITEM,bl);
  8922. }
  8923. break;
  8924. case SA_ELEMENTWATER:
  8925. case SA_ELEMENTFIRE:
  8926. case SA_ELEMENTGROUND:
  8927. case SA_ELEMENTWIND:
  8928. if (sd && (!dstmd || status_has_mode(tstatus,MD_STATUSIMMUNE))) // Only works on monsters (Except status immune monsters).
  8929. break;
  8930. [[fallthrough]];
  8931. case NPC_ATTRICHANGE:
  8932. case NPC_CHANGEWATER:
  8933. case NPC_CHANGEGROUND:
  8934. case NPC_CHANGEFIRE:
  8935. case NPC_CHANGEWIND:
  8936. case NPC_CHANGEPOISON:
  8937. case NPC_CHANGEHOLY:
  8938. case NPC_CHANGEDARKNESS:
  8939. case NPC_CHANGETELEKINESIS:
  8940. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8941. sc_start2(src,bl, type, 100, skill_lv, skill_get_ele(skill_id,skill_lv),
  8942. skill_get_time(skill_id, skill_lv)));
  8943. break;
  8944. case NPC_PROVOCATION:
  8945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8946. if (md) mob_unlocktarget(md, tick);
  8947. break;
  8948. case NPC_REBIRTH:
  8949. if( md && md->state.rebirth )
  8950. break; // only works once
  8951. sc_start(src,bl,type,100,skill_lv,INFINITE_TICK);
  8952. break;
  8953. case NPC_DARKBLESSING:
  8954. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8955. sc_start2(src,bl,type,(50+skill_lv*5),skill_lv,skill_lv,skill_get_time2(skill_id,skill_lv)));
  8956. break;
  8957. case NPC_LICK:
  8958. status_zap(bl, 0, 100);
  8959. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8960. sc_start(src,bl,type,(skill_lv*20),skill_lv,skill_get_time2(skill_id,skill_lv)));
  8961. break;
  8962. case NPC_SUICIDE:
  8963. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  8964. status_kill(src); //When suiciding, neither exp nor drops is given.
  8965. break;
  8966. case NPC_SUMMONSLAVE:
  8967. case NPC_SUMMONMONSTER:
  8968. case NPC_DEATHSUMMON:
  8969. if(md && md->skill_idx >= 0)
  8970. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv,skill_id);
  8971. break;
  8972. case NPC_CALLSLAVE:
  8973. mob_warpslave(src,MOB_SLAVEDISTANCE);
  8974. break;
  8975. case NPC_RANDOMMOVE:
  8976. if (md) {
  8977. md->next_walktime = tick - 1;
  8978. if (md->special_state.ai == AI_SPHERE)
  8979. unit_escape(&md->bl, bl, 7, 2);
  8980. else
  8981. mob_randomwalk(md,tick);
  8982. }
  8983. break;
  8984. case NPC_SPEEDUP:
  8985. {
  8986. // or does it increase casting rate? just a guess xD
  8987. int i_type = SC_ASPDPOTION0 + skill_lv - 1;
  8988. if (i_type > SC_ASPDPOTION3)
  8989. i_type = SC_ASPDPOTION3;
  8990. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  8991. sc_start(src,bl,(sc_type)i_type,100,skill_lv,skill_lv * 60000));
  8992. }
  8993. break;
  8994. case NPC_REVENGE:
  8995. // not really needed... but adding here anyway ^^
  8996. if (md && md->master_id > 0) {
  8997. struct block_list *mbl, *tbl;
  8998. if ((mbl = map_id2bl(md->master_id)) == nullptr ||
  8999. (tbl = battle_gettargeted(mbl)) == nullptr)
  9000. break;
  9001. md->state.provoke_flag = tbl->id;
  9002. mob_target(md, tbl, sstatus->rhw.range);
  9003. }
  9004. break;
  9005. case NPC_RUN:
  9006. if (md) {
  9007. block_list* tbl = map_id2bl(md->target_id);
  9008. if (tbl) {
  9009. md->state.can_escape = 1;
  9010. mob_unlocktarget(md, tick);
  9011. // Official distance is 7, if level > 1, distance = level
  9012. t_tick time = unit_escape(src, tbl, skill_lv > 1 ? skill_lv : 7, 2);
  9013. if (time) {
  9014. // Need to set state here as it's not set otherwise
  9015. md->state.skillstate = MSS_WALK;
  9016. // Set AI to inactive for the duration of this movement
  9017. md->last_thinktime = tick + time;
  9018. }
  9019. }
  9020. }
  9021. break;
  9022. case NPC_TRANSFORMATION:
  9023. case NPC_METAMORPHOSIS:
  9024. if(md && md->skill_idx >= 0) {
  9025. int class_ = mob_random_class (md->db->skill[md->skill_idx]->val,0);
  9026. if (skill_lv > 1) //Multiply the rest of mobs. [Skotlex]
  9027. mob_summonslave(md,md->db->skill[md->skill_idx]->val,skill_lv-1,skill_id);
  9028. if (class_) mob_class_change(md, class_);
  9029. }
  9030. break;
  9031. case NPC_EMOTION_ON:
  9032. case NPC_EMOTION:
  9033. //val[0] is the emotion to use.
  9034. //NPC_EMOTION & NPC_EMOTION_ON can change a mob's mode 'permanently' [Skotlex]
  9035. //val[1] 'sets' the mode
  9036. //val[2] adds to the current mode
  9037. //val[3] removes from the current mode
  9038. //val[4] if set, asks to delete the previous mode change.
  9039. if(md && md->skill_idx >= 0 && tsc)
  9040. {
  9041. clif_emotion(bl, md->db->skill[md->skill_idx]->val[0]);
  9042. if(md->db->skill[md->skill_idx]->val[4] && tsce)
  9043. status_change_end(bl, type);
  9044. //If mode gets set by NPC_EMOTION then the target should be reset [Playtester]
  9045. if(!battle_config.npc_emotion_behavior && skill_id == NPC_EMOTION && md->db->skill[md->skill_idx]->val[1])
  9046. mob_unlocktarget(md,tick);
  9047. if(md->db->skill[md->skill_idx]->val[1] || md->db->skill[md->skill_idx]->val[2])
  9048. sc_start4(src,src, type, 100, skill_lv,
  9049. md->db->skill[md->skill_idx]->val[1],
  9050. md->db->skill[md->skill_idx]->val[2],
  9051. md->db->skill[md->skill_idx]->val[3],
  9052. skill_get_time(skill_id, skill_lv));
  9053. //Reset aggressive state depending on resulting mode
  9054. if (!battle_config.npc_emotion_behavior)
  9055. md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
  9056. }
  9057. break;
  9058. case NPC_POWERUP:
  9059. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9060. sc_start2(src,bl,type,100,200,100,skill_get_time(skill_id, skill_lv)));
  9061. break;
  9062. case NPC_AGIUP:
  9063. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9064. sc_start2(src,bl,type,100,50,100,skill_get_time(skill_id, skill_lv)));
  9065. break;
  9066. case NPC_INVISIBLE:
  9067. //Have val4 passed as 6 is for "infinite cloak" (do not end on attack/skill use).
  9068. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9069. sc_start4(src,bl,type,100,skill_lv,0,0,6,skill_get_time(skill_id,skill_lv)));
  9070. break;
  9071. case NPC_SIEGEMODE:
  9072. // Not implemented/used: Gives EFST_SIEGEMODE which reduces speed to 1000.
  9073. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9074. break;
  9075. case NPC_INVINCIBLEOFF:
  9076. case MER_INVINCIBLEOFF2:
  9077. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9078. status_change_end(bl, SC_INVINCIBLE);
  9079. break;
  9080. case WE_MALE: {
  9081. uint8 hp_rate = abs(skill_get_hp_rate(skill_id, skill_lv));
  9082. if (hp_rate && status_get_hp(src) > status_get_max_hp(src) / hp_rate) {
  9083. int gain_hp = tstatus->max_hp * hp_rate / 100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
  9084. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
  9085. }
  9086. }
  9087. break;
  9088. case WE_FEMALE: {
  9089. uint8 sp_rate = abs(skill_get_sp_rate(skill_id, skill_lv));
  9090. if (sp_rate && status_get_sp(src) > status_get_max_sp(src) / sp_rate) {
  9091. int gain_sp = tstatus->max_sp * sp_rate / 100; // The earned is the same % of the target SP than it costed the caster. [Skotlex]
  9092. clif_skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
  9093. }
  9094. }
  9095. break;
  9096. // parent-baby skills
  9097. case WE_BABY:
  9098. if(sd){
  9099. map_session_data *f_sd = pc_get_father(sd);
  9100. map_session_data *m_sd = pc_get_mother(sd);
  9101. if( (!f_sd && !m_sd) // if neither was found
  9102. || (sd->status.party_id != 0 && //not in same party
  9103. ((!f_sd || sd->status.party_id != f_sd->status.party_id)
  9104. && (!m_sd || sd->status.party_id != m_sd->status.party_id) //if both are online they should all be in same team
  9105. ))
  9106. || ((!f_sd || !check_distance_bl(&sd->bl, &f_sd->bl, AREA_SIZE)) //not in same screen
  9107. && (!m_sd || !check_distance_bl(&sd->bl, &m_sd->bl, AREA_SIZE)))
  9108. ) {
  9109. clif_skill_fail( *sd, skill_id );
  9110. map_freeblock_unlock();
  9111. return 0;
  9112. }
  9113. status_change_start(src,bl,SC_STUN,10000,skill_lv,0,0,0,skill_get_time2(skill_id,skill_lv),SCSTART_NORATEDEF);
  9114. if (f_sd) sc_start(src,&f_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9115. if (m_sd) sc_start(src,&m_sd->bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9116. }
  9117. break;
  9118. case WE_CALLALLFAMILY:
  9119. if (sd) {
  9120. map_session_data *p_sd = pc_get_partner(sd);
  9121. map_session_data *c_sd = pc_get_child(sd);
  9122. if (!p_sd && !c_sd) { // Fail if no family members are found
  9123. clif_skill_fail( *sd, skill_id );
  9124. map_freeblock_unlock();
  9125. return 1;
  9126. }
  9127. // Partner must be on the same map and in same party
  9128. if (p_sd && !status_isdead(&p_sd->bl) && p_sd->bl.m == sd->bl.m && p_sd->status.party_id == sd->status.party_id)
  9129. pc_setpos(p_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9130. // Child must be on the same map and in same party as the parent casting
  9131. if (c_sd && !status_isdead(&c_sd->bl) && c_sd->bl.m == sd->bl.m && c_sd->status.party_id == sd->status.party_id)
  9132. pc_setpos(c_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  9133. }
  9134. break;
  9135. case WE_ONEFOREVER:
  9136. if (sd) {
  9137. map_session_data *p_sd = pc_get_partner(sd);
  9138. map_session_data *c_sd = pc_get_child(sd);
  9139. if (!p_sd && !c_sd && !dstsd) { // Fail if no family members are found
  9140. clif_skill_fail( *sd, skill_id );
  9141. map_freeblock_unlock();
  9142. return 1;
  9143. }
  9144. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) { // No reviving in WoE grounds!
  9145. clif_skill_fail( *sd, skill_id );
  9146. break;
  9147. }
  9148. if (status_isdead(bl)) {
  9149. int per = 30, sper = 0;
  9150. if (battle_check_undead(tstatus->race, tstatus->def_ele))
  9151. break;
  9152. if (tsc && tsc->getSCE(SC_HELLPOWER))
  9153. break;
  9154. if (map_getmapflag(bl->m, MF_PVP) && dstsd->pvp_point < 0)
  9155. break;
  9156. if (dstsd->special_state.restart_full_recover)
  9157. per = sper = 100;
  9158. if ((dstsd == p_sd || dstsd == c_sd) && status_revive(bl, per, sper)) // Only family members can be revived
  9159. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9160. }
  9161. }
  9162. break;
  9163. case WE_CHEERUP:
  9164. if (sd) {
  9165. map_session_data *f_sd = pc_get_father(sd);
  9166. map_session_data *m_sd = pc_get_mother(sd);
  9167. if (!f_sd && !m_sd && !dstsd) { // Fail if no family members are found
  9168. clif_skill_fail( *sd, skill_id );
  9169. map_freeblock_unlock();
  9170. return 1;
  9171. }
  9172. if (flag&1) { // Buff can only be given to parents in 7x7 AoE around baby
  9173. if (dstsd == f_sd || dstsd == m_sd)
  9174. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  9175. } else
  9176. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ALL|1, skill_castend_nodamage_id);
  9177. }
  9178. break;
  9179. case PF_HPCONVERSION:
  9180. {
  9181. int hp, sp;
  9182. hp = sstatus->max_hp/10;
  9183. sp = hp * 10 * skill_lv / 100;
  9184. if (!status_charge(src,hp,0)) {
  9185. if (sd) clif_skill_fail( *sd, skill_id );
  9186. break;
  9187. }
  9188. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9189. status_heal(bl,0,sp,2);
  9190. }
  9191. break;
  9192. case MA_REMOVETRAP:
  9193. case HT_REMOVETRAP:
  9194. {
  9195. skill_unit* su = BL_CAST(BL_SKILL, bl);
  9196. std::shared_ptr<s_skill_unit_group> sg;
  9197. std::shared_ptr<s_skill_db> skill_group;
  9198. // Mercenaries can remove any trap
  9199. // Players can only remove their own traps or traps on Vs maps.
  9200. if( su && (sg = su->group) && (src->type == BL_MER || sg->src_id == src->id || map_flag_vs(bl->m)) && ( skill_group = skill_db.find(sg->skill_id) ) && skill_group->inf2[INF2_ISTRAP] )
  9201. {
  9202. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9203. if( sd && !(sg->unit_id == UNT_USED_TRAPS || (sg->unit_id == UNT_ANKLESNARE && sg->val2 != 0 )) )
  9204. { // prevent picking up expired traps
  9205. if( battle_config.skill_removetrap_type )
  9206. { // get back all items used to deploy the trap
  9207. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; i++ )
  9208. {
  9209. if( skill_group->require.itemid[i] > 0 )
  9210. {
  9211. int flag2;
  9212. struct item item_tmp;
  9213. memset(&item_tmp,0,sizeof(item_tmp));
  9214. item_tmp.nameid = skill_group->require.itemid[i];
  9215. item_tmp.identify = 1;
  9216. item_tmp.amount = skill_group->require.amount[i];
  9217. if( item_tmp.nameid && (flag2=pc_additem(sd,&item_tmp,item_tmp.amount,LOG_TYPE_OTHER)) ){
  9218. clif_additem(sd,0,0,flag2);
  9219. map_addflooritem(&item_tmp,item_tmp.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9220. }
  9221. }
  9222. }
  9223. }
  9224. else
  9225. { // get back 1 trap
  9226. struct item item_tmp;
  9227. memset(&item_tmp,0,sizeof(item_tmp));
  9228. item_tmp.nameid = su->group->item_id?su->group->item_id:ITEMID_TRAP;
  9229. item_tmp.identify = 1;
  9230. if( item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1,LOG_TYPE_OTHER)) )
  9231. {
  9232. clif_additem(sd,0,0,flag);
  9233. map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,4,0);
  9234. }
  9235. }
  9236. }
  9237. skill_delunit(su);
  9238. }else if(sd)
  9239. clif_skill_fail( *sd, skill_id );
  9240. }
  9241. break;
  9242. case HT_SPRINGTRAP:
  9243. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9244. {
  9245. struct skill_unit *su=nullptr;
  9246. if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){
  9247. switch(su->group->unit_id){
  9248. case UNT_ANKLESNARE: // ankle snare
  9249. if (su->group->val2 != 0)
  9250. // if it is already trapping something don't spring it,
  9251. // remove trap should be used instead
  9252. break;
  9253. [[fallthrough]];
  9254. case UNT_BLASTMINE:
  9255. case UNT_SKIDTRAP:
  9256. case UNT_LANDMINE:
  9257. case UNT_SHOCKWAVE:
  9258. case UNT_SANDMAN:
  9259. case UNT_FLASHER:
  9260. case UNT_FREEZINGTRAP:
  9261. case UNT_CLAYMORETRAP:
  9262. case UNT_TALKIEBOX:
  9263. su->group->unit_id = UNT_USED_TRAPS;
  9264. clif_changetraplook(bl, UNT_USED_TRAPS);
  9265. su->group->limit=DIFF_TICK(tick+1500,su->group->tick);
  9266. su->limit=DIFF_TICK(tick+1500,su->group->tick);
  9267. }
  9268. }
  9269. }
  9270. break;
  9271. case BD_ENCORE:
  9272. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9273. if(sd)
  9274. unit_skilluse_id(src,src->id,sd->skill_id_dance,sd->skill_lv_dance);
  9275. break;
  9276. case TR_RETROSPECTION:
  9277. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9278. if (sd)
  9279. unit_skilluse_id(src, src->id, sd->skill_id_song, sd->skill_lv_song);
  9280. break;
  9281. case AS_SPLASHER:
  9282. if( status_has_mode(tstatus,MD_STATUSIMMUNE)
  9283. // Renewal dropped the 3/4 hp requirement
  9284. #ifndef RENEWAL
  9285. || tstatus-> hp > tstatus->max_hp*3/4
  9286. #endif
  9287. ) {
  9288. if (sd) clif_skill_fail( *sd, skill_id );
  9289. map_freeblock_unlock();
  9290. return 1;
  9291. }
  9292. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9293. sc_start4(src,bl,type,100,skill_lv,skill_id,src->id,skill_get_time(skill_id,skill_lv),1000));
  9294. break;
  9295. case PF_MINDBREAKER:
  9296. {
  9297. if(status_has_mode(tstatus,MD_STATUSIMMUNE) || battle_check_undead(tstatus->race,tstatus->def_ele)) {
  9298. map_freeblock_unlock();
  9299. return 1;
  9300. }
  9301. if (tsce)
  9302. { //HelloKitty2 (?) explained that this silently fails when target is
  9303. //already inflicted. [Skotlex]
  9304. map_freeblock_unlock();
  9305. return 1;
  9306. }
  9307. //Has a 55% + skill_lv*5% success chance.
  9308. if (!clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9309. sc_start(src,bl,type,55+5*skill_lv,skill_lv,skill_get_time(skill_id,skill_lv))))
  9310. {
  9311. if (sd) clif_skill_fail( *sd, skill_id );
  9312. map_freeblock_unlock();
  9313. return 0;
  9314. }
  9315. unit_skillcastcancel(bl,0);
  9316. if (dstmd)
  9317. mob_target(dstmd, src, skill_get_range2(src, skill_id, skill_lv, true));
  9318. }
  9319. break;
  9320. case PF_SOULCHANGE:
  9321. {
  9322. unsigned int sp1 = 0, sp2 = 0;
  9323. if (dstmd) {
  9324. if (dstmd->state.soul_change_flag) {
  9325. if(sd) clif_skill_fail( *sd, skill_id );
  9326. break;
  9327. }
  9328. dstmd->state.soul_change_flag = 1;
  9329. sp2 = sstatus->max_sp * 3 /100;
  9330. status_heal(src, 0, sp2, 2);
  9331. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9332. break;
  9333. }
  9334. sp1 = sstatus->sp;
  9335. sp2 = tstatus->sp;
  9336. #ifdef RENEWAL
  9337. sp1 = sp1 / 2;
  9338. sp2 = sp2 / 2;
  9339. if (tsc && tsc->getSCE(SC_EXTREMITYFIST2))
  9340. sp1 = tstatus->sp;
  9341. #endif
  9342. if (tsc && tsc->getSCE(SC_NORECOVER_STATE))
  9343. sp1 = tstatus->sp;
  9344. status_set_sp(src, sp2, 3);
  9345. status_set_sp(bl, sp1, 3);
  9346. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9347. }
  9348. break;
  9349. // Slim Pitcher
  9350. case CR_SLIMPITCHER:
  9351. // Updated to block Slim Pitcher from working on barricades and guardian stones.
  9352. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  9353. break;
  9354. if (potion_hp || potion_sp) {
  9355. int hp = potion_hp, sp = potion_sp;
  9356. hp = hp * (100 + (tstatus->vit * 2))/100;
  9357. sp = sp * (100 + (tstatus->int_ * 2))/100;
  9358. if (dstsd) {
  9359. if (hp)
  9360. hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9361. if (sp)
  9362. sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10 + pc_skillheal2_bonus(dstsd, skill_id))/100;
  9363. }
  9364. if (tsc && tsc->count) {
  9365. uint8 penalty = 0;
  9366. if (tsc->getSCE(SC_WATER_INSIGNIA) && tsc->getSCE(SC_WATER_INSIGNIA)->val1 == 2) {
  9367. hp += hp / 10;
  9368. sp += sp / 10;
  9369. }
  9370. if (tsc->getSCE(SC_CRITICALWOUND))
  9371. penalty += tsc->getSCE(SC_CRITICALWOUND)->val2;
  9372. if (tsc->getSCE(SC_DEATHHURT) && tsc->getSCE(SC_DEATHHURT)->val3 == 1)
  9373. penalty += 20;
  9374. if (tsc->getSCE(SC_NORECOVER_STATE))
  9375. penalty = 100;
  9376. if (penalty > 0) {
  9377. hp -= hp * penalty / 100;
  9378. sp -= sp * penalty / 100;
  9379. }
  9380. }
  9381. if(hp > 0)
  9382. clif_skill_nodamage(nullptr,bl,AL_HEAL,hp,1);
  9383. if(sp > 0)
  9384. clif_skill_nodamage(nullptr,bl,MG_SRECOVERY,sp,1);
  9385. status_heal(bl,hp,sp,0);
  9386. }
  9387. break;
  9388. // Full Chemical Protection
  9389. case CR_FULLPROTECTION:
  9390. {
  9391. unsigned int equip[] = {EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP};
  9392. int i_eqp, s = 0, skilltime = skill_get_time(skill_id,skill_lv);
  9393. for (i_eqp = 0; i_eqp < 4; i_eqp++) {
  9394. if( bl->type != BL_PC || ( dstsd && pc_checkequip(dstsd,equip[i_eqp]) < 0 ) )
  9395. continue;
  9396. sc_start(src,bl,(sc_type)(SC_CP_WEAPON + i_eqp),100,skill_lv,skilltime);
  9397. s++;
  9398. }
  9399. if( sd && !s ){
  9400. clif_skill_fail( *sd, skill_id );
  9401. map_freeblock_unlock(); // Don't consume item requirements
  9402. return 0;
  9403. }
  9404. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9405. }
  9406. break;
  9407. case RG_CLEANER: //AppleGirl
  9408. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9409. break;
  9410. #ifndef RENEWAL
  9411. case CG_LONGINGFREEDOM:
  9412. {
  9413. if (tsc && !tsce && (tsce=tsc->getSCE(SC_DANCING)) && tsce->val4
  9414. && (tsce->val1&0xFFFF) != CG_MOONLIT) //Can't use Longing for Freedom while under Moonlight Petals. [Skotlex]
  9415. {
  9416. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9417. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9418. }
  9419. }
  9420. break;
  9421. #endif
  9422. case CG_TAROTCARD:
  9423. {
  9424. int card = -1;
  9425. if (tsc && tsc->getSCE(SC_TAROTCARD)) {
  9426. //Target currently has the SUN tarot card effect and is immune to any other effect
  9427. map_freeblock_unlock();
  9428. return 0;
  9429. }
  9430. if( rnd() % 100 > skill_lv * 8 ||
  9431. #ifndef RENEWAL
  9432. (tsc && tsc->getSCE(SC_BASILICA)) ||
  9433. #endif
  9434. (dstmd && ((dstmd->guardian_data && dstmd->mob_id == MOBID_EMPERIUM) || status_get_class_(bl) == CLASS_BATTLEFIELD)) ) {
  9435. if( sd )
  9436. clif_skill_fail( *sd, skill_id );
  9437. map_freeblock_unlock();
  9438. return 0;
  9439. }
  9440. status_zap(src,0,skill_get_sp(skill_id,skill_lv)); // consume sp only if succeeded [Inkfish]
  9441. card = skill_tarotcard(src, bl, skill_id, skill_lv, tick); // actual effect is executed here
  9442. clif_specialeffect((card == 6) ? src : bl, EF_TAROTCARD1 + card - 1, AREA);
  9443. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9444. }
  9445. break;
  9446. case SL_ALCHEMIST:
  9447. case SL_ASSASIN:
  9448. case SL_BARDDANCER:
  9449. case SL_BLACKSMITH:
  9450. case SL_CRUSADER:
  9451. case SL_HUNTER:
  9452. case SL_KNIGHT:
  9453. case SL_MONK:
  9454. case SL_PRIEST:
  9455. case SL_ROGUE:
  9456. case SL_SAGE:
  9457. case SL_SOULLINKER:
  9458. case SL_STAR:
  9459. case SL_SUPERNOVICE:
  9460. case SL_WIZARD:
  9461. case SL_HIGH:
  9462. if( sc_start2( src, bl, type, 100, skill_lv, skill_id, skill_get_time( skill_id, skill_lv ) ) ){
  9463. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9464. // 1% chance to erase death count on successful cast
  9465. if( skill_id == SL_SUPERNOVICE && dstsd && dstsd->die_counter && rnd_chance( 1, 100 ) ){
  9466. pc_setparam( dstsd, SP_PCDIECOUNTER, 0 );
  9467. clif_specialeffect( bl, EF_ANGEL2, AREA );
  9468. status_calc_pc( dstsd, SCO_NONE );
  9469. }
  9470. sc_start( src, src, SC_SMA, 100, skill_lv, skill_get_time( SL_SMA, skill_lv ) );
  9471. }else{
  9472. if( sd ){
  9473. clif_skill_fail( *sd, skill_id );
  9474. }
  9475. }
  9476. break;
  9477. case SP_SOULGOLEM:
  9478. case SP_SOULSHADOW:
  9479. case SP_SOULFALCON:
  9480. case SP_SOULFAIRY:
  9481. if( sc_start( src, bl, type, 100, skill_lv, skill_get_time( skill_id, skill_lv ) ) ){
  9482. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  9483. }else{
  9484. if( sd ){
  9485. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9486. }
  9487. }
  9488. break;
  9489. case SP_SOULREVOLVE:
  9490. if (!(tsc && (tsc->getSCE(SC_SPIRIT) || tsc->getSCE(SC_SOULGOLEM) || tsc->getSCE(SC_SOULSHADOW) || tsc->getSCE(SC_SOULFALCON) || tsc->getSCE(SC_SOULFAIRY)))) {
  9491. if (sd)
  9492. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  9493. break;
  9494. }
  9495. status_heal(bl, 0, 50*skill_lv, 2);
  9496. status_change_end(bl, SC_SPIRIT);
  9497. status_change_end(bl, SC_SOULGOLEM);
  9498. status_change_end(bl, SC_SOULSHADOW);
  9499. status_change_end(bl, SC_SOULFALCON);
  9500. status_change_end(bl, SC_SOULFAIRY);
  9501. break;
  9502. case SL_SWOO:
  9503. if (tsce) {
  9504. if(sd)
  9505. clif_skill_fail( *sd, skill_id );
  9506. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,10000,SCSTART_NORATEDEF);
  9507. status_change_end(bl, SC_SWOO);
  9508. break;
  9509. }
  9510. [[fallthrough]];
  9511. case SL_SKA: // [marquis007]
  9512. case SL_SKE:
  9513. if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
  9514. clif_skill_fail( *sd, skill_id );
  9515. status_change_start(src,src,SC_STUN,10000,skill_lv,0,0,0,500,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9516. break;
  9517. }
  9518. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9519. if (skill_id == SL_SKE)
  9520. sc_start(src,src,SC_SMA,100,skill_lv,skill_get_time(SL_SMA,skill_lv));
  9521. break;
  9522. // New guild skills [Celest]
  9523. case GD_BATTLEORDER:
  9524. case GD_REGENERATION:
  9525. case GD_RESTORE:
  9526. case GD_EMERGENCY_MOVE:
  9527. if(flag&1) {
  9528. if (status_get_guild_id(src) == status_get_guild_id(bl)) {
  9529. if( skill_id == GD_RESTORE )
  9530. clif_skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
  9531. else
  9532. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id, skill_lv));
  9533. }
  9534. } else if (status_get_guild_id(src)) {
  9535. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9536. map_foreachinallrange(skill_area_sub, src,
  9537. skill_get_splash(skill_id, skill_lv), BL_PC,
  9538. src,skill_id,skill_lv,tick, flag|BCT_GUILD|1,
  9539. skill_castend_nodamage_id);
  9540. if (sd)
  9541. #ifdef RENEWAL
  9542. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9543. #else
  9544. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9545. #endif
  9546. }
  9547. break;
  9548. case GD_EMERGENCYCALL:
  9549. case GD_ITEMEMERGENCYCALL:
  9550. {
  9551. int8 dx[9] = {-1, 1, 0, 0,-1, 1,-1, 1, 0};
  9552. int8 dy[9] = { 0, 0, 1,-1, 1,-1,-1, 1, 0};
  9553. uint8 j = 0, calls = 0, called = 0;
  9554. // i don't know if it actually summons in a circle, but oh well. ;P
  9555. auto g = sd?sd->guild:guild_search(status_get_guild_id(src));
  9556. if (!g)
  9557. break;
  9558. if (skill_id == GD_ITEMEMERGENCYCALL)
  9559. switch (skill_lv) {
  9560. case 1: calls = 7; break;
  9561. case 2: calls = 12; break;
  9562. case 3: calls = 20; break;
  9563. default: calls = 0; break;
  9564. }
  9565. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9566. for (i = 0; i < g->guild.max_member && (!calls || (calls && called < calls)); i++, j++) {
  9567. if (j > 8)
  9568. j = 0;
  9569. if ((dstsd = g->guild.member[i].sd) != nullptr && sd != dstsd && !dstsd->state.autotrade && !pc_isdead(dstsd)) {
  9570. if (map_getmapflag(dstsd->bl.m, MF_NOWARP) && !map_flag_gvg2(dstsd->bl.m))
  9571. continue;
  9572. if (!pc_job_can_entermap((enum e_job)dstsd->status.class_, src->m, pc_get_group_level(dstsd)))
  9573. continue;
  9574. if(map_getcell(src->m,src->x+dx[j],src->y+dy[j],CELL_CHKNOREACH))
  9575. dx[j] = dy[j] = 0;
  9576. if (!pc_setpos(dstsd, map_id2index(src->m), src->x+dx[j], src->y+dy[j], CLR_RESPAWN))
  9577. called++;
  9578. }
  9579. }
  9580. if (sd)
  9581. #ifdef RENEWAL
  9582. skill_blockpc_start(sd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  9583. #else
  9584. guild_block_skill(sd, skill_get_time2(skill_id, skill_lv));
  9585. #endif
  9586. }
  9587. break;
  9588. case GD_CHARGESHOUT_FLAG:
  9589. if (sd && sd->guild && sd->state.gmaster_flag == 1) {
  9590. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, sd->guild->guild.name, MOBID_GUILD_SKILL_FLAG, nullptr, SZ_SMALL, AI_GUILD);
  9591. if (md) {
  9592. sd->guild->chargeshout_flag_id = md->bl.id;
  9593. md->master_id = src->id;
  9594. if (md->deletetimer != INVALID_TIMER)
  9595. delete_timer(md->deletetimer, mob_timer_delete);
  9596. md->deletetimer = add_timer(gettick() + skill_get_time(GD_CHARGESHOUT_FLAG, skill_lv), mob_timer_delete, md->bl.id, 0);
  9597. mob_spawn(md);
  9598. }
  9599. }
  9600. break;
  9601. case GD_CHARGESHOUT_BEATING:
  9602. if (sd && sd->guild && map_blid_exists(sd->guild->chargeshout_flag_id)) {
  9603. block_list *mob_bl = map_id2bl(sd->guild->chargeshout_flag_id);
  9604. if (pc_setpos(sd, map_id2index(mob_bl->m), mob_bl->x, mob_bl->y, CLR_RESPAWN) != SETPOS_OK)
  9605. clif_skill_fail( *sd, skill_id );
  9606. else
  9607. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9608. } else if (sd)
  9609. clif_skill_fail( *sd, skill_id );
  9610. break;
  9611. case SG_FEEL:
  9612. //AuronX reported you CAN memorize the same map as all three. [Skotlex]
  9613. if (sd) {
  9614. if(!sd->feel_map[skill_lv-1].index)
  9615. clif_feel_req(sd->fd,sd, skill_lv);
  9616. else
  9617. clif_feel_info(sd, skill_lv-1, 1);
  9618. }
  9619. break;
  9620. case SG_HATE:
  9621. if (sd) {
  9622. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9623. if (!pc_set_hate_mob(sd, skill_lv-1, bl))
  9624. clif_skill_fail( *sd, skill_id );
  9625. }
  9626. break;
  9627. case SJ_DOCUMENT:
  9628. if (sd) {
  9629. switch (skill_lv) {
  9630. case 1:
  9631. pc_resetfeel(sd);
  9632. break;
  9633. case 2:
  9634. pc_resethate(sd);
  9635. break;
  9636. case 3:
  9637. pc_resetfeel(sd);
  9638. pc_resethate(sd);
  9639. break;
  9640. }
  9641. }
  9642. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9643. break;
  9644. case GS_GLITTERING:
  9645. if(sd) {
  9646. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9647. if(rnd()%100 < (20+10*skill_lv))
  9648. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  9649. else if(sd->spiritball > 0 && !pc_checkskill(sd,RL_RICHS_COIN))
  9650. pc_delspiritball(sd,1,0);
  9651. }
  9652. break;
  9653. case GS_CRACKER:
  9654. /* per official standards, this skill works on players and mobs. */
  9655. if (sd && (dstsd || dstmd))
  9656. {
  9657. i =65 -5*distance_bl(src,bl); //Base rate
  9658. if (i < 30) i = 30;
  9659. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9660. sc_start(src,bl,SC_STUN, i,skill_lv,skill_get_time2(skill_id,skill_lv));
  9661. }
  9662. break;
  9663. case AM_CALLHOMUN: //[orn]
  9664. if (sd && !hom_call(sd))
  9665. clif_skill_fail( *sd, skill_id );
  9666. #ifdef RENEWAL
  9667. else if (sd && hom_is_active(sd->hd))
  9668. skill_area_temp[0] = 1; // Already passed pre-cast checks
  9669. #endif
  9670. break;
  9671. case AM_REST:
  9672. if (sd) {
  9673. if (hom_vaporize(sd,HOM_ST_REST))
  9674. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9675. else
  9676. clif_skill_fail( *sd, skill_id );
  9677. }
  9678. break;
  9679. case HAMI_CASTLE: //[orn]
  9680. if (src != bl && rnd()%100 < 20 * skill_lv) {
  9681. int x = src->x, y = src->y;
  9682. if (hd)
  9683. skill_blockhomun_start(hd,skill_id,skill_get_time2(skill_id,skill_lv));
  9684. // Move source
  9685. if (unit_movepos(src,bl->x,bl->y,0,0)) {
  9686. clif_skill_nodamage(src,src,skill_id,skill_lv,1); // Homunc
  9687. clif_blown(src);
  9688. // Move target
  9689. if (unit_movepos(bl,x,y,0,0)) {
  9690. clif_skill_nodamage(bl,bl,skill_id,skill_lv,1);
  9691. clif_blown(bl);
  9692. }
  9693. map_foreachinallrange(unit_changetarget,src,AREA_SIZE,BL_MOB,bl,src);
  9694. }
  9695. }
  9696. else if (hd && hd->master) // Failed
  9697. clif_skill_fail( *hd->master, skill_id );
  9698. else if (sd)
  9699. clif_skill_fail( *sd, skill_id );
  9700. break;
  9701. case HVAN_CHAOTIC: //[orn]
  9702. {
  9703. static const int per[5][2]={{20,50},{50,60},{25,75},{60,64},{34,67}};
  9704. int r = rnd()%100;
  9705. i = (skill_lv-1)%5;
  9706. if(r<per[i][0]) //Self
  9707. bl = src;
  9708. else if(r<per[i][1]) //Master
  9709. bl = battle_get_master(src);
  9710. else //Enemy
  9711. bl = map_id2bl(battle_gettarget(src));
  9712. if (!bl) bl = src;
  9713. i = skill_calc_heal(src, bl, skill_id, 1+rnd()%skill_lv, true);
  9714. //Eh? why double skill packet?
  9715. clif_skill_nodamage(src,bl,AL_HEAL,i,1);
  9716. clif_skill_nodamage(src,bl,skill_id,i,1);
  9717. status_heal(bl, i, 0, 0);
  9718. }
  9719. break;
  9720. //Homun single-target support skills [orn]
  9721. case HAMI_BLOODLUST:
  9722. case HFLI_FLEET:
  9723. case HFLI_SPEED:
  9724. case HLIF_CHANGE:
  9725. case MH_ANGRIFFS_MODUS:
  9726. case MH_GOLDENE_FERSE:
  9727. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9728. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9729. if (hd)
  9730. skill_blockhomun_start(hd, skill_id, skill_get_time2(skill_id,skill_lv));
  9731. break;
  9732. case NPC_DRAGONFEAR:
  9733. if (flag&1) {
  9734. const enum sc_type sc[] = { SC_STUN, SC_SILENCE, SC_CONFUSION, SC_BLEEDING };
  9735. int j;
  9736. j = i = rnd()%ARRAYLENGTH(sc);
  9737. while ( !sc_start2(src,bl,sc[i],100,skill_lv,src->id,skill_get_time2(skill_id,i+1)) ) {
  9738. i++;
  9739. if ( i == ARRAYLENGTH(sc) )
  9740. i = 0;
  9741. if (i == j)
  9742. break;
  9743. }
  9744. break;
  9745. }
  9746. [[fallthrough]];
  9747. case NPC_WIDEBLEEDING:
  9748. case NPC_WIDEBLEEDING2:
  9749. case NPC_WIDECONFUSE:
  9750. case NPC_WIDECONFUSE2:
  9751. case NPC_WIDECURSE:
  9752. case NPC_WIDECURSE2:
  9753. case NPC_WIDEFREEZE:
  9754. case NPC_WIDEFREEZE2:
  9755. case NPC_WIDESLEEP:
  9756. case NPC_WIDESLEEP2:
  9757. case NPC_WIDESILENCE:
  9758. case NPC_WIDESILENCE2:
  9759. case NPC_WIDESTONE:
  9760. case NPC_WIDESTONE2:
  9761. case NPC_WIDESTUN:
  9762. case NPC_WIDESTUN2:
  9763. case NPC_SLOWCAST:
  9764. case NPC_WIDEHELLDIGNITY:
  9765. case NPC_WIDEHEALTHFEAR:
  9766. case NPC_WIDEBODYBURNNING:
  9767. case NPC_WIDEFROSTMISTY:
  9768. case NPC_WIDECOLD:
  9769. case NPC_WIDE_DEEP_SLEEP:
  9770. case NPC_WIDESIREN:
  9771. case NPC_WIDEWEB:
  9772. if (flag&1){
  9773. switch ( type ) {
  9774. case SC_BURNING:
  9775. sc_start4(src,bl,type,100,skill_lv,1000,src->id,0,skill_get_time2(skill_id,skill_lv));
  9776. break;
  9777. case SC_STONEWAIT:
  9778. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv),skill_get_time(skill_id, skill_lv));
  9779. break;
  9780. default:
  9781. sc_start2(src,bl,type,100,skill_lv,src->id,skill_get_time2(skill_id,skill_lv));
  9782. }
  9783. }
  9784. else {
  9785. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9786. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9787. map_foreachinallrange(skill_area_sub, bl,
  9788. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9789. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9790. skill_castend_nodamage_id);
  9791. }
  9792. break;
  9793. case NPC_WIDESOULDRAIN:
  9794. if (flag&1)
  9795. status_percent_damage(src,bl,0,((skill_lv-1)%5+1)*20,false);
  9796. else {
  9797. skill_area_temp[2] = 0; //For SD_PREAMBLE
  9798. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9799. map_foreachinallrange(skill_area_sub, bl,
  9800. skill_get_splash(skill_id, skill_lv),BL_CHAR,
  9801. src,skill_id,skill_lv,tick, flag|BCT_ENEMY|SD_PREAMBLE|1,
  9802. skill_castend_nodamage_id);
  9803. }
  9804. break;
  9805. case NPC_FIRESTORM: {
  9806. int sflag = flag;
  9807. if( skill_lv > 1 )
  9808. sflag |= 4;
  9809. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9810. map_foreachinshootrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),splash_target(src),src,
  9811. skill_id,skill_lv,tick,sflag|BCT_ENEMY|SD_ANIMATION|1,skill_castend_damage_id);
  9812. }
  9813. break;
  9814. case ALL_PARTYFLEE:
  9815. if( sd && !(flag&1) ) {
  9816. if( !sd->status.party_id ) {
  9817. clif_skill_fail( *sd, skill_id );
  9818. break;
  9819. }
  9820. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9821. } else
  9822. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9823. break;
  9824. case NPC_TALK:
  9825. case ALL_WEWISH:
  9826. case ALL_CATCRY:
  9827. case ALL_DREAM_SUMMERNIGHT:
  9828. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9829. break;
  9830. case ALL_BUYING_STORE:
  9831. if( sd )
  9832. {// players only, skill allows 5 buying slots
  9833. clif_skill_nodamage(src, bl, skill_id, skill_lv, buyingstore_setup(sd, MAX_BUYINGSTORE_SLOTS) ? 0 : 1);
  9834. }
  9835. break;
  9836. case RK_ENCHANTBLADE:
  9837. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  9838. sc_start2(src,bl,type,100,skill_lv,((100+20*skill_lv)*status_get_lv(src))/100+sstatus->int_,skill_get_time(skill_id,skill_lv)));
  9839. break;
  9840. case RK_DRAGONHOWLING:
  9841. if( flag&1)
  9842. sc_start(src,bl,type,50 + 6 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  9843. else
  9844. {
  9845. skill_area_temp[2] = 0;
  9846. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9847. map_foreachinallrange(skill_area_sub, src,
  9848. skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9849. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|1,
  9850. skill_castend_nodamage_id);
  9851. }
  9852. break;
  9853. case LG_EARTHDRIVE: {
  9854. int dummy = 1;
  9855. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9856. i = skill_get_splash(skill_id,skill_lv);
  9857. map_foreachinallarea(skill_cell_overlap, src->m, src->x-i, src->y-i, src->x+i, src->y+i, BL_SKILL, LG_EARTHDRIVE, &dummy, src);
  9858. map_foreachinrange(skill_area_sub, bl,i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9859. }
  9860. break;
  9861. case RK_LUXANIMA:
  9862. status_change_clear_buffs(bl, SCCB_LUXANIMA); // For bonus_script
  9863. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  9864. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9865. break;
  9866. case RK_GIANTGROWTH:
  9867. case RK_STONEHARDSKIN:
  9868. case RK_VITALITYACTIVATION:
  9869. case RK_ABUNDANCE:
  9870. case RK_CRUSHSTRIKE:
  9871. case RK_REFRESH:
  9872. case RK_MILLENNIUMSHIELD:
  9873. if (sd) {
  9874. uint8 rune_level = 1; // RK_GIANTGROWTH
  9875. if (skill_id == RK_VITALITYACTIVATION)
  9876. rune_level = 2;
  9877. else if (skill_id == RK_STONEHARDSKIN)
  9878. rune_level = 4;
  9879. else if (skill_id == RK_ABUNDANCE)
  9880. rune_level = 6;
  9881. else if (skill_id == RK_CRUSHSTRIKE)
  9882. rune_level = 7;
  9883. else if (skill_id == RK_REFRESH)
  9884. rune_level = 8;
  9885. else if (skill_id == RK_MILLENNIUMSHIELD)
  9886. rune_level = 9;
  9887. if (pc_checkskill(sd, RK_RUNEMASTERY) >= rune_level) {
  9888. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9889. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9890. else if (skill_id == RK_STONEHARDSKIN)
  9891. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9892. } else
  9893. clif_skill_fail( *sd, skill_id );
  9894. }
  9895. break;
  9896. case NPC_MILLENNIUMSHIELD:
  9897. if (sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)))
  9898. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9899. break;
  9900. case RK_FIGHTINGSPIRIT: {
  9901. uint8 runemastery_skill_lv = (sd ? pc_checkskill(sd, RK_RUNEMASTERY) : skill_get_max(RK_RUNEMASTERY));
  9902. // val1: ATKBonus: ? // !TODO: Confirm new ATK formula
  9903. // val2: ASPD boost: [RK_RUNEMASTERYlevel * 4 / 10] * 10 ==> RK_RUNEMASTERYlevel * 4
  9904. sc_start2(src,bl,type,100,70 + 7 * runemastery_skill_lv,4 * runemastery_skill_lv,skill_get_time(skill_id,skill_lv));
  9905. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9906. break;
  9907. }
  9908. case GC_ROLLINGCUTTER:
  9909. {
  9910. short count = 1;
  9911. skill_area_temp[2] = 0;
  9912. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_PREAMBLE|SD_SPLASH|1,skill_castend_damage_id);
  9913. if( tsc && tsc->getSCE(SC_ROLLINGCUTTER) )
  9914. { // Every time the skill is casted the status change is reseted adding a counter.
  9915. count += (short)tsc->getSCE(SC_ROLLINGCUTTER)->val1;
  9916. if( count > 10 )
  9917. count = 10; // Max coounter
  9918. status_change_end(bl, SC_ROLLINGCUTTER);
  9919. }
  9920. sc_start(src,bl,SC_ROLLINGCUTTER,100,count,skill_get_time(skill_id,skill_lv));
  9921. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  9922. }
  9923. break;
  9924. case GC_WEAPONBLOCKING:
  9925. if( tsc && tsc->getSCE(SC_WEAPONBLOCKING) )
  9926. status_change_end(bl, SC_WEAPONBLOCKING);
  9927. else
  9928. sc_start(src,bl,SC_WEAPONBLOCKING,100,skill_lv,skill_get_time(skill_id,skill_lv));
  9929. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9930. break;
  9931. case GC_CREATENEWPOISON:
  9932. if( sd )
  9933. {
  9934. clif_skill_produce_mix_list(sd,skill_id,25);
  9935. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  9936. }
  9937. break;
  9938. case GC_POISONINGWEAPON:
  9939. if( sd ) {
  9940. clif_poison_list( *sd, skill_lv );
  9941. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9942. }
  9943. break;
  9944. case GC_ANTIDOTE:
  9945. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9946. if( tsc )
  9947. {
  9948. status_change_end(bl, SC_PARALYSE);
  9949. status_change_end(bl, SC_PYREXIA);
  9950. status_change_end(bl, SC_DEATHHURT);
  9951. status_change_end(bl, SC_LEECHESEND);
  9952. status_change_end(bl, SC_VENOMBLEED);
  9953. status_change_end(bl, SC_MAGICMUSHROOM);
  9954. status_change_end(bl, SC_TOXIN);
  9955. status_change_end(bl, SC_OBLIVIONCURSE);
  9956. }
  9957. break;
  9958. case GC_PHANTOMMENACE:
  9959. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  9960. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9961. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR,
  9962. src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  9963. break;
  9964. case GC_HALLUCINATIONWALK:
  9965. {
  9966. int heal = status_get_max_hp(bl) / 10;
  9967. if( status_get_hp(bl) < heal ) { // if you haven't enough HP skill fails.
  9968. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9969. break;
  9970. }
  9971. if( !status_charge(bl,heal,0) )
  9972. {
  9973. if( sd ) clif_skill_fail( *sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  9974. break;
  9975. }
  9976. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  9977. }
  9978. break;
  9979. case AB_ANCILLA:
  9980. if( sd ) {
  9981. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  9982. skill_produce_mix(sd, skill_id, ITEMID_ANCILLA, 0, 0, 0, 1, -1);
  9983. }
  9984. break;
  9985. case AB_CLEMENTIA:
  9986. case AB_CANTO:
  9987. {
  9988. int bless_lv = ((sd) ? pc_checkskill(sd,AL_BLESSING) : skill_get_max(AL_BLESSING)) + (((sd) ? sd->status.job_level : 50) / 10);
  9989. int agi_lv = ((sd) ? pc_checkskill(sd,AL_INCAGI) : skill_get_max(AL_INCAGI)) + (((sd) ? sd->status.job_level : 50) / 10);
  9990. if( sd == nullptr || sd->status.party_id == 0 || flag&1 )
  9991. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src,bl,type,100,
  9992. (skill_id == AB_CLEMENTIA)? bless_lv : (skill_id == AB_CANTO)? agi_lv : skill_lv, skill_get_time(skill_id,skill_lv)));
  9993. else if( sd )
  9994. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  9995. }
  9996. break;
  9997. case AB_PRAEFATIO:
  9998. case AB_RENOVATIO:
  9999. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10000. if (skill_id == AB_PRAEFATIO)
  10001. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start4(src, bl, type, 100, skill_lv, 0, 0, (sd && sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 1 ), skill_get_time(skill_id, skill_lv)));
  10002. else
  10003. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10004. } else if( sd )
  10005. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10006. break;
  10007. case AB_CHEAL:
  10008. if( !sd || sd->status.party_id == 0 || flag&1 ) {
  10009. if( sd && tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10010. int partycount = (sd->status.party_id ? party_foreachsamemap(party_sub_count, sd, 0) : 0);
  10011. i = skill_calc_heal(src, bl, AL_HEAL, pc_checkskill(sd, AL_HEAL), true);
  10012. if( partycount > 1 )
  10013. i += (i / 100) * (partycount * 10) / 4;
  10014. if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
  10015. i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
  10016. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10017. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10018. i = ~i + 1;
  10019. status_heal(bl, i, 0, 0);
  10020. }
  10021. } else if( sd )
  10022. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10023. break;
  10024. case NPC_CHEAL:
  10025. if( flag&1 ) {
  10026. if( tstatus && !battle_check_undead(tstatus->race, tstatus->def_ele) && !tsc->getSCE(SC_BERSERK) ) {
  10027. i = skill_calc_heal(src, bl, AL_HEAL, 10, true);
  10028. if (status_isimmune(bl))
  10029. i = 0;
  10030. clif_skill_nodamage(src, bl, skill_id, i, 1);
  10031. if( tsc && tsc->getSCE(SC_AKAITSUKI) && i )
  10032. i = ~i + 1;
  10033. status_heal(bl, i, 0, 0);
  10034. }
  10035. }
  10036. else {
  10037. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_MOB,
  10038. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10039. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10040. }
  10041. break;
  10042. case AB_ORATIO:
  10043. if( flag&1 )
  10044. sc_start(src,bl, type, 40 + 5 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  10045. else {
  10046. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10047. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10048. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10049. }
  10050. break;
  10051. case AB_LAUDAAGNUS:
  10052. if( flag&1 || !sd || !sd->status.party_id ) {
  10053. if( tsc && (tsc->getSCE(SC_FREEZE) || tsc->getSCE(SC_STONE) || tsc->getSCE(SC_BLIND) ||
  10054. tsc->getSCE(SC_BURNING) || tsc->getSCE(SC_FREEZING) || tsc->getSCE(SC_CRYSTALIZE))) {
  10055. // Success Chance: (60 + 10 * Skill Level) %
  10056. if( rnd()%100 > 60+10*skill_lv ) break;
  10057. status_change_end(bl, SC_FREEZE);
  10058. status_change_end(bl, SC_STONE);
  10059. status_change_end(bl, SC_BLIND);
  10060. status_change_end(bl, SC_BURNING);
  10061. status_change_end(bl, SC_FREEZING);
  10062. status_change_end(bl, SC_CRYSTALIZE);
  10063. } else //Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10064. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10065. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10066. } else if( sd )
  10067. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10068. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10069. break;
  10070. case AB_LAUDARAMUS:
  10071. if( flag&1 || !sd || !sd->status.party_id ) {
  10072. if( tsc && (tsc->getSCE(SC_SLEEP) || tsc->getSCE(SC_STUN) || tsc->getSCE(SC_MANDRAGORA) || tsc->getSCE(SC_SILENCE) || tsc->getSCE(SC_DEEPSLEEP)) ){
  10073. // Success Chance: (60 + 10 * Skill Level) %
  10074. if( rnd()%100 > 60+10*skill_lv ) break;
  10075. status_change_end(bl, SC_SLEEP);
  10076. status_change_end(bl, SC_STUN);
  10077. status_change_end(bl, SC_MANDRAGORA);
  10078. status_change_end(bl, SC_SILENCE);
  10079. status_change_end(bl, SC_DEEPSLEEP);
  10080. } else // Success rate only applies to the curing effect and not stat bonus. Bonus status only applies to non infected targets
  10081. clif_skill_nodamage(bl, bl, skill_id, skill_lv,
  10082. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10083. } else if( sd )
  10084. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv),
  10085. src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10086. break;
  10087. case AB_CLEARANCE:
  10088. if( flag&1 || (i = skill_get_splash(skill_id, skill_lv)) < 1 ) { // As of the behavior in official server Clearance is just a super version of Dispell skill. [Jobbie]
  10089. if( bl->type != BL_MOB && battle_check_target(src,bl,BCT_PARTY) <= 0 ) // Only affect mob or party.
  10090. break;
  10091. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10092. if(rnd()%100 >= 60 + 8 * skill_lv) {
  10093. if (sd)
  10094. clif_skill_fail( *sd, skill_id );
  10095. break;
  10096. }
  10097. if(status_isimmune(bl))
  10098. break;
  10099. //Remove bonus_script by Clearance
  10100. if (dstsd)
  10101. pc_bonus_script_clear(dstsd,BSF_REM_ON_CLEARANCE);
  10102. if(!tsc || !tsc->count)
  10103. break;
  10104. //Statuses change that can't be removed by Cleareance
  10105. for (const auto &it : status_db) {
  10106. sc_type status = static_cast<sc_type>(it.first);
  10107. if (!tsc->getSCE(status))
  10108. continue;
  10109. if (it.second->flag[SCF_NOCLEARANCE])
  10110. continue;
  10111. switch (status) {
  10112. case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI:
  10113. case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME:
  10114. case SC_FORTUNE: case SC_SERVICE4U:
  10115. if (!battle_config.dispel_song || tsc->getSCE(status)->val4 == 0)
  10116. continue; //If in song area don't end it, even if config enabled
  10117. break;
  10118. case SC_ASSUMPTIO:
  10119. if (bl->type == BL_MOB)
  10120. continue;
  10121. break;
  10122. }
  10123. if (i == SC_BERSERK || i == SC_SATURDAYNIGHTFEVER)
  10124. tsc->getSCE(status)->val2 = 0; //Mark a dispelled berserk to avoid setting hp to 100 by setting hp penalty to 0.
  10125. status_change_end(bl,status);
  10126. }
  10127. break;
  10128. }
  10129. map_foreachinallrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag|1, skill_castend_damage_id);
  10130. break;
  10131. case AB_SILENTIUM:
  10132. // Should the level of Lex Divina be equivalent to the level of Silentium or should the highest level learned be used? [LimitLine]
  10133. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10134. src, PR_LEXDIVINA, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10135. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10136. break;
  10137. case WL_STASIS:
  10138. if (flag&1)
  10139. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10140. else {
  10141. struct map_data *mapdata = map_getmapdata(src->m);
  10142. map_foreachinallrange(skill_area_sub,src,skill_get_splash(skill_id, skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,(mapdata_flag_vs(mapdata)?BCT_ALL:BCT_ENEMY|BCT_SELF)|flag|1,skill_castend_nodamage_id);
  10143. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10144. }
  10145. break;
  10146. case NPC_DANCINGBLADE:
  10147. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, NPC_DANCINGBLADE_ATK, skill_lv, 0, 0);
  10148. break;
  10149. case WL_CHAINLIGHTNING:
  10150. skill_addtimerskill(src, tick + status_get_amotion(src), bl->id, 0, 0, WL_CHAINLIGHTNING_ATK, skill_lv, 0, 0);
  10151. break;
  10152. case WL_WHITEIMPRISON:
  10153. if( (src == bl || battle_check_target(src, bl, BCT_ENEMY)>0) && status_get_class_(bl) != CLASS_BOSS && !status_isimmune(bl) ) // Should not work with Bosses.
  10154. {
  10155. int rate = ( sd? sd->status.job_level : 50 ) / 4;
  10156. if( src == bl ) rate = 100; // Success Chance: On self, 100%
  10157. else if(bl->type == BL_PC) rate += 20 + 10 * skill_lv; // On Players, (20 + 10 * Skill Level) %
  10158. else rate += 40 + 10 * skill_lv; // On Monsters, (40 + 10 * Skill Level) %
  10159. if( sd )
  10160. skill_blockpc_start(sd,skill_id,4000);
  10161. if( !(tsc && tsc->getSCE(type)) ){
  10162. i = sc_start2(src,bl,type,rate,skill_lv,src->id,(src == bl)?5000:(bl->type == BL_PC)?skill_get_time(skill_id,skill_lv):skill_get_time2(skill_id, skill_lv));
  10163. clif_skill_nodamage(src,bl,skill_id,skill_lv,i);
  10164. if( sd && !i )
  10165. clif_skill_fail( *sd, skill_id );
  10166. }
  10167. }else
  10168. if( sd )
  10169. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10170. break;
  10171. case NPC_JACKFROST:
  10172. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10173. map_foreachinrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10174. break;
  10175. case WL_SIENNAEXECRATE:
  10176. if( status_isimmune(bl) || !tsc )
  10177. break;
  10178. if( flag&1 ) {
  10179. if( bl->id == skill_area_temp[1] )
  10180. break; // Already work on this target
  10181. status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv));
  10182. } else {
  10183. int rate = 45 + 5 * skill_lv + ( sd? sd->status.job_level : 50 ) / 4;
  10184. // IroWiki says Rate should be reduced by target stats, but currently unknown
  10185. if( rnd()%100 < rate ) { // Success on First Target
  10186. if( status_change_start(src,bl,type,10000,skill_lv,src->id,0,0,skill_get_time2(skill_id,skill_lv), SCSTART_NOTICKDEF, skill_get_time(skill_id, skill_lv)) ) {
  10187. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10188. skill_area_temp[1] = bl->id;
  10189. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10190. }
  10191. // Doesn't send failure packet if it fails on defense.
  10192. }
  10193. else if( sd ) // Failure on Rate
  10194. clif_skill_fail( *sd, skill_id );
  10195. }
  10196. break;
  10197. case WL_SUMMONFB:
  10198. case WL_SUMMONBL:
  10199. case WL_SUMMONWB:
  10200. case WL_SUMMONSTONE:
  10201. {
  10202. if (sc == nullptr)
  10203. break;
  10204. e_wl_spheres element;
  10205. switch (skill_id) { // Set val2. The SC element for this ball
  10206. case WL_SUMMONFB:
  10207. element = WLS_FIRE;
  10208. break;
  10209. case WL_SUMMONBL:
  10210. element = WLS_WIND;
  10211. break;
  10212. case WL_SUMMONWB:
  10213. element = WLS_WATER;
  10214. break;
  10215. case WL_SUMMONSTONE:
  10216. element = WLS_STONE;
  10217. break;
  10218. }
  10219. if (skill_lv == 1) {
  10220. sc_type sphere = SC_NONE;
  10221. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10222. if (sc->getSCE(i) == nullptr) {
  10223. sphere = static_cast<sc_type>(i); // Take the free SC
  10224. break;
  10225. }
  10226. }
  10227. if (sphere == SC_NONE) {
  10228. if (sd) // No free slots to put SC
  10229. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SUMMON );
  10230. break;
  10231. }
  10232. sc_start2(src, src, sphere, 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10233. } else {
  10234. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  10235. status_change_end(src, static_cast<sc_type>(i)); // Removes previous type
  10236. sc_start2(src, src, static_cast<sc_type>(i), 100, element, skill_lv, skill_get_time(skill_id, skill_lv));
  10237. }
  10238. }
  10239. clif_skill_nodamage(src, bl, skill_id, 0, 0);
  10240. }
  10241. break;
  10242. case WL_READING_SB_READING:
  10243. if (sd) {
  10244. if (pc_checkskill(sd, WL_READING_SB) == 0 || skill_lv < 1 || skill_lv > 10) {
  10245. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_SPELLBOOK_READING );
  10246. break;
  10247. }
  10248. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10249. skill_spellbook(*sd, ITEMID_WL_MB_SG + skill_lv - 1);
  10250. }
  10251. break;
  10252. case RA_FEARBREEZE:
  10253. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10254. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  10255. break;
  10256. case RA_WUGMASTERY:
  10257. if( sd ) {
  10258. if( !pc_iswug(sd) )
  10259. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10260. else
  10261. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10262. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10263. }
  10264. break;
  10265. case RA_WUGRIDER:
  10266. if( sd ) {
  10267. if( !pc_isridingwug(sd) && pc_iswug(sd) ) {
  10268. pc_setoption(sd,sd->sc.option&~OPTION_WUG);
  10269. pc_setoption(sd,sd->sc.option|OPTION_WUGRIDER);
  10270. } else if( pc_isridingwug(sd) ) {
  10271. pc_setoption(sd,sd->sc.option&~OPTION_WUGRIDER);
  10272. pc_setoption(sd,sd->sc.option|OPTION_WUG);
  10273. }
  10274. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10275. }
  10276. break;
  10277. case RA_WUGDASH:
  10278. if( tsce ) {
  10279. clif_skill_nodamage(src,bl,skill_id,skill_lv,status_change_end(bl, type));
  10280. map_freeblock_unlock();
  10281. return 0;
  10282. }
  10283. if( sd && pc_isridingwug(sd) ) {
  10284. clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,bl,type,100,skill_lv,unit_getdir(bl),0,0,0));
  10285. clif_walkok(*sd);
  10286. }
  10287. break;
  10288. case RA_SENSITIVEKEEN:
  10289. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10290. clif_skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10291. map_foreachinrange(skill_area_sub,src,skill_get_splash(skill_id,skill_lv),BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY,skill_castend_damage_id);
  10292. break;
  10293. case NC_F_SIDESLIDE:
  10294. case NC_B_SIDESLIDE:
  10295. {
  10296. uint8 dir = (skill_id == NC_F_SIDESLIDE) ? (unit_getdir(src)+4)%8 : unit_getdir(src);
  10297. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),dir,BLOWN_IGNORE_NO_KNOCKBACK);
  10298. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10299. }
  10300. break;
  10301. case NC_SELFDESTRUCTION:
  10302. if( sd ) {
  10303. if( pc_ismadogear(sd) )
  10304. pc_setmadogear(sd, false);
  10305. skill_area_temp[1] = 0;
  10306. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10307. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  10308. status_set_sp(src, 0, 0);
  10309. skill_clear_unitgroup(src);
  10310. }
  10311. break;
  10312. case NC_EMERGENCYCOOL:
  10313. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10314. if (sd) {
  10315. struct s_skill_condition req = skill_get_requirement(sd, skill_id, skill_lv);
  10316. int16 limit[] = { -45, -75, -105 };
  10317. i = 0;
  10318. for (const auto &reqItem : req.eqItem) {
  10319. if (pc_search_inventory(sd, reqItem) != -1)
  10320. break;
  10321. i++;
  10322. }
  10323. pc_overheat(*sd, limit[min(i, 2)]);
  10324. }
  10325. break;
  10326. case NC_ANALYZE:
  10327. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10328. sc_start(src,bl,type, 30 + 12 * skill_lv,skill_lv,skill_get_time(skill_id,skill_lv));
  10329. break;
  10330. case NC_MAGNETICFIELD:
  10331. if (flag & 1) {
  10332. sc_start2(src, bl, SC_MAGNETICFIELD, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10333. } else {
  10334. if (map_flag_vs(src->m)) // Doesn't affect the caster in non-PVP maps [exneval]
  10335. sc_start2(src, bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv));
  10336. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_nodamage_id);
  10337. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10338. }
  10339. break;
  10340. case NC_REPAIR:
  10341. if( sd ) {
  10342. int heal, hp = 0;
  10343. if( !dstsd || !pc_ismadogear(dstsd) ) {
  10344. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  10345. break;
  10346. }
  10347. switch(skill_lv) {
  10348. case 1: hp = 4; break;
  10349. case 2: hp = 7; break;
  10350. case 3: hp = 13; break;
  10351. case 4: hp = 17; break;
  10352. case 5: default: hp = 23; break;
  10353. }
  10354. heal = dstsd->status.max_hp * hp / 100;
  10355. status_heal(bl,heal,0,2);
  10356. clif_skill_nodamage(src, bl, skill_id, skill_lv, heal);
  10357. }
  10358. break;
  10359. case NC_DISJOINT:
  10360. {
  10361. if( bl->type != BL_MOB ) break;
  10362. md = map_id2md(bl->id);
  10363. if( md && md->mob_id >= MOBID_SILVERSNIPER && md->mob_id <= MOBID_MAGICDECOY_WIND )
  10364. status_kill(bl);
  10365. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10366. }
  10367. break;
  10368. case SC_AUTOSHADOWSPELL:
  10369. if( sd ) {
  10370. if( (sd->reproduceskill_idx > 0 && sd->status.skill[sd->reproduceskill_idx].id) ||
  10371. (sd->cloneskill_idx > 0 && sd->status.skill[sd->cloneskill_idx].id) )
  10372. {
  10373. sc_start(src,src,SC_STOP,100,skill_lv,INFINITE_TICK);// The skill_lv is stored in val1 used in skill_select_menu to determine the used skill lvl [Xazax]
  10374. clif_autoshadowspell_list( *sd );
  10375. clif_skill_nodamage(src,bl,skill_id,1,1);
  10376. }
  10377. else
  10378. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_IMITATION_SKILL_NONE );
  10379. }
  10380. break;
  10381. case SC_SHADOWFORM:
  10382. if( sd && dstsd && src != bl && !dstsd->shadowform_id ) {
  10383. if( clif_skill_nodamage(src,bl,skill_id,skill_lv,sc_start4(src,src,type,100,skill_lv,bl->id,4+skill_lv,0,skill_get_time(skill_id, skill_lv))) )
  10384. dstsd->shadowform_id = src->id;
  10385. }
  10386. else if( sd )
  10387. clif_skill_fail( *sd, skill_id );
  10388. break;
  10389. case SC_BODYPAINT:
  10390. if( flag&1 ) {
  10391. if (tsc && ((tsc->option&(OPTION_HIDE|OPTION_CLOAK)) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC_STEALTHFIELD))) {
  10392. status_change_end(bl,SC_HIDING);
  10393. status_change_end(bl,SC_CLOAKING);
  10394. status_change_end(bl,SC_CLOAKINGEXCEED);
  10395. status_change_end(bl,SC_CAMOUFLAGE);
  10396. status_change_end(bl,SC_NEWMOON);
  10397. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  10398. status_change_end(bl, SC__SHADOWFORM);
  10399. }
  10400. // Attack Speed decrease and Blind happen to everyone around caster, not just hidden targets.
  10401. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10402. sc_start(src, bl, SC_BLIND, 53 + 2 * skill_lv, skill_lv, skill_get_time2(skill_id, skill_lv));
  10403. } else {
  10404. clif_skill_nodamage(src, bl, skill_id, 0, 1);
  10405. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR,
  10406. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10407. }
  10408. break;
  10409. case SC_ENERVATION:
  10410. case SC_GROOMY:
  10411. case SC_LAZINESS:
  10412. case SC_UNLUCKY:
  10413. case SC_WEAKNESS:
  10414. if( !(tsc && tsc->getSCE(type)) ) {
  10415. int rate;
  10416. if (status_get_class_(bl) == CLASS_BOSS)
  10417. break;
  10418. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10419. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10420. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10421. clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)));
  10422. } else if( sd )
  10423. clif_skill_fail( *sd, skill_id );
  10424. break;
  10425. case SC_IGNORANCE:
  10426. if( !(tsc && tsc->getSCE(type)) ) {
  10427. int rate;
  10428. if (status_get_class_(bl) == CLASS_BOSS)
  10429. break;
  10430. rate = status_get_lv(src) / 10 + rnd_value(sstatus->dex / 12, sstatus->dex / 4) + ( sd ? sd->status.job_level : 50 ) + 10 * skill_lv
  10431. - (status_get_lv(bl) / 10 + rnd_value(tstatus->agi / 6, tstatus->agi / 3) + tstatus->luk / 10 + ( dstsd ? (dstsd->max_weight / 10 - dstsd->weight / 10 ) / 100 : 0));
  10432. rate = cap_value(rate, skill_lv + sstatus->dex / 20, 100);
  10433. if (clif_skill_nodamage(src,bl,skill_id,0,sc_start(src,bl,type,rate,skill_lv,skill_get_time(skill_id,skill_lv)))) {
  10434. int sp = 100 * skill_lv;
  10435. if( dstmd )
  10436. sp = dstmd->level;
  10437. if( !dstmd )
  10438. status_zap(bl, 0, sp);
  10439. status_heal(src, 0, sp / 2, 3);
  10440. } else if( sd )
  10441. clif_skill_fail( *sd, skill_id );
  10442. } else if( sd )
  10443. clif_skill_fail( *sd, skill_id );
  10444. break;
  10445. case LG_TRAMPLE:
  10446. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10447. if (rnd()%100 < (25 + 25 * skill_lv))
  10448. map_foreachinallrange(skill_destroy_trap,bl,skill_get_splash(skill_id,skill_lv),BL_SKILL,tick);
  10449. status_change_end(bl, SC_SV_ROOTTWIST);
  10450. break;
  10451. case LG_REFLECTDAMAGE:
  10452. if( tsc && tsc->getSCE(type) )
  10453. status_change_end(bl,type);
  10454. else
  10455. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10456. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10457. break;
  10458. case LG_PIETY:
  10459. if( flag&1 )
  10460. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10461. else {
  10462. skill_area_temp[2] = 0;
  10463. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_PC,src,skill_id,skill_lv,tick,flag|SD_PREAMBLE|BCT_PARTY|BCT_SELF|1,skill_castend_nodamage_id);
  10464. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10465. }
  10466. break;
  10467. case SR_CURSEDCIRCLE:
  10468. if( flag&1 ) {
  10469. if( status_get_class_(bl) == CLASS_BOSS )
  10470. break;
  10471. if( sc_start2(src,bl, type, 100, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10472. if( bl->type == BL_MOB )
  10473. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10474. clif_bladestop(src, bl->id, 1);
  10475. map_freeblock_unlock();
  10476. return 1;
  10477. }
  10478. } else {
  10479. int count = 0;
  10480. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10481. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10482. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10483. if( sd ) pc_delspiritball(sd, count, 0);
  10484. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10485. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 100, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10486. }
  10487. break;
  10488. case NPC_SR_CURSEDCIRCLE:
  10489. if( flag&1 ) {
  10490. if( status_get_class_(bl) == CLASS_BOSS )
  10491. break;
  10492. if( sc_start2(src,bl, type, 50, skill_lv, src->id, skill_get_time(skill_id, skill_lv))) {
  10493. if( bl->type == BL_MOB )
  10494. mob_unlocktarget((TBL_MOB*)bl,gettick());
  10495. clif_bladestop(src, bl->id, 1);
  10496. map_freeblock_unlock();
  10497. return 1;
  10498. }
  10499. } else {
  10500. int count = 0;
  10501. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10502. count = map_forcountinrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), (sd)?sd->spiritball_old:15, // Assume 15 spiritballs in non-charactors
  10503. BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10504. if( sd ) pc_delspiritball(sd, count, 0);
  10505. clif_skill_nodamage(src, src, skill_id, skill_lv,
  10506. sc_start2(src,src, SC_CURSEDCIRCLE_ATKER, 50, skill_lv, count, skill_get_time(skill_id,skill_lv)));
  10507. }
  10508. break;
  10509. case SR_RAISINGDRAGON:
  10510. if( sd ) {
  10511. short max = 5 + skill_lv;
  10512. sc_start(src,bl, SC_EXPLOSIONSPIRITS, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  10513. for( i = 0; i < max; i++ ) // Don't call more than max available spheres.
  10514. pc_addspiritball(sd, skill_get_time(skill_id, skill_lv), max);
  10515. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv,skill_get_time(skill_id, skill_lv)));
  10516. }
  10517. break;
  10518. case SR_ASSIMILATEPOWER:
  10519. if (flag&1) {
  10520. i = 0;
  10521. if (dstsd && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER) {
  10522. if (dstsd->spiritball > 0) {
  10523. i = dstsd->spiritball;
  10524. pc_delspiritball(dstsd,dstsd->spiritball,0);
  10525. }
  10526. if (dstsd->spiritcharm_type != CHARM_TYPE_NONE && dstsd->spiritcharm > 0) {
  10527. i += dstsd->spiritcharm;
  10528. pc_delspiritcharm(dstsd,dstsd->spiritcharm,dstsd->spiritcharm_type);
  10529. }
  10530. }
  10531. if (i)
  10532. status_percent_heal(src, 0, i);
  10533. clif_skill_nodamage(src, bl, skill_id, skill_lv, i ? 1:0);
  10534. } else {
  10535. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  10536. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill_castend_nodamage_id);
  10537. }
  10538. break;
  10539. case SR_POWERVELOCITY:
  10540. if( !dstsd )
  10541. break;
  10542. if( sd && dstsd->spiritball <= 5 ) {
  10543. for(i = 0; i <= 5; i++) {
  10544. pc_addspiritball(dstsd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), i);
  10545. pc_delspiritball(sd, sd->spiritball, 0);
  10546. }
  10547. }
  10548. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10549. break;
  10550. case SR_GENTLETOUCH_CURE:
  10551. {
  10552. unsigned int heal;
  10553. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  10554. heal = 0;
  10555. else {
  10556. heal = (120 * skill_lv) + (status_get_max_hp(bl) * skill_lv / 100);
  10557. status_heal(bl, heal, 0, 0);
  10558. }
  10559. if( tsc && tsc->count && rnd_chance( ( skill_lv * 5 + ( status_get_dex( src ) + status_get_lv( src ) ) / 4 ) - rnd_value( 1, 10 ), 100 ) ){
  10560. status_change_end(bl, SC_STONE);
  10561. status_change_end(bl, SC_FREEZE);
  10562. status_change_end(bl, SC_STUN);
  10563. status_change_end(bl, SC_POISON);
  10564. status_change_end(bl, SC_SILENCE);
  10565. status_change_end(bl, SC_BLIND);
  10566. status_change_end(bl, SC_HALLUCINATION);
  10567. }
  10568. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10569. }
  10570. break;
  10571. case SR_GENTLETOUCH_ENERGYGAIN:
  10572. case SR_GENTLETOUCH_CHANGE:
  10573. case SR_GENTLETOUCH_REVITALIZE:
  10574. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10575. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10576. break;
  10577. case SR_FLASHCOMBO: {
  10578. const int combo[] = { SR_DRAGONCOMBO, SR_FALLENEMPIRE, SR_TIGERCANNON };
  10579. const int delay[] = { 0, 750, 1250 };
  10580. if (sd) // Disable attacking/acting/moving for skill's duration.
  10581. sd->ud.attackabletime = sd->canuseitem_tick = sd->ud.canact_tick = tick + delay[2];
  10582. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  10583. sc_start(src,src,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  10584. for (i = 0; i < ARRAYLENGTH(combo); i++)
  10585. skill_addtimerskill(src,tick + delay[i],bl->id,0,0,combo[i],skill_lv,BF_WEAPON,flag|SD_LEVEL);
  10586. }
  10587. break;
  10588. case WA_SWING_DANCE:
  10589. case WA_MOONLIT_SERENADE:
  10590. case WA_SYMPHONY_OF_LOVER:
  10591. case MI_RUSH_WINDMILL:
  10592. case MI_ECHOSONG:
  10593. if( !sd || !sd->status.party_id || (flag & 1) ) {
  10594. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10595. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10596. } else if( sd ) {
  10597. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  10598. sc_start2(src,bl,type,100,skill_lv,((sd) ? pc_checkskill(sd,WM_LESSON) : skill_get_max(WM_LESSON)),skill_get_time(skill_id,skill_lv));
  10599. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10600. }
  10601. break;
  10602. case MI_HARMONIZE:
  10603. if( src != bl )
  10604. clif_skill_nodamage(src, src, skill_id, skill_lv, sc_start(src,src, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10605. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id,skill_lv)));
  10606. break;
  10607. case WM_DEADHILLHERE:
  10608. if( bl->type == BL_PC ) {
  10609. if( !status_isdead(bl) )
  10610. break;
  10611. int heal = tstatus->sp;
  10612. if( heal <= 0 )
  10613. heal = 1;
  10614. tstatus->hp = heal;
  10615. tstatus->sp -= tstatus->sp * ( 60 - 10 * skill_lv ) / 100;
  10616. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10617. pc_revive((TBL_PC*)bl,heal,0);
  10618. clif_resurrection(bl,1);
  10619. }
  10620. break;
  10621. case WM_VOICEOFSIREN:
  10622. if (flag&1)
  10623. sc_start2(src,bl,type,skill_area_temp[5],skill_lv,src->id,skill_area_temp[6]);
  10624. else {
  10625. // Success chance: (Skill Level x 6) + (Voice Lesson Skill Level x 2) + (Caster's Job Level / 2) %
  10626. skill_area_temp[5] = skill_lv * 6 + ((sd) ? pc_checkskill(sd, WM_LESSON) : 1) * 2 + (sd ? sd->status.job_level : 50) / 2;
  10627. skill_area_temp[6] = skill_get_time(skill_id,skill_lv);
  10628. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ALL|BCT_WOS|1, skill_castend_nodamage_id);
  10629. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10630. }
  10631. break;
  10632. case WM_GLOOMYDAY:
  10633. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10634. if( dstsd && ( pc_checkskill(dstsd,KN_BRANDISHSPEAR) || pc_checkskill(dstsd,LK_SPIRALPIERCE) ||
  10635. pc_checkskill(dstsd,CR_SHIELDCHARGE) || pc_checkskill(dstsd,CR_SHIELDBOOMERANG) ||
  10636. pc_checkskill(dstsd,PA_SHIELDCHAIN) || pc_checkskill(dstsd,LG_SHIELDPRESS) ) )
  10637. { // !TODO: Which skills aren't boosted anymore?
  10638. sc_start(src,bl,SC_GLOOMYDAY_SK,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10639. break;
  10640. }
  10641. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10642. break;
  10643. case WM_SATURDAY_NIGHT_FEVER:
  10644. if( flag&1 ) {
  10645. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10646. } else if (sd) {
  10647. if( rnd()%100 < sstatus->int_ / 6 + sd->status.job_level / 5 + skill_lv * 4 + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10648. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10649. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10650. }
  10651. }
  10652. break;
  10653. case WM_SIRCLEOFNATURE:
  10654. case WM_SONG_OF_MANA:
  10655. case WM_DANCE_WITH_WUG:
  10656. case WM_LERADS_DEW:
  10657. case WM_UNLIMITED_HUMMING_VOICE:
  10658. if( flag&1 ) { // These affect to to all party members near the caster.
  10659. if( sc && sc->getSCE(type) ) {
  10660. sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv));
  10661. }
  10662. } else if( sd ) {
  10663. if( sc_start2(src,bl,type,100,skill_lv,pc_checkskill(sd, WM_LESSON),skill_get_time(skill_id,skill_lv)) )
  10664. party_foreachsamemap(skill_area_sub,sd,skill_get_splash(skill_id,skill_lv),src,skill_id,skill_lv,tick,flag|BCT_PARTY|1,skill_castend_nodamage_id);
  10665. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10666. }
  10667. break;
  10668. case WM_MELODYOFSINK:
  10669. if( flag&1 ) {
  10670. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10671. } else { // These affect to all targets around the caster.
  10672. if( rnd()%100 < 5 + 5 * skill_lv + pc_checkskill(sd, WM_LESSON) ) { // !TODO: What's the Lesson bonus?
  10673. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10674. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10675. }
  10676. }
  10677. break;
  10678. case WM_BEYOND_OF_WARCRY:
  10679. if( flag&1 ) {
  10680. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10681. } else { // These affect to all targets around the caster.
  10682. if( rnd()%100 < 12 + 3 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) : 0) ) { // !TODO: What's the Lesson bonus?
  10683. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id,skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10684. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10685. }
  10686. }
  10687. break;
  10688. case WM_SOUND_OF_DESTRUCTION:
  10689. if (flag&1) {
  10690. sc_start(src, bl, type, 100, skill_lv, (sd ? pc_checkskill(sd, WM_LESSON) * 500 : 0) + skill_get_time(skill_id, skill_lv)); // !TODO: Confirm Lesson increase
  10691. } else {
  10692. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv),BL_PC, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10693. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10694. }
  10695. break;
  10696. case WM_RANDOMIZESPELL:
  10697. if (rnd() % 100 < 30 + (10 * skill_lv)) {
  10698. status_change_end(bl, SC_SONGOFMANA);
  10699. status_change_end(bl, SC_DANCEWITHWUG);
  10700. status_change_end(bl, SC_LERADSDEW);
  10701. status_change_end(bl, SC_SATURDAYNIGHTFEVER);
  10702. status_change_end(bl, SC_BEYONDOFWARCRY);
  10703. status_change_end(bl, SC_MELODYOFSINK);
  10704. status_change_end(bl, SC_BEYONDOFWARCRY);
  10705. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE);
  10706. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10707. }
  10708. break;
  10709. case RETURN_TO_ELDICASTES:
  10710. case ALL_GUARDIAN_RECALL:
  10711. case ECLAGE_RECALL:
  10712. case ALL_PRONTERA_RECALL:
  10713. case ALL_GLASTHEIM_RECALL:
  10714. case ALL_THANATOS_RECALL:
  10715. case ALL_LIGHTHALZEN_RECALL:
  10716. if( sd != nullptr ){
  10717. short x=0, y=0; // Destination position.
  10718. unsigned short mapindex=0;
  10719. switch(skill_id){
  10720. default:
  10721. case RETURN_TO_ELDICASTES:
  10722. x = 198;
  10723. y = 187;
  10724. mapindex = mapindex_name2id(MAP_DICASTES);
  10725. break;
  10726. case ALL_GUARDIAN_RECALL:
  10727. x = 44;
  10728. y = 151;
  10729. mapindex = mapindex_name2id(MAP_MORA);
  10730. break;
  10731. case ECLAGE_RECALL:
  10732. x = 47;
  10733. y = 31;
  10734. mapindex = mapindex_name2id(MAP_ECLAGE_IN);
  10735. break;
  10736. case ALL_PRONTERA_RECALL:
  10737. if(skill_lv == 1) {
  10738. x = 115;
  10739. y = 72;
  10740. }
  10741. else if(skill_lv == 2) {
  10742. x = 159;
  10743. y = 192;
  10744. }
  10745. mapindex = mapindex_name2id(MAP_PRONTERA);
  10746. break;
  10747. case ALL_GLASTHEIM_RECALL:
  10748. x = 200;
  10749. y = 268;
  10750. mapindex = mapindex_name2id(MAP_GLASTHEIM);
  10751. break;
  10752. case ALL_THANATOS_RECALL:
  10753. x = 139;
  10754. y = 156;
  10755. mapindex = mapindex_name2id(MAP_THANATOS);
  10756. break;
  10757. case ALL_LIGHTHALZEN_RECALL:
  10758. x = 307;
  10759. y = 307;
  10760. mapindex = mapindex_name2id(MAP_LIGHTHALZEN);
  10761. break;
  10762. }
  10763. if(!mapindex)
  10764. { //Given map not found?
  10765. clif_skill_fail( *sd, skill_id );
  10766. map_freeblock_unlock();
  10767. return 0;
  10768. }
  10769. pc_setpos(sd, mapindex, x, y, CLR_TELEPORT);
  10770. }
  10771. break;
  10772. case ECL_SNOWFLIP:
  10773. case ECL_PEONYMAMY:
  10774. case ECL_SADAGUI:
  10775. case ECL_SEQUOIADUST:
  10776. switch(skill_id){
  10777. case ECL_SNOWFLIP:
  10778. status_change_end(bl, SC_SLEEP);
  10779. status_change_end(bl, SC_BLEEDING);
  10780. status_change_end(bl, SC_BURNING);
  10781. status_change_end(bl, SC_DEEPSLEEP);
  10782. break;
  10783. case ECL_PEONYMAMY:
  10784. status_change_end(bl, SC_FREEZE);
  10785. status_change_end(bl, SC_FREEZING);
  10786. status_change_end(bl, SC_CRYSTALIZE);
  10787. break;
  10788. case ECL_SADAGUI:
  10789. status_change_end(bl, SC_STUN);
  10790. status_change_end(bl, SC_CONFUSION);
  10791. status_change_end(bl, SC_HALLUCINATION);
  10792. status_change_end(bl, SC_FEAR);
  10793. break;
  10794. case ECL_SEQUOIADUST:
  10795. status_change_end(bl, SC_STONE);
  10796. status_change_end(bl, SC_POISON);
  10797. status_change_end(bl, SC_CURSE);
  10798. status_change_end(bl, SC_BLIND);
  10799. status_change_end(bl, SC_ORCISH);
  10800. status_change_end(bl, SC_DECREASEAGI);
  10801. break;
  10802. }
  10803. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, 1, DMG_SINGLE);
  10804. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10805. break;
  10806. case GM_SANDMAN:
  10807. if( tsc ) {
  10808. if( tsc->opt1 == OPT1_SLEEP )
  10809. tsc->opt1 = 0;
  10810. else
  10811. tsc->opt1 = OPT1_SLEEP;
  10812. clif_changeoption(bl);
  10813. clif_skill_nodamage (src, bl, skill_id, skill_lv, 1);
  10814. }
  10815. break;
  10816. case SO_ARRULLO:
  10817. {
  10818. int rate = (15 + 5 * skill_lv) + status_get_int(src) / 5 + (sd ? sd->status.job_level / 5 : 0) - status_get_int(bl) / 6 - status_get_luk(bl) / 10;
  10819. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10820. sc_start(src, bl, type, rate, skill_lv, skill_get_time(skill_id, skill_lv));
  10821. }
  10822. break;
  10823. case WM_LULLABY_DEEPSLEEP:
  10824. if (flag&1) {
  10825. int rate = 4 * skill_lv + (sd ? pc_checkskill(sd, WM_LESSON) * 2 : 0) + status_get_lv(src) / 15 + (sd ? sd->status.job_level / 5 : 0);
  10826. int duration = skill_get_time(skill_id, skill_lv) - (status_get_base_status(bl)->int_ * 50 + status_get_lv(bl) * 50); // Duration reduction for Deep Sleep Lullaby is doubled
  10827. sc_start(src, bl, type, rate, skill_lv, duration);
  10828. } else {
  10829. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  10830. map_foreachinallrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  10831. }
  10832. break;
  10833. case SO_SUMMON_AGNI:
  10834. case SO_SUMMON_AQUA:
  10835. case SO_SUMMON_VENTUS:
  10836. case SO_SUMMON_TERA:
  10837. if( sd ) {
  10838. int elemental_class = skill_get_elemental_type(skill_id,skill_lv);
  10839. // Remove previous elemental first.
  10840. if( sd->ed )
  10841. elemental_delete(sd->ed);
  10842. // Summoning the new one.
  10843. if( !elemental_create(sd,elemental_class,skill_get_time(skill_id,skill_lv)) ) {
  10844. clif_skill_fail( *sd, skill_id );
  10845. break;
  10846. }
  10847. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10848. }
  10849. break;
  10850. case SO_EL_CONTROL:
  10851. if( sd ) {
  10852. int mode;
  10853. if( !sd->ed ) break;
  10854. if( skill_lv == 4 ) {// At level 4 delete elementals.
  10855. elemental_delete(sd->ed);
  10856. break;
  10857. }
  10858. switch( skill_lv ) {// Select mode bassed on skill level used.
  10859. case 1: mode = EL_MODE_PASSIVE; break; // Standard mode.
  10860. case 2: mode = EL_MODE_ASSIST; break;
  10861. case 3: mode = EL_MODE_AGGRESSIVE; break;
  10862. }
  10863. if( !elemental_change_mode(sd->ed,mode) ) {
  10864. clif_skill_fail( *sd, skill_id );
  10865. break;
  10866. }
  10867. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10868. }
  10869. break;
  10870. case SO_EL_ACTION:
  10871. if( sd ) {
  10872. int duration = 3000;
  10873. if( !sd->ed )
  10874. break;
  10875. switch(sd->ed->db->class_) {
  10876. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  10877. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  10878. duration = 6000;
  10879. break;
  10880. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  10881. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  10882. duration = 9000;
  10883. break;
  10884. }
  10885. sd->skill_id_old = skill_id;
  10886. elemental_action(sd->ed, bl, tick);
  10887. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10888. skill_blockpc_start(sd, skill_id, duration);
  10889. }
  10890. break;
  10891. case SO_EL_CURE:
  10892. if( sd ) {
  10893. s_elemental_data *ed = sd->ed;
  10894. int s_hp, s_sp;
  10895. if( !ed )
  10896. break;
  10897. s_hp = sd->battle_status.hp * 10 / 100;
  10898. s_sp = sd->battle_status.sp * 10 / 100;
  10899. if( !status_charge(&sd->bl,s_hp,s_sp) ) {
  10900. clif_skill_fail( *sd, skill_id );
  10901. break;
  10902. }
  10903. status_heal(&ed->bl,s_hp,s_sp,3);
  10904. clif_skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
  10905. }
  10906. break;
  10907. case GN_CHANGEMATERIAL:
  10908. case SO_EL_ANALYSIS:
  10909. if( sd ) {
  10910. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10911. clif_skill_itemlistwindow(sd,skill_id,skill_lv);
  10912. }
  10913. break;
  10914. case NPC_MANDRAGORA:
  10915. case GN_MANDRAGORA:
  10916. if( flag&1 ) {
  10917. int rate;
  10918. if (skill_id == NPC_MANDRAGORA)
  10919. rate = (20 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10920. else
  10921. rate = 25 + (10 * skill_lv) - (tstatus->vit + tstatus->luk) / 5;
  10922. if (rate < 10)
  10923. rate = 10;
  10924. if (bl->type == BL_MOB || (tsc && tsc->getSCE(type)))
  10925. break; // Don't activate if target is a monster or zap SP if target already has Mandragora active.
  10926. if (rnd()%100 < rate) {
  10927. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  10928. status_zap(bl,0,status_get_max_sp(bl) * (25 + 5 * skill_lv) / 100);
  10929. }
  10930. } else {
  10931. map_foreachinallrange(skill_area_sub,bl,skill_get_splash(skill_id,skill_lv),BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_nodamage_id);
  10932. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  10933. }
  10934. break;
  10935. case GN_SLINGITEM:
  10936. if( sd ) {
  10937. i = sd->equip_index[EQI_AMMO];
  10938. if( i < 0 )
  10939. break; // No ammo.
  10940. t_itemid ammo_id = sd->inventory_data[i]->nameid;
  10941. if( ammo_id == 0 )
  10942. break;
  10943. sd->itemid = ammo_id;
  10944. if( itemdb_group.item_exists(IG_BOMB, ammo_id) ) {
  10945. if(battle_check_target(src,bl,BCT_ENEMY) > 0) {// Only attack if the target is an enemy.
  10946. if( ammo_id == ITEMID_PINEAPPLE_BOMB )
  10947. map_foreachincell(skill_area_sub,bl->m,bl->x,bl->y,BL_CHAR,src,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  10948. else
  10949. skill_attack(BF_WEAPON,src,src,bl,GN_SLINGITEM_RANGEMELEEATK,skill_lv,tick,flag);
  10950. } else //Otherwise, it fails, shows animation and removes items.
  10951. clif_skill_fail( *sd, GN_SLINGITEM_RANGEMELEEATK, USESKILL_FAIL );
  10952. } else if (itemdb_group.item_exists(IG_THROWABLE, ammo_id)) {
  10953. switch (ammo_id) {
  10954. case ITEMID_HP_INC_POTS_TO_THROW: // MaxHP +(500 + Thrower BaseLv * 10 / 3) and heals 1% MaxHP
  10955. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 1, 500000);
  10956. status_percent_heal(bl, 1, 0);
  10957. break;
  10958. case ITEMID_HP_INC_POTM_TO_THROW: // MaxHP +(1500 + Thrower BaseLv * 10 / 3) and heals 2% MaxHP
  10959. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 2, 500000);
  10960. status_percent_heal(bl, 2, 0);
  10961. break;
  10962. case ITEMID_HP_INC_POTL_TO_THROW: // MaxHP +(2500 + Thrower BaseLv * 10 / 3) and heals 5% MaxHP
  10963. sc_start2(src, bl, SC_PROMOTE_HEALTH_RESERCH, 100, 2, 3, 500000);
  10964. status_percent_heal(bl, 5, 0);
  10965. break;
  10966. case ITEMID_SP_INC_POTS_TO_THROW: // MaxSP +(Thrower BaseLv / 10 - 5)% and recovers 2% MaxSP
  10967. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 1, 500000);
  10968. status_percent_heal(bl, 0, 2);
  10969. break;
  10970. case ITEMID_SP_INC_POTM_TO_THROW: // MaxSP +(Thrower BaseLv / 10)% and recovers 4% MaxSP
  10971. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 2, 500000);
  10972. status_percent_heal(bl, 0, 4);
  10973. break;
  10974. case ITEMID_SP_INC_POTL_TO_THROW: // MaxSP +(Thrower BaseLv / 10 + 5)% and recovers 8% MaxSP
  10975. sc_start2(src, bl, SC_ENERGY_DRINK_RESERCH, 100, 2, 3, 500000);
  10976. status_percent_heal(bl, 0, 8);
  10977. break;
  10978. default:
  10979. if (dstsd)
  10980. run_script(sd->inventory_data[i]->script, 0, dstsd->bl.id, fake_nd->bl.id);
  10981. break;
  10982. }
  10983. }
  10984. }
  10985. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10986. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);// This packet is received twice actually, I think it is to show the animation.
  10987. break;
  10988. case GN_MIX_COOKING:
  10989. case GN_MAKEBOMB:
  10990. case GN_S_PHARMACY:
  10991. if( sd ) {
  10992. int qty = 1;
  10993. sd->skill_id_old = skill_id;
  10994. sd->skill_lv_old = skill_lv;
  10995. if( skill_id != GN_S_PHARMACY && skill_lv > 1 )
  10996. qty = 10;
  10997. clif_cooking_list(sd,(skill_id - GN_MIX_COOKING) + 27,skill_id,qty,skill_id==GN_MAKEBOMB?5:6);
  10998. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  10999. }
  11000. break;
  11001. case EL_CIRCLE_OF_FIRE:
  11002. case EL_PYROTECHNIC:
  11003. case EL_HEATER:
  11004. case EL_TROPIC:
  11005. case EL_AQUAPLAY:
  11006. case EL_COOLER:
  11007. case EL_CHILLY_AIR:
  11008. case EL_GUST:
  11009. case EL_BLAST:
  11010. case EL_WILD_STORM:
  11011. case EL_PETROLOGY:
  11012. case EL_CURSED_SOIL:
  11013. case EL_UPHEAVAL:
  11014. case EL_FIRE_CLOAK:
  11015. case EL_WATER_DROP:
  11016. case EL_WIND_CURTAIN:
  11017. case EL_SOLID_SKIN:
  11018. case EL_STONE_SHIELD:
  11019. case EL_WIND_STEP:
  11020. case EM_EL_FLAMETECHNIC:
  11021. case EM_EL_FLAMEARMOR:
  11022. case EM_EL_COLD_FORCE:
  11023. case EM_EL_CRYSTAL_ARMOR:
  11024. case EM_EL_GRACE_BREEZE:
  11025. case EM_EL_EYES_OF_STORM:
  11026. case EM_EL_EARTH_CARE:
  11027. case EM_EL_STRONG_PROTECTION:
  11028. case EM_EL_DEEP_POISONING:
  11029. case EM_EL_POISON_SHIELD:
  11030. {
  11031. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11032. if( ele ) {
  11033. sc_type type2 = (sc_type)(type-1);
  11034. status_change *esc = status_get_sc(&ele->bl);
  11035. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11036. status_change_end(src,type);
  11037. status_change_end(bl,type2);
  11038. } else {
  11039. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11040. if (!(skill_id >= EM_EL_FLAMETECHNIC && skill_id <= EM_EL_DEADLY_POISON))
  11041. clif_skill_damage(src, ( skill_id == EL_GUST || skill_id == EL_BLAST || skill_id == EL_WILD_STORM )?src:bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11042. if( skill_id == EL_WIND_STEP ) // There aren't teleport, just push the master away.
  11043. skill_blown(src,bl,(rnd()%skill_get_blewcount(skill_id,skill_lv))+1,rnd()%8,BLOWN_NONE);
  11044. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11045. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11046. }
  11047. }
  11048. }
  11049. break;
  11050. case EL_FIRE_MANTLE:
  11051. case EL_WATER_BARRIER:
  11052. case EL_ZEPHYR:
  11053. case EL_POWER_OF_GAIA:
  11054. clif_skill_damage(src, bl, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11055. skill_unitsetting(src,skill_id,skill_lv,bl->x,bl->y,0);
  11056. break;
  11057. case EL_WATER_SCREEN: {
  11058. s_elemental_data *ele = BL_CAST(BL_ELEM, src);
  11059. if( ele ) {
  11060. status_change *esc = status_get_sc(&ele->bl);
  11061. sc_type type2 = (sc_type)(type-1);
  11062. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  11063. if( (esc && esc->getSCE(type2)) || (tsc && tsc->getSCE(type)) ) {
  11064. status_change_end(bl,type);
  11065. status_change_end(src,type2);
  11066. } else {
  11067. // This not heals at the end.
  11068. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11069. sc_start(src,src,type2,100,skill_lv,skill_get_time(skill_id,skill_lv));
  11070. sc_start(src,bl,type,100,src->id,skill_get_time(skill_id,skill_lv));
  11071. }
  11072. }
  11073. }
  11074. break;
  11075. case KO_KAHU_ENTEN:
  11076. case KO_HYOUHU_HUBUKI:
  11077. case KO_KAZEHU_SEIRAN:
  11078. case KO_DOHU_KOUKAI:
  11079. if (sd) {
  11080. int ele_type = skill_get_ele(skill_id,skill_lv);
  11081. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11082. pc_addspiritcharm(sd,skill_get_time(skill_id,skill_lv),MAX_SPIRITCHARM,ele_type);
  11083. }
  11084. break;
  11085. case KO_ZANZOU:
  11086. if(sd){
  11087. struct mob_data *md2;
  11088. md2 = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), MOBID_ZANZOU, "", SZ_SMALL, AI_NONE);
  11089. if( md2 )
  11090. {
  11091. md2->master_id = src->id;
  11092. md2->special_state.ai = AI_ZANZOU;
  11093. if( md2->deletetimer != INVALID_TIMER )
  11094. delete_timer(md2->deletetimer, mob_timer_delete);
  11095. md2->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md2->bl.id, 0);
  11096. mob_spawn( md2 );
  11097. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &md2->bl);
  11098. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11099. skill_blown(src,bl,skill_get_blewcount(skill_id,skill_lv),unit_getdir(bl),BLOWN_NONE);
  11100. }
  11101. }
  11102. break;
  11103. case KO_KYOUGAKU:
  11104. if( dstsd && tsc && !tsc->getSCE(type) && rnd()%100 < tstatus->int_/2 ){
  11105. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11106. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11107. }else if( sd )
  11108. clif_skill_fail( *sd, skill_id );
  11109. break;
  11110. case KO_JYUSATSU:
  11111. if( dstsd && tsc && !tsc->getSCE(type) &&
  11112. rnd()%100 < ((45+5*skill_lv) + skill_lv*5 - status_get_int(bl)/2) ){//[(Base chance of success) + (Skill Level x 5) - (int / 2)]%.
  11113. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11114. status_change_start(src,bl,type,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NOAVOID|SCSTART_NOTICKDEF));
  11115. status_percent_damage(src, bl, tstatus->hp * skill_lv * 5, 0, false); // Does not kill the target.
  11116. if( status_get_lv(bl) <= status_get_lv(src) )
  11117. status_change_start(src,bl,SC_COMA,10,skill_lv,0,src->id,0,0,SCSTART_NONE);
  11118. }else if( sd )
  11119. clif_skill_fail( *sd, skill_id );
  11120. break;
  11121. case KO_GENWAKU:
  11122. if ((dstsd || dstmd) && !status_has_mode(tstatus,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) && battle_check_target(src,bl,BCT_ENEMY) > 0) {
  11123. int x = src->x, y = src->y;
  11124. if (sd && rnd()%100 > ((45+5*skill_lv) - status_get_int(bl)/10)) { //[(Base chance of success) - (Intelligence Objectives / 10)]%.
  11125. clif_skill_fail( *sd, skill_id );
  11126. break;
  11127. }
  11128. // Confusion is still inflicted (but rate isn't reduced), no matter map type.
  11129. status_change_start(src, src, SC_CONFUSION, 2500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11130. status_change_start(src, bl, SC_CONFUSION, 7500, skill_lv, 0, 0, 0, skill_get_time(skill_id, skill_lv), SCSTART_NORATEDEF);
  11131. if (skill_check_unit_movepos(5,src,bl->x,bl->y,0,0)) {
  11132. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11133. clif_blown(src);
  11134. if (!unit_blown_immune(bl, 0x1)) {
  11135. unit_movepos(bl,x,y,0,0);
  11136. if (bl->type == BL_PC && pc_issit((TBL_PC*)bl))
  11137. clif_sitting(bl); //Avoid sitting sync problem
  11138. clif_blown(bl);
  11139. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_CHAR, src, bl);
  11140. }
  11141. }
  11142. }
  11143. break;
  11144. case OB_AKAITSUKI:
  11145. case OB_OBOROGENSOU:
  11146. if( sd && ( (skill_id == OB_OBOROGENSOU && bl->type == BL_MOB) // This skill does not work on monsters.
  11147. || status_bl_has_mode(bl,MD_STATUSIMMUNE) ) ){ // Does not work on status immune monsters.
  11148. clif_skill_fail( *sd, skill_id );
  11149. break;
  11150. }
  11151. [[fallthrough]];
  11152. case KO_IZAYOI:
  11153. case OB_ZANGETSU:
  11154. case KG_KYOMU:
  11155. case KG_KAGEMUSYA:
  11156. case SP_SOULDIVISION:
  11157. if (skill_id == SP_SOULDIVISION) { // Usable only on other players.
  11158. if (bl->type != BL_PC) {
  11159. if (sd)
  11160. clif_skill_fail( *sd, skill_id );
  11161. break;
  11162. }
  11163. }
  11164. clif_skill_nodamage(src,bl,skill_id,skill_lv,
  11165. sc_start(src,bl,type,100,skill_lv,skill_get_time(skill_id,skill_lv)));
  11166. clif_skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11167. break;
  11168. case KG_KAGEHUMI:
  11169. if( flag&1 ){
  11170. if (bl->type != BL_PC)
  11171. break;
  11172. if (tsc && (tsc->option & (OPTION_CLOAK | OPTION_HIDE) || tsc->getSCE(SC_CAMOUFLAGE) || tsc->getSCE(SC__SHADOWFORM) || tsc->getSCE(SC_MARIONETTE) || tsc->getSCE(SC_HARMONIZE))) {
  11173. status_change_end(bl, SC_HIDING);
  11174. status_change_end(bl, SC_CLOAKING);
  11175. status_change_end(bl, SC_CLOAKINGEXCEED);
  11176. status_change_end(bl, SC_CAMOUFLAGE);
  11177. status_change_end(bl, SC_NEWMOON);
  11178. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  11179. status_change_end(bl, SC__SHADOWFORM);
  11180. status_change_end(bl, SC_MARIONETTE);
  11181. status_change_end(bl, SC_HARMONIZE);
  11182. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11183. }
  11184. }else{
  11185. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR|BL_SKILL, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11186. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  11187. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11188. }
  11189. break;
  11190. case MH_SILENT_BREEZE:
  11191. {
  11192. int heal = 5 * status_get_lv(&hd->bl) +
  11193. #ifdef RENEWAL
  11194. status_base_matk_min(bl, &hd->battle_status, status_get_lv(&hd->bl));
  11195. #else
  11196. status_base_matk_min(&hd->battle_status);
  11197. #endif
  11198. //Silences the homunculus and target
  11199. status_change_start(src,src,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11200. status_change_start(src,bl,SC_SILENCE,10000,skill_lv,0,0,0,skill_get_time(skill_id,skill_lv),SCSTART_NONE);
  11201. //Recover the target's HP
  11202. status_heal(bl,heal,0,3);
  11203. //Removes these SC from target
  11204. if (tsc) {
  11205. const enum sc_type scs[] = {
  11206. SC_MANDRAGORA, SC_HARMONIZE, SC_DEEPSLEEP, SC_VOICEOFSIREN, SC_SLEEP, SC_CONFUSION, SC_HALLUCINATION
  11207. };
  11208. for (i = 0; i < ARRAYLENGTH(scs); i++)
  11209. if (tsc->getSCE(scs[i])) status_change_end(bl, scs[i]);
  11210. }
  11211. if (hd)
  11212. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11213. }
  11214. break;
  11215. case MH_OVERED_BOOST:
  11216. if (hd && battle_get_master(src)) {
  11217. sc_start(src, battle_get_master(src), type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11218. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11219. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11220. }
  11221. break;
  11222. case MH_GRANITIC_ARMOR:
  11223. case MH_PYROCLASTIC:
  11224. if(hd) {
  11225. struct block_list *s_bl = battle_get_master(src);
  11226. if(s_bl) sc_start2(src, s_bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv)); //start on master
  11227. sc_start2(src, bl, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11228. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11229. }
  11230. break;
  11231. case MH_LIGHT_OF_REGENE: //self
  11232. if(hd) {
  11233. struct block_list *s_bl = battle_get_master(src);
  11234. if(s_bl) sc_start(src, s_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11235. sc_start2(src, src, type, 100, skill_lv, hd->homunculus.level, skill_get_time(skill_id, skill_lv));
  11236. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11237. }
  11238. break;
  11239. case MH_STYLE_CHANGE:
  11240. if(hd){
  11241. struct status_change_entry *sce;
  11242. if((sce=hd->sc.getSCE(SC_STYLE_CHANGE))!=nullptr){ //in preparation for other bl usage
  11243. if(sce->val1 == MH_MD_FIGHTING) sce->val1 = MH_MD_GRAPPLING;
  11244. else sce->val1 = MH_MD_FIGHTING;
  11245. //if(hd->master && hd->sc.getSCE(SC_STYLE_CHANGE)) { // Aegis does not show any message when switching fighting style
  11246. // char output[128];
  11247. // safesnprintf(output,sizeof(output),msg_txt(sd,378),(sce->val1==MH_MD_FIGHTING?"fighthing":"grappling"));
  11248. // clif_messagecolor(&hd->master->bl, color_table[COLOR_RED], output, false, SELF);
  11249. //}
  11250. }
  11251. else sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  11252. }
  11253. break;
  11254. case MH_GOLDENE_TONE:
  11255. case MH_TEMPERING: {
  11256. block_list* master_bl = battle_get_master(src);
  11257. if (master_bl != nullptr){
  11258. clif_skill_nodamage(src,master_bl,skill_id,skill_lv,1);
  11259. sc_start(src, master_bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11260. }
  11261. if (hd)
  11262. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11263. } break;
  11264. case MH_PAIN_KILLER:
  11265. bl = battle_get_master(src);
  11266. if (bl != nullptr)
  11267. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11268. if (hd)
  11269. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11270. break;
  11271. case MH_MAGMA_FLOW:
  11272. sc_start(src,bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11273. if (hd)
  11274. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11275. break;
  11276. case MH_SUMMON_LEGION: {
  11277. int summons[5] = {MOBID_S_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_GIANT_HORNET, MOBID_S_LUCIOLA_VESPA, MOBID_S_LUCIOLA_VESPA};
  11278. int qty[5] = {3 , 3 , 4 , 4 , 5};
  11279. struct mob_data *sum_md;
  11280. int i_slave,c=0;
  11281. int maxcount = qty[skill_lv-1];
  11282. i_slave = map_foreachinmap(skill_check_condition_mob_master_sub ,hd->bl.m, BL_MOB, hd->bl.id, summons[skill_lv-1], skill_id, &c);
  11283. if(c >= maxcount) {
  11284. map_freeblock_unlock();
  11285. return 0; //max qty already spawned
  11286. }
  11287. for(i_slave=0; i_slave<qty[skill_lv - 1]; i_slave++){ //easy way
  11288. sum_md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
  11289. if (sum_md) {
  11290. sum_md->master_id = src->id;
  11291. sum_md->special_state.ai = AI_LEGION;
  11292. if (sum_md->deletetimer != INVALID_TIMER)
  11293. delete_timer(sum_md->deletetimer, mob_timer_delete);
  11294. sum_md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, sum_md->bl.id, 0);
  11295. mob_spawn(sum_md); //Now it is ready for spawning.
  11296. sc_start4(&sum_md->bl,&sum_md->bl, SC_MODECHANGE, 100, 1, 0, MD_CANATTACK|MD_AGGRESSIVE, 0, 60000);
  11297. }
  11298. }
  11299. if (hd)
  11300. skill_blockhomun_start(hd, skill_id, skill_get_cooldown(skill_id, skill_lv));
  11301. }
  11302. break;
  11303. case RL_RICHS_COIN:
  11304. if (sd) {
  11305. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11306. for (i = 0; i < 10; i++)
  11307. pc_addspiritball(sd,skill_get_time(skill_id,skill_lv),10);
  11308. }
  11309. break;
  11310. case RL_C_MARKER:
  11311. if (sd) {
  11312. // If marked by someone else remove it
  11313. if (tsce && tsce->val2 != src->id)
  11314. status_change_end(bl, type);
  11315. // Check if marked before
  11316. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, sd->c_marker[i] == bl->id);
  11317. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11318. // Find empty slot
  11319. ARR_FIND(0, MAX_SKILL_CRIMSON_MARKER, i, !sd->c_marker[i]);
  11320. if (i == MAX_SKILL_CRIMSON_MARKER) {
  11321. clif_skill_fail( *sd, skill_id );
  11322. break;
  11323. }
  11324. }
  11325. sd->c_marker[i] = bl->id;
  11326. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11327. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11328. }
  11329. // If mob casts this, at least SC_C_MARKER as debuff
  11330. else {
  11331. status_change_start(src, bl, type, 10000, skill_lv, src->id, 0, 0, skill_get_time(skill_id,skill_lv), SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  11332. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11333. }
  11334. break;
  11335. case RL_QD_SHOT:
  11336. if (sd) {
  11337. skill_area_temp[1] = bl->id;
  11338. // Check surrounding
  11339. skill_area_temp[0] = map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill_area_sub_count);
  11340. if (skill_area_temp[0])
  11341. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11342. // Main target always receives damage
  11343. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11344. skill_attack(skill_get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_LEVEL);
  11345. } else {
  11346. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11347. map_foreachinrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill_castend_damage_id);
  11348. }
  11349. status_change_end(src, SC_QD_SHOT_READY); // End here to prevent spamming of the skill onto the target.
  11350. skill_area_temp[0] = 0;
  11351. skill_area_temp[1] = 0;
  11352. break;
  11353. case RL_FLICKER:
  11354. if (sd) {
  11355. sd->flicker = true;
  11356. skill_area_temp[1] = 0;
  11357. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11358. // Detonate RL_B_TRAP
  11359. if (pc_checkskill(sd, RL_B_TRAP))
  11360. map_foreachinallrange(skill_bind_trap, src, AREA_SIZE, BL_SKILL, src);
  11361. // Detonate RL_H_MINE
  11362. if ((i = pc_checkskill(sd, RL_H_MINE)))
  11363. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, RL_H_MINE, i, tick, flag|BCT_ENEMY|SD_SPLASH, skill_castend_damage_id);
  11364. sd->flicker = false;
  11365. }
  11366. break;
  11367. case SO_ELEMENTAL_SHIELD:
  11368. if (!sd || sd->status.party_id == 0 || flag&1) {
  11369. if (sd && sd->status.party_id == 0) {
  11370. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11371. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11372. elemental_delete(sd->ed);
  11373. }
  11374. skill_unitsetting(bl, MG_SAFETYWALL, skill_lv + 5, bl->x, bl->y, 0);
  11375. skill_unitsetting(bl, AL_PNEUMA, 1, bl->x, bl->y, 0);
  11376. }
  11377. else {
  11378. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11379. if (sd->ed && skill_get_state(skill_id) == ST_ELEMENTALSPIRIT2)
  11380. elemental_delete(sd->ed);
  11381. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id,skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11382. }
  11383. break;
  11384. case SU_HIDE:
  11385. if (tsce) {
  11386. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11387. status_change_end(bl, type);
  11388. map_freeblock_unlock();
  11389. return 0;
  11390. }
  11391. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11392. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11393. break;
  11394. case SU_STOOP:
  11395. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11396. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11397. break;
  11398. case SU_SV_ROOTTWIST:
  11399. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11400. if (sd && status_get_class_(bl) == CLASS_BOSS) {
  11401. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_TOTARGET );
  11402. break;
  11403. }
  11404. if (tsc && tsc->count && tsc->getSCE(type)) // Refresh the status only if it's already active.
  11405. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11406. else {
  11407. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11408. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND))
  11409. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  11410. skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, SU_SV_ROOTTWIST_ATK, skill_lv, skill_get_type(SU_SV_ROOTTWIST_ATK), flag);
  11411. }
  11412. break;
  11413. case SU_TUNABELLY:
  11414. {
  11415. unsigned int heal = 0;
  11416. if (dstmd && (dstmd->mob_id == MOBID_EMPERIUM || status_get_class_(bl) == CLASS_BATTLEFIELD))
  11417. heal = 0;
  11418. else if (status_get_hp(bl) != status_get_max_hp(bl))
  11419. heal = ((2 * skill_lv - 1) * 10) * status_get_max_hp(bl) / 100;
  11420. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11421. status_heal(bl, heal, 0, 0);
  11422. }
  11423. break;
  11424. case SU_BUNCHOFSHRIMP:
  11425. case SU_HISS:
  11426. case SU_PURRING:
  11427. case SU_MEOWMEOW:
  11428. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11429. int duration = skill_get_time(skill_id, skill_lv);
  11430. if (skill_id == SU_BUNCHOFSHRIMP && pc_checkskill(sd, SU_SPIRITOFSEA))
  11431. duration += skill_get_time2(SU_BUNCHOFSHRIMP, skill_lv);
  11432. clif_skill_nodamage(bl, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, duration));
  11433. } else if (sd) {
  11434. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11435. }
  11436. break;
  11437. case SU_SHRIMPARTY:
  11438. if (sd == nullptr || sd->status.party_id == 0 || flag&1) {
  11439. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11440. if (sd && (i = pc_checkskill(sd, SU_FRESHSHRIMP)) > 0) {
  11441. clif_skill_nodamage(bl, bl, SU_FRESHSHRIMP, i, 1);
  11442. sc_start(src, bl, SC_FRESHSHRIMP, 100, i, skill_get_time(SU_FRESHSHRIMP, i));
  11443. }
  11444. } else if (sd)
  11445. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag|BCT_PARTY|1, skill_castend_nodamage_id);
  11446. break;
  11447. case SU_POWEROFFLOCK:
  11448. if (flag&1) {
  11449. sc_start(src, bl, SC_FEAR, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11450. sc_start(src, bl, SC_FREEZE, 100, skill_lv, skill_get_time2(skill_id, skill_lv)); //! TODO: What's the duration?
  11451. } else {
  11452. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11453. if (battle_config.skill_wall_check)
  11454. map_foreachinshootrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11455. else
  11456. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11457. }
  11458. break;
  11459. case ALL_EQSWITCH:
  11460. if( sd ){
  11461. clif_equipswitch_reply( sd, false );
  11462. for( int i = 0, position = 0; i < EQI_MAX; i++ ){
  11463. if( sd->equip_switch_index[i] >= 0 && !( position & equip_bitmask[i] ) ){
  11464. position |= pc_equipswitch( sd, sd->equip_switch_index[i] );
  11465. }
  11466. }
  11467. }
  11468. break;
  11469. case AB_VITUPERATUM:
  11470. if (flag&1)
  11471. clif_skill_nodamage(src, bl, skill_id, skill_lv, sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv)));
  11472. else {
  11473. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  11474. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11475. }
  11476. break;
  11477. case AB_CONVENIO:
  11478. if (sd) {
  11479. party_data *p = party_search(sd->status.party_id);
  11480. int i = 0, count = 0;
  11481. // Only usable in party
  11482. if (p == nullptr) {
  11483. clif_skill_fail( *sd, skill_id );
  11484. break;
  11485. }
  11486. // Only usable as party leader.
  11487. ARR_FIND(0, MAX_PARTY, i, p->data[i].sd == sd);
  11488. if (i == MAX_PARTY || !p->party.member[i].leader) {
  11489. clif_skill_fail( *sd, skill_id );
  11490. break;
  11491. }
  11492. // Do the teleport part
  11493. for (i = 0; i < MAX_PARTY; ++i) {
  11494. map_session_data *pl_sd = p->data[i].sd;
  11495. if (pl_sd == nullptr || pl_sd == sd || pl_sd->status.party_id != p->party.party_id || pc_isdead(pl_sd) ||
  11496. sd->bl.m != pl_sd->bl.m)
  11497. continue;
  11498. // Respect /call configuration
  11499. if( pl_sd->status.disable_call ){
  11500. continue;
  11501. }
  11502. if (!(map_getmapflag(sd->bl.m, MF_NOTELEPORT) || map_getmapflag(sd->bl.m, MF_PVP) || map_getmapflag(sd->bl.m, MF_BATTLEGROUND) || map_flag_gvg2(sd->bl.m))) {
  11503. pc_setpos(pl_sd, map_id2index(sd->bl.m), sd->bl.x, sd->bl.y, CLR_TELEPORT);
  11504. count++;
  11505. }
  11506. }
  11507. if (!count)
  11508. clif_skill_fail( *sd, skill_id );
  11509. }
  11510. break;
  11511. case NPC_PULSESTRIKE2:
  11512. for (int i = 0; i < 3; i++)
  11513. skill_addtimerskill(src, tick + (t_tick)skill_get_time(skill_id, skill_lv) * i, bl->id, 0, 0, skill_id, skill_lv, skill_get_type(skill_id), flag);
  11514. break;
  11515. case BO_THE_WHOLE_PROTECTION:
  11516. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1)) {
  11517. unsigned int equip[] = { EQP_WEAPON, EQP_SHIELD, EQP_ARMOR, EQP_HEAD_TOP };
  11518. for (uint8 i_eqp = 0; i_eqp < 4; i_eqp++) {
  11519. if (bl->type != BL_PC || (dstsd && pc_checkequip(dstsd, equip[i_eqp]) < 0))
  11520. continue;
  11521. sc_start(src, bl, (sc_type)(SC_CP_WEAPON + i_eqp), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11522. }
  11523. } else if (sd) {
  11524. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11525. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11526. }
  11527. break;
  11528. case TR_MUSICAL_INTERLUDE:
  11529. case TR_JAWAII_SERENADE:
  11530. case TR_PRON_MARCH:
  11531. if (sd == nullptr || sd->status.party_id == 0 || (flag & 1))
  11532. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11533. else if (sd) {
  11534. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11535. sd->skill_id_song = skill_id;
  11536. sd->skill_lv_song = skill_lv;
  11537. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11538. flag |= 2;
  11539. party_foreachsamemap(skill_area_sub, sd, skill_get_splash(skill_id, skill_lv), src, skill_id, skill_lv, tick, flag | BCT_PARTY | 1, skill_castend_nodamage_id);
  11540. }
  11541. break;
  11542. case TR_GEF_NOCTURN:
  11543. case TR_AIN_RHAPSODY:
  11544. if (flag & 1)
  11545. sc_start4(src, bl, type, 100, skill_lv, 0, flag, 0, skill_get_time(skill_id, skill_lv));
  11546. else if (sd) {
  11547. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11548. sd->skill_id_song = skill_id;
  11549. sd->skill_lv_song = skill_lv;
  11550. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11551. flag |= 2;
  11552. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11553. }
  11554. break;
  11555. case TR_ROKI_CAPRICCIO:
  11556. case TR_NIPELHEIM_REQUIEM:
  11557. if (flag & 1) { // Need official success chances.
  11558. uint16 success_chance = 5 * skill_lv;
  11559. if (flag & 2)
  11560. success_chance *= 2;
  11561. // Is it a chance to inflect so and so, or seprate chances for inflicting each status? [Rytech]
  11562. if (skill_id == TR_ROKI_CAPRICCIO) {
  11563. sc_start(src, bl, SC_CONFUSION, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11564. sc_start(src, bl, SC_HANDICAPSTATE_MISFORTUNE, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11565. } else { // TR_NIPELHEIM_REQUIEM
  11566. sc_start(src, bl, SC_CURSE, 4 * skill_lv, skill_lv, skill_get_time(skill_id, skill_lv));
  11567. sc_start(src, bl, SC_HANDICAPSTATE_DEPRESSION, success_chance, skill_lv, skill_get_time2(skill_id, skill_lv));
  11568. }
  11569. } else if (sd) {
  11570. clif_skill_nodamage(bl, bl, skill_id, skill_lv, 1);
  11571. sd->skill_id_song = skill_id;
  11572. sd->skill_lv_song = skill_lv;
  11573. if (skill_check_pc_partner(sd, skill_id, &skill_lv, AREA_SIZE, 0) > 0)
  11574. flag |= 2;
  11575. map_foreachinallrange(skill_area_sub, src, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  11576. }
  11577. break;
  11578. case ABR_NET_REPAIR:
  11579. case ABR_NET_SUPPORT:
  11580. if (flag & 1) {
  11581. int heal_amount;
  11582. if (skill_id == ABR_NET_REPAIR) {
  11583. heal_amount = tstatus->max_hp * 10 / 100;
  11584. clif_skill_nodamage( nullptr, bl, AL_HEAL, heal_amount, 1 );
  11585. status_heal(bl, heal_amount, 0, 0);
  11586. } else { // ABR_NET_SUPPORT
  11587. heal_amount = tstatus->max_sp * 3 / 100;
  11588. clif_skill_nodamage( nullptr, bl, MG_SRECOVERY, heal_amount, 1 );
  11589. status_heal(bl, 0, heal_amount, 0);
  11590. }
  11591. } else {
  11592. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11593. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ALLY | SD_SPLASH | 1, skill_castend_nodamage_id);
  11594. }
  11595. break;
  11596. case WH_HAWK_M:
  11597. if (sd) {
  11598. if (!pc_isfalcon(sd))
  11599. pc_setoption(sd, sd->sc.option | OPTION_FALCON);
  11600. else
  11601. pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  11602. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11603. }
  11604. break;
  11605. case EM_SUMMON_ELEMENTAL_ARDOR:
  11606. case EM_SUMMON_ELEMENTAL_DILUVIO:
  11607. case EM_SUMMON_ELEMENTAL_PROCELLA:
  11608. case EM_SUMMON_ELEMENTAL_TERREMOTUS:
  11609. case EM_SUMMON_ELEMENTAL_SERPENS: {
  11610. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11611. if (sd == nullptr)
  11612. break;
  11613. uint16 em_elem[5] = { ELEMENTALID_ARDOR, ELEMENTALID_DILUVIO, ELEMENTALID_PROCELLA, ELEMENTALID_TERREMOTUS, ELEMENTALID_SERPENS };
  11614. uint16 so_elem[5] = { ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_L, 0 };
  11615. uint8 elem_value = 4 - (EM_SUMMON_ELEMENTAL_SERPENS - skill_id);
  11616. if (sd->ed && ((skill_id >= EM_SUMMON_ELEMENTAL_ARDOR && skill_id <= EM_SUMMON_ELEMENTAL_TERREMOTUS && sd->ed->elemental.class_ == so_elem[elem_value]) ||
  11617. (skill_id == EM_SUMMON_ELEMENTAL_SERPENS &&
  11618. (sd->ed->elemental.class_ == ELEMENTALID_AGNI_L || sd->ed->elemental.class_ == ELEMENTALID_AQUA_L ||
  11619. sd->ed->elemental.class_ == ELEMENTALID_VENTUS_L || sd->ed->elemental.class_ == ELEMENTALID_TERA_L)))) {
  11620. // Remove the old elemental before summoning the super one.
  11621. elemental_delete(sd->ed);
  11622. if (!elemental_create(sd, em_elem[elem_value], skill_get_time(skill_id, skill_lv))) {
  11623. clif_skill_fail( *sd, skill_id );
  11624. break;
  11625. } else // Elemental summoned. Buff the player with the bonus.
  11626. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11627. } else {
  11628. clif_skill_fail( *sd, skill_id );
  11629. break;
  11630. }
  11631. }
  11632. break;
  11633. case EM_ELEMENTAL_VEIL:
  11634. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11635. if (sd == nullptr)
  11636. break;
  11637. if (sd->ed && sd->ed->elemental.class_ >= ELEMENTALID_DILUVIO && sd->ed->elemental.class_ <= ELEMENTALID_SERPENS)
  11638. sc_start(src, &sd->ed->bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11639. else
  11640. clif_skill_fail( *sd, skill_id );
  11641. break;
  11642. case MT_M_MACHINE:
  11643. case BO_BIONIC_PHARMACY:
  11644. if (sd) {
  11645. sd->skill_id_old = skill_id;
  11646. sd->skill_lv_old = skill_lv;
  11647. if (skill_id == MT_M_MACHINE)
  11648. clif_cooking_list(sd, 31, skill_id, 1, 7);
  11649. else // BO_BIONIC_PHARMACY
  11650. clif_cooking_list(sd, 32, skill_id, 1, 8);
  11651. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11652. }
  11653. break;
  11654. case MT_SUMMON_ABR_BATTLE_WARIOR:
  11655. case MT_SUMMON_ABR_DUAL_CANNON:
  11656. case MT_SUMMON_ABR_MOTHER_NET:
  11657. case MT_SUMMON_ABR_INFINITY: {
  11658. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  11659. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11660. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11661. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], "", SZ_SMALL, AI_ABR);
  11662. if (md) {
  11663. md->master_id = src->id;
  11664. md->special_state.ai = AI_ABR;
  11665. if (md->deletetimer != INVALID_TIMER)
  11666. delete_timer(md->deletetimer, mob_timer_delete);
  11667. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11668. mob_spawn(md);
  11669. }
  11670. }
  11671. break;
  11672. case BO_WOODENWARRIOR:
  11673. case BO_WOODEN_FAIRY:
  11674. case BO_CREEPER:
  11675. case BO_HELLTREE: { // A poring is used in the 4th slot as a dummy since the Research Report skill is in between the Creeper and Hell Tree skills.
  11676. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  11677. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11678. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11679. mob_data *md = mob_once_spawn_sub(src, src->m, src->x, src->y, "--ja--", bionics[4 - (BO_HELLTREE - skill_id)], "", SZ_SMALL, AI_BIONIC);
  11680. if (md) {
  11681. md->master_id = src->id;
  11682. md->special_state.ai = AI_BIONIC;
  11683. if (md->deletetimer != INVALID_TIMER)
  11684. delete_timer(md->deletetimer, mob_timer_delete);
  11685. md->deletetimer = add_timer(gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  11686. mob_spawn(md);
  11687. }
  11688. }
  11689. break;
  11690. #ifdef RENEWAL
  11691. case CG_HERMODE:
  11692. skill_castend_song(src, skill_id, skill_lv, tick);
  11693. break;
  11694. #endif
  11695. case NPC_LEASH:
  11696. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11697. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11698. return 0;
  11699. }
  11700. clif_blown( bl );
  11701. break;
  11702. case NPC_WIDELEASH:
  11703. if( flag & 1 ){
  11704. if( !skill_check_unit_movepos( 0, bl, src->x, src->y, 1, 1 ) ){
  11705. return 0;
  11706. }
  11707. clif_blown( bl );
  11708. }else{
  11709. skill_area_temp[2] = 0; // For SD_PREAMBLE
  11710. clif_skill_nodamage( src, bl, skill_id, skill_lv, 1 );
  11711. map_foreachinallrange( skill_area_sub, bl, skill_get_splash( skill_id, skill_lv ), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_PREAMBLE | 1, skill_castend_nodamage_id );
  11712. }
  11713. break;
  11714. case HN_HELLS_DRIVE:
  11715. clif_skill_nodamage(src, bl, skill_id, skill_lv, 1);
  11716. map_foreachinrange(skill_area_sub, bl, skill_get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_damage_id);
  11717. break;
  11718. case NW_THE_VIGILANTE_AT_NIGHT:
  11719. i = skill_get_splash(skill_id, skill_lv);
  11720. skill_area_temp[0] = 0;
  11721. skill_area_temp[1] = bl->id;
  11722. skill_area_temp[2] = 0;
  11723. if (sd && sd->weapontype1 == W_GATLING) {
  11724. i = 5; // 11x11
  11725. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_GATLING, skill_lv, 1);
  11726. } else
  11727. clif_skill_nodamage(src, bl, NW_THE_VIGILANTE_AT_NIGHT_GUN_SHOTGUN, skill_lv, 1);
  11728. map_foreachinrange(skill_area_sub, bl, i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill_castend_damage_id);
  11729. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  11730. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11731. break;
  11732. case NW_INTENSIVE_AIM:
  11733. if (tsc && tsc->getSCE(type)) {
  11734. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11735. status_change_end(bl, type);
  11736. } else {
  11737. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  11738. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11739. }
  11740. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11741. break;
  11742. case NW_HIDDEN_CARD:
  11743. case NW_AUTO_FIRING_LAUNCHER:
  11744. sc_start(src, bl, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11745. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11746. break;
  11747. case NW_GRENADE_FRAGMENT:
  11748. status_change_end(src, type);
  11749. if (skill_lv < 7)
  11750. sc_start(src, bl, (sc_type)(SC_GRENADE_FRAGMENT_1 -1 + skill_lv), 100, skill_lv, skill_get_time(skill_id, skill_lv));
  11751. else if (skill_lv == 7) {
  11752. status_change_end(src, SC_GRENADE_FRAGMENT_1);
  11753. status_change_end(src, SC_GRENADE_FRAGMENT_2);
  11754. status_change_end(src, SC_GRENADE_FRAGMENT_3);
  11755. status_change_end(src, SC_GRENADE_FRAGMENT_4);
  11756. status_change_end(src, SC_GRENADE_FRAGMENT_5);
  11757. status_change_end(src, SC_GRENADE_FRAGMENT_6);
  11758. }
  11759. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  11760. break;
  11761. default: {
  11762. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11763. ShowWarning("skill_castend_nodamage_id: missing code case for skill %s(%d)\n", skill ? skill->name : "UNKNOWN", skill_id);
  11764. clif_skill_nodamage(src,bl,skill_id,skill_lv,1);
  11765. map_freeblock_unlock();
  11766. return 1;
  11767. }
  11768. }
  11769. if (skill_id != SR_CURSEDCIRCLE && skill_id != NPC_SR_CURSEDCIRCLE) {
  11770. if (sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER)) // Should only remove after the skill had been casted.
  11771. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  11772. }
  11773. if (dstmd) { //Mob skill event for no damage skills (damage ones are handled in battle_damage/skill_attack) [Skotlex]
  11774. mob_log_damage(dstmd, src, 0); //Log interaction (counts as 'attacker' for the exp bonus)
  11775. mobskill_event(dstmd, src, tick, MSC_SKILLUSED|(skill_id<<16));
  11776. }
  11777. if( sd && !(flag&1) )
  11778. {// ensure that the skill last-cast tick is recorded
  11779. sd->canskill_tick = gettick();
  11780. if( sd->state.arrow_atk )
  11781. {// consume arrow on last invocation to this skill.
  11782. battle_consume_ammo(sd, skill_id, skill_lv);
  11783. }
  11784. skill_onskillusage(sd, bl, skill_id, tick);
  11785. // perform skill requirement consumption
  11786. if (!(flag&SKILL_NOCONSUME_REQ))
  11787. skill_consume_requirement(sd,skill_id,skill_lv,2);
  11788. }
  11789. map_freeblock_unlock();
  11790. return 0;
  11791. }
  11792. /**
  11793. * Checking that causing skill failed
  11794. * @param src Caster
  11795. * @param target Target
  11796. * @param skill_id
  11797. * @param skill_lv
  11798. * @return -1 success, others are failed @see enum useskill_fail_cause.
  11799. **/
  11800. static int8 skill_castend_id_check(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv) {
  11801. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  11802. int inf = skill->inf;
  11803. status_change *tsc = status_get_sc(target);
  11804. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill->inf2[INF2_TARGETEMPERIUM])) && skill_get_casttype(skill_id) == CAST_NODAMAGE)
  11805. return USESKILL_FAIL_MAX; // Don't show a skill fail message (NoDamage type doesn't consume requirements)
  11806. switch (skill_id) {
  11807. case AL_HEAL:
  11808. case AL_INCAGI:
  11809. case AL_DECAGI:
  11810. case SA_DISPELL: // Mado Gear is immune to Dispell according to bugreport:49 [Ind]
  11811. case AB_RENOVATIO:
  11812. case AB_HIGHNESSHEAL:
  11813. if (tsc && tsc->option&OPTION_MADOGEAR)
  11814. return USESKILL_FAIL_TOTARGET;
  11815. break;
  11816. case RG_BACKSTAP:
  11817. {
  11818. #ifndef RENEWAL
  11819. uint8 dir = map_calc_dir(src,target->x,target->y), t_dir = unit_getdir(target);
  11820. if (map_check_dir(dir, t_dir))
  11821. return USESKILL_FAIL_MAX;
  11822. #endif
  11823. if (check_distance_bl(src, target, 0))
  11824. return USESKILL_FAIL_MAX;
  11825. }
  11826. break;
  11827. case PR_TURNUNDEAD:
  11828. {
  11829. struct status_data *tstatus = status_get_status_data(target);
  11830. if (!battle_check_undead(tstatus->race, tstatus->def_ele))
  11831. return USESKILL_FAIL_MAX;
  11832. }
  11833. break;
  11834. case PR_LEXDIVINA:
  11835. case MER_LEXDIVINA:
  11836. {
  11837. //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
  11838. if (battle_check_target(src,target, BCT_ENEMY) <= 0 && (!tsc || !tsc->getSCE(SC_SILENCE)))
  11839. return USESKILL_FAIL_LEVEL;
  11840. else
  11841. return -1; //Works on silenced allies
  11842. }
  11843. break;
  11844. case RA_WUGSTRIKE:
  11845. // Check if path can be reached
  11846. if (!path_search(nullptr,src->m,src->x,src->y,target->x,target->y,1,CELL_CHKNOREACH))
  11847. return USESKILL_FAIL_MAX;
  11848. break;
  11849. case MG_NAPALMBEAT:
  11850. case MG_FIREBALL:
  11851. case HT_BLITZBEAT:
  11852. case AS_GRIMTOOTH:
  11853. case MO_COMBOFINISH:
  11854. case NC_VULCANARM:
  11855. case SR_TIGERCANNON:
  11856. // These can damage traps, but can't target traps directly
  11857. if (target->type == BL_SKILL) {
  11858. TBL_SKILL *su = (TBL_SKILL*)target;
  11859. if (!su || !su->group)
  11860. return USESKILL_FAIL_MAX;
  11861. if (skill_get_inf2(su->group->skill_id, INF2_ISTRAP))
  11862. return USESKILL_FAIL_MAX;
  11863. }
  11864. break;
  11865. case IQ_SECOND_FLAME:
  11866. case IQ_SECOND_FAITH:
  11867. case IQ_SECOND_JUDGEMENT:
  11868. if (!tsc || !(tsc->getSCE(SC_FIRST_BRAND) || tsc->getSCE(SC_SECOND_BRAND)))
  11869. return USESKILL_FAIL_LEVEL;
  11870. break;
  11871. case IQ_THIRD_PUNISH:
  11872. case IQ_THIRD_FLAME_BOMB:
  11873. case IQ_THIRD_CONSECRATION:
  11874. if (!tsc || !tsc->getSCE(SC_SECOND_BRAND))
  11875. return USESKILL_FAIL_LEVEL;
  11876. break;
  11877. }
  11878. if (inf&INF_ATTACK_SKILL ||
  11879. (inf&INF_SELF_SKILL && skill->inf2[INF2_NOTARGETSELF]) //Combo skills
  11880. ) // Casted through combo.
  11881. inf = BCT_ENEMY; //Offensive skill.
  11882. else if (skill->inf2[INF2_NOTARGETENEMY])
  11883. inf = BCT_NOENEMY;
  11884. else
  11885. inf = 0;
  11886. if ((skill->inf2[INF2_PARTYONLY] || skill->inf2[INF2_GUILDONLY]) && src != target) {
  11887. inf |=
  11888. (skill->inf2[INF2_PARTYONLY]?BCT_PARTY:0)|
  11889. (skill->inf2[INF2_GUILDONLY]?BCT_GUILD:0);
  11890. //Remove neutral targets (but allow enemy if skill is designed to be so)
  11891. inf &= ~BCT_NEUTRAL;
  11892. }
  11893. switch (skill_id) {
  11894. // Cannot be casted to Emperium
  11895. case WZ_ESTIMATION:
  11896. case SL_SKE:
  11897. case SL_SKA:
  11898. case RK_PHANTOMTHRUST:
  11899. case NPC_PHANTOMTHRUST:
  11900. if (target->type == BL_MOB && ((TBL_MOB*)target)->mob_id == MOBID_EMPERIUM)
  11901. return USESKILL_FAIL_MAX;
  11902. break;
  11903. }
  11904. if (inf && battle_check_target(src, target, inf) <= 0) {
  11905. switch(skill_id) {
  11906. case RK_PHANTOMTHRUST:
  11907. case NPC_PHANTOMTHRUST:
  11908. case AB_CLEARANCE:
  11909. return USESKILL_FAIL_TOTARGET;
  11910. default:
  11911. return USESKILL_FAIL_LEVEL;
  11912. }
  11913. }
  11914. // Fogwall makes all offensive-type targetted skills fail at 75%
  11915. // Jump Kick can still fail even though you can jump to friendly targets.
  11916. if ((inf&BCT_ENEMY || skill_id == TK_JUMPKICK) && tsc && tsc->getSCE(SC_FOGWALL) && rnd() % 100 < 75)
  11917. return USESKILL_FAIL_LEVEL;
  11918. return -1;
  11919. }
  11920. TIMER_FUNC( skill_keep_using ){
  11921. map_session_data* sd = map_id2sd( id );
  11922. if( sd && sd->skill_keep_using.skill_id ){
  11923. clif_parse_skill_toid( sd, sd->skill_keep_using.skill_id, sd->skill_keep_using.level, sd->skill_keep_using.target );
  11924. sd->skill_keep_using.tid = INVALID_TIMER;
  11925. }
  11926. return 0;
  11927. }
  11928. /**
  11929. * Check & process skill to target on castend. Determines if skill is 'damage' or 'nodamage'
  11930. * @param tid
  11931. * @param tick
  11932. * @param data
  11933. **/
  11934. TIMER_FUNC(skill_castend_id){
  11935. struct block_list *target, *src;
  11936. map_session_data *sd;
  11937. struct mob_data *md;
  11938. struct unit_data *ud;
  11939. int flag = 0;
  11940. src = map_id2bl(id);
  11941. if( src == nullptr )
  11942. {
  11943. ShowDebug("skill_castend_id: src == nullptr (tid=%d, id=%d)\n", tid, id);
  11944. return 0;// not found
  11945. }
  11946. ud = unit_bl2ud(src);
  11947. if( ud == nullptr )
  11948. {
  11949. ShowDebug("skill_castend_id: ud == nullptr (tid=%d, id=%d)\n", tid, id);
  11950. return 0;// ???
  11951. }
  11952. sd = BL_CAST(BL_PC, src);
  11953. md = BL_CAST(BL_MOB, src);
  11954. status_change *sc = status_get_sc(src);
  11955. if( src->prev == nullptr ) {
  11956. ud->skilltimer = INVALID_TIMER;
  11957. return 0;
  11958. }
  11959. if(ud->skill_id != SA_CASTCANCEL && ud->skill_id != SO_SPELLFIST) {// otherwise handled in unit_skillcastcancel()
  11960. if( ud->skilltimer != tid ) {
  11961. ShowError("skill_castend_id: Timer mismatch %d!=%d!\n", ud->skilltimer, tid);
  11962. ud->skilltimer = INVALID_TIMER;
  11963. return 0;
  11964. }
  11965. if( sd && ud->skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK) )
  11966. {// restore original walk speed
  11967. ud->skilltimer = INVALID_TIMER;
  11968. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  11969. } else
  11970. ud->skilltimer = INVALID_TIMER;
  11971. }
  11972. if (ud->skilltarget == id)
  11973. target = src;
  11974. else
  11975. target = map_id2bl(ud->skilltarget);
  11976. // Use a do so that you can break out of it when the skill fails.
  11977. do {
  11978. bool fail = false;
  11979. int8 res = USESKILL_FAIL_LEVEL;
  11980. if (!target || target->prev == nullptr)
  11981. break;
  11982. if (src->m != target->m || status_isdead(src))
  11983. break;
  11984. //These should become skill_castend_pos
  11985. switch (ud->skill_id) {
  11986. case WE_CALLPARTNER:
  11987. if (sd) {
  11988. map_session_data *p_sd = pc_get_partner(sd);
  11989. if (p_sd && p_sd->state.autotrade) {
  11990. fail = true;
  11991. break;
  11992. } else
  11993. clif_callpartner(*sd);
  11994. }
  11995. break;
  11996. case WE_CALLPARENT:
  11997. if (sd) {
  11998. map_session_data *f_sd = pc_get_father(sd);
  11999. map_session_data *m_sd = pc_get_mother(sd);
  12000. if ((f_sd && f_sd->state.autotrade) || (m_sd && m_sd->state.autotrade)) {
  12001. fail = true;
  12002. break;
  12003. }
  12004. }
  12005. break;
  12006. case WE_CALLBABY:
  12007. if (sd) {
  12008. map_session_data *c_sd = pc_get_child(sd);
  12009. if (c_sd && c_sd->state.autotrade) {
  12010. fail = true;
  12011. break;
  12012. }
  12013. }
  12014. break;
  12015. case AM_RESURRECTHOMUN:
  12016. case PF_SPIDERWEB:
  12017. {
  12018. //Find a random spot to place the skill. [Skotlex]
  12019. int splash = skill_get_splash(ud->skill_id, ud->skill_lv);
  12020. ud->skillx = target->x + splash;
  12021. ud->skilly = target->y + splash;
  12022. if (splash && !map_random_dir(target, &ud->skillx, &ud->skilly)) {
  12023. ud->skillx = target->x;
  12024. ud->skilly = target->y;
  12025. }
  12026. ud->skilltimer = tid;
  12027. return skill_castend_pos(tid,tick,id,data);
  12028. }
  12029. case GN_WALLOFTHORN:
  12030. case SC_ESCAPE:
  12031. case WL_FROSTMISTY:
  12032. case SU_CN_POWDERING:
  12033. case AG_RAIN_OF_CRYSTAL:
  12034. ud->skillx = target->x;
  12035. ud->skilly = target->y;
  12036. ud->skilltimer = tid;
  12037. return skill_castend_pos(tid,tick,id,data);
  12038. }
  12039. // Failing
  12040. if (fail || (res = skill_castend_id_check(src, target, ud->skill_id, ud->skill_lv)) >= 0) {
  12041. if (sd && res != USESKILL_FAIL_MAX)
  12042. clif_skill_fail( *sd, ud->skill_id, (enum useskill_fail_cause)res );
  12043. break;
  12044. }
  12045. //Avoid doing double checks for instant-cast skills.
  12046. if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
  12047. break;
  12048. if(md) {
  12049. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12050. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12051. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12052. }
  12053. if (src != target && battle_config.skill_add_range &&
  12054. !check_distance_bl(src, target, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range))
  12055. {
  12056. if (sd) {
  12057. clif_skill_fail( *sd, ud->skill_id);
  12058. if (battle_config.skill_out_range_consume) //Consume items anyway. [Skotlex]
  12059. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12060. }
  12061. break;
  12062. }
  12063. #ifdef OFFICIAL_WALKPATH
  12064. if(skill_get_casttype(ud->skill_id) != CAST_NODAMAGE && !path_search_long(nullptr, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL))
  12065. {
  12066. if (sd) {
  12067. clif_skill_fail( *sd, ud->skill_id );
  12068. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,3); //Consume items anyway.
  12069. }
  12070. break;
  12071. }
  12072. #endif
  12073. if( sd )
  12074. {
  12075. if( !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12076. break;
  12077. else {
  12078. skill_consume_requirement(sd,ud->skill_id,ud->skill_lv,1);
  12079. int add_ap = skill_get_giveap( ud->skill_id, ud->skill_lv );
  12080. // Give AP
  12081. if (add_ap > 0) {
  12082. switch (ud->skill_id) {
  12083. case TR_ROSEBLOSSOM:
  12084. case TR_RHYTHMSHOOTING:
  12085. case TR_METALIC_FURY: // Don't know the official increase. For now lets do up to 50% increase.
  12086. case TR_SOUNDBLEND: // Retrospection does the same for song skills. [Rytech]
  12087. add_ap += add_ap * (10 * pc_checkskill(sd, TR_STAGE_MANNER)) / 100;
  12088. break;
  12089. case TR_GEF_NOCTURN:
  12090. case TR_ROKI_CAPRICCIO:
  12091. case TR_AIN_RHAPSODY:
  12092. case TR_MUSICAL_INTERLUDE:
  12093. case TR_JAWAII_SERENADE:
  12094. case TR_NIPELHEIM_REQUIEM:
  12095. case TR_PRON_MARCH:
  12096. if (sd->skill_id_old == TR_RETROSPECTION) {
  12097. add_ap += add_ap * 50 / 100;
  12098. sd->skill_id_old = ud->skill_id; // Prevents AP bonus on non Retro Spection use.
  12099. }
  12100. break;
  12101. case WH_CRESCIVE_BOLT:
  12102. if (sc && sc->getSCE(SC_CRESCIVEBOLT) && sc->getSCE(SC_CRESCIVEBOLT)->val1 >= 3) {
  12103. add_ap += 2;
  12104. }
  12105. break;
  12106. }
  12107. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12108. }
  12109. if (src != target && (status_bl_has_mode(target,MD_SKILLIMMUNE) || (status_get_class(target) == MOBID_EMPERIUM && !skill_get_inf2(ud->skill_id, INF2_TARGETEMPERIUM))) && skill_get_casttype(ud->skill_id) == CAST_DAMAGE) {
  12110. clif_skill_fail( *sd, ud->skill_id );
  12111. break; // Show a skill fail message (Damage type consumes requirements)
  12112. }
  12113. }
  12114. }
  12115. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12116. break;
  12117. if (ud->state.running && ud->skill_id == TK_JUMPKICK){
  12118. ud->state.running = 0;
  12119. status_change_end(src, SC_RUN);
  12120. flag = 1;
  12121. }
  12122. if (ud->walktimer != INVALID_TIMER && ud->skill_id != TK_RUN && ud->skill_id != RA_WUGDASH)
  12123. unit_stop_walking(src,1);
  12124. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12125. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12126. if (sd) { //Cooldown application
  12127. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv); // Increases/Decreases cooldown of a skill by item/card bonuses.
  12128. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12129. }
  12130. if( battle_config.display_status_timers && sd )
  12131. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12132. if( sd )
  12133. {
  12134. switch( ud->skill_id )
  12135. {
  12136. case GS_DESPERADO:
  12137. case RL_FIREDANCE:
  12138. sd->canequip_tick = tick + skill_get_time(ud->skill_id, ud->skill_lv);
  12139. break;
  12140. case KN_BRANDISHSPEAR:
  12141. case CR_GRANDCROSS: {
  12142. sc_type type;
  12143. if (ud->skill_id == KN_BRANDISHSPEAR)
  12144. type = SC_STRIPWEAPON;
  12145. else
  12146. type = SC_STRIPSHIELD;
  12147. if (sc && sc->getSCE(type)) {
  12148. const struct TimerData* timer = get_timer(sc->getSCE(type)->timer);
  12149. if (timer && timer->func == status_change_timer && DIFF_TICK(timer->tick, gettick() + skill_get_time(ud->skill_id, ud->skill_lv)) > 0)
  12150. break;
  12151. }
  12152. sc_start2(src, src, type, 100, 0, 1, skill_get_time(ud->skill_id, ud->skill_lv));
  12153. // During Grand Cross you are in ankle state (cannot move or teleport)
  12154. if (ud->skill_id == CR_GRANDCROSS)
  12155. sc_start(src, src, SC_ANKLE, 100, 0, skill_get_time(ud->skill_id, ud->skill_lv));
  12156. break;
  12157. }
  12158. }
  12159. }
  12160. if (skill_get_state(ud->skill_id) != ST_MOVE_ENABLE) {
  12161. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12162. // This is also important for monster skill usage behavior
  12163. if (src->type == BL_MOB)
  12164. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12165. else
  12166. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12167. }
  12168. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12169. ShowInfo("Type %d, ID %d skill castend id [id =%d, lv=%d, target ID %d]\n",
  12170. src->type, src->id, ud->skill_id, ud->skill_lv, target->id);
  12171. map_freeblock_lock();
  12172. if (skill_get_casttype(ud->skill_id) == CAST_NODAMAGE)
  12173. skill_castend_nodamage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12174. else
  12175. skill_castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
  12176. if( sd && sd->skill_keep_using.tid == INVALID_TIMER && sd->skill_keep_using.skill_id > 0 && sd->skill_keep_using.skill_id == ud->skill_id && !skill_isNotOk(ud->skill_id, *sd) && skill_check_condition_castbegin(*sd, ud->skill_id, ud->skill_lv) ){
  12177. sd->skill_keep_using.tid = add_timer( sd->ud.canact_tick + 100, skill_keep_using, sd->bl.id, 0 );
  12178. }
  12179. if(sc && sc->count) {
  12180. if (ud->skill_id != RA_CAMOUFLAGE)
  12181. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12182. if(sc->getSCE(SC_SPIRIT) &&
  12183. sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD &&
  12184. sc->getSCE(SC_SPIRIT)->val3 == ud->skill_id &&
  12185. ud->skill_id != WZ_WATERBALL)
  12186. sc->getSCE(SC_SPIRIT)->val3 = 0; //Clear bounced spell check.
  12187. #ifndef RENEWAL
  12188. if( sc->getSCE(SC_DANCING) && sd && skill_get_inf2(ud->skill_id, INF2_ISSONG) )
  12189. skill_blockpc_start(sd,BD_ADAPTATION,3000);
  12190. #endif
  12191. }
  12192. if (sd && ud->skill_id != SA_ABRACADABRA) // they just set the data so leave it as it is.[Inkfish]
  12193. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12194. if (ud->skilltimer == INVALID_TIMER) {
  12195. if(md) md->skill_idx = -1;
  12196. else ud->skill_id = 0; //mobs can't clear this one as it is used for skill condition 'afterskill'
  12197. ud->skill_lv = ud->skilltarget = 0;
  12198. }
  12199. map_freeblock_unlock();
  12200. return 1;
  12201. } while(0);
  12202. //Skill failed.
  12203. if (ud->skill_id == MO_EXTREMITYFIST && sd && !(sc && sc->getSCE(SC_FOGWALL)))
  12204. { //When Asura fails... (except when it fails from Wall of Fog)
  12205. //Consume SP/spheres
  12206. skill_consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
  12207. status_set_sp(src, 0, 0);
  12208. sc = &sd->sc;
  12209. if (sc->count)
  12210. { //End states
  12211. status_change_end(src, SC_EXPLOSIONSPIRITS);
  12212. status_change_end(src, SC_BLADESTOP);
  12213. #ifdef RENEWAL
  12214. sc_start(src,src, SC_EXTREMITYFIST2, 100, ud->skill_lv, skill_get_time(ud->skill_id, ud->skill_lv));
  12215. #endif
  12216. }
  12217. if( target && target->m == src->m ) { //Move character to target anyway.
  12218. short x, y;
  12219. short dir = map_calc_dir(src,target->x,target->y);
  12220. //Move 3 cells (From Caster)
  12221. if( dir > 0 && dir < 4 )
  12222. x = -3;
  12223. else if( dir > 4 )
  12224. x = 3;
  12225. else
  12226. x = 0;
  12227. if( dir > 2 && dir < 6 )
  12228. y = -3;
  12229. else if( dir == 7 || dir < 2 )
  12230. y = 3;
  12231. else
  12232. y = 0;
  12233. if( unit_movepos(src, src->x + x, src->y + y, 1, 1) ) { //Display movement + animation.
  12234. clif_blown(src);
  12235. clif_spiritball(src);
  12236. }
  12237. clif_skill_damage(src,target,tick,sd->battle_status.amotion,0,0,1,ud->skill_id,ud->skill_lv,DMG_SPLASH);
  12238. }
  12239. }
  12240. ud->skill_id = ud->skilltarget = 0;
  12241. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12242. ud->canact_tick = tick;
  12243. //You can't place a skill failed packet here because it would be
  12244. //sent in ALL cases, even cases where skill_check_condition fails
  12245. //which would lead to double 'skill failed' messages u.u [Skotlex]
  12246. if (sd) {
  12247. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12248. if (sd->skill_keep_using.skill_id > 0) {
  12249. sd->skill_keep_using.skill_id = 0;
  12250. if (sd->skill_keep_using.tid != INVALID_TIMER) {
  12251. delete_timer(sd->skill_keep_using.tid, skill_keep_using);
  12252. sd->skill_keep_using.tid = INVALID_TIMER;
  12253. }
  12254. }
  12255. } else if (md)
  12256. md->skill_idx = -1;
  12257. return 0;
  12258. }
  12259. /*==========================================
  12260. *
  12261. *------------------------------------------*/
  12262. TIMER_FUNC(skill_castend_pos){
  12263. struct block_list* src = map_id2bl(id);
  12264. map_session_data *sd;
  12265. struct unit_data *ud = unit_bl2ud(src);
  12266. struct mob_data *md;
  12267. nullpo_ret(ud);
  12268. sd = BL_CAST(BL_PC , src);
  12269. md = BL_CAST(BL_MOB, src);
  12270. if( src->prev == nullptr ) {
  12271. ud->skilltimer = INVALID_TIMER;
  12272. return 0;
  12273. }
  12274. if( ud->skilltimer != tid )
  12275. {
  12276. ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
  12277. ud->skilltimer = INVALID_TIMER;
  12278. return 0;
  12279. }
  12280. if( sd && ud->skilltimer != INVALID_TIMER && ( pc_checkskill(sd,SA_FREECAST) > 0 || ud->skill_id == LG_EXEEDBREAK ) )
  12281. {// restore original walk speed
  12282. ud->skilltimer = INVALID_TIMER;
  12283. status_calc_bl(&sd->bl, { SCB_SPEED, SCB_ASPD });
  12284. } else
  12285. ud->skilltimer = INVALID_TIMER;
  12286. do {
  12287. if( status_isdead(src) )
  12288. break;
  12289. if (!skill_pos_maxcount_check(src, ud->skillx, ud->skilly, ud->skill_id, ud->skill_lv, src->type, true))
  12290. break;
  12291. if(tid != INVALID_TIMER)
  12292. { //Avoid double checks on instant cast skills. [Skotlex]
  12293. if (!status_check_skilluse(src, nullptr, ud->skill_id, 1))
  12294. break;
  12295. if (battle_config.skill_add_range &&
  12296. !check_distance_blxy(src, ud->skillx, ud->skilly, skill_get_range2(src, ud->skill_id, ud->skill_lv, true) + battle_config.skill_add_range)) {
  12297. if (sd && battle_config.skill_out_range_consume) //Consume items anyway.
  12298. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 3);
  12299. break;
  12300. }
  12301. }
  12302. if( sd )
  12303. {
  12304. if( ud->skill_id != AL_WARP && !skill_check_condition_castend(*sd, ud->skill_id, ud->skill_lv) )
  12305. break;
  12306. else {
  12307. skill_consume_requirement(sd, ud->skill_id, ud->skill_lv, 1);
  12308. int add_ap = skill_get_giveap(ud->skill_id, ud->skill_lv);
  12309. // Give AP
  12310. if (add_ap > 0) {
  12311. switch (ud->skill_id) {
  12312. case WH_DEEPBLINDTRAP:
  12313. case WH_SOLIDTRAP:
  12314. case WH_SWIFTTRAP:
  12315. case WH_FLAMETRAP:
  12316. if (pc_checkskill(sd, WH_ADVANCED_TRAP) >= 3)
  12317. add_ap += 1;
  12318. break;
  12319. }
  12320. status_heal(&sd->bl, 0, 0, add_ap, 0);
  12321. }
  12322. }
  12323. }
  12324. if( (src->type == BL_MER || src->type == BL_HOM) && !skill_check_condition_mercenary(src, ud->skill_id, ud->skill_lv, 1) )
  12325. break;
  12326. if(md) {
  12327. md->last_thinktime=tick +MIN_MOBTHINKTIME;
  12328. if(md->skill_idx >= 0 && md->db->skill[md->skill_idx]->emotion >= 0)
  12329. clif_emotion(src, md->db->skill[md->skill_idx]->emotion);
  12330. }
  12331. if(battle_config.skill_log && battle_config.skill_log&src->type)
  12332. ShowInfo("Type %d, ID %d skill castend pos [id =%d, lv=%d, (%d,%d)]\n",
  12333. src->type, src->id, ud->skill_id, ud->skill_lv, ud->skillx, ud->skilly);
  12334. if (ud->walktimer != INVALID_TIMER)
  12335. unit_stop_walking(src,1);
  12336. if (!sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id, ud->skill_lv))
  12337. ud->canact_tick = i64max(tick + skill_delayfix(src, ud->skill_id, ud->skill_lv), ud->canact_tick - SECURITY_CASTTIME);
  12338. if (sd) { //Cooldown application
  12339. int cooldown = pc_get_skillcooldown(sd,ud->skill_id, ud->skill_lv);
  12340. if(cooldown) skill_blockpc_start(sd, ud->skill_id, cooldown);
  12341. }
  12342. if( battle_config.display_status_timers && sd )
  12343. clif_status_change(src, EFST_POSTDELAY, 1, skill_delayfix(src, ud->skill_id, ud->skill_lv), 0, 0, 0);
  12344. // if( sd )
  12345. // {
  12346. // switch( ud->skill_id )
  12347. // {
  12348. // case ????:
  12349. // sd->canequip_tick = tick + ????;
  12350. // break;
  12351. // }
  12352. // }
  12353. // When monsters used a skill they won't walk for amotion, this does not apply to players
  12354. // This is also important for monster skill usage behavior
  12355. if (src->type == BL_MOB)
  12356. unit_set_walkdelay(src, tick, max((int)status_get_amotion(src), skill_get_walkdelay(ud->skill_id, ud->skill_lv)), 1);
  12357. else
  12358. unit_set_walkdelay(src, tick, battle_config.default_walk_delay + skill_get_walkdelay(ud->skill_id, ud->skill_lv), 1);
  12359. map_freeblock_lock();
  12360. skill_castend_pos2(src,ud->skillx,ud->skilly,ud->skill_id,ud->skill_lv,tick,0);
  12361. if (ud->skill_id != RA_CAMOUFLAGE)
  12362. status_change_end(src, SC_CAMOUFLAGE); // Applies to the first skill if active
  12363. if( sd && sd->skillitem != AL_WARP ) // Warp-Portal thru items will clear data in skill_castend_map. [Inkfish]
  12364. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12365. if (ud->skilltimer == INVALID_TIMER) {
  12366. if (md) md->skill_idx = -1;
  12367. else ud->skill_id = 0; //Non mobs can't clear this one as it is used for skill condition 'afterskill'
  12368. ud->skill_lv = ud->skillx = ud->skilly = 0;
  12369. }
  12370. map_freeblock_unlock();
  12371. return 1;
  12372. } while(0);
  12373. if( !sd || sd->skillitem != ud->skill_id || skill_get_delay(ud->skill_id,ud->skill_lv) )
  12374. ud->canact_tick = tick;
  12375. ud->skill_id = ud->skill_lv = 0;
  12376. if(sd)
  12377. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0;
  12378. else if(md)
  12379. md->skill_idx = -1;
  12380. return 0;
  12381. }
  12382. /* skill count without self */
  12383. static int skill_count_wos(struct block_list *bl,va_list ap) {
  12384. struct block_list* src = va_arg(ap, struct block_list*);
  12385. if( src->id != bl->id ) {
  12386. return 1;
  12387. }
  12388. return 0;
  12389. }
  12390. /*==========================================
  12391. *
  12392. *------------------------------------------*/
  12393. int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, uint16 skill_lv, t_tick tick, int flag)
  12394. {
  12395. map_session_data* sd;
  12396. status_change* sc;
  12397. struct status_change_entry *sce;
  12398. std::shared_ptr<s_skill_unit_group> sg;
  12399. enum sc_type type;
  12400. int i;
  12401. //if(skill_lv <= 0) return 0;
  12402. if(skill_id > 0 && !skill_lv) return 0; // celest
  12403. nullpo_ret(src);
  12404. if(status_isdead(src))
  12405. return 0;
  12406. sd = BL_CAST(BL_PC, src);
  12407. sc = status_get_sc(src);
  12408. type = skill_get_sc(skill_id);
  12409. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  12410. switch (skill_id) { //Skill effect.
  12411. case WZ_METEOR:
  12412. case WZ_ICEWALL:
  12413. case MO_BODYRELOCATION:
  12414. case CR_CULTIVATION:
  12415. case HW_GANBANTEIN:
  12416. case LG_EARTHDRIVE:
  12417. case SC_ESCAPE:
  12418. case SU_CN_METEOR:
  12419. case NPC_RAINOFMETEOR:
  12420. case HN_METEOR_STORM_BUSTER:
  12421. case NW_GRENADES_DROPPING:
  12422. break; //Effect is displayed on respective switch case.
  12423. default:
  12424. if(skill_get_inf(skill_id)&INF_SELF_SKILL)
  12425. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  12426. else
  12427. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12428. }
  12429. switch(skill_id)
  12430. {
  12431. case PR_BENEDICTIO:
  12432. skill_area_temp[1] = src->id;
  12433. i = skill_get_splash(skill_id, skill_lv);
  12434. map_foreachinallarea(skill_area_sub,
  12435. src->m, x-i, y-i, x+i, y+i, BL_PC,
  12436. src, skill_id, skill_lv, tick, flag|BCT_ALL|1,
  12437. skill_castend_nodamage_id);
  12438. map_foreachinallarea(skill_area_sub,
  12439. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12440. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1,
  12441. skill_castend_damage_id);
  12442. break;
  12443. case BS_HAMMERFALL:
  12444. i = skill_get_splash(skill_id, skill_lv);
  12445. map_foreachinallarea(skill_area_sub,
  12446. src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12447. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|2,
  12448. skill_castend_nodamage_id);
  12449. break;
  12450. case HT_DETECTING:
  12451. i = skill_get_splash(skill_id, skill_lv);
  12452. map_foreachinallarea( status_change_timer_sub,
  12453. src->m, x-i, y-i, x+i,y+i,BL_CHAR,
  12454. src,nullptr,SC_SIGHT,tick);
  12455. skill_reveal_trap_inarea(src, i, x, y);
  12456. break;
  12457. case SR_RIDEINLIGHTNING:
  12458. case NW_BASIC_GRENADE:
  12459. i = skill_get_splash(skill_id, skill_lv);
  12460. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  12461. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  12462. break;
  12463. case NPC_LEX_AETERNA:
  12464. i = skill_get_splash(skill_id, skill_lv);
  12465. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src,
  12466. PR_LEXAETERNA, 1, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12467. break;
  12468. case SA_VOLCANO:
  12469. case SA_DELUGE:
  12470. case SA_VIOLENTGALE:
  12471. { //Does not consumes if the skill is already active. [Skotlex]
  12472. std::shared_ptr<s_skill_unit_group> sg2;
  12473. if ((sg2= skill_locate_element_field(src)) != nullptr && ( sg2->skill_id == SA_VOLCANO || sg2->skill_id == SA_DELUGE || sg2->skill_id == SA_VIOLENTGALE ))
  12474. {
  12475. if (sg2->limit - DIFF_TICK(gettick(), sg2->tick) > 0)
  12476. {
  12477. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12478. return 0; // not to consume items
  12479. }
  12480. else
  12481. sg2->limit = 0; //Disable it.
  12482. }
  12483. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12484. break;
  12485. }
  12486. // Skill Unit Setting
  12487. case MG_SAFETYWALL: {
  12488. int dummy = 1;
  12489. if (map_foreachincell(skill_cell_overlap, src->m, x, y, BL_SKILL, skill_id, &dummy, src)) {
  12490. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12491. return 0; // Don't consume gems if cast on Land Protector
  12492. }
  12493. }
  12494. [[fallthrough]];
  12495. case MG_FIREWALL:
  12496. case MG_THUNDERSTORM:
  12497. case AL_PNEUMA:
  12498. case WZ_FIREPILLAR:
  12499. case WZ_QUAGMIRE:
  12500. case WZ_VERMILION:
  12501. case WZ_STORMGUST:
  12502. case WZ_HEAVENDRIVE:
  12503. case NPC_GROUNDDRIVE:
  12504. case PR_SANCTUARY:
  12505. case PR_MAGNUS:
  12506. case CR_GRANDCROSS:
  12507. case NPC_GRANDDARKNESS:
  12508. case HT_SKIDTRAP:
  12509. case MA_SKIDTRAP:
  12510. case HT_LANDMINE:
  12511. case MA_LANDMINE:
  12512. case HT_ANKLESNARE:
  12513. case HT_SHOCKWAVE:
  12514. case HT_SANDMAN:
  12515. case MA_SANDMAN:
  12516. case HT_FLASHER:
  12517. case HT_FREEZINGTRAP:
  12518. case MA_FREEZINGTRAP:
  12519. case HT_BLASTMINE:
  12520. case HT_CLAYMORETRAP:
  12521. case AS_VENOMDUST:
  12522. case AM_DEMONSTRATION:
  12523. case PF_FOGWALL:
  12524. case PF_SPIDERWEB:
  12525. case HT_TALKIEBOX:
  12526. case WE_CALLPARTNER:
  12527. case WE_CALLPARENT:
  12528. case WE_CALLBABY:
  12529. case SA_LANDPROTECTOR:
  12530. #ifndef RENEWAL
  12531. case BD_LULLABY:
  12532. case BD_RICHMANKIM:
  12533. case BD_ETERNALCHAOS:
  12534. case BD_DRUMBATTLEFIELD:
  12535. case BD_RINGNIBELUNGEN:
  12536. case BD_ROKISWEIL:
  12537. case BD_INTOABYSS:
  12538. case BD_SIEGFRIED:
  12539. case BA_DISSONANCE:
  12540. case BA_POEMBRAGI:
  12541. case BA_WHISTLE:
  12542. case BA_ASSASSINCROSS:
  12543. case BA_APPLEIDUN:
  12544. case DC_UGLYDANCE:
  12545. case DC_HUMMING:
  12546. case DC_DONTFORGETME:
  12547. case DC_FORTUNEKISS:
  12548. case DC_SERVICEFORYOU:
  12549. #endif
  12550. case CG_MOONLIT:
  12551. case GS_DESPERADO:
  12552. case NJ_KAENSIN:
  12553. case NJ_BAKUENRYU:
  12554. case NJ_SUITON:
  12555. case NJ_HYOUSYOURAKU:
  12556. case NJ_RAIGEKISAI:
  12557. case NJ_KAMAITACHI:
  12558. #ifdef RENEWAL
  12559. case HW_GRAVITATION:
  12560. #endif
  12561. case NPC_EVILLAND:
  12562. case NPC_VENOMFOG:
  12563. case NPC_COMET:
  12564. case NPC_WIDESUCK:
  12565. case NPC_ICEMINE:
  12566. case NPC_FLAMECROSS:
  12567. case NPC_HELLBURNING:
  12568. case NPC_REVERBERATION:
  12569. case WL_COMET:
  12570. case RA_ELECTRICSHOCKER:
  12571. case RA_CLUSTERBOMB:
  12572. case RA_MAGENTATRAP:
  12573. case RA_COBALTTRAP:
  12574. case RA_MAIZETRAP:
  12575. case RA_VERDURETRAP:
  12576. case RA_FIRINGTRAP:
  12577. case RA_ICEBOUNDTRAP:
  12578. case SC_MANHOLE:
  12579. case SC_DIMENSIONDOOR:
  12580. case SC_CHAOSPANIC:
  12581. case SC_MAELSTROM:
  12582. case SC_BLOODYLUST:
  12583. case WM_POEMOFNETHERWORLD:
  12584. case SO_PSYCHIC_WAVE:
  12585. case NPC_PSYCHIC_WAVE:
  12586. case SO_VACUUM_EXTREME:
  12587. case GN_THORNS_TRAP:
  12588. case SO_EARTHGRAVE:
  12589. case SO_DIAMONDDUST:
  12590. case SO_FIRE_INSIGNIA:
  12591. case SO_WATER_INSIGNIA:
  12592. case SO_WIND_INSIGNIA:
  12593. case SO_EARTH_INSIGNIA:
  12594. case KO_ZENKAI:
  12595. case MH_LAVA_SLIDE:
  12596. case MH_VOLCANIC_ASH:
  12597. case MH_BLAST_FORGE:
  12598. case MH_POISON_MIST:
  12599. case MH_STEINWAND:
  12600. case MH_XENO_SLASHER:
  12601. case LG_KINGS_GRACE:
  12602. case SJ_BOOKOFCREATINGSTAR:
  12603. case RL_B_TRAP:
  12604. case NPC_STORMGUST2:
  12605. case AG_RAIN_OF_CRYSTAL:
  12606. case AG_MYSTERY_ILLUSION:
  12607. case AG_STRANTUM_TREMOR:
  12608. case AG_TORNADO_STORM:
  12609. case AG_FLORAL_FLARE_ROAD:
  12610. case IG_CROSS_RAIN:
  12611. case CD_PNEUMATICUS_PROCELLA:
  12612. case ABC_ABYSS_STRIKE:
  12613. case ABC_ABYSS_SQUARE:
  12614. case WH_DEEPBLINDTRAP:
  12615. case WH_SOLIDTRAP:
  12616. case WH_SWIFTTRAP:
  12617. case WH_FLAMETRAP:
  12618. case BO_ACIDIFIED_ZONE_WATER:
  12619. case BO_ACIDIFIED_ZONE_GROUND:
  12620. case BO_ACIDIFIED_ZONE_WIND:
  12621. case BO_ACIDIFIED_ZONE_FIRE:
  12622. case EM_DIAMOND_STORM:
  12623. case EM_LIGHTNING_LAND:
  12624. case EM_VENOM_SWAMP:
  12625. case EM_CONFLAGRATION:
  12626. case EM_TERRA_DRIVE:
  12627. flag|=1;//Set flag to 1 to prevent deleting ammo (it will be deleted on group-delete).
  12628. [[fallthrough]];
  12629. case GS_GROUNDDRIFT: //Ammo should be deleted right away.
  12630. case GN_WALLOFTHORN:
  12631. case GN_DEMONIC_FIRE:
  12632. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12633. break;
  12634. case WZ_ICEWALL:
  12635. case NPC_CANE_OF_EVIL_EYE:
  12636. flag|=1;
  12637. if(skill_unitsetting(src,skill_id,skill_lv,x,y,0))
  12638. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12639. break;
  12640. case RG_GRAFFITI: /* Graffiti [Valaris] */
  12641. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12642. flag|=1;
  12643. break;
  12644. case NPC_EARTHQUAKE:
  12645. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12646. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12647. break;
  12648. #ifndef RENEWAL
  12649. case HP_BASILICA:
  12650. if( sc->getSCE(SC_BASILICA) ) {
  12651. status_change_end(src, SC_BASILICA); // Cancel Basilica and return so requirement isn't consumed again
  12652. return 0;
  12653. } else { // Create Basilica. Start SC on caster. Unit timer start SC on others.
  12654. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  12655. if (sd)
  12656. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  12657. return 0;
  12658. }
  12659. skill_clear_unitgroup(src);
  12660. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12661. flag|=1;
  12662. }
  12663. break;
  12664. #endif
  12665. #ifndef RENEWAL
  12666. case CG_HERMODE:
  12667. skill_clear_unitgroup(src);
  12668. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12669. sc_start4(src,src,SC_DANCING,100,
  12670. skill_id,0,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12671. flag|=1;
  12672. #endif
  12673. break;
  12674. case RG_CLEANER: // [Valaris]
  12675. i = skill_get_splash(skill_id, skill_lv);
  12676. map_foreachinallarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL,1);
  12677. break;
  12678. case SO_WARMER:
  12679. case SO_CLOUD_KILL:
  12680. case NPC_CLOUD_KILL:
  12681. flag |= (skill_id == SO_WARMER) ? 8 : 4;
  12682. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  12683. break;
  12684. case SU_CN_POWDERING:
  12685. case SU_NYANGGRASS:
  12686. if (sd && pc_checkskill(sd, SU_SPIRITOFLAND)) {
  12687. if (skill_id == SU_CN_POWDERING)
  12688. sc_start(src, src, SC_DORAM_FLEE2, 100, sd->status.base_level * 10 / 12, skill_get_time(SU_SPIRITOFLAND, 1));
  12689. else
  12690. sc_start(src, src, SC_DORAM_MATK, 100, sd->status.base_level, skill_get_time(SU_SPIRITOFLAND, 1));
  12691. }
  12692. flag |= 1;
  12693. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  12694. break;
  12695. case SU_CN_METEOR:
  12696. if (sd) {
  12697. if (pc_search_inventory(sd, skill_db.find(SU_CN_METEOR)->require.itemid[0]) >= 0)
  12698. skill_id = SU_CN_METEOR2;
  12699. if (pc_checkskill(sd, SU_SPIRITOFLAND))
  12700. sc_start(src, src, SC_DORAM_SVSP, 100, 100, skill_get_time(SU_SPIRITOFLAND, 1));
  12701. }
  12702. [[fallthrough]];
  12703. case WZ_METEOR:
  12704. {
  12705. int area = skill_get_splash(skill_id, skill_lv);
  12706. short tmpx = 0, tmpy = 0;
  12707. for (i = 1; i <= skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id); i++) {
  12708. // Creates a random Cell in the Splash Area
  12709. tmpx = x - area + rnd() % (area * 2 + 1);
  12710. tmpy = y - area + rnd() % (area * 2 + 1);
  12711. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag + i * skill_get_unit_interval(skill_id));
  12712. }
  12713. }
  12714. break;
  12715. case AL_WARP:
  12716. if(sd)
  12717. {
  12718. clif_skill_warppoint(sd, skill_id, skill_lv, sd->status.save_point.map,
  12719. (skill_lv >= 2) ? sd->status.memo_point[0].map : "",
  12720. (skill_lv >= 3) ? sd->status.memo_point[1].map : "",
  12721. (skill_lv >= 4) ? sd->status.memo_point[2].map : ""
  12722. );
  12723. }
  12724. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  12725. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  12726. return 0; // not to consume item.
  12727. case MO_BODYRELOCATION:
  12728. if (unit_movepos(src, x, y, 2, 1)) {
  12729. #if PACKETVER >= 20111005
  12730. clif_snap(src, src->x, src->y);
  12731. #else
  12732. clif_skill_poseffect(src,skill_id,skill_lv,src->x,src->y,tick);
  12733. #endif
  12734. if (sd)
  12735. skill_blockpc_start (sd, MO_EXTREMITYFIST, 2000);
  12736. }
  12737. break;
  12738. case NJ_SHADOWJUMP:
  12739. if( map_getcell(src->m,x,y,CELL_CHKREACH) && skill_check_unit_movepos(5, src, x, y, 1, 0) ) //You don't move on GVG grounds.
  12740. clif_blown(src);
  12741. status_change_end(src, SC_HIDING);
  12742. break;
  12743. case AM_SPHEREMINE:
  12744. case AM_CANNIBALIZE:
  12745. {
  12746. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  12747. int class_ = skill_id==AM_SPHEREMINE?MOBID_MARINE_SPHERE:summons[skill_lv-1];
  12748. enum mob_ai ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
  12749. struct mob_data *md;
  12750. // Correct info, don't change any of this! [celest]
  12751. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, ai);
  12752. if (md) {
  12753. md->master_id = src->id;
  12754. md->special_state.ai = ai;
  12755. if( md->deletetimer != INVALID_TIMER )
  12756. delete_timer(md->deletetimer, mob_timer_delete);
  12757. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id,skill_lv), mob_timer_delete, md->bl.id, 0);
  12758. mob_spawn (md); //Now it is ready for spawning.
  12759. }
  12760. }
  12761. break;
  12762. // Slim Pitcher [Celest]
  12763. case CR_SLIMPITCHER:
  12764. if (sd) {
  12765. int i_lv = 0, j = 0;
  12766. struct s_skill_condition require = skill_get_requirement(sd, skill_id, skill_lv);
  12767. i_lv = skill_lv%11 - 1;
  12768. j = pc_search_inventory(sd, require.itemid[i_lv]);
  12769. if (j < 0 || require.itemid[i_lv] <= 0 || sd->inventory_data[j] == nullptr || sd->inventory.u.items_inventory[j].amount < require.amount[i_lv])
  12770. {
  12771. clif_skill_fail( *sd, skill_id );
  12772. return 1;
  12773. }
  12774. potion_flag = 1;
  12775. potion_hp = 0;
  12776. potion_sp = 0;
  12777. run_script(sd->inventory_data[j]->script,0,sd->bl.id,0);
  12778. potion_flag = 0;
  12779. //Apply skill bonuses
  12780. i_lv = pc_checkskill(sd,CR_SLIMPITCHER)*10
  12781. + pc_checkskill(sd,AM_POTIONPITCHER)*10
  12782. + pc_checkskill(sd,AM_LEARNINGPOTION)*5
  12783. + pc_skillheal_bonus(sd, skill_id);
  12784. potion_hp = potion_hp * (100+i_lv)/100;
  12785. potion_sp = potion_sp * (100+i_lv)/100;
  12786. // Final heal increased by HPlus.
  12787. // Is this the right place for this??? [Rytech]
  12788. // Can HPlus also affect SP recovery???
  12789. status_data *sstatus = status_get_status_data(src);
  12790. if (sstatus && sstatus->hplus > 0) {
  12791. potion_hp += potion_hp * sstatus->hplus / 100;
  12792. potion_sp += potion_sp * sstatus->hplus / 100;
  12793. }
  12794. if(potion_hp > 0 || potion_sp > 0) {
  12795. i_lv = skill_get_splash(skill_id, skill_lv);
  12796. map_foreachinallarea(skill_area_sub,
  12797. src->m,x-i_lv,y-i_lv,x+i_lv,y+i_lv,BL_CHAR,
  12798. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12799. skill_castend_nodamage_id);
  12800. }
  12801. } else {
  12802. struct item_data *item = itemdb_search(skill_db.find(skill_id)->require.itemid[skill_lv - 1]);
  12803. int id = skill_get_max(CR_SLIMPITCHER) * 10;
  12804. potion_flag = 1;
  12805. potion_hp = 0;
  12806. potion_sp = 0;
  12807. run_script(item->script,0,src->id,0);
  12808. potion_flag = 0;
  12809. potion_hp = potion_hp * (100+id)/100;
  12810. potion_sp = potion_sp * (100+id)/100;
  12811. if(potion_hp > 0 || potion_sp > 0) {
  12812. id = skill_get_splash(skill_id, skill_lv);
  12813. map_foreachinallarea(skill_area_sub,
  12814. src->m,x-id,y-id,x+id,y+id,BL_CHAR,
  12815. src,skill_id,skill_lv,tick,flag|BCT_PARTY|BCT_GUILD|1,
  12816. skill_castend_nodamage_id);
  12817. }
  12818. }
  12819. break;
  12820. case HW_GANBANTEIN:
  12821. if (rnd()%100 < 80) {
  12822. int dummy = 1;
  12823. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12824. i = skill_get_splash(skill_id, skill_lv);
  12825. map_foreachinallarea(skill_cell_overlap, src->m, x-i, y-i, x+i, y+i, BL_SKILL, HW_GANBANTEIN, &dummy, src);
  12826. } else {
  12827. if (sd) clif_skill_fail( *sd, skill_id );
  12828. return 1;
  12829. }
  12830. break;
  12831. #ifndef RENEWAL
  12832. case HW_GRAVITATION:
  12833. if ((sg = skill_unitsetting(src,skill_id,skill_lv,x,y,0)))
  12834. sc_start4(src,src,type,100,skill_lv,0,BCT_SELF,sg->group_id,skill_get_time(skill_id,skill_lv));
  12835. flag|=1;
  12836. break;
  12837. #endif
  12838. // Plant Cultivation [Celest]
  12839. case CR_CULTIVATION:
  12840. if (sd) {
  12841. if( map_count_oncell(src->m,x,y,BL_CHAR,0) > 0 )
  12842. {
  12843. clif_skill_fail( *sd, skill_id );
  12844. return 1;
  12845. }
  12846. clif_skill_poseffect(src,skill_id,skill_lv,x,y,tick);
  12847. if (rnd()%100 < 50) {
  12848. clif_skill_fail( *sd, skill_id );
  12849. } else {
  12850. TBL_MOB* md = nullptr;
  12851. int t, mob_id;
  12852. if (skill_lv == 1)
  12853. mob_id = MOBID_BLACK_MUSHROOM + rnd() % 2;
  12854. else {
  12855. int rand_val = rnd() % 100;
  12856. if (rand_val < 30)
  12857. mob_id = MOBID_GREEN_PLANT;
  12858. else if (rand_val < 55)
  12859. mob_id = MOBID_RED_PLANT;
  12860. else if (rand_val < 80)
  12861. mob_id = MOBID_YELLOW_PLANT;
  12862. else if (rand_val < 90)
  12863. mob_id = MOBID_WHITE_PLANT;
  12864. else if (rand_val < 98)
  12865. mob_id = MOBID_BLUE_PLANT;
  12866. else
  12867. mob_id = MOBID_SHINING_PLANT;
  12868. }
  12869. md = mob_once_spawn_sub(src, src->m, x, y, "--ja--", mob_id, "", SZ_SMALL, AI_NONE);
  12870. if (!md)
  12871. break;
  12872. if ((t = skill_get_time(skill_id, skill_lv)) > 0)
  12873. {
  12874. if( md->deletetimer != INVALID_TIMER )
  12875. delete_timer(md->deletetimer, mob_timer_delete);
  12876. md->deletetimer = add_timer (tick + t, mob_timer_delete, md->bl.id, 0);
  12877. }
  12878. mob_spawn(md);
  12879. }
  12880. }
  12881. break;
  12882. case SG_SUN_WARM:
  12883. case SG_MOON_WARM:
  12884. case SG_STAR_WARM:
  12885. skill_clear_unitgroup(src);
  12886. if ((sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)))
  12887. sc_start4(src,src,type,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  12888. flag|=1;
  12889. break;
  12890. case PA_GOSPEL:
  12891. if (sce && sce->val4 == BCT_SELF)
  12892. {
  12893. status_change_end(src, SC_GOSPEL);
  12894. return 0;
  12895. }
  12896. else
  12897. {
  12898. sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0);
  12899. if (!sg) break;
  12900. if (sce)
  12901. status_change_end(src, type); //Was under someone else's Gospel. [Skotlex]
  12902. sc_start4(src,src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill_get_time(skill_id,skill_lv));
  12903. clif_skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
  12904. }
  12905. break;
  12906. case NJ_TATAMIGAESHI:
  12907. if (skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0))
  12908. sc_start(src,src,type,100,skill_lv,skill_get_time2(skill_id,skill_lv));
  12909. break;
  12910. case AM_RESURRECTHOMUN: //[orn]
  12911. if (sd)
  12912. {
  12913. if (!hom_ressurect(sd, 20*skill_lv, x, y))
  12914. {
  12915. clif_skill_fail( *sd, skill_id );
  12916. break;
  12917. }
  12918. }
  12919. break;
  12920. case AC_SHOWER:
  12921. status_change_end(src, SC_CAMOUFLAGE);
  12922. [[fallthrough]];
  12923. case MA_SHOWER:
  12924. case NC_COLDSLOWER:
  12925. case RK_DRAGONBREATH:
  12926. case RK_DRAGONBREATH_WATER:
  12927. case NPC_DRAGONBREATH:
  12928. case WL_FROSTMISTY:
  12929. case RL_HAMMER_OF_GOD:
  12930. // Cast center might be relevant later (e.g. for knockback direction)
  12931. skill_area_temp[4] = x;
  12932. skill_area_temp[5] = y;
  12933. i = skill_get_splash(skill_id,skill_lv);
  12934. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  12935. break;
  12936. case SO_ARRULLO:
  12937. i = skill_get_splash(skill_id,skill_lv);
  12938. map_foreachinallarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,
  12939. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_nodamage_id);
  12940. break;
  12941. case GC_POISONSMOKE:
  12942. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) ) {
  12943. if( sd )
  12944. clif_skill_fail( *sd, skill_id, USESKILL_FAIL_GC_POISONINGWEAPON );
  12945. return 0;
  12946. }
  12947. clif_skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,DMG_SINGLE);
  12948. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  12949. break;
  12950. case AB_EPICLESIS:
  12951. if( (sg = skill_unitsetting(src, skill_id, skill_lv, x, y, 0)) ) {
  12952. i = skill_get_splash(skill_id, skill_lv);
  12953. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, ALL_RESURRECTION, 1, tick, flag|BCT_NOENEMY|1,skill_castend_nodamage_id);
  12954. }
  12955. break;
  12956. case WL_EARTHSTRAIN:
  12957. {
  12958. int w, wave = skill_lv + 4, dir = map_calc_dir(src,x,y);
  12959. int sx = x = src->x, sy = y = src->y; // Store first caster's location to avoid glitch on unit setting
  12960. for( w = 1; w <= wave; w++ )
  12961. {
  12962. switch( dir ){
  12963. case 0: case 1: case 7: sy = y + w; break;
  12964. case 3: case 4: case 5: sy = y - w; break;
  12965. case 2: sx = x - w; break;
  12966. case 6: sx = x + w; break;
  12967. }
  12968. skill_addtimerskill(src,gettick() + (140 * w),0,sx,sy,skill_id,skill_lv,dir,flag&2);
  12969. }
  12970. }
  12971. break;
  12972. case RA_DETONATOR:
  12973. i = skill_get_splash(skill_id, skill_lv);
  12974. map_foreachinallarea(skill_detonator, src->m, x-i, y-i, x+i, y+i, BL_SKILL, src);
  12975. clif_skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, DMG_SINGLE);
  12976. break;
  12977. case NC_NEUTRALBARRIER:
  12978. case NC_STEALTHFIELD:
  12979. if( (sc->getSCE(SC_NEUTRALBARRIER_MASTER) && skill_id == NC_NEUTRALBARRIER) || (sc->getSCE(SC_STEALTHFIELD_MASTER) && skill_id == NC_STEALTHFIELD) ) {
  12980. skill_clear_unitgroup(src);
  12981. return 0;
  12982. }
  12983. skill_clear_unitgroup(src); // To remove previous skills - cannot used combined
  12984. if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr ) {
  12985. sc_start2(src,src,skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER,100,skill_lv,sg->group_id,skill_get_time(skill_id,skill_lv));
  12986. }
  12987. break;
  12988. case NC_SILVERSNIPER:
  12989. {
  12990. struct mob_data *md;
  12991. md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), MOBID_SILVERSNIPER, "", SZ_SMALL, AI_NONE);
  12992. if( md ) {
  12993. md->master_id = src->id;
  12994. md->special_state.ai = AI_FAW;
  12995. if( md->deletetimer != INVALID_TIMER )
  12996. delete_timer(md->deletetimer, mob_timer_delete);
  12997. md->deletetimer = add_timer (gettick() + skill_get_time(skill_id, skill_lv), mob_timer_delete, md->bl.id, 0);
  12998. mob_spawn(md);
  12999. }
  13000. }
  13001. break;
  13002. case NC_MAGICDECOY:
  13003. if( sd ) clif_magicdecoy_list( *sd, skill_lv, x, y );
  13004. break;
  13005. case SC_FEINTBOMB: {
  13006. std::shared_ptr<s_skill_unit_group> group = skill_unitsetting(src,skill_id,skill_lv,x,y,0); // Set bomb on current Position
  13007. if( group == nullptr || group->unit == nullptr ) {
  13008. if (sd)
  13009. clif_skill_fail( *sd, skill_id );
  13010. return 1;
  13011. }
  13012. map_foreachinallrange(unit_changetarget, src, AREA_SIZE, BL_MOB, src, &group->unit->bl); // Release all targets against the caster
  13013. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13014. clif_skill_nodamage(src, src, skill_id, skill_lv, 0);
  13015. sc_start(src, src, type, 100, skill_lv, skill_get_time(skill_id, skill_lv));
  13016. }
  13017. break;
  13018. case SC_ESCAPE:
  13019. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13020. skill_blown(src, src, skill_get_blewcount(skill_id, skill_lv), unit_getdir(src), BLOWN_IGNORE_NO_KNOCKBACK); // Don't stop the caster from backsliding if special_state.no_knockback is active
  13021. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13022. flag |= 1;
  13023. break;
  13024. case LG_BANDING:
  13025. if( sc && sc->getSCE(SC_BANDING) )
  13026. status_change_end(src,SC_BANDING);
  13027. else if( (sg = skill_unitsetting(src,skill_id,skill_lv,src->x,src->y,0)) != nullptr )
  13028. sc_start4(src,src,SC_BANDING,100,skill_lv,0,0,sg->group_id,skill_get_time(skill_id,skill_lv));
  13029. clif_skill_nodamage(src,src,skill_id,skill_lv,1);
  13030. break;
  13031. case WM_DOMINION_IMPULSE:
  13032. i = skill_get_splash(skill_id, skill_lv);
  13033. map_foreachinallarea(skill_active_reverberation, src->m, x-i, y-i, x+i,y+i,BL_SKILL);
  13034. break;
  13035. case WM_GREAT_ECHO:
  13036. i = skill_get_splash(skill_id,skill_lv);
  13037. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13038. break;
  13039. case WM_SEVERE_RAINSTORM:
  13040. flag |= 1;
  13041. if (sd)
  13042. sd->canequip_tick = tick + skill_get_time(skill_id, skill_lv); // Can't switch equips for the duration of the skill.
  13043. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13044. break;
  13045. case GN_CRAZYWEED: {
  13046. int area = skill_get_splash(GN_CRAZYWEED_ATK, skill_lv);
  13047. for( i = 0; i < 3 + (skill_lv/2); i++ ) {
  13048. int x1 = x - area + rnd()%(area * 2 + 1);
  13049. int y1 = y - area + rnd()%(area * 2 + 1);
  13050. skill_addtimerskill(src,tick+i*150,0,x1,y1,GN_CRAZYWEED_ATK,skill_lv,-1,0);
  13051. }
  13052. }
  13053. break;
  13054. case GN_FIRE_EXPANSION: {
  13055. struct unit_data* ud = unit_bl2ud(src);
  13056. if (!ud) break;
  13057. auto predicate = [x, y](std::shared_ptr<s_skill_unit_group> sg) { auto* su = sg->unit; return sg->skill_id == GN_DEMONIC_FIRE && distance_xy(x, y, su->bl.x, su->bl.y) < 4; };
  13058. auto it = std::find_if(ud->skillunits.begin(), ud->skillunits.end(), predicate);
  13059. if (it != ud->skillunits.end()) {
  13060. auto* unit_group = it->get();
  13061. skill_unit* su = unit_group->unit;
  13062. switch (skill_lv) {
  13063. case 1: {
  13064. // TODO:
  13065. int duration = (int)(unit_group->limit - DIFF_TICK(tick, unit_group->tick));
  13066. skill_delunit(su);
  13067. skill_unitsetting(src, GN_DEMONIC_FIRE, 1, x, y, duration);
  13068. flag |= 1;
  13069. }
  13070. break;
  13071. case 2:
  13072. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_DEMONIC_FIRE, skill_lv + 20, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13073. if (su != nullptr)
  13074. skill_delunit(su);
  13075. break;
  13076. case 3:
  13077. skill_delunit(su);
  13078. skill_unitsetting(src, GN_FIRE_EXPANSION_SMOKE_POWDER, 1, x, y, 0);
  13079. flag |= 1;
  13080. break;
  13081. case 4:
  13082. skill_delunit(su);
  13083. skill_unitsetting(src, GN_FIRE_EXPANSION_TEAR_GAS, 1, x, y, 0);
  13084. flag |= 1;
  13085. break;
  13086. case 5: {
  13087. uint16 acid_lv = 5; // Cast at Acid Demonstration at level 5 unless the user has a higher level learned.
  13088. if (sd && pc_checkskill(sd, CR_ACIDDEMONSTRATION) > 5)
  13089. acid_lv = pc_checkskill(sd, CR_ACIDDEMONSTRATION);
  13090. map_foreachinallarea(skill_area_sub, src->m, su->bl.x - 2, su->bl.y - 2, su->bl.x + 2, su->bl.y + 2, BL_CHAR, src, GN_FIRE_EXPANSION_ACID, acid_lv, tick, flag | BCT_ENEMY | SD_LEVEL | 1, skill_castend_damage_id);
  13091. if (su != nullptr)
  13092. skill_delunit(su);
  13093. }
  13094. break;
  13095. }
  13096. }
  13097. }
  13098. break;
  13099. case SO_FIREWALK:
  13100. case SO_ELECTRICWALK:
  13101. case NPC_FIREWALK:
  13102. case NPC_ELECTRICWALK:
  13103. if( sc && sc->getSCE(type) )
  13104. status_change_end(src,type);
  13105. sc_start2(src, src, type, 100, skill_id, skill_lv, skill_get_time(skill_id, skill_lv));
  13106. break;
  13107. case KO_MAKIBISHI:
  13108. for( i = 0; i < (skill_lv+2); i++ ) {
  13109. x = src->x - 1 + rnd()%3;
  13110. y = src->y - 1 + rnd()%3;
  13111. skill_unitsetting(src,skill_id,skill_lv,x,y,0);
  13112. }
  13113. break;
  13114. case KO_MUCHANAGE: {
  13115. struct status_data *sstatus;
  13116. int rate = 0;
  13117. sstatus = status_get_status_data(src);
  13118. i = skill_get_splash(skill_id,skill_lv);
  13119. rate = (100 - (1000 / (sstatus->dex + sstatus->luk) * 5)) * (skill_lv / 2 + 5) / 10;
  13120. if( rate < 0 )
  13121. rate = 0;
  13122. skill_area_temp[0] = map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,BCT_ENEMY,skill_area_sub_count);
  13123. if( rnd()%100 < rate )
  13124. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill_castend_damage_id);
  13125. }
  13126. break;
  13127. case RL_FALLEN_ANGEL:
  13128. if (unit_movepos(src,x,y,1,1)) {
  13129. clif_snap(src, src->x, src->y);
  13130. sc_start(src, src, type, 100, skill_id, skill_get_time(skill_id, skill_lv));
  13131. } else {
  13132. if (sd)
  13133. clif_skill_fail( *sd, skill_id );
  13134. }
  13135. break;
  13136. case RL_FIRE_RAIN: {
  13137. int w, wave = skill_lv + 5, dir = map_calc_dir(src,x,y);
  13138. int sx = x = src->x, sy = y = src->y;
  13139. for (w = 0; w <= wave; w++) {
  13140. switch (dir) {
  13141. case DIR_NORTH:
  13142. case DIR_NORTHWEST:
  13143. case DIR_NORTHEAST:
  13144. sy = y + w;
  13145. break;
  13146. case DIR_WEST:
  13147. sx = x - w;
  13148. break;
  13149. case DIR_SOUTHWEST:
  13150. case DIR_SOUTH:
  13151. case DIR_SOUTHEAST:
  13152. sy = y - w;
  13153. break;
  13154. case DIR_EAST:
  13155. sx = x + w;
  13156. break;
  13157. }
  13158. skill_addtimerskill(src,gettick() + (80 * w),0,sx,sy,skill_id,skill_lv,dir,flag);
  13159. }
  13160. }
  13161. break;
  13162. case NPC_MAGMA_ERUPTION:
  13163. case NC_MAGMA_ERUPTION:
  13164. // 1st, AoE 'slam' damage
  13165. i = skill_get_splash(skill_id, skill_lv);
  13166. map_foreachinarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR,
  13167. src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_ANIMATION|1, skill_castend_damage_id);
  13168. // 2nd, AoE 'eruption' unit
  13169. skill_addtimerskill(src,tick + status_get_amotion(src) * 2,0,x,y,skill_id,skill_lv,0,flag);
  13170. break;
  13171. case SU_LOPE:
  13172. {
  13173. uint8 dir = map_calc_dir(src, x, y);
  13174. // Fails on noteleport maps, except for GvG and BG maps
  13175. if (map_getmapflag(src->m, MF_NOTELEPORT) && !(map_getmapflag(src->m, MF_BATTLEGROUND) || map_flag_gvg2(src->m))) {
  13176. x = src->x;
  13177. y = src->y;
  13178. }
  13179. clif_skill_nodamage(src, src, skill_id, skill_lv, 1);
  13180. if (!map_count_oncell(src->m, x, y, BL_PC|BL_NPC|BL_MOB, 0) && map_getcell(src->m, x, y, CELL_CHKREACH) && unit_movepos(src, x, y, 1, 0))
  13181. clif_blown(src);
  13182. }
  13183. break;
  13184. case AG_ASTRAL_STRIKE:
  13185. i = skill_get_splash(skill_id, skill_lv);
  13186. map_foreachinallarea(skill_area_sub, src->m, x-i, y-i, x+i, y+i, BL_CHAR, src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill_castend_damage_id);
  13187. flag |= 1;
  13188. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13189. break;
  13190. case AG_VIOLENT_QUAKE:
  13191. case AG_ALL_BLOOM: {
  13192. int area = skill_get_splash(skill_id, skill_lv);
  13193. int unit_time = skill_get_time(skill_id, skill_lv);
  13194. int unit_interval = skill_get_unit_interval(skill_id);
  13195. uint16 tmpx = 0, tmpy = 0, sub_skill = 0, climax_lv = 0;
  13196. // Grab Climax's effect level if active.
  13197. // This affects the behavior of certain skills in certain ways.
  13198. if (sc && sc->getSCE(SC_CLIMAX))
  13199. climax_lv = sc->getSCE(SC_CLIMAX)->val1;
  13200. if (skill_id == AG_VIOLENT_QUAKE) {
  13201. sub_skill = AG_VIOLENT_QUAKE_ATK;
  13202. // Fixes rising rocks spawn area to 7x7.
  13203. if (climax_lv == 5)
  13204. area = 3;
  13205. } else { // AG_ALL_BLOOM
  13206. sub_skill = AG_ALL_BLOOM_ATK;
  13207. if (climax_lv == 1) { // Rose buds spawn at double the speed.
  13208. unit_time /= 2;
  13209. unit_interval /= 2;
  13210. }
  13211. }
  13212. // Displays the earthquake / flower garden.
  13213. skill_unitsetting(src, skill_id, skill_lv, x, y, 0);
  13214. if (climax_lv == 4) { // Deals no damage and instead inflicts a status on the enemys in range.
  13215. i = skill_get_splash(skill_id, skill_lv);
  13216. map_foreachinallarea(skill_area_sub, src->m, x - i, y - i, x + i, y + i, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1, skill_castend_nodamage_id);
  13217. } else for (i = 1; i <= unit_time / unit_interval; i++) { // Spawn the rising rocks / rose buds on random spots at seperate intervals
  13218. tmpx = x - area + rnd() % (area * 2 + 1);
  13219. tmpy = y - area + rnd() % (area * 2 + 1);
  13220. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13221. if ((skill_id == AG_VIOLENT_QUAKE && climax_lv == 1) || (skill_id == AG_ALL_BLOOM && climax_lv == 2)) { // Spwan a 2nd rising rock / rose bud along with the 1st one.
  13222. tmpx = x - area + rnd() % (area * 2 + 1);
  13223. tmpy = y - area + rnd() % (area * 2 + 1);
  13224. skill_unitsetting(src, sub_skill, skill_lv, tmpx, tmpy, flag + i * unit_interval);
  13225. }
  13226. }
  13227. // One final attack the size of the flower garden is dealt after
  13228. // all rose buds explode if Climax level 5 is active.
  13229. if (skill_id == AG_ALL_BLOOM && climax_lv == 5)
  13230. skill_unitsetting(src, AG_ALL_BLOOM_ATK2, skill_lv, x, y, flag + i * unit_interval);
  13231. }
  13232. break;
  13233. case NPC_RAINOFMETEOR:
  13234. {
  13235. int area = skill_get_splash(skill_id, skill_lv);
  13236. short tmpx = 0, tmpy = 0;
  13237. for (i = 1; i <= (skill_get_time(skill_id, skill_lv)/skill_get_unit_interval(skill_id)); i++) {
  13238. // Casts a double meteor in the first interval.
  13239. if (i == 1) {
  13240. // The first meteor is at the center
  13241. skill_unitsetting(src, skill_id, skill_lv, x, y, flag+skill_get_unit_interval(skill_id));
  13242. // The second meteor is near the first
  13243. tmpx = x - 1 + rnd()%3;
  13244. tmpy = y - 1 + rnd()%3;
  13245. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+skill_get_unit_interval(skill_id));
  13246. }
  13247. else { // Casts 1 meteor per interval in the splash area
  13248. tmpx = x - area + rnd()%(area * 2 + 1);
  13249. tmpy = y - area + rnd()%(area * 2 + 1);
  13250. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag+i*skill_get_unit_interval(skill_id));
  13251. }
  13252. }
  13253. }
  13254. break;
  13255. case HN_JACK_FROST_NOVA:
  13256. case HN_GROUND_GRAVITATION: {
  13257. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13258. if( sd != nullptr ){
  13259. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13260. }
  13261. return 0;
  13262. }
  13263. int splash = skill_get_splash(skill_id, skill_lv);
  13264. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13265. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13266. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13267. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13268. }
  13269. }
  13270. break;
  13271. case HN_METEOR_STORM_BUSTER: {
  13272. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) ) {
  13273. if( sd != nullptr ){
  13274. clif_skill_fail( *sd, skill_id, USESKILL_FAIL );
  13275. }
  13276. return 0;
  13277. }
  13278. int splash = skill_get_splash(skill_id, skill_lv);
  13279. map_foreachinarea(skill_area_sub, src->m, x - splash, y - splash, x + splash, y + splash, BL_CHAR, src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | SKILL_ALTDMG_FLAG | 1, skill_castend_damage_id);
  13280. skill_unitsetting(src, skill_id, skill_lv, x, y, skill_get_unit_interval(skill_id));
  13281. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_time2(skill_id, skill_lv)); i++) {
  13282. skill_addtimerskill(src, tick + (t_tick)i*skill_get_time2(skill_id, skill_lv), 0, x, y, skill_id, skill_lv, 0, flag);
  13283. }
  13284. }
  13285. break;
  13286. case NW_WILD_FIRE:
  13287. i = skill_get_splash(skill_id, skill_lv);
  13288. if (sd && sd->status.weapon == W_GRENADE)
  13289. i += 2;
  13290. map_foreachinallarea(skill_area_sub,
  13291. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13292. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13293. skill_castend_damage_id);
  13294. if (sc && sc->getSCE(SC_INTENSIVE_AIM_COUNT))
  13295. status_change_end(src, SC_INTENSIVE_AIM_COUNT);
  13296. break;
  13297. case NW_HASTY_FIRE_IN_THE_HOLE:
  13298. i = skill_get_splash(skill_id, skill_lv);
  13299. if (flag & 1){
  13300. i++;
  13301. }
  13302. if (flag & 2){
  13303. i++;
  13304. }
  13305. map_foreachinallarea(skill_area_sub,
  13306. src->m, x - i, y - i, x + i, y + i, BL_CHAR,
  13307. src, skill_id, skill_lv, tick, flag | BCT_ENEMY | 1,
  13308. skill_castend_damage_id);
  13309. if (!(flag & 1)) {
  13310. skill_addtimerskill(src, tick + 300, 0, x, y, skill_id, skill_lv, 0, flag | 1 | SKILL_NOCONSUME_REQ);
  13311. skill_addtimerskill(src, tick + 600, 0, x, y, skill_id, skill_lv, 0, flag | 3 | SKILL_NOCONSUME_REQ);
  13312. }
  13313. break;
  13314. case NW_GRENADES_DROPPING: {
  13315. uint16 splash = skill_get_splash(skill_id, skill_lv);
  13316. uint16 tmpx = rnd_value( x - splash, x + splash );
  13317. uint16 tmpy = rnd_value( y - splash, y + splash );
  13318. skill_unitsetting(src, skill_id, skill_lv, tmpx, tmpy, flag);
  13319. for (i = 0; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13320. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13321. }
  13322. } break;
  13323. case NW_MISSION_BOMBARD:
  13324. i = skill_get_splash(skill_id,skill_lv);
  13325. map_foreachinarea(skill_area_sub,src->m,x-i,y-i,x+i,y+i,BL_CHAR|BL_SKILL,src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SKILL_ALTDMG_FLAG|1,skill_castend_damage_id);
  13326. skill_unitsetting(src, skill_id, skill_lv, x, y, flag);
  13327. for (i = 1; i <= (skill_get_time(skill_id, skill_lv) / skill_get_unit_interval(skill_id)); i++) {
  13328. skill_addtimerskill(src, tick + (t_tick)i*skill_get_unit_interval(skill_id), 0, x, y, skill_id, skill_lv, 0, flag);
  13329. }
  13330. break;
  13331. default:
  13332. ShowWarning("skill_castend_pos2: Unknown skill used:%d\n",skill_id);
  13333. return 1;
  13334. }
  13335. if( sc && sc->getSCE(SC_CURSEDCIRCLE_ATKER) ) //Should only remove after the skill has been casted.
  13336. status_change_end(src,SC_CURSEDCIRCLE_ATKER);
  13337. if( sd )
  13338. {// ensure that the skill last-cast tick is recorded
  13339. sd->canskill_tick = gettick();
  13340. if( sd->state.arrow_atk && !(flag&1) )
  13341. {// consume arrow if this is a ground skill
  13342. battle_consume_ammo(sd, skill_id, skill_lv);
  13343. }
  13344. skill_onskillusage(sd, nullptr, skill_id, tick);
  13345. // perform skill requirement consumption
  13346. if (!(flag&SKILL_NOCONSUME_REQ))
  13347. skill_consume_requirement(sd,skill_id,skill_lv,2);
  13348. }
  13349. return 0;
  13350. }
  13351. /*==========================================
  13352. *
  13353. *------------------------------------------*/
  13354. int skill_castend_map (map_session_data *sd, uint16 skill_id, const char *mapname)
  13355. {
  13356. nullpo_ret(sd);
  13357. //Simplify skill_failed code.
  13358. #define skill_failed(sd) { sd->menuskill_id = sd->menuskill_val = 0; }
  13359. if(skill_id != sd->menuskill_id)
  13360. return 0;
  13361. if( sd->bl.prev == nullptr || pc_isdead(sd) ) {
  13362. skill_failed(sd);
  13363. return 0;
  13364. }
  13365. if( sd->sc.cant.cast ) {
  13366. skill_failed(sd);
  13367. return 0;
  13368. }
  13369. pc_stop_attack(sd);
  13370. if(battle_config.skill_log && battle_config.skill_log&BL_PC)
  13371. ShowInfo("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_id,mapname);
  13372. if(strcmp(mapname,"cancel")==0) {
  13373. skill_failed(sd);
  13374. return 0;
  13375. }
  13376. switch(skill_id)
  13377. {
  13378. case AL_TELEPORT:
  13379. case ALL_ODINS_RECALL:
  13380. //The storage window is closed automatically by the client when there's
  13381. //any kind of map change, so we need to restore it automatically
  13382. //bugreport:8027
  13383. if(strcmp(mapname,"Random") == 0)
  13384. pc_randomwarp(sd,CLR_TELEPORT);
  13385. else if (sd->menuskill_val > 1 || skill_id == ALL_ODINS_RECALL) //Need lv2 to be able to warp here.
  13386. pc_setpos( sd, mapindex_name2id( sd->status.save_point.map ),sd->status.save_point.x, sd->status.save_point.y, CLR_TELEPORT );
  13387. clif_refresh_storagewindow(sd);
  13388. break;
  13389. case AL_WARP:
  13390. if( sd != nullptr ){
  13391. const struct s_point_str *p[4];
  13392. std::shared_ptr<s_skill_unit_group> group;
  13393. int i, lv, wx, wy;
  13394. int maxcount=0;
  13395. int x,y;
  13396. unsigned short mapindex;
  13397. mapindex = mapindex_name2id((char*)mapname);
  13398. if(!mapindex) { //Given map not found?
  13399. clif_skill_fail( *sd, skill_id );
  13400. skill_failed(sd);
  13401. return 0;
  13402. }
  13403. p[0] = &sd->status.save_point;
  13404. p[1] = &sd->status.memo_point[0];
  13405. p[2] = &sd->status.memo_point[1];
  13406. p[3] = &sd->status.memo_point[2];
  13407. if((maxcount = skill_get_maxcount(skill_id, sd->menuskill_val)) > 0) {
  13408. unit_skillunit_maxcount(sd->ud, skill_id, maxcount);
  13409. if (maxcount == 0) {
  13410. clif_skill_fail( *sd, skill_id );
  13411. skill_failed(sd);
  13412. return 0;
  13413. }
  13414. }
  13415. lv = sd->skillitem==skill_id?sd->skillitemlv:pc_checkskill(sd,skill_id);
  13416. wx = sd->menuskill_val>>16;
  13417. wy = sd->menuskill_val&0xffff;
  13418. if( lv <= 0 ) return 0;
  13419. if( lv > 4 ) lv = 4; // crash prevention
  13420. // check if the chosen map exists in the memo list
  13421. ARR_FIND( 0, lv, i, strncmp( p[i]->map, mapname, sizeof( p[i]->map ) ) == 0 );
  13422. if( i < lv ) {
  13423. x=p[i]->x;
  13424. y=p[i]->y;
  13425. } else {
  13426. skill_failed(sd);
  13427. return 0;
  13428. }
  13429. if(!skill_check_condition_castend(*sd, sd->menuskill_id, lv))
  13430. { // This checks versus skill_id/skill_lv...
  13431. skill_failed(sd);
  13432. return 0;
  13433. }
  13434. skill_consume_requirement(sd,sd->menuskill_id,lv,2);
  13435. sd->skillitem = sd->skillitemlv = sd->skillitem_keep_requirement = 0; // Clear data that's skipped in 'skill_castend_pos' [Inkfish]
  13436. if((group=skill_unitsetting(&sd->bl,skill_id,lv,wx,wy,0))==nullptr) {
  13437. skill_failed(sd);
  13438. return 0;
  13439. }
  13440. group->val1 = (group->val1<<16)|(short)0;
  13441. // record the destination coordinates
  13442. group->val2 = (x<<16)|y;
  13443. group->val3 = mapindex;
  13444. }
  13445. break;
  13446. }
  13447. sd->menuskill_id = sd->menuskill_val = 0;
  13448. return 0;
  13449. #undef skill_failed
  13450. }
  13451. /// transforms 'target' skill unit into dissonance (if conditions are met)
  13452. static int skill_dance_overlap_sub(struct block_list* bl, va_list ap)
  13453. {
  13454. struct skill_unit* target = (struct skill_unit*)bl;
  13455. struct skill_unit* src = va_arg(ap, struct skill_unit*);
  13456. int flag = va_arg(ap, int);
  13457. if (src == target)
  13458. return 0;
  13459. if (!target->group || !(target->group->state.song_dance&0x1))
  13460. return 0;
  13461. if (!(target->val2 & src->val2 & ~(1 << UF_ENSEMBLE))) //They don't match (song + dance) is valid.
  13462. return 0;
  13463. if (flag) //Set dissonance
  13464. target->val2 |= (1 << UF_ENSEMBLE); //Add ensemble to signal this unit is overlapping.
  13465. else //Remove dissonance
  13466. target->val2 &= ~(1 << UF_ENSEMBLE);
  13467. skill_getareachar_skillunit_visibilty(target, AREA);
  13468. return 1;
  13469. }
  13470. //Does the song/dance overlapping -> dissonance check. [Skotlex]
  13471. //When flag is 0, this unit is about to be removed, cancel the dissonance effect
  13472. //When 1, this unit has been positioned, so start the cancel effect.
  13473. int skill_dance_overlap(struct skill_unit* unit, int flag)
  13474. {
  13475. if (!unit || !unit->group || !(unit->group->state.song_dance&0x1))
  13476. return 0;
  13477. if (!flag && !(unit->val2&(1 << UF_ENSEMBLE)))
  13478. return 0; //Nothing to remove, this unit is not overlapped.
  13479. if (unit->val1 != unit->group->skill_id)
  13480. { //Reset state
  13481. unit->val1 = unit->group->skill_id;
  13482. unit->val2 &= ~(1 << UF_ENSEMBLE);
  13483. }
  13484. return map_foreachincell(skill_dance_overlap_sub, unit->bl.m,unit->bl.x,unit->bl.y,BL_SKILL, unit,flag);
  13485. }
  13486. /**
  13487. * Converts this group information so that it is handled as a Dissonance or Ugly Dance cell.
  13488. * @param unit Skill unit data (from BA_DISSONANCE or DC_UGLYDANCE)
  13489. * @param flag 0 Convert
  13490. * @param flag 1 Revert
  13491. * @return true success
  13492. * @TODO: This should be completely removed later and rewritten
  13493. * The entire execution of the overlapping songs instances is dirty and hacked together
  13494. * Overlapping cells should be checked on unit entry, not infinitely loop checked causing 1000's of executions a song/dance
  13495. */
  13496. static bool skill_dance_switch(struct skill_unit* unit, int flag)
  13497. {
  13498. static int prevflag = 1; // by default the backup is empty
  13499. static s_skill_unit_group backup;
  13500. std::shared_ptr<s_skill_unit_group> group;
  13501. if( unit == nullptr || (group = unit->group) == nullptr )
  13502. return false;
  13503. //val2&(1 << UF_ENSEMBLE) is a hack to indicate dissonance
  13504. if ( !((group->state.song_dance&0x1) && (unit->val2&(1 << UF_ENSEMBLE))) )
  13505. return false;
  13506. if( flag == prevflag ) { //Protection against attempts to read an empty backup/write to a full backup
  13507. ShowError("skill_dance_switch: Attempted to %s (skill_id=%d, skill_lv=%d, src_id=%d).\n",
  13508. flag ? "read an empty backup" : "write to a full backup",
  13509. group->skill_id, group->skill_lv, group->src_id);
  13510. return false;
  13511. }
  13512. prevflag = flag;
  13513. if (!flag) { //Transform
  13514. uint16 skill_id = unit->val2&(1 << UF_SONG) ? BA_DISSONANCE : DC_UGLYDANCE;
  13515. // backup
  13516. backup.skill_id = group->skill_id;
  13517. backup.skill_lv = group->skill_lv;
  13518. backup.unit_id = group->unit_id;
  13519. backup.target_flag = group->target_flag;
  13520. backup.bl_flag = group->bl_flag;
  13521. backup.interval = group->interval;
  13522. // replace
  13523. group->skill_id = skill_id;
  13524. group->skill_lv = 1;
  13525. group->unit_id = skill_get_unit_id(skill_id);
  13526. group->target_flag = skill_get_unit_target(skill_id);
  13527. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13528. group->interval = skill_get_unit_interval(skill_id);
  13529. } else { //Restore
  13530. group->skill_id = backup.skill_id;
  13531. group->skill_lv = backup.skill_lv;
  13532. group->unit_id = backup.unit_id;
  13533. group->target_flag = backup.target_flag;
  13534. group->bl_flag = backup.bl_flag;
  13535. group->interval = backup.interval;
  13536. }
  13537. return true;
  13538. }
  13539. /**
  13540. * Initializes and sets a ground skill / skill unit. Usually called after skill_casted_pos() or skill_castend_map()
  13541. * @param src Object that triggers the skill
  13542. * @param skill_id Skill ID
  13543. * @param skill_lv Skill level of used skill
  13544. * @param x Position x
  13545. * @param y Position y
  13546. * @param flag &1: Used to determine when the skill 'morphs' (Warp portal becomes active, or Fire Pillar becomes active)
  13547. * xx_METEOR: flag &1 contains if the unit can cause curse, flag is also the duration of the unit in milliseconds
  13548. * @return s_skill_unit_group
  13549. */
  13550. std::shared_ptr<s_skill_unit_group> skill_unitsetting(struct block_list *src, uint16 skill_id, uint16 skill_lv, int16 x, int16 y, int flag)
  13551. {
  13552. std::shared_ptr<s_skill_unit_group> group;
  13553. int i, val1 = 0, val2 = 0, val3 = 0;
  13554. t_tick limit;
  13555. int link_group_id = 0;
  13556. int target, interval, range;
  13557. t_itemid req_item = 0;
  13558. struct s_skill_unit_layout *layout;
  13559. map_session_data *sd;
  13560. struct status_data *status;
  13561. status_change *sc;
  13562. int active_flag = 1;
  13563. int subunt = 0;
  13564. bool hidden = false;
  13565. struct map_data *mapdata;
  13566. nullpo_retr(nullptr, src);
  13567. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  13568. mapdata = map_getmapdata(src->m);
  13569. limit = skill_get_time3(mapdata, skill_id,skill_lv);
  13570. range = skill_get_unit_range(skill_id,skill_lv);
  13571. interval = skill->unit_interval;
  13572. target = skill_get_unit_target(skill_id);
  13573. layout = skill_get_unit_layout(skill_id,skill_lv,src,x,y);
  13574. sd = BL_CAST(BL_PC, src);
  13575. status = status_get_status_data(src);
  13576. sc = status_get_sc(src); // for traps, firewall and fogwall - celest
  13577. hidden = (skill->unit_flag[UF_HIDDENTRAP] && (battle_config.traps_setting == 2 || (battle_config.traps_setting == 1 && map_flag_vs(src->m))));
  13578. switch( skill_id ) {
  13579. case MH_STEINWAND:
  13580. val2 = 4 + skill_lv;
  13581. val3 = 300 * skill_lv + 65 * ( status->int_ + status_get_lv(src) ) + status->max_sp; //nb hp
  13582. break;
  13583. case MG_SAFETYWALL:
  13584. val2 = skill_lv + 1;
  13585. #ifdef RENEWAL
  13586. val3 = 300 * skill_lv + 65 * (status->int_ + status_get_lv(src)) + status->max_sp;
  13587. #endif
  13588. break;
  13589. case MG_FIREWALL:
  13590. if(sc && sc->getSCE(SC_VIOLENTGALE))
  13591. limit = limit*3/2;
  13592. val2 = 4+skill_lv;
  13593. break;
  13594. case AL_WARP:
  13595. val1=skill_lv+6;
  13596. if(!(flag&1))
  13597. limit=2000;
  13598. else // previous implementation (not used anymore)
  13599. { //Warp Portal morphing to active mode, extract relevant data from src. [Skotlex]
  13600. if( src->type != BL_SKILL ) return nullptr;
  13601. group = ((TBL_SKILL*)src)->group;
  13602. src = map_id2bl(group->src_id);
  13603. if( !src ) return nullptr;
  13604. val2 = group->val2; //Copy the (x,y) position you warp to
  13605. val3 = group->val3; //as well as the mapindex to warp to.
  13606. }
  13607. break;
  13608. #ifndef RENEWAL
  13609. case HP_BASILICA:
  13610. val1 = src->id; // Store caster id.
  13611. break;
  13612. #endif
  13613. case PR_SANCTUARY:
  13614. case NPC_EVILLAND:
  13615. val1=skill_lv+3;
  13616. break;
  13617. case WZ_METEOR:
  13618. case SU_CN_METEOR:
  13619. case SU_CN_METEOR2:
  13620. case NPC_RAINOFMETEOR:
  13621. case HN_METEOR_STORM_BUSTER:
  13622. limit = flag;
  13623. flag = 0; // Flag should not influence anything else for these skills
  13624. break;
  13625. case WZ_FIREPILLAR:
  13626. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13627. return nullptr;
  13628. if((flag&1)!=0)
  13629. limit=1000;
  13630. val1=skill_lv+2;
  13631. break;
  13632. case WZ_QUAGMIRE: //The target changes to "all" if used in a gvg map. [Skotlex]
  13633. case AM_DEMONSTRATION:
  13634. if (battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m))
  13635. target = BCT_ALL;
  13636. break;
  13637. case HT_SKIDTRAP:
  13638. case MA_SKIDTRAP:
  13639. //Save position of caster
  13640. val1 = ((src->x)<<16)|(src->y);
  13641. [[fallthrough]];
  13642. case HT_ANKLESNARE:
  13643. case HT_SHOCKWAVE:
  13644. case HT_SANDMAN:
  13645. case MA_SANDMAN:
  13646. case HT_CLAYMORETRAP:
  13647. case HT_LANDMINE:
  13648. case MA_LANDMINE:
  13649. case HT_FLASHER:
  13650. case HT_FREEZINGTRAP:
  13651. case MA_FREEZINGTRAP:
  13652. case HT_BLASTMINE:
  13653. case RA_ELECTRICSHOCKER:
  13654. case RA_CLUSTERBOMB:
  13655. case RA_MAGENTATRAP:
  13656. case RA_COBALTTRAP:
  13657. case RA_MAIZETRAP:
  13658. case RA_VERDURETRAP:
  13659. case RA_FIRINGTRAP:
  13660. case RA_ICEBOUNDTRAP:
  13661. case RL_B_TRAP:
  13662. case SC_ESCAPE:
  13663. {
  13664. struct s_skill_condition req = skill_get_requirement(sd,skill_id,skill_lv);
  13665. ARR_FIND(0, MAX_SKILL_ITEM_REQUIRE, i, req.itemid[i] && (req.itemid[i] == ITEMID_TRAP || req.itemid[i] == ITEMID_TRAP_ALLOY));
  13666. if( i != MAX_SKILL_ITEM_REQUIRE && req.itemid[i] )
  13667. req_item = req.itemid[i];
  13668. if (skill_id == RL_B_TRAP) // Target type should not change on GvG maps.
  13669. break;
  13670. if( battle_config.vs_traps_bctall && (src->type&battle_config.vs_traps_bctall) && map_flag_vs(src->m) )
  13671. target = BCT_ALL;
  13672. }
  13673. break;
  13674. case SA_LANDPROTECTOR:
  13675. case SA_VOLCANO:
  13676. case SA_DELUGE:
  13677. case SA_VIOLENTGALE:
  13678. case SC_CHAOSPANIC:
  13679. {
  13680. std::shared_ptr<s_skill_unit_group> old_sg = skill_locate_element_field(src);
  13681. if (old_sg != nullptr)
  13682. { //HelloKitty confirmed that these are interchangeable,
  13683. //so you can change element and not consume gemstones.
  13684. if ((
  13685. old_sg->skill_id == SA_VOLCANO ||
  13686. old_sg->skill_id == SA_DELUGE ||
  13687. old_sg->skill_id == SA_VIOLENTGALE
  13688. ) && old_sg->limit > 0)
  13689. { //Use the previous limit (minus the elapsed time) [Skotlex]
  13690. limit = old_sg->limit - DIFF_TICK(gettick(), old_sg->tick);
  13691. if (limit < 0) //This can happen...
  13692. limit = skill_get_time(skill_id,skill_lv);
  13693. }
  13694. skill_clear_group(src,1);
  13695. }
  13696. break;
  13697. }
  13698. case BA_WHISTLE:
  13699. val1 = skill_lv + status->agi / 10; // Flee increase
  13700. val2 = (skill_lv + 1) / 2 + status->luk / 30; // Perfect dodge increase
  13701. if (sd) {
  13702. val1 += pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13703. val2 += pc_checkskill(sd, BA_MUSICALLESSON) / 5;
  13704. }
  13705. break;
  13706. case DC_HUMMING:
  13707. val1 = 1 + 2 * skill_lv + status->dex / 10; // Hit increase
  13708. if (sd)
  13709. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13710. break;
  13711. case BA_POEMBRAGI:
  13712. val1 = 3 * skill_lv + status->dex / 10; // Casting time reduction
  13713. //For some reason at level 10 the base delay reduction is 50%.
  13714. val2 = (skill_lv < 10 ? 3 * skill_lv : 50) + status->int_ / 5; // After-cast delay reduction
  13715. if (sd) {
  13716. val1 += pc_checkskill(sd, BA_MUSICALLESSON);
  13717. val2 += 2 * pc_checkskill(sd, BA_MUSICALLESSON);
  13718. }
  13719. break;
  13720. case DC_DONTFORGETME:
  13721. #ifdef RENEWAL
  13722. val1 = 3 * skill_lv + status->dex / 15; // ASPD decrease
  13723. val2 = 2 * skill_lv + status->agi / 20; // Movement speed adjustment.
  13724. #else
  13725. val1 = 5 + 3 * skill_lv + status->dex / 10; // ASPD decrease
  13726. val2 = 5 + 3 * skill_lv + status->agi / 10; // Movement speed adjustment.
  13727. #endif
  13728. if (sd) {
  13729. val1 += pc_checkskill(sd, DC_DANCINGLESSON);
  13730. #ifdef RENEWAL
  13731. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13732. #else
  13733. val2 += pc_checkskill(sd, DC_DANCINGLESSON);
  13734. #endif
  13735. }
  13736. val1 *= 10; //Because 10 is actually 1% aspd
  13737. break;
  13738. case DC_SERVICEFORYOU:
  13739. val1 = 15 + skill_lv + (status->int_ / 10); // MaxSP percent increase
  13740. val2 = 20 + 3 * skill_lv + (status->int_ / 10); // SP cost reduction
  13741. if (sd) {
  13742. val1 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13743. val2 += pc_checkskill(sd, DC_DANCINGLESSON) / 2;
  13744. }
  13745. break;
  13746. case BA_ASSASSINCROSS:
  13747. if (sd)
  13748. val1 = pc_checkskill(sd, BA_MUSICALLESSON) / 2;
  13749. val1 += 5 + skill_lv + (status->agi / 20);
  13750. val1 *= 10; // ASPD works with 1000 as 100%
  13751. break;
  13752. case DC_FORTUNEKISS:
  13753. val1 = 10 + skill_lv + (status->luk / 10); // Critical increase
  13754. val1 *= 10; //Because every 10 crit is an actual cri point.
  13755. if (sd)
  13756. val1 += 5 * pc_checkskill(sd, DC_DANCINGLESSON);
  13757. break;
  13758. case BD_DRUMBATTLEFIELD:
  13759. val1 = (skill_lv+1)*25; //Atk increase
  13760. val2 = (skill_lv+1)*2; //Def increase
  13761. break;
  13762. case BD_RINGNIBELUNGEN:
  13763. val1 = (skill_lv+2)*25; //Atk increase
  13764. break;
  13765. case BD_RICHMANKIM:
  13766. val1 = 25 + 11*skill_lv; //Exp increase bonus.
  13767. break;
  13768. case BD_SIEGFRIED:
  13769. val1 = 55 + skill_lv*5; //Elemental Resistance
  13770. val2 = skill_lv*10; //Status ailment resistance
  13771. break;
  13772. case WE_CALLPARTNER:
  13773. if (sd) val1 = sd->status.partner_id;
  13774. break;
  13775. case WE_CALLPARENT:
  13776. if (sd) {
  13777. val1 = sd->status.father;
  13778. val2 = sd->status.mother;
  13779. }
  13780. break;
  13781. case WE_CALLBABY:
  13782. if (sd) val1 = sd->status.child;
  13783. break;
  13784. case NJ_KAENSIN:
  13785. skill_clear_group(src, 1); //Delete previous Kaensins/Suitons
  13786. val2 = (skill_lv+1)/2 + 4;
  13787. break;
  13788. case NJ_SUITON:
  13789. skill_clear_group(src, 1);
  13790. break;
  13791. case GS_GROUNDDRIFT:
  13792. {
  13793. // Ground Drift Element is decided when it's placed.
  13794. int ele = skill_get_ele(skill_id, skill_lv);
  13795. int element[5] = { ELE_WIND, ELE_DARK, ELE_POISON, ELE_WATER, ELE_FIRE };
  13796. if (ele == ELE_RANDOM)
  13797. val1 = element[rnd()%5]; // Use random from available unit visual?
  13798. else if (ele == ELE_ENDOWED)
  13799. val1 = status_get_attack_sc_element(src,sc);
  13800. else if (ele == ELE_WEAPON) {
  13801. val1 = status->rhw.ele;
  13802. if (sc && sc->getSCE(SC_ENCHANTARMS))
  13803. val1 = sc->getSCE(SC_ENCHANTARMS)->val1;
  13804. }
  13805. switch (val1) {
  13806. case ELE_FIRE:
  13807. subunt++;
  13808. [[fallthrough]];
  13809. case ELE_WATER:
  13810. subunt++;
  13811. [[fallthrough]];
  13812. case ELE_POISON:
  13813. subunt++;
  13814. [[fallthrough]];
  13815. case ELE_DARK:
  13816. subunt++;
  13817. [[fallthrough]];
  13818. case ELE_WIND:
  13819. break;
  13820. default:
  13821. subunt = rnd()%5;
  13822. break;
  13823. }
  13824. break;
  13825. }
  13826. case GC_POISONSMOKE:
  13827. if( !(sc && sc->getSCE(SC_POISONINGWEAPON)) )
  13828. return nullptr;
  13829. val2 = sc->getSCE(SC_POISONINGWEAPON)->val2; // Type of Poison
  13830. val3 = sc->getSCE(SC_POISONINGWEAPON)->val1;
  13831. limit = skill_get_time(skill_id, skill_lv);
  13832. break;
  13833. case NPC_COMET:
  13834. case WL_COMET:
  13835. if (sc) {
  13836. sc->comet_x = x;
  13837. sc->comet_y = y;
  13838. }
  13839. break;
  13840. case GD_LEADERSHIP:
  13841. case GD_GLORYWOUNDS:
  13842. case GD_SOULCOLD:
  13843. case GD_HAWKEYES:
  13844. limit = 1000000;//it doesn't matter
  13845. break;
  13846. case LG_BANDING:
  13847. limit = -1;
  13848. break;
  13849. case WM_POEMOFNETHERWORLD: // Can't be placed on top of Land Protector.
  13850. if( skill_id == WM_POEMOFNETHERWORLD && map_flag_gvg2(src->m) )
  13851. target = BCT_ALL;
  13852. [[fallthrough]];
  13853. case WM_SEVERE_RAINSTORM:
  13854. case SO_WATER_INSIGNIA:
  13855. case SO_FIRE_INSIGNIA:
  13856. case SO_WIND_INSIGNIA:
  13857. case SO_EARTH_INSIGNIA:
  13858. if( map_getcell(src->m, x, y, CELL_CHKLANDPROTECTOR) )
  13859. return nullptr;
  13860. break;
  13861. case SO_CLOUD_KILL:
  13862. case NPC_CLOUD_KILL:
  13863. skill_clear_group(src, 4);
  13864. break;
  13865. case SO_WARMER:
  13866. skill_clear_group(src, 8);
  13867. break;
  13868. case SO_FIREWALK:
  13869. case SO_ELECTRICWALK:
  13870. limit = skill_get_time2(skill_id, skill_lv);
  13871. break;
  13872. case GN_WALLOFTHORN:
  13873. // Turns to Firewall
  13874. if( flag&1 )
  13875. limit = 3000;
  13876. val3 = (x<<16)|y;
  13877. break;
  13878. case GN_DEMONIC_FIRE:
  13879. if (flag) { // Fire Expansion level 1
  13880. limit = flag + 10000;
  13881. flag = 0;
  13882. }
  13883. break;
  13884. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  13885. case GN_FIRE_EXPANSION_TEAR_GAS:
  13886. limit = ((sd ? pc_checkskill(sd,GN_DEMONIC_FIRE) : 1) + 1) * limit;
  13887. break;
  13888. case KO_ZENKAI:
  13889. if (sd && sd->spiritcharm_type != CHARM_TYPE_NONE && sd->spiritcharm > 0) {
  13890. val1 = sd->spiritcharm;
  13891. val2 = sd->spiritcharm_type;
  13892. limit = 6000 * val1;
  13893. subunt = sd->spiritcharm_type - 1;
  13894. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  13895. }
  13896. break;
  13897. #ifndef RENEWAL
  13898. case HW_GRAVITATION:
  13899. if(sc && sc->getSCE(SC_GRAVITATION) && sc->getSCE(SC_GRAVITATION)->val3 == BCT_SELF)
  13900. link_group_id = sc->getSCE(SC_GRAVITATION)->val4;
  13901. break;
  13902. #endif
  13903. case SO_VACUUM_EXTREME:
  13904. // Coordinates
  13905. val1 = x;
  13906. val2 = y;
  13907. val3 = 0; // Suck target at n seconds.
  13908. break;
  13909. case MH_POISON_MIST:
  13910. case MH_BLAST_FORGE:
  13911. case MH_LAVA_SLIDE:
  13912. skill_clear_group(src, 1);
  13913. break;
  13914. case MH_VOLCANIC_ASH:
  13915. if (!map_flag_vs(src->m))
  13916. target = BCT_ENEMY;
  13917. break;
  13918. case AG_VIOLENT_QUAKE:
  13919. case AG_ALL_BLOOM:
  13920. if (sc && sc->getSCE(SC_CLIMAX)) {
  13921. if (skill_id == AG_ALL_BLOOM && sc->getSCE(SC_CLIMAX)->val1 == 1)
  13922. limit /= 2; // Rose buds spawn at double the speed, so rose garden duration must be halved.
  13923. else if (sc->getSCE(SC_CLIMAX)->val1 == 4)
  13924. limit = 3000; // Show main AoE for fixed duration on status giving effect.
  13925. }
  13926. break;
  13927. case AG_VIOLENT_QUAKE_ATK:
  13928. case AG_ALL_BLOOM_ATK:
  13929. case AG_ALL_BLOOM_ATK2:
  13930. limit = flag;
  13931. flag = 0;
  13932. if (skill_id == AG_VIOLENT_QUAKE_ATK && sc && sc->getSCE(SC_CLIMAX) && sc->getSCE(SC_CLIMAX)->val1 == 2)
  13933. range = 4; // Rising rocks splash is increased to 9x9.
  13934. break;
  13935. case WH_DEEPBLINDTRAP:
  13936. case WH_SOLIDTRAP:
  13937. case WH_SWIFTTRAP:
  13938. case WH_FLAMETRAP:
  13939. limit += 3000 * (sd ? pc_checkskill(sd, WH_ADVANCED_TRAP) : 5);
  13940. break;
  13941. case NW_GRENADES_DROPPING:
  13942. limit = skill_get_time2(skill_id,skill_lv);
  13943. break;
  13944. }
  13945. // Init skill unit group
  13946. group = skill_initunitgroup(src, layout->count, skill_id, skill_lv, (flag & 1 ? skill->unit_id2 : skill->unit_id) + subunt, limit, interval);
  13947. if (group == nullptr)
  13948. return nullptr;
  13949. group->val1 = val1;
  13950. group->val2 = val2;
  13951. group->val3 = val3;
  13952. group->link_group_id = link_group_id;
  13953. group->target_flag = target;
  13954. group->bl_flag = skill_get_unit_bl_target(skill_id);
  13955. group->state.ammo_consume = (sd && sd->state.arrow_atk && skill_id != GS_GROUNDDRIFT); //Store if this skill needs to consume ammo.
  13956. group->state.song_dance = (((skill->unit_flag[UF_DANCE] || skill->unit_flag[UF_SONG])?1:0)|(skill->unit_flag[UF_ENSEMBLE]?2:0)); //Signals if this is a song/dance/duet
  13957. group->state.guildaura = ( skill_id >= GD_LEADERSHIP && skill_id <= GD_HAWKEYES )?1:0;
  13958. group->item_id = req_item;
  13959. // If tick is greater than current, do not invoke onplace function just yet. [Skotlex]
  13960. if (DIFF_TICK(group->tick, gettick()) > SKILLUNITTIMER_INTERVAL)
  13961. active_flag = 0;
  13962. // Put message for Talkie Box & Graffiti
  13963. if (skill_id == HT_TALKIEBOX || skill_id == RG_GRAFFITI) {
  13964. group->valstr=(char *) aMalloc(MESSAGE_SIZE*sizeof(char));
  13965. if (sd)
  13966. safestrncpy(group->valstr, sd->message, MESSAGE_SIZE);
  13967. else //Eh... we have to write something here... even though mobs shouldn't use this. [Skotlex]
  13968. safestrncpy(group->valstr, "Boo!", MESSAGE_SIZE);
  13969. }
  13970. // Dance skill
  13971. if (group->state.song_dance) {
  13972. if(sd) {
  13973. sd->skill_id_dance = skill_id;
  13974. sd->skill_lv_dance = skill_lv;
  13975. }
  13976. if (
  13977. sc_start4(src, src, SC_DANCING, 100, skill_id, group->group_id, skill_lv, (group->state.song_dance&2?BCT_SELF:0), limit+1000) &&
  13978. sd && group->state.song_dance&2 && skill_id != CG_HERMODE //Hermod is a encore with a warp!
  13979. )
  13980. skill_check_pc_partner(sd, skill_id, &skill_lv, 1, 1);
  13981. }
  13982. // Set skill unit
  13983. limit = group->limit;
  13984. for( i = 0; i < layout->count; i++ ) {
  13985. struct skill_unit *unit;
  13986. int ux = x + layout->dx[i];
  13987. int uy = y + layout->dy[i];
  13988. int unit_val1 = skill_lv;
  13989. int unit_val2 = 0;
  13990. int alive = 1;
  13991. // are the coordinates out of range?
  13992. if( ux <= 0 || uy <= 0 || ux >= mapdata->xs || uy >= mapdata->ys ){
  13993. continue;
  13994. }
  13995. if( !group->state.song_dance && !map_getcell(src->m,ux,uy,CELL_CHKREACH) )
  13996. continue; // don't place skill units on walls (except for songs/dances/encores)
  13997. if( battle_config.skill_wall_check && skill->unit_flag[UF_PATHCHECK] && !path_search_long(nullptr,src->m,ux,uy,src->x,src->y,CELL_CHKWALL) )
  13998. continue; // no path between cell and caster
  13999. switch( skill_id ) {
  14000. // HP for Skill unit that can be damaged, see also skill_unit_ondamaged
  14001. case HT_LANDMINE:
  14002. case MA_LANDMINE:
  14003. case HT_ANKLESNARE:
  14004. case HT_SHOCKWAVE:
  14005. case HT_SANDMAN:
  14006. case MA_SANDMAN:
  14007. case HT_FLASHER:
  14008. case HT_FREEZINGTRAP:
  14009. case MA_FREEZINGTRAP:
  14010. case HT_SKIDTRAP:
  14011. case MA_SKIDTRAP:
  14012. case HT_CLAYMORETRAP:
  14013. case HT_BLASTMINE:
  14014. case SC_ESCAPE:
  14015. unit_val1 = 3500;
  14016. break;
  14017. case MG_FIREWALL:
  14018. case NJ_KAENSIN:
  14019. unit_val2 = group->val2;
  14020. break;
  14021. case CR_GRANDCROSS:
  14022. case NPC_GRANDDARKNESS:
  14023. unit_val1 = (skill_get_time(skill_id, skill_lv) / interval); //Default: 950/300 = 3 hits
  14024. break;
  14025. case WZ_ICEWALL:
  14026. unit_val1 = 200 + 200*skill_lv;
  14027. unit_val2 = map_getcell(src->m, ux, uy, CELL_GETTYPE);
  14028. break;
  14029. case WZ_WATERBALL:
  14030. //Check if there are cells that can be turned into waterball units
  14031. if (!sd || map_getcell(src->m, ux, uy, CELL_CHKWATER)
  14032. || (map_find_skill_unit_oncell(src, ux, uy, SA_DELUGE, nullptr, 1)) != nullptr || (map_find_skill_unit_oncell(src, ux, uy, NJ_SUITON, nullptr, 1)) != nullptr)
  14033. break; //Turn water, deluge or suiton into waterball cell
  14034. continue;
  14035. case GS_DESPERADO:
  14036. unit_val1 = abs(layout->dx[i]);
  14037. unit_val2 = abs(layout->dy[i]);
  14038. if (unit_val1 < 2 || unit_val2 < 2) { //Nearby cross, linear decrease with no diagonals
  14039. if (unit_val2 > unit_val1) unit_val1 = unit_val2;
  14040. if (unit_val1) unit_val1--;
  14041. unit_val1 = 36 -12*unit_val1;
  14042. } else //Diagonal edges
  14043. unit_val1 = 28 -4*unit_val1 -4*unit_val2;
  14044. if (unit_val1 < 1) unit_val1 = 1;
  14045. unit_val2 = 0;
  14046. break;
  14047. case NPC_REVERBERATION:
  14048. unit_val1 = 1 + skill_lv;
  14049. break;
  14050. case WM_POEMOFNETHERWORLD:
  14051. unit_val1 = 1 + skill_lv;
  14052. break;
  14053. case GN_WALLOFTHORN:
  14054. if (flag&1) // Turned become Firewall
  14055. break;
  14056. unit_val1 = 2000 + 2000 * skill_lv; // HP
  14057. unit_val2 = 20; // Max hits
  14058. break;
  14059. case RL_B_TRAP:
  14060. unit_val1 = 3500;
  14061. unit_val2 = 0;
  14062. break;
  14063. default:
  14064. if (group->state.song_dance&0x1)
  14065. unit_val2 = (skill->unit_flag[UF_DANCE] ? (1 << UF_DANCE) : skill->unit_flag[UF_SONG] ? (1 << UF_SONG) : 0); //Store whether this is a song/dance
  14066. break;
  14067. }
  14068. if (skill->unit_flag[UF_RANGEDSINGLEUNIT] && i == (layout->count / 2))
  14069. unit_val2 |= (1 << UF_RANGEDSINGLEUNIT); // center.
  14070. if( sd && map_getcell(src->m, ux, uy, CELL_CHKMAELSTROM) ) //Does not recover SP from monster skills
  14071. map_foreachincell(skill_maelstrom_suction,src->m,ux,uy,BL_SKILL,skill_id,skill_lv);
  14072. // Check active cell to failing or remove current unit
  14073. map_foreachincell(skill_cell_overlap,src->m,ux,uy,BL_SKILL,skill_id, &alive, src);
  14074. if( !alive )
  14075. continue;
  14076. nullpo_retr(nullptr, (unit = skill_initunit(group,i,ux,uy,unit_val1,unit_val2,hidden)));
  14077. unit->limit = limit;
  14078. unit->range = range;
  14079. if (skill_id == PF_FOGWALL && alive == 2)
  14080. { //Double duration of cells on top of Deluge/Suiton
  14081. unit->limit *= 2;
  14082. group->limit = unit->limit;
  14083. }
  14084. // Execute on all targets standing on this cell
  14085. if (range == 0 && active_flag)
  14086. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  14087. }
  14088. if (!group->alive_count)
  14089. { //No cells? Something that was blocked completely by Land Protector?
  14090. skill_delunitgroup(group);
  14091. return nullptr;
  14092. }
  14093. //success, unit created.
  14094. switch( skill_id ) {
  14095. case NJ_TATAMIGAESHI: //Store number of tiles.
  14096. group->val1 = group->alive_count;
  14097. break;
  14098. }
  14099. return group;
  14100. }
  14101. /*==========================================
  14102. *
  14103. *------------------------------------------*/
  14104. void ext_skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14105. {
  14106. skill_unit_onplace(unit, bl, tick);
  14107. }
  14108. /**
  14109. * Triggeres when 'target' (based on skill unit target) is stand at unit area
  14110. * while skill unit initialized or moved (such by knock back).
  14111. * As a follow of skill_unit_effect flag &1
  14112. * @param unit
  14113. * @param bl Target
  14114. * @param tick
  14115. */
  14116. static int skill_unit_onplace(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14117. {
  14118. struct block_list *ss; // Actual source that cast the skill unit
  14119. status_change *sc;
  14120. struct status_change_entry *sce;
  14121. struct status_data *tstatus;
  14122. enum sc_type type;
  14123. uint16 skill_id;
  14124. nullpo_ret(unit);
  14125. nullpo_ret(bl);
  14126. if(bl->prev == nullptr || !unit->alive || status_isdead(bl))
  14127. return 0;
  14128. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14129. if (sg == nullptr)
  14130. return 0;
  14131. nullpo_ret(ss = map_id2bl(sg->src_id));
  14132. tstatus = status_get_status_data(bl);
  14133. if( (skill_get_type(sg->skill_id) == BF_MAGIC && ((battle_config.land_protector_behavior) ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) && sg->skill_id != SA_LANDPROTECTOR) ||
  14134. map_getcell(bl->m, bl->x, bl->y, CELL_CHKMAELSTROM) )
  14135. return 0; //AoE skills are ineffective. [Skotlex]
  14136. std::shared_ptr<s_skill_db> skill = skill_db.find(sg->skill_id);
  14137. if( (skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE]) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKBASILICA) )
  14138. return 0; //Songs don't work in Basilica
  14139. sc = status_get_sc(bl);
  14140. if (sc && sc->option&OPTION_HIDE && !skill->inf2[INF2_TARGETHIDDEN])
  14141. return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
  14142. if (sc && sc->getSCE(SC_VACUUM_EXTREME) && map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR))
  14143. status_change_end(bl, SC_VACUUM_EXTREME);
  14144. if (sc && sc->getSCE(SC_HOVERING) && skill->inf2[INF2_IGNOREHOVERING])
  14145. return 0; // Under Hovering characters are immune to select trap and ground target skills.
  14146. type = skill_get_sc(sg->skill_id);
  14147. sce = (sc && type != SC_NONE) ? sc->getSCE(type) : nullptr;
  14148. skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
  14149. switch (sg->unit_id) {
  14150. case UNT_SPIDERWEB:
  14151. if (sc) {
  14152. //Duration in PVM is: 1st - 8s, 2nd - 16s, 3rd - 8s
  14153. //Duration in PVP is: 1st - 4s, 2nd - 8s, 3rd - 12s
  14154. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14155. const struct TimerData* td;
  14156. struct map_data *mapdata = map_getmapdata(bl->m);
  14157. if (mapdata_flag_vs(mapdata))
  14158. sec /= 2;
  14159. if (sc->getSCE(type)) {
  14160. if (sc->getSCE(type)->val2 && sc->getSCE(type)->val3 && sc->getSCE(type)->val4) {
  14161. //Already triple affected, immune
  14162. sg->limit = DIFF_TICK(tick, sg->tick);
  14163. break;
  14164. }
  14165. //Don't increase val1 here, we need a higher val in status_change_start so it overwrites the old one
  14166. if (mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 3)
  14167. sec *= (sc->getSCE(type)->val1 + 1);
  14168. else if(!mapdata_flag_vs(mapdata) && sc->getSCE(type)->val1 < 2)
  14169. sec *= (sc->getSCE(type)->val1 + 1);
  14170. //Add group id to status change
  14171. if (sc->getSCE(type)->val2 == 0)
  14172. sc->getSCE(type)->val2 = sg->group_id;
  14173. else if (sc->getSCE(type)->val3 == 0)
  14174. sc->getSCE(type)->val3 = sg->group_id;
  14175. else if (sc->getSCE(type)->val4 == 0)
  14176. sc->getSCE(type)->val4 = sg->group_id;
  14177. //Overwrite status change with new duration
  14178. if ((td = get_timer(sc->getSCE(type)->timer))!=nullptr)
  14179. status_change_start(ss, bl, type, 10000, sc->getSCE(type)->val1 + 1, sc->getSCE(type)->val2, sc->getSCE(type)->val3, sc->getSCE(type)->val4,
  14180. i64max(DIFF_TICK(td->tick, tick), sec), SCSTART_NORATEDEF);
  14181. }
  14182. else {
  14183. if (status_change_start(ss, bl, type, 10000, 1, sg->group_id, 0, 0, sec, SCSTART_NORATEDEF)) {
  14184. td = sc->getSCE(type) ? get_timer(sc->getSCE(type)->timer) : nullptr;
  14185. if (td)
  14186. sec = DIFF_TICK(td->tick, tick);
  14187. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14188. clif_fixpos( *bl );
  14189. }
  14190. else
  14191. sec = 3000; //Couldn't trap it?
  14192. }
  14193. sg->val2 = bl->id;
  14194. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14195. }
  14196. break;
  14197. case UNT_SAFETYWALL:
  14198. if (!sce)
  14199. sc_start4(ss, bl,type,100,sg->skill_lv,sg->skill_id,sg->group_id,0,sg->limit);
  14200. break;
  14201. case UNT_BLOODYLUST:
  14202. if (sg->src_id == bl->id)
  14203. break; //Does not affect the caster.
  14204. if( !sce && sc_start4(ss, bl,type,100,sg->skill_lv,0,SC__BLOODYLUST,0,sg->limit) )
  14205. // Dirty fix to add extra time to Bloody Lust so it doesn't end before
  14206. // Berserk, causing HP to drop to 100 when we don't want it to [Akinari]
  14207. sc_start(ss, bl,SC__BLOODYLUST,100,sg->skill_lv,sg->limit+100);
  14208. break;
  14209. case UNT_PNEUMA:
  14210. if (!sce)
  14211. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14212. break;
  14213. case UNT_CHAOSPANIC:
  14214. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  14215. break;
  14216. case UNT_WARP_WAITING: {
  14217. int working = sg->val1&0xffff;
  14218. if(bl->type==BL_PC && !working){
  14219. map_session_data *sd = (map_session_data *)bl;
  14220. if((!sd->chatID || battle_config.chat_warpportal)
  14221. && sd->ud.to_x == unit->bl.x && sd->ud.to_y == unit->bl.y)
  14222. {
  14223. int x = sg->val2>>16;
  14224. int y = sg->val2&0xffff;
  14225. int count = sg->val1>>16;
  14226. unsigned short m = sg->val3;
  14227. if( --count <= 0 )
  14228. skill_delunitgroup(sg);
  14229. if ( map_mapindex2mapid(m) == sd->bl.m && x == sd->bl.x && y == sd->bl.y )
  14230. working = 1;/* we break it because officials break it, lovely stuff. */
  14231. sg->val1 = (count<<16)|working;
  14232. if (pc_job_can_entermap((enum e_job)sd->status.class_, map_mapindex2mapid(m), pc_get_group_level(sd)))
  14233. pc_setpos(sd,m,x,y,CLR_TELEPORT);
  14234. }
  14235. } else if(bl->type == BL_MOB && battle_config.mob_warp&2) {
  14236. int16 m = map_mapindex2mapid(sg->val3);
  14237. if (m < 0) break; //Map not available on this map-server.
  14238. unit_warp(bl,m,sg->val2>>16,sg->val2&0xffff,CLR_TELEPORT);
  14239. }
  14240. }
  14241. break;
  14242. case UNT_QUAGMIRE:
  14243. if( !sce && battle_check_target(&unit->bl,bl,sg->target_flag) > 0 )
  14244. sc_start4(ss, bl,type,100,sg->skill_lv,sg->group_id,0,0,sg->limit);
  14245. break;
  14246. case UNT_VOLCANO:
  14247. case UNT_DELUGE:
  14248. case UNT_VIOLENTGALE:
  14249. case UNT_FIRE_INSIGNIA:
  14250. case UNT_WATER_INSIGNIA:
  14251. case UNT_WIND_INSIGNIA:
  14252. case UNT_EARTH_INSIGNIA:
  14253. if(!sce)
  14254. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14255. break;
  14256. case UNT_WATER_BARRIER:
  14257. case UNT_ZEPHYR:
  14258. case UNT_POWER_OF_GAIA:
  14259. if (bl->id == ss->id)
  14260. break; // Doesn't affect the Elemental
  14261. if (!sce)
  14262. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14263. break;
  14264. case UNT_SUITON:
  14265. if(!sce)
  14266. sc_start4(ss, bl,type,100,sg->skill_lv,
  14267. map_flag_vs(bl->m) || battle_check_target(&unit->bl,bl,BCT_ENEMY)>0?1:0, //Send val3 =1 to reduce agi.
  14268. 0,0,sg->limit);
  14269. break;
  14270. case UNT_HERMODE:
  14271. if (sg->src_id!=bl->id && battle_check_target(&unit->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
  14272. status_change_clear_buffs(bl, SCCB_HERMODE); //Should dispell only allies.
  14273. [[fallthrough]];
  14274. case UNT_RICHMANKIM:
  14275. case UNT_ETERNALCHAOS:
  14276. case UNT_DRUMBATTLEFIELD:
  14277. case UNT_RINGNIBELUNGEN:
  14278. case UNT_ROKISWEIL:
  14279. case UNT_INTOABYSS:
  14280. case UNT_SIEGFRIED:
  14281. //Needed to check when a dancer/bard leaves their ensemble area.
  14282. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14283. return skill_id;
  14284. if (!sce)
  14285. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14286. break;
  14287. case UNT_WHISTLE:
  14288. case UNT_ASSASSINCROSS:
  14289. case UNT_POEMBRAGI:
  14290. case UNT_APPLEIDUN:
  14291. case UNT_HUMMING:
  14292. case UNT_DONTFORGETME:
  14293. case UNT_FORTUNEKISS:
  14294. case UNT_SERVICEFORYOU:
  14295. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14296. return 0;
  14297. if (!sc) return 0;
  14298. if (!sce)
  14299. sc_start4(ss, bl,type,100,sg->skill_lv,sg->val1,sg->val2,0,sg->limit);
  14300. else if (sce->val4 == 1) { //Readjust timers since the effect will not last long.
  14301. sce->val4 = 0; //remove the mark that we stepped out
  14302. delete_timer(sce->timer, status_change_timer);
  14303. sce->timer = add_timer(tick+sg->limit, status_change_timer, bl->id, type); //put duration back to 3min
  14304. }
  14305. break;
  14306. case UNT_FOGWALL:
  14307. if (!sce)
  14308. {
  14309. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->val1, sg->val2, sg->group_id, sg->limit);
  14310. if (battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14311. skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv, BF_MISC, ATK_DEF, tick);
  14312. }
  14313. break;
  14314. #ifndef RENEWAL
  14315. case UNT_GRAVITATION:
  14316. if (!sce)
  14317. sc_start4(ss, bl,type,100,sg->skill_lv,0,BCT_ENEMY,sg->group_id,sg->limit);
  14318. break;
  14319. case UNT_BASILICA:
  14320. {
  14321. int i = battle_check_target(bl, bl, BCT_ENEMY);
  14322. if (i > 0) {
  14323. skill_blown(ss, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14324. break;
  14325. }
  14326. if (!sce && i <= 0)
  14327. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14328. }
  14329. break;
  14330. #endif
  14331. case UNT_MOONLIT:
  14332. //Knockback out of area if affected char isn't in Moonlit effect
  14333. if (sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == CG_MOONLIT)
  14334. break;
  14335. if (ss == bl) //Also needed to prevent infinite loop crash.
  14336. break;
  14337. skill_blown(ss,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),unit_getdir(bl),BLOWN_NONE);
  14338. break;
  14339. case UNT_REVERBERATION:
  14340. if (sg->src_id == bl->id)
  14341. break; //Does not affect the caster.
  14342. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14343. map_foreachinrange(skill_trap_splash,&unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl,tick);
  14344. sg->limit = DIFF_TICK(tick,sg->tick) + 1500;
  14345. sg->unit_id = UNT_USED_TRAPS;
  14346. break;
  14347. case UNT_FIRE_EXPANSION_SMOKE_POWDER:
  14348. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0)
  14349. sc_start(ss, bl, type, 100, sg->skill_lv, sg->limit);
  14350. break;
  14351. case UNT_FIRE_EXPANSION_TEAR_GAS:
  14352. if (!sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 && map_flag_vs(bl->m))
  14353. if( sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id,0, sg->limit) )
  14354. sc_start(ss, bl, SC_TEARGAS_SOB, 100, sg->skill_lv, sg->limit);
  14355. break;
  14356. case UNT_VOLCANIC_ASH:
  14357. if (!sce)
  14358. sc_start(ss, bl, SC_ASH, 100, sg->skill_lv, skill_get_time(MH_VOLCANIC_ASH, sg->skill_lv));
  14359. break;
  14360. case UNT_KINGS_GRACE:
  14361. if (!sce) {
  14362. int state = 0;
  14363. if (!map_flag_vs(ss->m) && !map_flag_gvg2(ss->m))
  14364. state |= BCT_GUILD;
  14365. if (battle_check_target(&unit->bl, bl, BCT_SELF|BCT_PARTY|state) > 0)
  14366. sc_start4(ss, bl, type, 100, sg->skill_lv, 0, ss->id, 0, sg->limit);
  14367. }
  14368. break;
  14369. case UNT_STEALTHFIELD:
  14370. if( bl->id == sg->src_id )
  14371. break; // Doesn't work on self (video shows that)
  14372. if (!sce)
  14373. sc_start(ss, bl,type,100,sg->skill_lv,sg->limit);
  14374. break;
  14375. case UNT_NEUTRALBARRIER:
  14376. if (!sce)
  14377. status_change_start(ss, bl, type, 10000, sg->skill_lv, 0, 0, 0, sg->limit, SCSTART_NOICON);
  14378. break;
  14379. case UNT_WARMER:
  14380. if (!sce && bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON)
  14381. sc_start2(ss, bl, type, 100, sg->skill_lv, ss->id, skill_get_time(sg->skill_id, sg->skill_lv));
  14382. break;
  14383. case UNT_CATNIPPOWDER:
  14384. if (sg->src_id == bl->id)
  14385. break; // Does not affect the caster or Boss.
  14386. if (!sce && battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14387. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14388. break;
  14389. case UNT_NYANGGRASS:
  14390. if (!sce)
  14391. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time(sg->skill_id, sg->skill_lv));
  14392. break;
  14393. case UNT_CREATINGSTAR:
  14394. if (!sce)
  14395. sc_start4(ss, bl, type, 100, sg->skill_lv, ss->id, unit->bl.id, 0, sg->limit);
  14396. break;
  14397. case UNT_GD_LEADERSHIP:
  14398. case UNT_GD_GLORYWOUNDS:
  14399. case UNT_GD_SOULCOLD:
  14400. case UNT_GD_HAWKEYES:
  14401. if ( !sce && battle_check_target(&unit->bl, bl, sg->target_flag) > 0 )
  14402. sc_start4(ss, bl,type,100,sg->skill_lv,0,0,0,1000);
  14403. break;
  14404. }
  14405. return skill_id;
  14406. }
  14407. /**
  14408. * Process skill unit each interval (sg->interval, see interval field of skill_db.yml)
  14409. * @param unit Skill unit
  14410. * @param bl Valid 'target' above the unit, that has been check in skill_unit_timer_sub_onplace
  14411. * @param tick
  14412. */
  14413. int skill_unit_onplace_timer(struct skill_unit *unit, struct block_list *bl, t_tick tick)
  14414. {
  14415. struct block_list *ss;
  14416. TBL_PC* tsd;
  14417. struct status_data *tstatus;
  14418. status_change *sc, *tsc;
  14419. struct skill_unit_group_tickset *ts;
  14420. enum sc_type type;
  14421. uint16 skill_id;
  14422. t_tick diff = 0;
  14423. nullpo_ret(unit);
  14424. nullpo_ret(bl);
  14425. if (bl->prev == nullptr || !unit->alive || status_isdead(bl))
  14426. return 0;
  14427. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  14428. if (sg == nullptr)
  14429. return 0;
  14430. nullpo_ret(ss = map_id2bl(sg->src_id));
  14431. tsd = BL_CAST(BL_PC, bl);
  14432. tsc = status_get_sc(bl);
  14433. sc = status_get_sc(ss);
  14434. tstatus = status_get_status_data(bl);
  14435. type = skill_get_sc(sg->skill_id);
  14436. skill_id = sg->skill_id;
  14437. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  14438. if (sc && sc->getSCE(SC_VOICEOFSIREN) && sc->getSCE(SC_VOICEOFSIREN)->val2 == bl->id && inf2[INF2_ISTRAP])
  14439. return 0; // Traps cannot be activated by the Maestro or Wanderer that enticed the trapper with this skill.
  14440. if (tsc && tsc->getSCE(SC_HOVERING) && inf2[INF2_IGNOREHOVERING])
  14441. return 0; // Under Hovering characters are immune to trap and ground target skills.
  14442. if (sg->interval == -1) {
  14443. switch (sg->unit_id) {
  14444. case UNT_ANKLESNARE: //These happen when a trap is splash-triggered by multiple targets on the same cell.
  14445. case UNT_FIREPILLAR_ACTIVE:
  14446. case UNT_ELECTRICSHOCKER:
  14447. case UNT_MANHOLE:
  14448. return 0;
  14449. default:
  14450. ShowError("skill_unit_onplace_timer: interval error (unit id %x)\n", sg->unit_id);
  14451. return 0;
  14452. }
  14453. }
  14454. if ((ts = skill_unitgrouptickset_search(bl,sg,tick)))
  14455. { //Not all have it, eg: Traps don't have it even though they can be hit by Heaven's Drive [Skotlex]
  14456. diff = DIFF_TICK(tick,ts->tick);
  14457. if (diff < 0)
  14458. return 0;
  14459. ts->tick = tick+sg->interval;
  14460. }
  14461. // Wall of Thorn damaged by Fire element unit [Cydh]
  14462. //! TODO: This check doesn't matter the location, as long as one of units touched, this check will be executed.
  14463. if (bl->type == BL_SKILL && skill_get_ele(sg->skill_id, sg->skill_lv) == ELE_FIRE) {
  14464. struct skill_unit *su = (struct skill_unit *)bl;
  14465. if (su && su->group && su->group->unit_id == UNT_WALLOFTHORN) {
  14466. skill_unitsetting(map_id2bl(su->group->src_id), su->group->skill_id, su->group->skill_lv, su->group->val3>>16, su->group->val3&0xffff, 1);
  14467. su->group->limit = sg->limit = 0;
  14468. su->group->unit_id = sg->unit_id = UNT_USED_TRAPS;
  14469. return skill_id;
  14470. }
  14471. }
  14472. switch (sg->unit_id) {
  14473. // Units that deals simple attack
  14474. case UNT_GRAVITATION:
  14475. case UNT_EARTHSTRAIN:
  14476. case UNT_FIREWALK:
  14477. case UNT_ELECTRICWALK:
  14478. case UNT_PSYCHIC_WAVE:
  14479. case UNT_LAVA_SLIDE:
  14480. case UNT_MAKIBISHI:
  14481. case UNT_VENOMFOG:
  14482. case UNT_ICEMINE:
  14483. case UNT_FLAMECROSS:
  14484. case UNT_HELLBURNING:
  14485. case UNT_CANE_OF_EVIL_EYE:
  14486. case UNT_RAIN_OF_CRYSTAL:
  14487. case UNT_MYSTERY_ILLUSION:
  14488. case UNT_STRANTUM_TREMOR:
  14489. case UNT_TORNADO_STORM:
  14490. case UNT_FLORAL_FLARE_ROAD:
  14491. case UNT_CROSS_RAIN:
  14492. case UNT_PNEUMATICUS_PROCELLA:
  14493. case UNT_LIGHTNING_LAND:
  14494. case UNT_VENOM_SWAMP:
  14495. case UNT_CONFLAGRATION:
  14496. case UNT_DEEPBLINDTRAP:
  14497. case UNT_SOLIDTRAP:
  14498. case UNT_SWIFTTRAP:
  14499. case UNT_FLAMETRAP:
  14500. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14501. break;
  14502. case UNT_DUMMYSKILL:
  14503. switch (sg->skill_id) {
  14504. case SG_SUN_WARM: //SG skills [Komurka]
  14505. case SG_MOON_WARM:
  14506. case SG_STAR_WARM: {
  14507. int count = 0;
  14508. const int x = bl->x, y = bl->y;
  14509. //If target isn't knocked back it should hit every "interval" ms [Playtester]
  14510. do {
  14511. if( bl->type == BL_PC )
  14512. status_zap(bl, 0, 15); // sp damage to players
  14513. else // mobs
  14514. if( status_charge(ss, 0, 2) ) { // costs 2 SP per hit
  14515. if( !skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0) )
  14516. status_charge(ss, 0, 8); //costs additional 8 SP if miss
  14517. } else { //should end when out of sp.
  14518. sg->limit = DIFF_TICK(tick,sg->tick);
  14519. break;
  14520. }
  14521. } while(sg->interval > 0 && x == bl->x && y == bl->y &&
  14522. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
  14523. }
  14524. break;
  14525. #ifndef RENEWAL // The storm gust counter was dropped in renewal
  14526. case WZ_STORMGUST: //SG counter does not reset per stormgust. IE: One hit from a SG and two hits from another will freeze you.
  14527. if (tsc)
  14528. tsc->sg_counter++; //SG hit counter.
  14529. if (skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0) <= 0 && tsc)
  14530. tsc->sg_counter=0; //Attack absorbed.
  14531. break;
  14532. #endif
  14533. case GS_DESPERADO:
  14534. if (rnd()%100 < unit->val1)
  14535. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14536. break;
  14537. case NPC_COMET:
  14538. case WL_COMET:
  14539. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) == 0)// Nothing should happen if the target is on Land Protector
  14540. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14541. break;
  14542. case NPC_WIDESUCK: {
  14543. int heal = (int)skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14544. if (heal > 0) {
  14545. clif_skill_nodamage(ss,bl,sg->skill_id,sg->skill_lv,1);
  14546. clif_skill_nodamage(nullptr,ss,AL_HEAL,heal,1);
  14547. status_heal(ss,heal,0,0);
  14548. }
  14549. }
  14550. break;
  14551. case CR_GRANDCROSS:
  14552. case NPC_GRANDDARKNESS:
  14553. if(!battle_config.gx_allhit)
  14554. unit->val1--;
  14555. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14556. break;
  14557. default:
  14558. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14559. }
  14560. break;
  14561. case UNT_FIREWALL:
  14562. case UNT_KAEN: {
  14563. int count = 0;
  14564. const int x = bl->x, y = bl->y;
  14565. if (skill_id == GN_WALLOFTHORN && battle_check_target(ss, bl, sg->target_flag) <= 0)
  14566. break;
  14567. //Take into account these hit more times than the timer interval can handle.
  14568. do
  14569. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick+(t_tick)count*sg->interval,0);
  14570. while(sg->interval > 0 && --unit->val2 && x == bl->x && y == bl->y &&
  14571. ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
  14572. if (unit->val2 <= 0)
  14573. skill_delunit(unit);
  14574. }
  14575. break;
  14576. case UNT_SANCTUARY:
  14577. if( battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race==RC_DEMON )
  14578. { //Only damage enemies with offensive Sanctuary. [Skotlex]
  14579. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 && skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0) )
  14580. sg->val1 -= 1; // Reduce the number of targets that can still be hit
  14581. } else {
  14582. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14583. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14584. #ifdef RENEWAL
  14585. if (md && md->mob_id == MOBID_EMPERIUM)
  14586. break;
  14587. #endif
  14588. if (md && status_get_class_(bl) == CLASS_BATTLEFIELD)
  14589. break;
  14590. if( tstatus->hp >= tstatus->max_hp )
  14591. break;
  14592. if( status_isimmune(bl) )
  14593. heal = 0;
  14594. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14595. if( tsc && tsc->getSCE(SC_AKAITSUKI) && heal )
  14596. heal = ~heal + 1;
  14597. status_heal(bl, heal, 0, 0);
  14598. }
  14599. break;
  14600. case UNT_EVILLAND:
  14601. //Will heal demon and undead element monsters, but not players.
  14602. if ((bl->type == BL_PC) || (!battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race!=RC_DEMON))
  14603. { //Damage enemies
  14604. if(battle_check_target(&unit->bl,bl,BCT_ENEMY)>0)
  14605. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14606. } else {
  14607. int heal = skill_calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
  14608. if (tstatus->hp >= tstatus->max_hp)
  14609. break;
  14610. if (status_isimmune(bl))
  14611. heal = 0;
  14612. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14613. status_heal(bl, heal, 0, 0);
  14614. }
  14615. break;
  14616. case UNT_MAGNUS:
  14617. #ifndef RENEWAL
  14618. if (!battle_check_undead(tstatus->race,tstatus->def_ele) && tstatus->race!=RC_DEMON)
  14619. break;
  14620. #endif
  14621. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14622. break;
  14623. case UNT_FIREPILLAR_WAITING:
  14624. skill_unitsetting(ss,sg->skill_id,sg->skill_lv,unit->bl.x,unit->bl.y,1);
  14625. skill_delunit(unit);
  14626. break;
  14627. case UNT_SKIDTRAP: {
  14628. //Knockback away from position of user during placement [Playtester]
  14629. skill_blown(&unit->bl,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),
  14630. (map_calc_dir_xy(sg->val1>>16,sg->val1&0xFFFF,bl->x,bl->y,6)+4)%8,BLOWN_NONE);
  14631. sg->unit_id = UNT_USED_TRAPS;
  14632. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14633. sg->limit=DIFF_TICK(tick,sg->tick)+1500;
  14634. #ifdef RENEWAL
  14635. // In renewal, target will be stopped for 3 seconds
  14636. sc_start(ss,bl,SC_STOP,100,0,skill_get_time2(sg->skill_id,sg->skill_lv));
  14637. #else
  14638. // In pre-renewal, if target was a monster, it will unlock target and become idle
  14639. struct mob_data* md = BL_CAST(BL_MOB, bl);
  14640. if (md)
  14641. mob_unlocktarget(md, tick);
  14642. #endif
  14643. }
  14644. break;
  14645. case UNT_ANKLESNARE:
  14646. case UNT_MANHOLE:
  14647. if( sg->val2 == 0 && tsc && ((sg->unit_id == UNT_ANKLESNARE && skill_id != SC_ESCAPE) || bl->id != sg->src_id) ) {
  14648. t_tick sec = skill_get_time2(sg->skill_id,sg->skill_lv);
  14649. if (sg->unit_id == UNT_ANKLESNARE) {
  14650. t_tick mintime = 30 * (status_get_lv(ss) + 100);
  14651. #ifndef RENEWAL
  14652. // Bosses cannot activate Ankle Snare in renewal so we don't need this code
  14653. if (status_bl_has_mode(bl, MD_STATUSIMMUNE))
  14654. sec /= 5;
  14655. #endif
  14656. sec = std::max((sec * status_get_agi(bl)) / -200 + sec, mintime);
  14657. }
  14658. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, SCSTART_NORATEDEF) ) {
  14659. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14660. if( td )
  14661. sec = DIFF_TICK(td->tick, tick);
  14662. if( (sg->unit_id == UNT_MANHOLE && bl->type == BL_PC)
  14663. || !unit_blown_immune(bl,0x1) )
  14664. {
  14665. unit_movepos(bl, unit->bl.x, unit->bl.y, 0, 0);
  14666. clif_fixpos( *bl );
  14667. }
  14668. sg->val2 = bl->id;
  14669. } else
  14670. sec = 3000; //Couldn't trap it?
  14671. if (sg->unit_id == UNT_ANKLESNARE) {
  14672. clif_skillunit_update(&unit->bl);
  14673. /**
  14674. * If you're snared from a trap that was invisible this makes the trap be
  14675. * visible again -- being you stepped on it (w/o this the trap remains invisible and you go "WTF WHY I CANT MOVE")
  14676. * bugreport:3961
  14677. **/
  14678. clif_changetraplook(&unit->bl, UNT_ANKLESNARE);
  14679. }
  14680. sg->limit = DIFF_TICK(tick,sg->tick)+sec;
  14681. sg->interval = -1;
  14682. unit->range = 0;
  14683. }
  14684. break;
  14685. case UNT_EARTHQUAKE:
  14686. sg->val1++; // Hit count
  14687. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, map_foreachinallrange(skill_area_sub, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, &unit->bl, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count) | (sg->val1 == 1 ? NPC_EARTHQUAKE_FLAG : 0));
  14688. break;
  14689. case UNT_ELECTRICSHOCKER:
  14690. if( bl->id != ss->id ) {
  14691. if( status_change_start(ss, bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF) ) {
  14692. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  14693. clif_fixpos( *bl );
  14694. }
  14695. map_foreachinallrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14696. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14697. }
  14698. break;
  14699. case UNT_VENOMDUST:
  14700. if(tsc && !tsc->getSCE(type))
  14701. status_change_start(ss,bl,type,10000,sg->skill_lv,sg->src_id,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),SCSTART_NONE);
  14702. break;
  14703. case UNT_LANDMINE:
  14704. //Land Mine only hits single target
  14705. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14706. sg->unit_id = UNT_USED_TRAPS; //Changed ID so it does not invoke a for each in area again.
  14707. sg->limit = 1500;
  14708. break;
  14709. case UNT_MAGENTATRAP:
  14710. case UNT_COBALTTRAP:
  14711. case UNT_MAIZETRAP:
  14712. case UNT_VERDURETRAP:
  14713. if( bl->type == BL_PC )// it won't work on players
  14714. break;
  14715. [[fallthrough]];
  14716. case UNT_FIRINGTRAP:
  14717. case UNT_ICEBOUNDTRAP:
  14718. case UNT_CLUSTERBOMB:
  14719. if( bl->id == ss->id )// it won't trigger on caster
  14720. break;
  14721. [[fallthrough]];
  14722. case UNT_BLASTMINE:
  14723. case UNT_SHOCKWAVE:
  14724. case UNT_SANDMAN:
  14725. case UNT_FLASHER:
  14726. case UNT_FREEZINGTRAP:
  14727. case UNT_FIREPILLAR_ACTIVE:
  14728. case UNT_CLAYMORETRAP:
  14729. {
  14730. int bl_flag = sg->bl_flag;
  14731. if (tsc && tsc->getSCE(SC__MANHOLE))
  14732. break;
  14733. if (sg->unit_id == UNT_FIRINGTRAP || sg->unit_id == UNT_ICEBOUNDTRAP || sg->unit_id == UNT_CLAYMORETRAP)
  14734. bl_flag = bl_flag|BL_SKILL|~BCT_SELF;
  14735. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), bl_flag, &unit->bl, tick);
  14736. if (sg->unit_id != UNT_FIREPILLAR_ACTIVE)
  14737. clif_changetraplook(&unit->bl,(sg->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS));
  14738. sg->limit = DIFF_TICK(tick, sg->tick) +
  14739. (sg->unit_id == UNT_CLUSTERBOMB || sg->unit_id == UNT_ICEBOUNDTRAP ? 1000 : 0) + // Cluster Bomb/Icebound has 1s to disappear once activated.
  14740. (sg->unit_id == UNT_FIRINGTRAP ? 0 : 1500); // Firing Trap gets removed immediately once activated.
  14741. sg->unit_id = UNT_USED_TRAPS; // Change ID so it does not invoke a for each in area again.
  14742. }
  14743. break;
  14744. case UNT_TALKIEBOX:
  14745. if (sg->src_id == bl->id)
  14746. break;
  14747. if (sg->val2 == 0) {
  14748. clif_talkiebox(&unit->bl, sg->valstr);
  14749. sg->unit_id = UNT_USED_TRAPS;
  14750. clif_changetraplook(&unit->bl, UNT_USED_TRAPS);
  14751. sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
  14752. sg->val2 = -1;
  14753. }
  14754. break;
  14755. case UNT_LULLABY:
  14756. if (ss->id == bl->id)
  14757. break;
  14758. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14759. break;
  14760. case UNT_UGLYDANCE: //Ugly Dance [Skotlex]
  14761. if (ss->id != bl->id)
  14762. skill_additional_effect(ss, bl, sg->skill_id, sg->skill_lv, BF_LONG|BF_SKILL|BF_MISC, ATK_DEF, tick);
  14763. break;
  14764. case UNT_DISSONANCE:
  14765. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  14766. break;
  14767. case UNT_APPLEIDUN: { //Apple of Idun [Skotlex]
  14768. int heal;
  14769. #ifdef RENEWAL
  14770. struct mob_data *md = BL_CAST(BL_MOB, bl);
  14771. if (md && md->mob_id == MOBID_EMPERIUM)
  14772. break;
  14773. #endif
  14774. if (sg->src_id == bl->id && !(tsc && tsc->getSCE(SC_SPIRIT) && tsc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  14775. break; // affects self only when soullinked
  14776. heal = skill_calc_heal(ss,bl,sg->skill_id, sg->skill_lv, true);
  14777. if (tsc->getSCE(SC_AKAITSUKI) && heal)
  14778. heal = ~heal + 1;
  14779. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, heal, 1);
  14780. status_heal(bl, heal, 0, 0);
  14781. }
  14782. break;
  14783. case UNT_TATAMIGAESHI:
  14784. case UNT_DEMONSTRATION:
  14785. skill_attack(BF_WEAPON,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  14786. break;
  14787. case UNT_GOSPEL:
  14788. if (rnd() % 100 >= 50 + sg->skill_lv * 5 || ss == bl)
  14789. break;
  14790. if (battle_check_target(ss, bl, BCT_PARTY) > 0)
  14791. { // Support Effect only on party, not guild
  14792. int heal;
  14793. int i = rnd() % 13; // Positive buff count
  14794. int time = skill_get_time2(sg->skill_id, sg->skill_lv); //Duration
  14795. switch (i)
  14796. {
  14797. case 0: // Heal 1000~9999 HP
  14798. heal = rnd() % 9000 + 1000;
  14799. clif_skill_nodamage(ss, bl, AL_HEAL, heal, 1);
  14800. status_heal(bl, heal, 0, 0);
  14801. break;
  14802. case 1: // End all negative status
  14803. status_change_clear_buffs(bl, SCCB_DEBUFFS | SCCB_REFRESH);
  14804. if (tsd) clif_gospel_info(tsd, 0x15);
  14805. break;
  14806. case 2: // Immunity to all status
  14807. sc_start(ss, bl, SC_SCRESIST, 100, 100, time);
  14808. if (tsd) clif_gospel_info(tsd, 0x16);
  14809. break;
  14810. case 3: // MaxHP +100%
  14811. sc_start(ss, bl, SC_INCMHPRATE, 100, 100, time);
  14812. if (tsd) clif_gospel_info(tsd, 0x17);
  14813. break;
  14814. case 4: // MaxSP +100%
  14815. sc_start(ss, bl, SC_INCMSPRATE, 100, 100, time);
  14816. if (tsd) clif_gospel_info(tsd, 0x18);
  14817. break;
  14818. case 5: // All stats +20
  14819. sc_start(ss, bl, SC_INCALLSTATUS, 100, 20, time);
  14820. if (tsd) clif_gospel_info(tsd, 0x19);
  14821. break;
  14822. case 6: // Level 10 Blessing
  14823. sc_start(ss, bl, SC_BLESSING, 100, 10, skill_get_time(AL_BLESSING, 10));
  14824. break;
  14825. case 7: // Level 10 Increase AGI
  14826. sc_start(ss, bl, SC_INCREASEAGI, 100, 10, skill_get_time(AL_INCAGI, 10));
  14827. break;
  14828. case 8: // Enchant weapon with Holy element
  14829. sc_start(ss, bl, SC_ASPERSIO, 100, 1, time);
  14830. if (tsd) clif_gospel_info(tsd, 0x1c);
  14831. break;
  14832. case 9: // Enchant armor with Holy element
  14833. sc_start(ss, bl, SC_BENEDICTIO, 100, 1, time);
  14834. if (tsd) clif_gospel_info(tsd, 0x1d);
  14835. break;
  14836. case 10: // DEF +25%
  14837. sc_start(ss, bl, SC_INCDEFRATE, 100, 25, 10000); //10 seconds
  14838. if (tsd) clif_gospel_info(tsd, 0x1e);
  14839. break;
  14840. case 11: // ATK +100%
  14841. sc_start(ss, bl, SC_INCATKRATE, 100, 100, time);
  14842. if (tsd) clif_gospel_info(tsd, 0x1f);
  14843. break;
  14844. case 12: // HIT/Flee +50
  14845. sc_start(ss, bl, SC_INCHIT, 100, 50, time);
  14846. sc_start(ss, bl, SC_INCFLEE, 100, 50, time);
  14847. if (tsd) clif_gospel_info(tsd, 0x20);
  14848. break;
  14849. }
  14850. }
  14851. else if (battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0)
  14852. { // Offensive Effect
  14853. int i = rnd() % 10; // Negative buff count
  14854. switch (i)
  14855. {
  14856. case 0: // Deal 3000~7999 damage reduced by DEF
  14857. case 1: // Deal 1500~5499 damage unreducable
  14858. skill_attack(BF_MISC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, i);
  14859. break;
  14860. case 2: // Curse
  14861. sc_start(ss, bl, SC_CURSE, 100, 1, 1800000); //30 minutes
  14862. break;
  14863. case 3: // Blind
  14864. sc_start(ss, bl, SC_BLIND, 100, 1, 1800000); //30 minutes
  14865. break;
  14866. case 4: // Poison
  14867. sc_start2(ss, bl, SC_POISON, 100, 1, ss->id, 1800000); //30 minutes
  14868. break;
  14869. case 5: // Level 10 Provoke
  14870. clif_skill_nodamage(nullptr, bl, SM_PROVOKE, 10, sc_start(ss, bl, SC_PROVOKE, 100, 10, INFINITE_TICK)); //Infinite
  14871. break;
  14872. case 6: // DEF -100%
  14873. sc_start(ss, bl, SC_INCDEFRATE, 100, -100, 20000); //20 seconds
  14874. break;
  14875. case 7: // ATK -100%
  14876. sc_start(ss, bl, SC_INCATKRATE, 100, -100, 20000); //20 seconds
  14877. break;
  14878. case 8: // Flee -100%
  14879. sc_start(ss, bl, SC_INCFLEERATE, 100, -100, 20000); //20 seconds
  14880. break;
  14881. case 9: // Speed/ASPD -25%
  14882. sc_start4(ss, bl, SC_GOSPEL, 100, 1, 0, 0, BCT_ENEMY, 20000); //20 seconds
  14883. break;
  14884. }
  14885. }
  14886. break;
  14887. #ifndef RENEWAL
  14888. case UNT_BASILICA:
  14889. {
  14890. int i = battle_check_target(&unit->bl, bl, BCT_ENEMY);
  14891. if (i > 0) {
  14892. skill_blown(&unit->bl, bl, skill_get_blewcount(skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_NONE);
  14893. break;
  14894. }
  14895. if (i <= 0 && (!tsc || !tsc->getSCE(SC_BASILICA)))
  14896. sc_start4(ss, bl, type, 100, 0, 0, sg->group_id, ss->id, sg->limit);
  14897. }
  14898. break;
  14899. #endif
  14900. case UNT_GROUNDDRIFT_WIND:
  14901. case UNT_GROUNDDRIFT_DARK:
  14902. case UNT_GROUNDDRIFT_POISON:
  14903. case UNT_GROUNDDRIFT_WATER:
  14904. case UNT_GROUNDDRIFT_FIRE:
  14905. map_foreachinrange(skill_trap_splash,&unit->bl,
  14906. skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag,
  14907. &unit->bl,tick);
  14908. sg->unit_id = UNT_USED_TRAPS;
  14909. //clif_changetraplook(&src->bl, UNT_FIREPILLAR_ACTIVE);
  14910. sg->limit=DIFF_TICK(tick,sg->tick);
  14911. break;
  14912. case UNT_POISONSMOKE:
  14913. if( battle_check_target(ss,bl,BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(sg->val2)) && rnd()%100 < 50 )
  14914. sc_start4(ss,bl,(sc_type)sg->val2,100,sg->val3,0,1,0,skill_get_time2(GC_POISONINGWEAPON, 1));
  14915. break;
  14916. case UNT_EPICLESIS:
  14917. ++sg->val1; // Increment outside of the check to get the exact interval of the skill unit
  14918. if( bl->type == BL_PC && !battle_check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
  14919. if (sg->val1 % 3 == 0) { // Recover players every 3 seconds
  14920. int hp, sp;
  14921. switch( sg->skill_lv ) {
  14922. case 1: case 2: hp = 3; sp = 2; break;
  14923. case 3: case 4: hp = 4; sp = 3; break;
  14924. case 5: default: hp = 5; sp = 4; break;
  14925. }
  14926. hp = tstatus->max_hp * hp / 100;
  14927. sp = tstatus->max_sp * sp / 100;
  14928. if (tstatus->hp < tstatus->max_hp)
  14929. clif_skill_nodamage(&unit->bl, bl, AL_HEAL, hp, 1);
  14930. if (tstatus->sp < tstatus->max_sp)
  14931. clif_skill_nodamage(&unit->bl, bl, MG_SRECOVERY, sp, 1);
  14932. if (tsc && tsc->getSCE(SC_AKAITSUKI) && hp)
  14933. hp = ~hp + 1;
  14934. status_heal(bl, hp, sp, 3);
  14935. }
  14936. if (sg->val1 % 5 == 0) { // Reveal hidden players every 5 seconds
  14937. // Doesn't remove Invisibility or Chase Walk.
  14938. status_change_end(bl,SC_HIDING);
  14939. status_change_end(bl,SC_CLOAKING);
  14940. status_change_end(bl,SC_CLOAKINGEXCEED);
  14941. status_change_end(bl,SC_CAMOUFLAGE);
  14942. status_change_end(bl,SC_NEWMOON);
  14943. if (tsc && tsc->getSCE(SC__SHADOWFORM) && rnd() % 100 < 100 - tsc->getSCE(SC__SHADOWFORM)->val1 * 10) // [100 - (Skill Level x 10)] %
  14944. status_change_end(bl, SC__SHADOWFORM);
  14945. }
  14946. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval + 100);
  14947. }
  14948. /* Enable this if kRO fix the current skill. Currently no damage on undead and demon monster. [Jobbie]
  14949. else if( battle_check_target(ss, bl, BCT_ENEMY) > 0 && battle_check_undead(tstatus->race, tstatus->def_ele) )
  14950. skill_castend_damage_id(&src->bl, bl, sg->skill_id, sg->skill_lv, 0, 0);*/
  14951. break;
  14952. case UNT_DIMENSIONDOOR:
  14953. if( tsd && !map_getmapflag(bl->m, MF_NOTELEPORT) )
  14954. pc_randomwarp(tsd,CLR_TELEPORT);
  14955. else if( bl->type == BL_MOB && battle_config.mob_warp&8 )
  14956. unit_warp(bl,-1,-1,-1,CLR_TELEPORT);
  14957. break;
  14958. case UNT_REVERBERATION:
  14959. clif_changetraplook(&unit->bl,UNT_USED_TRAPS);
  14960. map_foreachinrange(skill_trap_splash, &unit->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &unit->bl, tick);
  14961. sg->limit = DIFF_TICK(tick,sg->tick) + 1000;
  14962. sg->unit_id = UNT_USED_TRAPS;
  14963. break;
  14964. case UNT_SEVERE_RAINSTORM:
  14965. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  14966. skill_attack(BF_WEAPON,ss,&unit->bl,bl,WM_SEVERE_RAINSTORM_MELEE,sg->skill_lv,tick,0);
  14967. break;
  14968. case UNT_NETHERWORLD:
  14969. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE) || (!map_flag_gvg2(ss->m) && battle_check_target(&unit->bl,bl,BCT_PARTY) < 0)) {
  14970. if (!(tsc && tsc->getSCE(type))) {
  14971. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  14972. sg->limit = DIFF_TICK(tick,sg->tick);
  14973. sg->unit_id = UNT_USED_TRAPS;
  14974. }
  14975. }
  14976. break;
  14977. case UNT_THORNS_TRAP:
  14978. if( tsc ) {
  14979. if( !sg->val2 ) {
  14980. t_tick sec = skill_get_time2(sg->skill_id, sg->skill_lv);
  14981. if( sc_start(ss, bl, type, 100, sg->skill_lv, sec) ) {
  14982. const struct TimerData* td = tsc->getSCE(type)?get_timer(tsc->getSCE(type)->timer):nullptr;
  14983. if( td )
  14984. sec = DIFF_TICK(td->tick, tick);
  14985. ///map_moveblock(bl, src->bl.x, src->bl.y, tick); // in official server it doesn't behave like this. [malufett]
  14986. clif_fixpos( *bl );
  14987. sg->val2 = bl->id;
  14988. } else
  14989. sec = 3000; // Couldn't trap it?
  14990. sg->limit = DIFF_TICK(tick, sg->tick) + sec;
  14991. } else if( tsc->getSCE(SC_THORNSTRAP) && bl->id == sg->val2 )
  14992. skill_attack(skill_get_type(GN_THORNS_TRAP), ss, ss, bl, sg->skill_id, sg->skill_lv, tick, SD_LEVEL|SD_ANIMATION);
  14993. }
  14994. break;
  14995. case UNT_WALLOFTHORN:
  14996. if (unit->val2-- <= 0) // Max hit reached
  14997. break;
  14998. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14999. break; // This skill doesn't affect to Boss monsters. [iRO Wiki]
  15000. skill_blown(&unit->bl, bl, skill_get_blewcount(sg->skill_id, sg->skill_lv), unit_getdir(bl), BLOWN_IGNORE_NO_KNOCKBACK);
  15001. skill_addtimerskill(ss, tick + 100, bl->id, unit->bl.x, unit->bl.y, sg->skill_id, sg->skill_lv, skill_get_type(sg->skill_id), 4|SD_LEVEL);
  15002. break;
  15003. case UNT_DEMONIC_FIRE:
  15004. switch( sg->val2 ) {
  15005. case 1:
  15006. default:
  15007. sc_start4(ss, bl, SC_BURNING, 4 + 4 * sg->skill_lv, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15008. skill_attack(skill_get_type(skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv + 10 * sg->val2, tick, 0);
  15009. break;
  15010. }
  15011. break;
  15012. case UNT_ZEPHYR:
  15013. if (ss == bl)
  15014. break; // Doesn't affect the Elemental
  15015. sc_start(ss, bl, type, 100, sg->skill_lv, sg->interval);
  15016. break;
  15017. case UNT_CLOUD_KILL:
  15018. if (tsc && !tsc->getSCE(type))
  15019. status_change_start(ss, bl, type, 10000, sg->skill_lv, ss->id, 0, 0, skill_get_time(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF);
  15020. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15021. break;
  15022. case UNT_VACUUM_EXTREME:
  15023. if (tsc && (tsc->getSCE(SC_HALLUCINATIONWALK) || tsc->getSCE(SC_NPC_HALLUCINATIONWALK) || tsc->getSCE(SC_HOVERING) || tsc->getSCE(SC_VACUUM_EXTREME) ||
  15024. (tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY) && tsc->getSCE(SC_VACUUM_EXTREME_POSTDELAY)->val2 == sg->group_id))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  15025. return 0;
  15026. // Apply effect and suck targets one-by-one each n seconds
  15027. sc_start4(ss, bl, type, 100, sg->skill_lv, sg->group_id, (sg->val1 << 16) | (sg->val2), ++sg->val3 * 500, (sg->limit - DIFF_TICK(tick, sg->tick)));
  15028. break;
  15029. case UNT_BANDING:
  15030. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 && !(tsc && tsc->getSCE(SC_BANDING_DEFENCE)) )
  15031. sc_start(ss, bl, SC_BANDING_DEFENCE, (status_get_lv(&unit->bl) / 5) + (sg->skill_lv * 5) - (status_get_agi(bl) / 10), 90, skill_get_time2(sg->skill_id, sg->skill_lv));
  15032. break;
  15033. case UNT_FIRE_MANTLE:
  15034. if( battle_check_target(&unit->bl, bl, BCT_ENEMY) > 0 )
  15035. skill_attack(BF_MAGIC,ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
  15036. break;
  15037. case UNT_ZENKAI_WATER:
  15038. case UNT_ZENKAI_LAND:
  15039. case UNT_ZENKAI_FIRE:
  15040. case UNT_ZENKAI_WIND:
  15041. if( battle_check_target(&unit->bl,bl,BCT_ENEMY) > 0 ) {
  15042. switch( sg->unit_id ) {
  15043. case UNT_ZENKAI_WATER:
  15044. switch (rnd()%2 + 1) {
  15045. case 1:
  15046. sc_start(ss, bl, SC_FREEZE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15047. break;
  15048. case 2:
  15049. sc_start(ss, bl, SC_FREEZING, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15050. break;
  15051. }
  15052. break;
  15053. case UNT_ZENKAI_LAND:
  15054. switch (rnd()%2 + 1) {
  15055. case 1:
  15056. sc_start2(ss, bl, SC_STONEWAIT, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv), skill_get_time(sg->skill_id, sg->skill_lv));
  15057. break;
  15058. case 2:
  15059. sc_start2(ss, bl, SC_POISON, sg->val1*5, sg->skill_lv, ss->id, skill_get_time2(sg->skill_id, sg->skill_lv));
  15060. break;
  15061. }
  15062. break;
  15063. case UNT_ZENKAI_FIRE:
  15064. sc_start4(ss, bl, SC_BURNING, sg->val1*5, sg->skill_lv, 1000, ss->id, 0, skill_get_time2(sg->skill_id, sg->skill_lv));
  15065. break;
  15066. case UNT_ZENKAI_WIND:
  15067. switch (rnd()%3 + 1) {
  15068. case 1:
  15069. sc_start(ss, bl, SC_SLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15070. break;
  15071. case 2:
  15072. sc_start(ss, bl, SC_SILENCE, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15073. break;
  15074. case 3:
  15075. sc_start(ss, bl, SC_DEEPSLEEP, sg->val1*5, sg->skill_lv, skill_get_time2(sg->skill_id, sg->skill_lv));
  15076. break;
  15077. }
  15078. break;
  15079. }
  15080. } else
  15081. sc_start2(ss, bl,type,100,sg->val1,sg->val2,skill_get_time2(sg->skill_id, sg->skill_lv));
  15082. break;
  15083. case UNT_POISON_MIST:
  15084. skill_attack(BF_MAGIC, ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
  15085. status_change_start(ss, bl, SC_POISON_MIST, (10 + 10 * sg->skill_lv)*100, sg->skill_lv, sg->skill_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  15086. break;
  15087. case UNT_CHAOSPANIC:
  15088. if (tsc && tsc->getSCE(type))
  15089. break;
  15090. status_change_start(ss, bl, type, 3500 + (sg->skill_lv * 1500), sg->skill_lv, 0, 0, 1, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NOAVOID|SCSTART_NORATEDEF|SCSTART_NOTICKDEF);
  15091. break;
  15092. case UNT_B_TRAP:
  15093. if (tsc && tsc->getSCE(type))
  15094. break;
  15095. sc_start(ss, bl, type, 100, sg->skill_lv, skill_get_time2(sg->skill_id,sg->skill_lv));
  15096. unit->val2++; // Mark as ever been used
  15097. break;
  15098. case UNT_FIRE_RAIN:
  15099. clif_skill_damage(ss,bl,tick,status_get_amotion(ss),0,
  15100. skill_attack(skill_get_type(sg->skill_id),ss,&unit->bl,bl,sg->skill_id,sg->skill_lv,tick,SD_ANIMATION|SD_SPLASH),
  15101. 1,sg->skill_id,sg->skill_lv,DMG_SINGLE);
  15102. break;
  15103. case UNT_MAGMA_ERUPTION:
  15104. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15105. if (sg->skill_id == NC_MAGMA_ERUPTION)
  15106. skill_attack(skill_get_type(NC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15107. else
  15108. skill_attack(skill_get_type(NPC_MAGMA_ERUPTION_DOTDAMAGE), ss, &unit->bl, bl, NPC_MAGMA_ERUPTION_DOTDAMAGE, sg->skill_lv, tick, 0);
  15109. break;
  15110. case UNT_ACIDIFIED_ZONE_WATER:
  15111. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WATER_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WATER_ATK, sg->skill_lv, tick, 0);
  15112. break;
  15113. case UNT_ACIDIFIED_ZONE_GROUND:
  15114. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_GROUND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_GROUND_ATK, sg->skill_lv, tick, 0);
  15115. break;
  15116. case UNT_ACIDIFIED_ZONE_WIND:
  15117. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_WIND_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_WIND_ATK, sg->skill_lv, tick, 0);
  15118. break;
  15119. case UNT_ACIDIFIED_ZONE_FIRE:
  15120. skill_attack(skill_get_type(BO_ACIDIFIED_ZONE_FIRE_ATK), ss, &unit->bl, bl, BO_ACIDIFIED_ZONE_FIRE_ATK, sg->skill_lv, tick, 0);
  15121. break;
  15122. case UNT_ASTRAL_STRIKE:
  15123. skill_attack(skill_get_type(AG_ASTRAL_STRIKE_ATK), ss, &unit->bl, bl, AG_ASTRAL_STRIKE_ATK, sg->skill_lv, tick, 0);
  15124. break;
  15125. case UNT_ABYSS_SQUARE: {
  15126. short flag = 0;
  15127. // Check to see if the caster is in the AoE.
  15128. if (distance_bl(ss, &unit->bl) <= unit->range)
  15129. flag |= 2; // If yes, skill hits twice.
  15130. skill_attack(skill_get_type(sg->skill_id), ss, &unit->bl, bl, sg->skill_id, sg->skill_lv, tick, flag);
  15131. }
  15132. break;
  15133. }
  15134. if (bl->type == BL_MOB && ss != bl)
  15135. mobskill_event((TBL_MOB*)bl, ss, tick, MSC_SKILLUSED|(skill_id<<16));
  15136. return skill_id;
  15137. }
  15138. /**
  15139. * Triggered when a char steps out of a skill unit
  15140. * @param src Skill unit from char moved out
  15141. * @param bl Char
  15142. * @param tick
  15143. */
  15144. int skill_unit_onout(struct skill_unit *src, struct block_list *bl, t_tick tick)
  15145. {
  15146. status_change *sc;
  15147. struct status_change_entry *sce;
  15148. enum sc_type type;
  15149. nullpo_ret(src);
  15150. nullpo_ret(bl);
  15151. std::shared_ptr<s_skill_unit_group> sg = src->group;
  15152. if (sg == nullptr)
  15153. return 0;
  15154. sc = status_get_sc(bl);
  15155. type = skill_get_sc(sg->skill_id);
  15156. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15157. if (bl->prev == nullptr || (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE)) //Need to delete the trap if the source died.
  15158. return 0;
  15159. switch(sg->unit_id){
  15160. case UNT_SAFETYWALL:
  15161. case UNT_PNEUMA:
  15162. case UNT_EPICLESIS://Arch Bishop
  15163. if (sce)
  15164. status_change_end(bl, type);
  15165. break;
  15166. #ifndef RENEWAL
  15167. case UNT_BASILICA:
  15168. if (sce && sce->val4 != bl->id)
  15169. status_change_end(bl, type);
  15170. break;
  15171. #endif
  15172. case UNT_HERMODE: //Clear Hermode if the owner moved.
  15173. if (sce && sce->val3 == BCT_SELF && sce->val4 == sg->group_id)
  15174. status_change_end(bl, type);
  15175. break;
  15176. case UNT_DISSONANCE:
  15177. case UNT_UGLYDANCE: //Used for updating timers in song overlap instances
  15178. {
  15179. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++) {
  15180. if(skill_get_inf2(i, INF2_ISSONG)) {
  15181. type = skill_get_sc(i);
  15182. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15183. if(sce)
  15184. return i;
  15185. }
  15186. }
  15187. }
  15188. [[fallthrough]];
  15189. case UNT_WHISTLE:
  15190. case UNT_ASSASSINCROSS:
  15191. case UNT_POEMBRAGI:
  15192. case UNT_APPLEIDUN:
  15193. case UNT_HUMMING:
  15194. case UNT_DONTFORGETME:
  15195. case UNT_FORTUNEKISS:
  15196. case UNT_SERVICEFORYOU:
  15197. if (sg->src_id==bl->id && !(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_BARDDANCER))
  15198. return -1;
  15199. }
  15200. return sg->skill_id;
  15201. }
  15202. /**
  15203. * Triggered when a char steps out of a skill group (entirely) [Skotlex]
  15204. * @param skill_id Skill ID
  15205. * @param bl A char
  15206. * @param tick
  15207. */
  15208. int skill_unit_onleft(uint16 skill_id, struct block_list *bl, t_tick tick)
  15209. {
  15210. status_change *sc;
  15211. struct status_change_entry *sce;
  15212. enum sc_type type;
  15213. sc = status_get_sc(bl);
  15214. if (sc && !sc->count)
  15215. sc = nullptr;
  15216. type = skill_get_sc(skill_id);
  15217. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15218. switch (skill_id)
  15219. {
  15220. case WZ_QUAGMIRE:
  15221. if (bl->type==BL_MOB)
  15222. break;
  15223. if (sce)
  15224. status_change_end(bl, type);
  15225. break;
  15226. case BD_LULLABY:
  15227. case BD_RICHMANKIM:
  15228. case BD_ETERNALCHAOS:
  15229. case BD_DRUMBATTLEFIELD:
  15230. case BD_RINGNIBELUNGEN:
  15231. case BD_ROKISWEIL:
  15232. case BD_INTOABYSS:
  15233. case BD_SIEGFRIED:
  15234. if(sc && sc->getSCE(SC_DANCING) && (sc->getSCE(SC_DANCING)->val1&0xFFFF) == skill_id)
  15235. { //Check if you just stepped out of your ensemble skill to cancel dancing. [Skotlex]
  15236. //We don't check for SC_LONGING because someone could always have knocked you back and out of the song/dance.
  15237. //FIXME: This code is not perfect, it doesn't checks for the real ensemble's owner,
  15238. //it only checks if you are doing the same ensemble. So if there's two chars doing an ensemble
  15239. //which overlaps, by stepping outside of the other parther's ensemble will cause you to cancel
  15240. //your own. Let's pray that scenario is pretty unlikely and noone will complain too much about it.
  15241. status_change_end(bl, SC_DANCING);
  15242. }
  15243. [[fallthrough]];
  15244. case MH_STEINWAND:
  15245. case MG_SAFETYWALL:
  15246. case AL_PNEUMA:
  15247. case SA_VOLCANO:
  15248. case SA_DELUGE:
  15249. case SA_VIOLENTGALE:
  15250. case CG_HERMODE:
  15251. #ifndef RENEWAL
  15252. case HW_GRAVITATION:
  15253. case HP_BASILICA:
  15254. #endif
  15255. case NJ_SUITON:
  15256. case SC_MAELSTROM:
  15257. case EL_WATER_BARRIER:
  15258. case EL_ZEPHYR:
  15259. case EL_POWER_OF_GAIA:
  15260. case SO_WARMER:
  15261. case SO_FIRE_INSIGNIA:
  15262. case SO_WATER_INSIGNIA:
  15263. case SO_WIND_INSIGNIA:
  15264. case SO_EARTH_INSIGNIA:
  15265. case SJ_BOOKOFCREATINGSTAR:
  15266. case SC_BLOODYLUST:
  15267. case GN_FIRE_EXPANSION_SMOKE_POWDER:
  15268. case GN_FIRE_EXPANSION_TEAR_GAS:
  15269. case LG_KINGS_GRACE:
  15270. case NC_STEALTHFIELD:
  15271. case NC_NEUTRALBARRIER:
  15272. case SU_NYANGGRASS:
  15273. if (sce)
  15274. status_change_end(bl, type);
  15275. break;
  15276. case BA_DISSONANCE:
  15277. case DC_UGLYDANCE: //Used for updating song timers in overlap instances
  15278. {
  15279. for(uint16 i = BA_WHISTLE; i <= DC_SERVICEFORYOU; i++){
  15280. if(skill_get_inf2(i, INF2_ISSONG)){
  15281. type = skill_get_sc(i);
  15282. sce = (sc && type != SC_NONE)?sc->getSCE(type):nullptr;
  15283. if(sce && !sce->val4){ //We don't want dissonance updating this anymore
  15284. delete_timer(sce->timer, status_change_timer);
  15285. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15286. sce->timer = add_timer(tick+skill_get_time2(i,1), status_change_timer, bl->id, type);
  15287. }
  15288. }
  15289. }
  15290. }
  15291. break;
  15292. case BA_POEMBRAGI:
  15293. case BA_WHISTLE:
  15294. case BA_ASSASSINCROSS:
  15295. case BA_APPLEIDUN:
  15296. case DC_HUMMING:
  15297. case DC_DONTFORGETME:
  15298. case DC_FORTUNEKISS:
  15299. case DC_SERVICEFORYOU:
  15300. if (sce)
  15301. {
  15302. delete_timer(sce->timer, status_change_timer);
  15303. //NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
  15304. //not possible on our current implementation.
  15305. sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
  15306. sce->timer = add_timer(tick+skill_get_time2(skill_id,1), status_change_timer, bl->id, type);
  15307. }
  15308. break;
  15309. case PF_FOGWALL:
  15310. if (sce)
  15311. {
  15312. status_change_end(bl, type);
  15313. if ((sce=sc->getSCE(SC_BLIND)))
  15314. {
  15315. if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
  15316. status_change_end(bl, SC_BLIND);
  15317. else {
  15318. delete_timer(sce->timer, status_change_timer);
  15319. sce->timer = add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
  15320. }
  15321. }
  15322. }
  15323. break;
  15324. case GD_LEADERSHIP:
  15325. case GD_GLORYWOUNDS:
  15326. case GD_SOULCOLD:
  15327. case GD_HAWKEYES:
  15328. if( !(sce && sce->val4) )
  15329. status_change_end(bl, type);
  15330. break;
  15331. }
  15332. return skill_id;
  15333. }
  15334. /*==========================================
  15335. * Invoked when a unit cell has been placed/removed/deleted.
  15336. * flag values:
  15337. * flag&1: Invoke onplace function (otherwise invoke onout)
  15338. * flag&4: Invoke a onleft call (the unit might be scheduled for deletion)
  15339. * flag&8: Recursive
  15340. *------------------------------------------*/
  15341. static int skill_unit_effect(struct block_list* bl, va_list ap)
  15342. {
  15343. struct skill_unit* unit = va_arg(ap,struct skill_unit*);
  15344. t_tick tick = va_arg(ap,t_tick);
  15345. unsigned int flag = va_arg(ap,unsigned int);
  15346. uint16 skill_id;
  15347. bool dissonance = false;
  15348. bool isTarget = false;
  15349. if( (!unit->alive && !(flag&4)) || bl->prev == nullptr )
  15350. return 0;
  15351. std::shared_ptr<s_skill_unit_group> group = unit->group;
  15352. if (group == nullptr)
  15353. return 0;
  15354. if( !(flag&8) ) {
  15355. dissonance = skill_dance_switch(unit, 0);
  15356. //Target-type check.
  15357. isTarget = group->bl_flag & bl->type && battle_check_target( &unit->bl, bl, group->target_flag ) > 0;
  15358. }
  15359. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  15360. skill_id = group->skill_id;
  15361. if( isTarget ){
  15362. if( flag&1 )
  15363. skill_unit_onplace(unit,bl,tick);
  15364. else {
  15365. if( skill_unit_onout(unit,bl,tick) == -1 )
  15366. return 0; // Don't let a Bard/Dancer update their own song timer
  15367. }
  15368. if( flag&4 )
  15369. skill_unit_onleft(skill_id, bl, tick);
  15370. } else if( !isTarget && flag&4 && ( group->state.song_dance&0x1 || ( group->src_id == bl->id && group->state.song_dance&0x2 ) ) )
  15371. skill_unit_onleft(skill_id, bl, tick);//Ensemble check to terminate it.
  15372. if( dissonance ) {
  15373. skill_dance_switch(unit, 1);
  15374. //we placed a dissonance, let's update
  15375. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4|8);
  15376. }
  15377. return 0;
  15378. }
  15379. /**
  15380. * Check skill unit while receiving damage
  15381. * @param unit Skill unit
  15382. * @param damage Received damage
  15383. * @return Damage
  15384. */
  15385. int64 skill_unit_ondamaged(struct skill_unit *unit, int64 damage)
  15386. {
  15387. nullpo_ret(unit);
  15388. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  15389. if (sg == nullptr)
  15390. return 0;
  15391. switch( sg->unit_id ) {
  15392. case UNT_BLASTMINE:
  15393. case UNT_SKIDTRAP:
  15394. case UNT_LANDMINE:
  15395. case UNT_SHOCKWAVE:
  15396. case UNT_SANDMAN:
  15397. case UNT_FLASHER:
  15398. case UNT_CLAYMORETRAP:
  15399. case UNT_FREEZINGTRAP:
  15400. case UNT_ANKLESNARE:
  15401. case UNT_ICEWALL:
  15402. case UNT_WALLOFTHORN:
  15403. case UNT_REVERBERATION:
  15404. case UNT_NETHERWORLD:
  15405. unit->val1 -= (int)cap_value(damage,INT_MIN,INT_MAX);
  15406. break;
  15407. default:
  15408. damage = 0;
  15409. break;
  15410. }
  15411. return damage;
  15412. }
  15413. /**
  15414. * Check char condition around the skill caster
  15415. * @param bl Char around area
  15416. * @param *c Counter for 'valid' condition found
  15417. * @param *p_sd Stores 'rid' of char found
  15418. * @param skill_id Skill ID
  15419. * @param skill_lv Level of used skill
  15420. */
  15421. int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
  15422. {
  15423. int *c, skill_id;
  15424. struct block_list *src;
  15425. map_session_data *sd;
  15426. map_session_data *tsd;
  15427. int *p_sd; //Contains the list of characters found.
  15428. nullpo_ret(bl);
  15429. nullpo_ret(tsd=(map_session_data*)bl);
  15430. nullpo_ret(src=va_arg(ap,struct block_list *));
  15431. nullpo_ret(sd=(map_session_data*)src);
  15432. c=va_arg(ap,int *);
  15433. p_sd = va_arg(ap, int *);
  15434. skill_id = va_arg(ap,int);
  15435. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15436. if (skill_id == PR_BENEDICTIO) {
  15437. if (*c >= 2) // Check for two companions for Benedictio. [Skotlex]
  15438. return 0;
  15439. }
  15440. else if (is_chorus) {
  15441. if (*c == MAX_PARTY) // Check for partners for Chorus; Cap if the entire party is accounted for.
  15442. return 0;
  15443. }
  15444. else if (*c >= 1) // Check for one companion for all other cases.
  15445. return 0;
  15446. if (bl == src)
  15447. return 0;
  15448. if(pc_isdead(tsd))
  15449. return 0;
  15450. if (tsd->sc.cant.cast)
  15451. return 0;
  15452. if( is_chorus ) {
  15453. if( tsd->status.party_id && sd->status.party_id &&
  15454. tsd->status.party_id == sd->status.party_id &&
  15455. (tsd->class_&MAPID_THIRDMASK) == MAPID_MINSTRELWANDERER )
  15456. p_sd[(*c)++] = tsd->bl.id;
  15457. return 1;
  15458. } else {
  15459. switch(skill_id) {
  15460. case PR_BENEDICTIO: {
  15461. uint8 dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
  15462. dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
  15463. if ((tsd->class_&MAPID_BASEMASK) == MAPID_ACOLYTE && (dir == 2 || dir == 6) //Must be standing to the left/right of Priest.
  15464. && sd->status.sp >= 10)
  15465. p_sd[(*c)++]=tsd->bl.id;
  15466. return 1;
  15467. }
  15468. case AB_ADORAMUS:
  15469. // Adoramus does not consume Blue Gemstone when there is at least 1 Priest class next to the caster
  15470. if( (tsd->class_&MAPID_UPPERMASK) == MAPID_PRIEST )
  15471. p_sd[(*c)++] = tsd->bl.id;
  15472. return 1;
  15473. case TR_GEF_NOCTURN:
  15474. case TR_ROKI_CAPRICCIO:
  15475. case TR_AIN_RHAPSODY:
  15476. case TR_MUSICAL_INTERLUDE:
  15477. case TR_JAWAII_SERENADE:
  15478. case TR_NIPELHEIM_REQUIEM:
  15479. case TR_PRON_MARCH:// Does the partner's learned skill level affects anything? [Rytech]
  15480. if (sd->status.sex != tsd->status.sex && (tsd->class_&MAPID_FOURTHMASK) == MAPID_TROUBADOURTROUVERE &&
  15481. sd->status.party_id && tsd->status.party_id && sd->status.party_id == tsd->status.party_id)
  15482. p_sd[(*c)++] = tsd->bl.id;
  15483. return 1;
  15484. default: //Warning: Assuming Ensemble Dance/Songs for code speed. [Skotlex]
  15485. {
  15486. uint16 skill_lv;
  15487. if(pc_issit(tsd) || !unit_can_move(&tsd->bl))
  15488. return 0;
  15489. if (sd->status.sex != tsd->status.sex &&
  15490. (tsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER &&
  15491. (skill_lv = pc_checkskill(tsd, skill_id)) > 0 &&
  15492. (tsd->weapontype1==W_MUSICAL || tsd->weapontype1==W_WHIP) &&
  15493. sd->status.party_id && tsd->status.party_id &&
  15494. sd->status.party_id == tsd->status.party_id &&
  15495. !tsd->sc.getSCE(SC_DANCING))
  15496. {
  15497. p_sd[(*c)++]=tsd->bl.id;
  15498. return skill_lv;
  15499. }
  15500. }
  15501. break;
  15502. }
  15503. }
  15504. return 0;
  15505. }
  15506. /**
  15507. * Checks and stores partners for ensemble skills [Skotlex]
  15508. * Max partners is 2.
  15509. * @param sd Caster
  15510. * @param skill_id
  15511. * @param skill_lv
  15512. * @param range Area range to check
  15513. * @param cast_flag Special handle
  15514. */
  15515. int skill_check_pc_partner(map_session_data *sd, uint16 skill_id, uint16 *skill_lv, int range, int cast_flag)
  15516. {
  15517. static int c=0;
  15518. static int p_sd[MAX_PARTY];
  15519. int i;
  15520. bool is_chorus = skill_get_inf2(skill_id, INF2_ISCHORUS);
  15521. if (!sd)
  15522. return 0;
  15523. if (!battle_config.player_skill_partner_check || pc_has_permission(sd, PC_PERM_SKILL_UNCONDITIONAL))
  15524. return is_chorus ? MAX_PARTY : 99; //As if there were infinite partners.
  15525. if (cast_flag) { //Execute the skill on the partners.
  15526. map_session_data* tsd;
  15527. switch (skill_id) {
  15528. case PR_BENEDICTIO:
  15529. case WM_GREAT_ECHO:
  15530. for (i = 0; i < c; i++) {
  15531. if ((tsd = map_id2sd(p_sd[i])) != nullptr)
  15532. status_charge(&tsd->bl, 0, (skill_id == PR_BENEDICTIO) ? 10 : skill_get_sp(skill_id, *skill_lv) / 2);
  15533. }
  15534. return c;
  15535. case AB_ADORAMUS:
  15536. if( c > 0 && (tsd = map_id2sd(p_sd[0])) != nullptr ) {
  15537. i = 2 * (*skill_lv);
  15538. status_charge(&tsd->bl, 0, i);
  15539. }
  15540. break;
  15541. default:
  15542. if( is_chorus )
  15543. break;//Chorus skills are not to be parsed as ensembles
  15544. if (skill_get_inf2(skill_id, INF2_ISENSEMBLE)) {
  15545. if (c > 0 && sd->sc.getSCE(SC_DANCING) && (tsd = map_id2sd(p_sd[0])) != nullptr) {
  15546. sd->sc.getSCE(SC_DANCING)->val4 = tsd->bl.id;
  15547. sc_start4(&sd->bl,&tsd->bl,SC_DANCING,100,skill_id,sd->sc.getSCE(SC_DANCING)->val2,*skill_lv,sd->bl.id,skill_get_time(skill_id,*skill_lv)+1000);
  15548. clif_skill_nodamage(&tsd->bl, &sd->bl, skill_id, *skill_lv, 1);
  15549. tsd->skill_id_dance = skill_id;
  15550. tsd->skill_lv_dance = *skill_lv;
  15551. #ifdef RENEWAL
  15552. sc_start(&sd->bl, &sd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15553. sc_start(&sd->bl, &tsd->bl, SC_ENSEMBLEFATIGUE, 100, 1, skill_get_time(CG_SPECIALSINGER, *skill_lv));
  15554. #endif
  15555. }
  15556. }
  15557. return c;
  15558. }
  15559. }
  15560. //Else: new search for partners.
  15561. c = 0;
  15562. memset (p_sd, 0, sizeof(p_sd));
  15563. i = map_foreachinallrange(skill_check_condition_char_sub, &sd->bl, range, BL_PC, &sd->bl, &c, &p_sd, skill_id);
  15564. if ( skill_id != PR_BENEDICTIO && skill_id != AB_ADORAMUS && skill_id != WM_GREAT_ECHO &&
  15565. !(skill_id >= TR_GEF_NOCTURN && skill_id <= TR_PRON_MARCH)) //Apply the average lv to encore skills.
  15566. *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.
  15567. return c;
  15568. }
  15569. /**
  15570. * Sub function to count how many spawned mob is around.
  15571. * Some skills check with matched AI.
  15572. * @param rid Source ID
  15573. * @param mob_class Monster ID
  15574. * @param skill_id Used skill
  15575. * @param *c Counter for found monster
  15576. */
  15577. static int skill_check_condition_mob_master_sub(struct block_list *bl, va_list ap)
  15578. {
  15579. int *c,src_id,mob_class,skill;
  15580. uint16 ai;
  15581. struct mob_data *md;
  15582. md=(struct mob_data*)bl;
  15583. src_id=va_arg(ap,int);
  15584. mob_class=va_arg(ap,int);
  15585. skill=va_arg(ap,int);
  15586. c=va_arg(ap,int *);
  15587. switch (skill) {
  15588. case AM_SPHEREMINE:
  15589. ai = AI_SPHERE;
  15590. break;
  15591. case AM_CANNIBALIZE:
  15592. ai = AI_FLORA;
  15593. break;
  15594. case KO_ZANZOU:
  15595. ai = AI_ZANZOU;
  15596. break;
  15597. case MH_SUMMON_LEGION:
  15598. ai = AI_LEGION;
  15599. break;
  15600. case NC_SILVERSNIPER:
  15601. case NC_MAGICDECOY:
  15602. ai = AI_FAW;
  15603. break;
  15604. case MT_SUMMON_ABR_BATTLE_WARIOR:
  15605. case MT_SUMMON_ABR_DUAL_CANNON:
  15606. case MT_SUMMON_ABR_MOTHER_NET:
  15607. case MT_SUMMON_ABR_INFINITY:
  15608. ai = AI_ABR;
  15609. break;
  15610. case BO_WOODENWARRIOR:
  15611. case BO_WOODEN_FAIRY:
  15612. case BO_CREEPER:
  15613. case BO_HELLTREE:
  15614. ai = AI_BIONIC;
  15615. break;
  15616. default:
  15617. ai = AI_FLORA;
  15618. break;
  15619. }
  15620. if( md->master_id != src_id || md->special_state.ai != ai)
  15621. return 0; //Non alchemist summoned mobs have nothing to do here.
  15622. if(md->mob_id==mob_class)
  15623. (*c)++;
  15624. return 1;
  15625. }
  15626. /**
  15627. * Determines if a given skill should be made to consume ammo
  15628. * when used by the player. [Skotlex]
  15629. * @param sd Player
  15630. * @param skill_id Skill ID
  15631. * @return True if skill is need ammo; False otherwise.
  15632. */
  15633. int skill_isammotype(map_session_data *sd, unsigned short skill_id)
  15634. {
  15635. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  15636. return (
  15637. battle_config.arrow_decrement == 2 &&
  15638. (sd->status.weapon == W_BOW || (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) &&
  15639. skill_id != HT_PHANTASMIC &&
  15640. skill->skill_type == BF_WEAPON &&
  15641. !skill->nk[NK_NODAMAGE] &&
  15642. !skill_get_spiritball(skill_id,1) //Assume spirit spheres are used as ammo instead.
  15643. );
  15644. }
  15645. /**
  15646. * Check SC required to cast a skill
  15647. * @param sc
  15648. * @param skill_id
  15649. * @return True if condition is met, False otherwise
  15650. **/
  15651. static bool skill_check_condition_sc_required( map_session_data& sd, uint16 skill_id, s_skill_condition& require ){
  15652. if (require.status.empty())
  15653. return true;
  15654. status_change *sc = &sd.sc;
  15655. if (sc == nullptr) {
  15656. clif_skill_fail( sd, skill_id );
  15657. return false;
  15658. }
  15659. // May have multiple requirements
  15660. for (const auto &reqStatus : require.status) {
  15661. if (reqStatus == SC_NONE)
  15662. continue;
  15663. useskill_fail_cause cause;
  15664. switch (reqStatus) {
  15665. // Official fail message
  15666. case SC_PUSH_CART:
  15667. cause = USESKILL_FAIL_CART;
  15668. break;
  15669. case SC_POISONINGWEAPON:
  15670. cause = USESKILL_FAIL_GC_POISONINGWEAPON;
  15671. break;
  15672. case SC_WEAPONBLOCK_ON:
  15673. cause = USESKILL_FAIL_GC_WEAPONBLOCKING;
  15674. break;
  15675. default:
  15676. cause = USESKILL_FAIL_LEVEL;
  15677. break;
  15678. }
  15679. if (!sc->getSCE(reqStatus)) {
  15680. clif_skill_fail( sd, skill_id, cause );
  15681. return false;
  15682. }
  15683. }
  15684. return true;
  15685. }
  15686. /**
  15687. * Check SC of BL
  15688. * @param sc
  15689. * @param skill_id
  15690. * @return 1 if condition is met, 0 otherwise
  15691. **/
  15692. int skill_check_bl_sc(struct block_list *target, va_list ap) {
  15693. nullpo_ret(target);
  15694. int sc_id = va_arg(ap,int);
  15695. status_change *sc = status_get_sc(target);
  15696. if (sc && sc->getSCE(sc_id))
  15697. return 1;
  15698. return 0;
  15699. }
  15700. /**
  15701. * Check skill condition when cast begin
  15702. * For ammo, only check if the skill need ammo
  15703. * For checking ammo requirement (type and amount) will be skill_check_condition_castend
  15704. * @param sd Player who uses skill
  15705. * @param skill_id ID of used skill
  15706. * @param skill_lv Level of used skill
  15707. * @return true: All condition passed, false: Failed
  15708. */
  15709. bool skill_check_condition_castbegin( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  15710. struct s_skill_condition require;
  15711. int i;
  15712. if (sd.chatID)
  15713. return false;
  15714. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id )
  15715. { //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  15716. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  15717. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  15718. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  15719. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  15720. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  15721. return true;
  15722. }
  15723. switch( sd.menuskill_id ) {
  15724. case AM_PHARMACY:
  15725. switch( skill_id ) {
  15726. case AM_PHARMACY:
  15727. case AC_MAKINGARROW:
  15728. case BS_REPAIRWEAPON:
  15729. case AM_TWILIGHT1:
  15730. case AM_TWILIGHT2:
  15731. case AM_TWILIGHT3:
  15732. return false;
  15733. }
  15734. break;
  15735. case GN_MIX_COOKING:
  15736. case GN_MAKEBOMB:
  15737. case GN_S_PHARMACY:
  15738. case GN_CHANGEMATERIAL:
  15739. case MT_M_MACHINE:
  15740. case BO_BIONIC_PHARMACY:
  15741. if( sd.menuskill_id != skill_id )
  15742. return false;
  15743. break;
  15744. }
  15745. struct status_data* status = &sd.battle_status;
  15746. status_change* sc = &sd.sc;
  15747. if( !sc->count )
  15748. sc = nullptr;
  15749. if( sd.skillitem == skill_id )
  15750. {
  15751. if( sd.state.abra_flag ) // Hocus-Pocus was used. [Inkfish]
  15752. sd.state.abra_flag = 0;
  15753. else
  15754. { // When a target was selected, consume items that were skipped in pc_use_item [Skotlex]
  15755. if( (i = sd.itemindex) == -1 ||
  15756. sd.inventory.u.items_inventory[i].nameid != sd.itemid ||
  15757. sd.inventory_data[i] == nullptr ||
  15758. sd.inventory_data[i]->flag.delay_consume == DELAYCONSUME_NONE ||
  15759. sd.inventory.u.items_inventory[i].amount < 1
  15760. )
  15761. { //Something went wrong, item exploit?
  15762. sd.itemid = 0;
  15763. sd.itemindex = -1;
  15764. return false;
  15765. }
  15766. //Consume
  15767. sd.itemid = 0;
  15768. sd.itemindex = -1;
  15769. if( (skill_id == WZ_EARTHSPIKE && sc && sc->getSCE(SC_EARTHSCROLL) && rnd()%100 > sc->getSCE(SC_EARTHSCROLL)->val2) || sd.inventory_data[i]->flag.delay_consume & DELAYCONSUME_NOCONSUME ) // [marquis007]
  15770. ; //Do not consume item.
  15771. else if( sd.inventory.u.items_inventory[i].expire_time == 0 )
  15772. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME); // Rental usable items are not consumed until expiration
  15773. }
  15774. if(!sd.skillitem_keep_requirement)
  15775. return true;
  15776. }
  15777. if( pc_is90overweight(&sd) ) {
  15778. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  15779. return false;
  15780. }
  15781. if( sc && ( sc->getSCE(SC__SHADOWFORM) || sc->getSCE(SC__IGNORANCE) ) )
  15782. return false;
  15783. //Checks if disabling skill - in which case no SP requirements are necessary
  15784. if( sc && skill_disable_check(*sc,skill_id))
  15785. return true;
  15786. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  15787. // Check the skills that can be used while mounted on a warg
  15788. if( pc_isridingwug(&sd) ) {
  15789. if(!inf2[INF2_ALLOWONWARG])
  15790. return false; // in official there is no message.
  15791. }
  15792. if( pc_ismadogear(&sd) ) {
  15793. // Skills that are unusable when Mado is equipped. [Jobbie]
  15794. if(!inf2[INF2_ALLOWONMADO]){
  15795. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR_RIDE );
  15796. return false;
  15797. }
  15798. }
  15799. //if (skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL)
  15800. // return false;
  15801. require = skill_get_requirement(&sd,skill_id,skill_lv);
  15802. //Can only update state when weapon/arrow info is checked.
  15803. sd.state.arrow_atk = require.ammo?1:0;
  15804. // perform skill-group checks
  15805. if(skill_id != WM_GREAT_ECHO && inf2[INF2_ISCHORUS]) {
  15806. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 0) < 1) {
  15807. clif_skill_fail( sd, skill_id );
  15808. return false;
  15809. }
  15810. }
  15811. else if(inf2[INF2_ISENSEMBLE]) {
  15812. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 1 && !(sc && sc->getSCE(SC_KVASIR_SONATA))) {
  15813. clif_skill_fail( sd, skill_id );
  15814. return false;
  15815. }
  15816. }
  15817. // perform skill-specific checks (and actions)
  15818. switch( skill_id ) {
  15819. case RG_GRAFFITI:
  15820. if (map_foreachinmap(skill_graffitiremover,sd.bl.m,BL_SKILL,0)) { // If a previous Graffiti exists skill fails to cast.
  15821. clif_skill_fail( sd, skill_id );
  15822. return false;
  15823. }
  15824. break;
  15825. case SO_SPELLFIST:
  15826. if(sd.skill_id_old != MG_FIREBOLT && sd.skill_id_old != MG_COLDBOLT && sd.skill_id_old != MG_LIGHTNINGBOLT) {
  15827. clif_skill_fail( sd, skill_id );
  15828. return false;
  15829. }
  15830. [[fallthrough]];
  15831. case SA_CASTCANCEL:
  15832. if(sd.ud.skilltimer == INVALID_TIMER) {
  15833. clif_skill_fail( sd, skill_id );
  15834. return false;
  15835. }
  15836. break;
  15837. case AS_CLOAKING:
  15838. {
  15839. if( skill_lv < 3 && ((sd.bl.type == BL_PC && battle_config.pc_cloak_check_type&1)
  15840. || (sd.bl.type != BL_PC && battle_config.monster_cloak_check_type&1) )) { //Check for walls.
  15841. static int dx[DIR_MAX] = { 0, 1, 0, -1, -1, 1, 1, -1};
  15842. static int dy[DIR_MAX] = {-1, 0, 1, 0, -1, -1, 1, 1};
  15843. int dir;
  15844. ARR_FIND( 0, DIR_MAX, dir, map_getcell(sd.bl.m, sd.bl.x+dx[dir], sd.bl.y+dy[dir], CELL_CHKNOPASS) != 0 );
  15845. if( dir == DIR_MAX ) {
  15846. clif_skill_fail( sd, skill_id );
  15847. return false;
  15848. }
  15849. }
  15850. break;
  15851. }
  15852. case AL_WARP:
  15853. if(!battle_config.duel_allow_teleport && sd.duel_group) { // duel restriction [LuzZza]
  15854. char output[128];
  15855. sprintf(output, msg_txt(&sd,365), skill_get_name(AL_WARP));
  15856. clif_displaymessage(sd.fd, output); //"Duel: Can't use %s in duel."
  15857. return false;
  15858. }
  15859. break;
  15860. case AL_HOLYWATER:
  15861. if(pc_search_inventory(&sd,ITEMID_EMPTY_BOTTLE) < 0) {
  15862. clif_skill_fail( sd, skill_id );
  15863. return false;
  15864. }
  15865. break;
  15866. case MO_CALLSPIRITS:
  15867. if(sc && sc->getSCE(SC_RAISINGDRAGON))
  15868. skill_lv += sc->getSCE(SC_RAISINGDRAGON)->val1;
  15869. if(sd.spiritball >= skill_lv) {
  15870. clif_skill_fail( sd, skill_id );
  15871. return false;
  15872. }
  15873. break;
  15874. case MO_FINGEROFFENSIVE:
  15875. case GS_FLING:
  15876. case SR_RIDEINLIGHTNING:
  15877. if( sd.spiritball > 0 && sd.spiritball < require.spiritball )
  15878. sd.spiritball_old = require.spiritball = sd.spiritball;
  15879. else
  15880. sd.spiritball_old = require.spiritball;
  15881. break;
  15882. case MO_CHAINCOMBO:
  15883. if(!sc)
  15884. return false;
  15885. if(sc->getSCE(SC_BLADESTOP))
  15886. break;
  15887. if(sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_TRIPLEATTACK)
  15888. break;
  15889. return false;
  15890. case MO_COMBOFINISH:
  15891. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_CHAINCOMBO))
  15892. return false;
  15893. break;
  15894. case CH_TIGERFIST:
  15895. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == MO_COMBOFINISH))
  15896. return false;
  15897. break;
  15898. case CH_CHAINCRUSH:
  15899. if(!(sc && sc->getSCE(SC_COMBO)))
  15900. return false;
  15901. if(sc->getSCE(SC_COMBO)->val1 != MO_COMBOFINISH && sc->getSCE(SC_COMBO)->val1 != CH_TIGERFIST)
  15902. return false;
  15903. break;
  15904. case SJ_SOLARBURST:
  15905. if (!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SJ_PROMINENCEKICK))
  15906. return 0;
  15907. break;
  15908. case MO_EXTREMITYFIST:
  15909. // if(sc && sc->getSCE(SC_EXTREMITYFIST)) //To disable Asura during the 5 min skill block uncomment this...
  15910. // return false;
  15911. if( sc && (sc->getSCE(SC_BLADESTOP) || sc->getSCE(SC_CURSEDCIRCLE_ATKER)) )
  15912. break;
  15913. if( sc && sc->getSCE(SC_COMBO) ) {
  15914. switch(sc->getSCE(SC_COMBO)->val1) {
  15915. case MO_COMBOFINISH:
  15916. case CH_TIGERFIST:
  15917. case CH_CHAINCRUSH:
  15918. break;
  15919. default:
  15920. return false;
  15921. }
  15922. }
  15923. else if( !unit_can_move(&sd.bl) ) { //Placed here as ST_MOVE_ENABLE should not apply if rooted or on a combo. [Skotlex]
  15924. clif_skill_fail( sd, skill_id );
  15925. return false;
  15926. }
  15927. sd.spiritball_old = sd.spiritball;
  15928. break;
  15929. case TK_MISSION:
  15930. if( (sd.class_&MAPID_UPPERMASK) != MAPID_TAEKWON ) { // Cannot be used by Non-Taekwon classes
  15931. clif_skill_fail( sd, skill_id );
  15932. return false;
  15933. }
  15934. break;
  15935. case ASC_EDP:
  15936. #ifdef RENEWAL
  15937. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&2) {
  15938. #else
  15939. if (sd.weapontype1 == W_FIST && battle_config.switch_remove_edp&1) {
  15940. #endif
  15941. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  15942. return false;
  15943. }
  15944. break;
  15945. case TK_READYCOUNTER:
  15946. case TK_READYDOWN:
  15947. case TK_READYSTORM:
  15948. case TK_READYTURN:
  15949. case TK_JUMPKICK:
  15950. if( (sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER ) { // Soul Linkers cannot use this skill
  15951. clif_skill_fail( sd, skill_id );
  15952. return false;
  15953. }
  15954. break;
  15955. case TK_TURNKICK:
  15956. case TK_STORMKICK:
  15957. case TK_DOWNKICK:
  15958. case TK_COUNTER:
  15959. if ((sd.class_&MAPID_UPPERMASK) == MAPID_SOUL_LINKER)
  15960. return false; //Anti-Soul Linker check in case you job-changed with Stances active.
  15961. if(!(sc && sc->getSCE(SC_COMBO)) || sc->getSCE(SC_COMBO)->val1 == TK_JUMPKICK)
  15962. return false; //Combo needs to be ready
  15963. if (sc->getSCE(SC_COMBO)->val3) { //Kick chain
  15964. //Do not repeat a kick.
  15965. if (sc->getSCE(SC_COMBO)->val3 != skill_id)
  15966. break;
  15967. status_change_end(&sd.bl, SC_COMBO);
  15968. return false;
  15969. }
  15970. if(sc->getSCE(SC_COMBO)->val1 != skill_id && !pc_is_taekwon_ranker(&sd)) { //Cancel combo wait.
  15971. unit_cancel_combo(&sd.bl);
  15972. return false;
  15973. }
  15974. break; //Combo ready.
  15975. #ifndef RENEWAL
  15976. case BD_ADAPTATION:
  15977. {
  15978. int time;
  15979. if(!(sc && sc->getSCE(SC_DANCING))) {
  15980. clif_skill_fail( sd, skill_id );
  15981. return false;
  15982. }
  15983. time = 1000*(sc->getSCE(SC_DANCING)->val3>>16);
  15984. if (skill_get_time(
  15985. (sc->getSCE(SC_DANCING)->val1&0xFFFF), //Dance Skill ID
  15986. (sc->getSCE(SC_DANCING)->val1>>16)) //Dance Skill LV
  15987. - time < skill_get_time2(skill_id,skill_lv))
  15988. {
  15989. clif_skill_fail( sd, skill_id );
  15990. return false;
  15991. }
  15992. }
  15993. break;
  15994. #endif
  15995. case PR_BENEDICTIO:
  15996. if (skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 0) < 2) {
  15997. clif_skill_fail( sd, skill_id );
  15998. return false;
  15999. }
  16000. break;
  16001. case SL_SMA:
  16002. if(!sc || !(sc->getSCE(SC_SMA) || sc->getSCE(SC_USE_SKILL_SP_SHA)))
  16003. return false;
  16004. break;
  16005. case HT_POWER:
  16006. if(!(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == AC_DOUBLE))
  16007. return false;
  16008. break;
  16009. #ifndef RENEWAL
  16010. case CG_HERMODE:
  16011. if(!npc_check_areanpc(1,sd.bl.m,sd.bl.x,sd.bl.y,skill_get_splash(skill_id, skill_lv))) {
  16012. clif_skill_fail( sd, skill_id );
  16013. return false;
  16014. }
  16015. break;
  16016. #endif
  16017. case CG_MOONLIT: //Check there's no wall in the range+1 area around the caster. [Skotlex]
  16018. {
  16019. int s,range = skill_get_splash(skill_id, skill_lv)+1;
  16020. int size = range*2+1;
  16021. for (s=0;s<size*size;s++) {
  16022. int x = sd.bl.x+(s%size-range);
  16023. int y = sd.bl.y+(s/size-range);
  16024. if (map_getcell(sd.bl.m,x,y,CELL_CHKWALL)) {
  16025. clif_skill_fail( sd, skill_id );
  16026. return false;
  16027. }
  16028. }
  16029. }
  16030. break;
  16031. #ifndef RENEWAL
  16032. case PR_REDEMPTIO:
  16033. {
  16034. t_exp exp = pc_nextbaseexp(&sd);
  16035. uint32 exp_needp = battle_config.exp_cost_redemptio;
  16036. if (exp_needp && (exp > 0 && get_percentage_exp(sd.status.base_exp, exp) < exp_needp)) {
  16037. clif_skill_fail( sd, skill_id ); //Not enough exp.
  16038. return false;
  16039. }
  16040. break;
  16041. }
  16042. case HP_BASILICA:
  16043. if( !sc || (sc && !sc->getSCE(SC_BASILICA))) {
  16044. // When castbegin, needs 7x7 clear area
  16045. int s,range = skill_get_unit_layout_type(skill_id,skill_lv)+1;
  16046. int size = range*2+1;
  16047. for( s=0;s<size*size;s++ ) {
  16048. int x = sd.bl.x+(s%size-range);
  16049. int y = sd.bl.y+(s/size-range);
  16050. if( map_getcell(sd.bl.m,x,y,CELL_CHKWALL) ) {
  16051. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16052. return false;
  16053. }
  16054. }
  16055. if( map_foreachinallrange(skill_count_wos, &sd.bl, range, BL_MOB|BL_PC, &sd.bl) ) {
  16056. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16057. return false;
  16058. }
  16059. }
  16060. break;
  16061. #endif
  16062. case AM_TWILIGHT2:
  16063. case AM_TWILIGHT3:
  16064. if (!party_skill_check(&sd, sd.status.party_id, skill_id, skill_lv)) {
  16065. clif_skill_fail( sd, skill_id );
  16066. return false;
  16067. }
  16068. break;
  16069. case SG_SUN_WARM:
  16070. case SG_MOON_WARM:
  16071. case SG_STAR_WARM:
  16072. if (sc && sc->getSCE(SC_MIRACLE))
  16073. break;
  16074. i = skill_id-SG_SUN_WARM;
  16075. if (sd.bl.m == sd.feel_map[i].m)
  16076. break;
  16077. clif_skill_fail( sd, skill_id );
  16078. return false;
  16079. break;
  16080. case SG_SUN_COMFORT:
  16081. case SG_MOON_COMFORT:
  16082. case SG_STAR_COMFORT:
  16083. if (sc && sc->getSCE(SC_MIRACLE))
  16084. break;
  16085. i = skill_id-SG_SUN_COMFORT;
  16086. if (sd.bl.m == sd.feel_map[i].m &&
  16087. (battle_config.allow_skill_without_day || sg_info[i].day_func()))
  16088. break;
  16089. clif_skill_fail( sd, skill_id );
  16090. return false;
  16091. case SG_FUSION:
  16092. if (sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_STAR)
  16093. break;
  16094. //Auron insists we should implement SP consumption when you are not Soul Linked. [Skotlex]
  16095. //Only invoke on skill begin cast (instant cast skill). [Kevin]
  16096. if( require.sp > 0 ) {
  16097. if (status->sp < (unsigned int)require.sp)
  16098. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16099. else
  16100. status_zap(&sd.bl, 0, require.sp);
  16101. }
  16102. return false;
  16103. case GD_BATTLEORDER:
  16104. case GD_REGENERATION:
  16105. case GD_RESTORE:
  16106. case GD_CHARGESHOUT_FLAG:
  16107. case GD_CHARGESHOUT_BEATING:
  16108. case GD_EMERGENCY_MOVE:
  16109. if (!map_flag_gvg2(sd.bl.m)) {
  16110. clif_skill_fail( sd, skill_id );
  16111. return false;
  16112. }
  16113. [[fallthrough]];
  16114. case GD_EMERGENCYCALL:
  16115. case GD_ITEMEMERGENCYCALL:
  16116. // other checks were already done in skill_isNotOk()
  16117. if (!sd.status.guild_id || (sd.state.gmaster_flag == 0 && skill_id != GD_CHARGESHOUT_BEATING))
  16118. return false;
  16119. break;
  16120. case GS_GLITTERING:
  16121. case RL_RICHS_COIN:
  16122. if(sd.spiritball >= 10) {
  16123. clif_skill_fail( sd, skill_id );
  16124. return false;
  16125. }
  16126. break;
  16127. case NJ_ISSEN:
  16128. #ifdef RENEWAL
  16129. if (status->hp < (status->hp/100)) {
  16130. #else
  16131. if (status->hp < 2) {
  16132. #endif
  16133. clif_skill_fail( sd, skill_id );
  16134. return false;
  16135. }
  16136. [[fallthrough]];
  16137. case NJ_BUNSINJYUTSU:
  16138. if (!(sc && sc->getSCE(SC_NEN))) {
  16139. clif_skill_fail( sd, skill_id );
  16140. return false;
  16141. }
  16142. break;
  16143. case NJ_ZENYNAGE:
  16144. case KO_MUCHANAGE:
  16145. if(sd.status.zeny < require.zeny) {
  16146. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16147. return false;
  16148. }
  16149. break;
  16150. case PF_HPCONVERSION:
  16151. if (status->sp == status->max_sp)
  16152. return false; //Unusable when at full SP.
  16153. break;
  16154. case SP_KAUTE: // Fail if below 30% MaxHP.
  16155. if (status->hp < 30 * status->max_hp / 100) {
  16156. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16157. return false;
  16158. }
  16159. break;
  16160. case AM_CALLHOMUN: //Can't summon if a hom is already out
  16161. if (sd.status.hom_id && sd.hd && !sd.hd->homunculus.vaporize) {
  16162. clif_skill_fail( sd, skill_id );
  16163. return false;
  16164. }
  16165. break;
  16166. case AM_REST: //Can't vapo homun if you don't have an active homunc or it's hp is < 80%
  16167. if (!hom_is_active(sd.hd) || sd.hd->battle_status.hp < (sd.hd->battle_status.max_hp*80/100)) {
  16168. clif_skill_fail( sd, skill_id );
  16169. return false;
  16170. }
  16171. break;
  16172. case AB_ANCILLA: {
  16173. int count = 0;
  16174. for( i = 0; i < MAX_INVENTORY; i++ )
  16175. if( sd.inventory.u.items_inventory[i].nameid == ITEMID_ANCILLA )
  16176. count += sd.inventory.u.items_inventory[i].amount;
  16177. if( count >= 3 ) {
  16178. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA_NUMOVER );
  16179. return false;
  16180. }
  16181. }
  16182. break;
  16183. case AB_ADORAMUS: // bugreport:7647 mistress card DOES remove requirements for gemstones from Adoramus -helvetica
  16184. if( skill_check_pc_partner(&sd,skill_id,&skill_lv,1,0) <= 0 && require.itemid[0]
  16185. && sd.special_state.no_gemstone == 0
  16186. && ((i = pc_search_inventory(&sd,require.itemid[0])) < 0 || sd.inventory.u.items_inventory[i].amount < require.amount[0]) ) {
  16187. clif_skill_fail( sd, skill_id );
  16188. return false;
  16189. }
  16190. break;
  16191. case WL_SUMMONFB:
  16192. case WL_SUMMONBL:
  16193. case WL_SUMMONWB:
  16194. case WL_SUMMONSTONE:
  16195. if (skill_lv == 1 && sc) { // Failure only happens on level 1
  16196. ARR_FIND(SC_SPHERE_1, SC_SPHERE_5 + 1, i, !sc->getSCE(i));
  16197. if (i == SC_SPHERE_5 + 1) { // No more free slots
  16198. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16199. return false;
  16200. }
  16201. }
  16202. break;
  16203. case WL_TETRAVORTEX: // bugreport:7598 moved sphere check to precast to avoid triggering cooldown per official behavior -helvetica
  16204. case WL_RELEASE: {
  16205. int active_spheres = 0, req_spheres = 0;
  16206. for (i = SC_SPHERE_1; i <= SC_SPHERE_5; i++) {
  16207. if (sc && sc->getSCE(i))
  16208. active_spheres++;
  16209. }
  16210. // Cast requirement
  16211. if (skill_id == WL_TETRAVORTEX)
  16212. req_spheres = 4;
  16213. else if (skill_id == WL_RELEASE && skill_lv == 2) // Only level 2 uses Spheres
  16214. req_spheres = 1;
  16215. if (active_spheres < req_spheres) { // Need minimum amount of spheres
  16216. clif_skill_fail( sd, skill_id, (skill_id == WL_RELEASE) ? USESKILL_FAIL_SUMMON_NONE : USESKILL_FAIL_LEVEL );
  16217. return false;
  16218. }
  16219. }
  16220. break;
  16221. case GC_HALLUCINATIONWALK:
  16222. if( sc && (sc->getSCE(SC_HALLUCINATIONWALK) || sc->getSCE(SC_HALLUCINATIONWALK_POSTDELAY)) ) {
  16223. clif_skill_fail( sd, skill_id );
  16224. return false;
  16225. }
  16226. break;
  16227. case NPC_HALLUCINATIONWALK:
  16228. if( sc && sc->getSCE(SC_NPC_HALLUCINATIONWALK) ) {
  16229. return false;
  16230. }
  16231. break;
  16232. case RA_WUGMASTERY:
  16233. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || pc_isridingwug(&sd) || sd.sc.getSCE(SC__GROOMY)) {
  16234. clif_skill_fail( sd, skill_id );
  16235. return false;
  16236. }
  16237. break;
  16238. case RA_WUGSTRIKE:
  16239. if( !pc_iswug(&sd) && !pc_isridingwug(&sd) ) {
  16240. clif_skill_fail( sd, skill_id );
  16241. return false;
  16242. }
  16243. break;
  16244. case RA_WUGRIDER:
  16245. if( (pc_isfalcon(&sd) && (!pc_checkskill(&sd, WH_HAWK_M) && !battle_config.warg_can_falcon)) || ( !pc_isridingwug(&sd) && !pc_iswug(&sd) ) ) {
  16246. clif_skill_fail( sd, skill_id );
  16247. return false;
  16248. }
  16249. break;
  16250. case RA_WUGDASH:
  16251. if(!pc_isridingwug(&sd)) {
  16252. clif_skill_fail( sd, skill_id );
  16253. return false;
  16254. }
  16255. else {
  16256. int16 sx = sd.bl.x;
  16257. int16 sy = sd.bl.y;
  16258. uint8 dir = unit_getdir(&sd.bl) % DIR_MAX;
  16259. switch (dir) {
  16260. case DIR_NORTH: sy++; break;
  16261. case DIR_NORTHWEST: sx--; sy++; break;
  16262. case DIR_WEST: sx--; break;
  16263. case DIR_SOUTHWEST: sx--; sy--; break;
  16264. case DIR_SOUTH: sy--; break;
  16265. case DIR_SOUTHEAST: sx++; sy--; break;
  16266. case DIR_EAST: sx++; break;
  16267. case DIR_NORTHEAST: sx++; sy++; break;
  16268. }
  16269. if (map_count_oncell(sd.bl.m, sx, sy, BL_CHAR, 1) > 0) {
  16270. return false;
  16271. }
  16272. }
  16273. break;
  16274. case LG_RAYOFGENESIS:
  16275. case LG_BANDING:
  16276. if( sc && sc->getSCE(SC_INSPIRATION) )
  16277. return true; // Don't check for partner.
  16278. break;
  16279. case LG_PRESTIGE:
  16280. if( sc && sc->getSCE(SC_INSPIRATION) )
  16281. return true; // Don't check for partner.
  16282. if( sc && sc->getSCE(SC_BANDING) ) {
  16283. clif_skill_fail( sd, skill_id );
  16284. return false;
  16285. }
  16286. break;
  16287. case LG_RAGEBURST:
  16288. if( sd.spiritball == 0 ) {
  16289. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SKILLINTERVAL );
  16290. return false;
  16291. }
  16292. sd.spiritball_old = require.spiritball = sd.spiritball;
  16293. break;
  16294. case SR_FALLENEMPIRE:
  16295. if( !(sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_DRAGONCOMBO) )
  16296. return false;
  16297. break;
  16298. case SR_CRESCENTELBOW:
  16299. if( sc && sc->getSCE(SC_CRESCENTELBOW) ) {
  16300. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DUPLICATE );
  16301. return false;
  16302. }
  16303. break;
  16304. case SR_CURSEDCIRCLE:
  16305. if (map_flag_gvg2(sd.bl.m)) {
  16306. if (map_foreachinallrange(mob_count_sub, &sd.bl, skill_get_splash(skill_id, skill_lv), BL_MOB,
  16307. MOBID_EMPERIUM, MOBID_GUARDIAN_STONE1, MOBID_GUARDIAN_STONE2)) {
  16308. char output[128];
  16309. sprintf(output,"%s",msg_txt(&sd,382)); // You're too close to a stone or emperium to use this skill.
  16310. clif_messagecolor(&sd.bl,color_table[COLOR_RED], output, false, SELF);
  16311. return false;
  16312. }
  16313. }
  16314. if( sd.spiritball > 0 )
  16315. sd.spiritball_old = require.spiritball = sd.spiritball;
  16316. else {
  16317. clif_skill_fail( sd, skill_id );
  16318. return false;
  16319. }
  16320. break;
  16321. case SR_GATEOFHELL:
  16322. if( sd.spiritball > 0 )
  16323. sd.spiritball_old = require.spiritball;
  16324. break;
  16325. case SC_MANHOLE:
  16326. case SC_DIMENSIONDOOR:
  16327. if( sc && sc->getSCE(SC_MAGNETICFIELD) ) {
  16328. clif_skill_fail( sd, skill_id );
  16329. return false;
  16330. }
  16331. break;
  16332. case SC_FEINTBOMB:
  16333. if( map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR) || map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKMAELSTROM) ) {
  16334. clif_skill_fail( sd, skill_id );
  16335. return false;
  16336. }
  16337. break;
  16338. case WM_GREAT_ECHO: {
  16339. int count = skill_check_pc_partner(&sd, skill_id, &skill_lv, AREA_SIZE, 1);
  16340. if (count > 0)
  16341. require.sp -= require.sp * 20 * count / 100; // -20% each W/M in the party.
  16342. }
  16343. break;
  16344. case SO_FIREWALK:
  16345. case SO_ELECTRICWALK:
  16346. case NPC_FIREWALK:
  16347. case NPC_ELECTRICWALK: // Can't be casted until you've walked all cells.
  16348. if( sc && sc->getSCE(SC_PROPERTYWALK) &&
  16349. sc->getSCE(SC_PROPERTYWALK)->val3 < skill_get_maxcount(sc->getSCE(SC_PROPERTYWALK)->val1,sc->getSCE(SC_PROPERTYWALK)->val2) ) {
  16350. clif_skill_fail( sd, skill_id );
  16351. return false;
  16352. }
  16353. break;
  16354. case SO_EL_CONTROL:
  16355. if( !sd.status.ele_id || !sd.ed ) {
  16356. clif_skill_fail( sd, skill_id );
  16357. return false;
  16358. }
  16359. break;
  16360. case KO_JYUMONJIKIRI:
  16361. if (sd.weapontype1 != W_FIST && (sd.weapontype2 != W_FIST || sd.status.shield != W_FIST))
  16362. return true;
  16363. else {
  16364. clif_skill_fail( sd, skill_id );
  16365. return false;
  16366. }
  16367. break;
  16368. case KO_KAHU_ENTEN:
  16369. case KO_HYOUHU_HUBUKI:
  16370. case KO_KAZEHU_SEIRAN:
  16371. case KO_DOHU_KOUKAI:
  16372. if (sd.spiritcharm_type == skill_get_ele(skill_id,skill_lv) && sd.spiritcharm >= MAX_SPIRITCHARM) {
  16373. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON );
  16374. return false;
  16375. }
  16376. break;
  16377. case KO_KAIHOU:
  16378. case KO_ZENKAI:
  16379. if (sd.spiritcharm_type == CHARM_TYPE_NONE || sd.spiritcharm <= 0) {
  16380. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SUMMON_NONE );
  16381. return false;
  16382. }
  16383. break;
  16384. case SJ_FULLMOONKICK:
  16385. if (!(sc && sc->getSCE(SC_NEWMOON))) {
  16386. clif_skill_fail( sd, skill_id );
  16387. return false;
  16388. }
  16389. break;
  16390. case SJ_STAREMPEROR:
  16391. case SJ_NOVAEXPLOSING:
  16392. case SJ_GRAVITYCONTROL:
  16393. case SJ_BOOKOFDIMENSION:
  16394. case SJ_BOOKOFCREATINGSTAR:
  16395. case SP_SOULDIVISION:
  16396. case SP_SOULEXPLOSION:
  16397. if (!map_flag_vs(sd.bl.m)) {
  16398. clif_skill_fail( sd, skill_id );
  16399. return false;
  16400. }
  16401. break;
  16402. case SP_SWHOO:
  16403. if (!(sc && sc->getSCE(SC_USE_SKILL_SP_SPA)))
  16404. return false;
  16405. break;
  16406. case DK_SERVANT_W_PHANTOM:
  16407. case DK_SERVANT_W_DEMOL:
  16408. if (sd.servantball > 0 && sd.servantball < require.spiritball)
  16409. sd.servantball_old = require.spiritball = sd.servantball;
  16410. else
  16411. sd.servantball_old = require.spiritball;
  16412. break;
  16413. case IQ_SECOND_FAITH:
  16414. case IQ_THIRD_PUNISH:
  16415. if (!(sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16416. return false;
  16417. break;
  16418. case IQ_SECOND_JUDGEMENT:
  16419. case IQ_THIRD_CONSECRATION:
  16420. if (!(sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME))))
  16421. return false;
  16422. break;
  16423. case IQ_SECOND_FLAME:
  16424. case IQ_THIRD_FLAME_BOMB:
  16425. if (!(sc && sc->getSCE(SC_THIRD_EXOR_FLAME)))
  16426. return false;
  16427. break;
  16428. }
  16429. /* check state required */
  16430. switch (require.state) {
  16431. case ST_HIDDEN:
  16432. if(!pc_ishiding(&sd)) {
  16433. clif_skill_fail( sd, skill_id );
  16434. return false;
  16435. }
  16436. break;
  16437. case ST_RIDING:
  16438. if(!pc_isriding(&sd) && !pc_isridingdragon(&sd)) {
  16439. clif_skill_fail( sd, skill_id );
  16440. return false;
  16441. }
  16442. break;
  16443. case ST_FALCON:
  16444. if(!pc_isfalcon(&sd)) {
  16445. clif_skill_fail( sd, skill_id );
  16446. return false;
  16447. }
  16448. break;
  16449. case ST_CART:
  16450. if(!pc_iscarton(&sd)) {
  16451. clif_skill_fail( sd, skill_id, USESKILL_FAIL_CART );
  16452. return false;
  16453. }
  16454. break;
  16455. case ST_SHIELD:
  16456. if(sd.status.shield <= 0) {
  16457. clif_skill_fail( sd, skill_id );
  16458. return false;
  16459. }
  16460. break;
  16461. case ST_RECOVER_WEIGHT_RATE:
  16462. #ifdef RENEWAL
  16463. if(pc_is70overweight(&sd)) {
  16464. #else
  16465. if(pc_is50overweight(&sd)) {
  16466. #endif
  16467. clif_skill_fail( sd, skill_id );
  16468. return false;
  16469. }
  16470. break;
  16471. case ST_MOVE_ENABLE:
  16472. if (sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == skill_id)
  16473. sd.ud.canmove_tick = gettick(); //When using a combo, cancel the can't move delay to enable the skill. [Skotlex]
  16474. if (!unit_can_move(&sd.bl)) {
  16475. clif_skill_fail( sd, skill_id );
  16476. return false;
  16477. }
  16478. break;
  16479. case ST_WATER:
  16480. if (sc && (sc->getSCE(SC_DELUGE) || sc->getSCE(SC_SUITON)))
  16481. break;
  16482. if (map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKWATER) && !map_getcell(sd.bl.m,sd.bl.x,sd.bl.y,CELL_CHKLANDPROTECTOR))
  16483. break;
  16484. clif_skill_fail( sd, skill_id );
  16485. return false;
  16486. case ST_RIDINGDRAGON:
  16487. if( !pc_isridingdragon(&sd) ) {
  16488. clif_skill_fail( sd, skill_id, USESKILL_FAIL_DRAGON );
  16489. return false;
  16490. }
  16491. break;
  16492. case ST_WUG:
  16493. if( !pc_iswug(&sd) ) {
  16494. clif_skill_fail( sd, skill_id );
  16495. return false;
  16496. }
  16497. break;
  16498. case ST_RIDINGWUG:
  16499. if( !pc_isridingwug(&sd) ) {
  16500. clif_skill_fail( sd, skill_id );
  16501. return false;
  16502. }
  16503. break;
  16504. case ST_MADO:
  16505. if( !pc_ismadogear(&sd) ) {
  16506. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MADOGEAR );
  16507. return false;
  16508. }
  16509. break;
  16510. case ST_ELEMENTALSPIRIT:
  16511. case ST_ELEMENTALSPIRIT2:
  16512. if(!sd.ed) {
  16513. clif_skill_fail( sd, skill_id, USESKILL_FAIL_EL_SUMMON );
  16514. return false;
  16515. }
  16516. break;
  16517. case ST_PECO:
  16518. if(!pc_isriding(&sd)) {
  16519. clif_skill_fail( sd, skill_id );
  16520. return false;
  16521. }
  16522. break;
  16523. case ST_SUNSTANCE:
  16524. if (!(sc && (sc->getSCE(SC_SUNSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16525. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16526. return false;
  16527. }
  16528. break;
  16529. case ST_MOONSTANCE:
  16530. if (!(sc && (sc->getSCE(SC_LUNARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16531. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16532. return false;
  16533. }
  16534. break;
  16535. case ST_STARSTANCE:
  16536. if (!(sc && (sc->getSCE(SC_STARSTANCE) || sc->getSCE(SC_UNIVERSESTANCE)))) {
  16537. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16538. return false;
  16539. }
  16540. break;
  16541. case ST_UNIVERSESTANCE:
  16542. if (!(sc && sc->getSCE(SC_UNIVERSESTANCE))) {
  16543. clif_skill_fail( sd, skill_id, USESKILL_FAIL );
  16544. return false;
  16545. }
  16546. break;
  16547. }
  16548. /* check the status required */
  16549. if (!require.status.empty()) {
  16550. switch (skill_id) {
  16551. // Being checked later in skill_check_condition_castend()
  16552. case WZ_SIGHTRASHER:
  16553. break;
  16554. default:
  16555. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16556. return false;
  16557. break;
  16558. }
  16559. }
  16560. // Check for equipped item(s)
  16561. if (!require.eqItem.empty()) {
  16562. size_t count = require.eqItem.size();
  16563. for (const auto &it : require.eqItem) {
  16564. t_itemid reqeqit = it;
  16565. if (!reqeqit)
  16566. break; // Skill has no required item(s); get out of here
  16567. switch(skill_id) { // Specific skills require multiple items while default will handle singular cases
  16568. case NC_PILEBUNKER:
  16569. case RL_P_ALTER:
  16570. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16571. count--;
  16572. if (!count) {
  16573. if( skill_id == RL_P_ALTER ){
  16574. clif_msg( &sd, SKILL_NEED_HOLY_BULLET );
  16575. }else{
  16576. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16577. }
  16578. return false;
  16579. } else
  16580. continue;
  16581. }
  16582. break;
  16583. case NC_ACCELERATION:
  16584. case NC_SELFDESTRUCTION:
  16585. case NC_SHAPESHIFT:
  16586. case NC_EMERGENCYCOOL:
  16587. case NC_MAGNETICFIELD:
  16588. case NC_NEUTRALBARRIER:
  16589. case NC_STEALTHFIELD:
  16590. if (pc_search_inventory(&sd, reqeqit) == -1) {
  16591. count--;
  16592. if (!count) {
  16593. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, require.eqItem[0] );
  16594. return false;
  16595. } else
  16596. continue;
  16597. }
  16598. break;
  16599. default:
  16600. if (!pc_checkequip2(&sd,reqeqit,EQI_ACC_L,EQI_MAX)) {
  16601. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT, 0, reqeqit );
  16602. return false;
  16603. }
  16604. break;
  16605. }
  16606. }
  16607. }
  16608. if(require.mhp > 0 && get_percentage(status->hp, status->max_hp) > require.mhp) {
  16609. //mhp is the max-hp-requirement, that is,
  16610. //you must have this % or less of HP to cast it.
  16611. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16612. return false;
  16613. }
  16614. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16615. switch(skill_id) {
  16616. case RA_AIMEDBOLT:
  16617. break;
  16618. default:
  16619. switch((unsigned int)log2(require.weapon)) {
  16620. case W_REVOLVER:
  16621. clif_msg(&sd, SKILL_NEED_REVOLVER);
  16622. break;
  16623. case W_RIFLE:
  16624. clif_msg(&sd, SKILL_NEED_RIFLE);
  16625. break;
  16626. case W_GATLING:
  16627. clif_msg(&sd, SKILL_NEED_GATLING);
  16628. break;
  16629. case W_SHOTGUN:
  16630. clif_msg(&sd, SKILL_NEED_SHOTGUN);
  16631. break;
  16632. case W_GRENADE:
  16633. clif_msg(&sd, SKILL_NEED_GRENADE);
  16634. break;
  16635. default:
  16636. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16637. break;
  16638. }
  16639. return false;
  16640. }
  16641. }
  16642. if( require.sp > 0 && status->sp < (unsigned int)require.sp) {
  16643. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SP_INSUFFICIENT );
  16644. return false;
  16645. }
  16646. if (require.ap > 0 && status->ap < (unsigned int)require.ap) {
  16647. clif_skill_fail( sd, skill_id, USESKILL_FAIL_AP_INSUFFICIENT );
  16648. return false;
  16649. }
  16650. if( require.zeny > 0 && sd.status.zeny < require.zeny ) {
  16651. clif_skill_fail( sd, skill_id, USESKILL_FAIL_MONEY );
  16652. return false;
  16653. }
  16654. if (require.spiritball > 0) { // Skills that require certain types of spheres to use.
  16655. switch (skill_id) { // Skills that require soul spheres.
  16656. case SP_SOULGOLEM:
  16657. case SP_SOULSHADOW:
  16658. case SP_SOULFALCON:
  16659. case SP_SOULFAIRY:
  16660. case SP_SOULCURSE:
  16661. case SP_SPA:
  16662. case SP_SHA:
  16663. case SP_SWHOO:
  16664. case SP_SOULUNITY:
  16665. case SP_SOULDIVISION:
  16666. case SP_SOULREAPER:
  16667. case SP_SOULEXPLOSION:
  16668. case SP_KAUTE:
  16669. if (sd.soulball < require.spiritball) {
  16670. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16671. return false;
  16672. }
  16673. break;
  16674. // Skills that requires servants.
  16675. case DK_SERVANT_W_SIGN:
  16676. case DK_SERVANT_W_PHANTOM:
  16677. case DK_SERVANT_W_DEMOL:
  16678. if (sd.servantball < require.spiritball) {
  16679. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS );
  16680. return false;
  16681. }
  16682. break;
  16683. default: // Skills that require spirit/coin spheres.
  16684. if (sd.spiritball < require.spiritball) {
  16685. if ((sd.class_&MAPID_BASEMASK) == MAPID_GUNSLINGER || (sd.class_&MAPID_UPPERMASK) == MAPID_REBELLION)
  16686. clif_skill_fail( sd, skill_id, USESKILL_FAIL_COINS, (require.spiritball == -1) ? 1 : require.spiritball );
  16687. else
  16688. clif_skill_fail( sd, skill_id, USESKILL_FAIL_SPIRITS, (require.spiritball == -1) ? 1 : require.spiritball );
  16689. return false;
  16690. }
  16691. break;
  16692. }
  16693. }
  16694. return true;
  16695. }
  16696. /**
  16697. * Check skill condition when cast end.
  16698. * Checking ammo requirement (type and amount) will be here, not at skill_check_condition_castbegin
  16699. * @param sd Player who uses skill
  16700. * @param skill_id ID of used skill
  16701. * @param skill_lv Level of used skill
  16702. * @return true: All condition passed, false: Failed
  16703. */
  16704. bool skill_check_condition_castend( map_session_data& sd, uint16 skill_id, uint16 skill_lv ){
  16705. struct s_skill_condition require;
  16706. struct status_data *status;
  16707. int i;
  16708. short index[MAX_SKILL_ITEM_REQUIRE];
  16709. if( sd.chatID )
  16710. return false;
  16711. if( pc_has_permission(&sd, PC_PERM_SKILL_UNCONDITIONAL) && sd.skillitem != skill_id ) {
  16712. //GMs don't override the skillItem check, otherwise they can use items without them being consumed! [Skotlex]
  16713. sd.state.arrow_atk = skill_get_ammotype(skill_id)?1:0; //Need to do arrow state check.
  16714. sd.spiritball_old = sd.spiritball; //Need to do Spiritball check.
  16715. sd.soulball_old = sd.soulball; //Need to do Soulball check.
  16716. sd.servantball_old = sd.servantball; //Need to do Servantball check.
  16717. sd.abyssball_old = sd.abyssball; //Need to do Abyssball check.
  16718. return true;
  16719. }
  16720. switch( sd.menuskill_id ) { // Cast start or cast end??
  16721. case AM_PHARMACY:
  16722. switch( skill_id ) {
  16723. case AM_PHARMACY:
  16724. case AC_MAKINGARROW:
  16725. case BS_REPAIRWEAPON:
  16726. case AM_TWILIGHT1:
  16727. case AM_TWILIGHT2:
  16728. case AM_TWILIGHT3:
  16729. return false;
  16730. }
  16731. break;
  16732. case GN_MIX_COOKING:
  16733. case GN_MAKEBOMB:
  16734. case GN_S_PHARMACY:
  16735. case GN_CHANGEMATERIAL:
  16736. case MT_M_MACHINE:
  16737. case BO_BIONIC_PHARMACY:
  16738. if( sd.menuskill_id != skill_id )
  16739. return false;
  16740. break;
  16741. }
  16742. if( sd.skillitem == skill_id && !sd.skillitem_keep_requirement ) // Casting finished (Item skill or Hocus-Pocus)
  16743. return true;
  16744. if( pc_is90overweight(&sd) ) {
  16745. clif_skill_fail( sd, skill_id, USESKILL_FAIL_WEIGHTOVER );
  16746. return false;
  16747. }
  16748. // perform skill-specific checks (and actions)
  16749. switch( skill_id ) {
  16750. case PR_BENEDICTIO:
  16751. skill_check_pc_partner(&sd, skill_id, &skill_lv, 1, 1);
  16752. break;
  16753. case AM_CANNIBALIZE:
  16754. case AM_SPHEREMINE: {
  16755. int c=0;
  16756. int summons[5] = { MOBID_G_MANDRAGORA, MOBID_G_HYDRA, MOBID_G_FLORA, MOBID_G_PARASITE, MOBID_G_GEOGRAPHER };
  16757. int maxcount = (skill_id==AM_CANNIBALIZE)? 6-skill_lv : skill_get_maxcount(skill_id,skill_lv);
  16758. int mob_class = (skill_id==AM_CANNIBALIZE)? summons[skill_lv-1] :MOBID_MARINE_SPHERE;
  16759. if(battle_config.land_skill_limit && maxcount>0 && (battle_config.land_skill_limit&BL_PC)) {
  16760. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16761. if(c >= maxcount ||
  16762. (skill_id==AM_CANNIBALIZE && c != i && battle_config.summon_flora&2))
  16763. { //Fails when: exceed max limit. There are other plant types already out.
  16764. clif_skill_fail( sd, skill_id );
  16765. return false;
  16766. }
  16767. }
  16768. break;
  16769. }
  16770. case NC_SILVERSNIPER:
  16771. case NC_MAGICDECOY: {
  16772. int c = 0;
  16773. int maxcount = skill_get_maxcount(skill_id,skill_lv);
  16774. int mob_class = (skill_id == NC_MAGICDECOY)? MOBID_MAGICDECOY_FIRE : MOBID_SILVERSNIPER;
  16775. if( battle_config.land_skill_limit && maxcount > 0 && ( battle_config.land_skill_limit&BL_PC ) ) {
  16776. if( skill_id == NC_MAGICDECOY ) {
  16777. int j;
  16778. for( j = mob_class; j <= MOBID_MAGICDECOY_WIND; j++ )
  16779. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, j, skill_id, &c);
  16780. } else
  16781. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, mob_class, skill_id, &c);
  16782. if( c >= maxcount ) {
  16783. clif_skill_fail( sd, skill_id );
  16784. return false;
  16785. }
  16786. }
  16787. }
  16788. break;
  16789. case KO_ZANZOU: {
  16790. int c = 0;
  16791. i = map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, MOBID_ZANZOU, skill_id, &c);
  16792. if( c >= skill_get_maxcount(skill_id,skill_lv) || c != i) {
  16793. clif_skill_fail( sd , skill_id );
  16794. return false;
  16795. }
  16796. }
  16797. break;
  16798. case MT_SUMMON_ABR_BATTLE_WARIOR:
  16799. case MT_SUMMON_ABR_DUAL_CANNON:
  16800. case MT_SUMMON_ABR_MOTHER_NET:
  16801. case MT_SUMMON_ABR_INFINITY: {
  16802. uint32 abrs[4] = { MOBID_ABR_BATTLE_WARIOR, MOBID_ABR_DUAL_CANNON, MOBID_ABR_MOTHER_NET, MOBID_ABR_INFINITY };
  16803. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16804. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16805. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, abrs[3 - (MT_SUMMON_ABR_INFINITY - skill_id)], skill_id, &c);
  16806. if (c >= maxcount) {
  16807. clif_skill_fail( sd, skill_id );
  16808. return false;
  16809. }
  16810. }
  16811. break;
  16812. }
  16813. case BO_WOODENWARRIOR:
  16814. case BO_WOODEN_FAIRY:
  16815. case BO_CREEPER:
  16816. case BO_HELLTREE: {
  16817. uint32 bionics[5] = { MOBID_BIONIC_WOODENWARRIOR, MOBID_BIONIC_WOODEN_FAIRY, MOBID_BIONIC_CREEPER, MOBID_PORING, MOBID_BIONIC_HELLTREE };
  16818. int maxcount = skill_get_maxcount(skill_id, skill_lv), c = 0;
  16819. if (battle_config.land_skill_limit && maxcount > 0 && (battle_config.land_skill_limit & BL_PC)) {
  16820. map_foreachinmap(skill_check_condition_mob_master_sub, sd.bl.m, BL_MOB, sd.bl.id, bionics[4 - (BO_HELLTREE - skill_id)], skill_id, &c);
  16821. if (c >= maxcount) {
  16822. clif_skill_fail( sd, skill_id );
  16823. return false;
  16824. }
  16825. }
  16826. break;
  16827. }
  16828. #ifdef RENEWAL
  16829. case ASC_EDP:
  16830. int16 item_edp = itemdb_group.item_exists_pc(&sd, IG_EDP);
  16831. if (item_edp < 0) {
  16832. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, 1, ITEMID_POISON_BOTTLE ); // [%s] required '%d' amount.
  16833. return false;
  16834. } else
  16835. pc_delitem(&sd, item_edp, 1, 0, 1, LOG_TYPE_CONSUME);
  16836. break;
  16837. #endif
  16838. }
  16839. status = &sd.battle_status;
  16840. require = skill_get_requirement(&sd,skill_id,skill_lv);
  16841. if( require.hp > 0 && status->hp <= (unsigned int)require.hp) {
  16842. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HP_INSUFFICIENT );
  16843. return false;
  16844. }
  16845. if( require.weapon && !pc_check_weapontype(&sd,require.weapon) ) {
  16846. clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16847. return false;
  16848. }
  16849. if( require.ammo ) { //Skill requires stuff equipped in the ammo slot.
  16850. uint8 extra_ammo = 0;
  16851. #ifdef RENEWAL
  16852. switch(skill_id) { // 2016-10-26 kRO update made these skills require an extra ammo to cast
  16853. case WM_SEVERE_RAINSTORM:
  16854. case RL_FIREDANCE:
  16855. case RL_R_TRIP:
  16856. case RL_FIRE_RAIN:
  16857. extra_ammo = 1;
  16858. break;
  16859. default:
  16860. break;
  16861. }
  16862. #endif
  16863. if((i=sd.equip_index[EQI_AMMO]) < 0 || !sd.inventory_data[i] ) {
  16864. clif_arrow_fail(&sd,0);
  16865. return false;
  16866. } else if( sd.inventory.u.items_inventory[i].amount < require.ammo_qty + extra_ammo ) {
  16867. char e_msg[100];
  16868. if (require.ammo&(1<<AMMO_BULLET|1<<AMMO_GRENADE|1<<AMMO_SHELL)) {
  16869. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_MORE_BULLET );
  16870. return false;
  16871. }
  16872. else if (require.ammo&(1<<AMMO_KUNAI)) {
  16873. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_EQUIPMENT_KUNAI );
  16874. return false;
  16875. }
  16876. sprintf(e_msg,msg_txt(&sd,381), //Skill Failed. [%s] requires %dx %s.
  16877. skill_get_desc(skill_id),
  16878. require.ammo_qty,
  16879. itemdb_ename(sd.inventory.u.items_inventory[i].nameid));
  16880. clif_messagecolor(&sd.bl,color_table[COLOR_RED],e_msg,false,SELF);
  16881. return false;
  16882. }
  16883. if (!(require.ammo&1<<sd.inventory_data[i]->subtype)) { //Ammo type check. Send the "wrong weapon type" message
  16884. //which is the closest we have to wrong ammo type. [Skotlex]
  16885. clif_arrow_fail(&sd,0); //Haplo suggested we just send the equip-arrows message instead. [Skotlex]
  16886. //clif_skill_fail( sd, skill_id, USESKILL_FAIL_THIS_WEAPON );
  16887. return false;
  16888. }
  16889. }
  16890. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i ) {
  16891. if( !require.itemid[i] )
  16892. continue;
  16893. index[i] = pc_search_inventory(&sd,require.itemid[i]);
  16894. if( index[i] < 0 || sd.inventory.u.items_inventory[index[i]].amount < require.amount[i] ) {
  16895. if( require.itemid[i] == ITEMID_HOLY_WATER )
  16896. clif_skill_fail( sd, skill_id, USESKILL_FAIL_HOLYWATER ); //Holy water is required.
  16897. else if( require.itemid[i] == ITEMID_RED_GEMSTONE )
  16898. clif_skill_fail( sd, skill_id, USESKILL_FAIL_REDJAMSTONE ); //Red gemstone is required.
  16899. else if( require.itemid[i] == ITEMID_BLUE_GEMSTONE )
  16900. clif_skill_fail( sd, skill_id, USESKILL_FAIL_BLUEJAMSTONE ); //Blue gemstone is required.
  16901. else if( require.itemid[i] == ITEMID_PAINT_BRUSH )
  16902. clif_skill_fail( sd, skill_id, USESKILL_FAIL_PAINTBRUSH ); //Paint brush is required.
  16903. else if( require.itemid[i] == ITEMID_ANCILLA )
  16904. clif_skill_fail( sd, skill_id, USESKILL_FAIL_ANCILLA ); //Ancilla is required.
  16905. else
  16906. clif_skill_fail( sd, skill_id, USESKILL_FAIL_NEED_ITEM, require.amount[i], require.itemid[i] ); // [%s] required '%d' amount.
  16907. return false;
  16908. }
  16909. }
  16910. /* check the status required */
  16911. if (!require.status.empty()) {
  16912. switch (skill_id) {
  16913. case WZ_SIGHTRASHER:
  16914. if (!skill_check_condition_sc_required(sd, skill_id, require))
  16915. return false;
  16916. break;
  16917. default:
  16918. break;
  16919. }
  16920. }
  16921. return true;
  16922. }
  16923. /** Consume skill requirement
  16924. * @param sd Player who uses the skill
  16925. * @param skill_id ID of used skill
  16926. * @param skill_lv Level of used skill
  16927. * @param type Consume type
  16928. * type&1: consume the others (before skill was used);
  16929. * type&2: consume items (after skill was used)
  16930. */
  16931. void skill_consume_requirement(map_session_data *sd, uint16 skill_id, uint16 skill_lv, short type)
  16932. {
  16933. struct s_skill_condition require;
  16934. nullpo_retv(sd);
  16935. require = skill_get_requirement(sd,skill_id,skill_lv);
  16936. if( type&1 ) {
  16937. switch( skill_id ) {
  16938. case CG_TAROTCARD: // TarotCard will consume sp in skill_cast_nodamage_id [Inkfish]
  16939. case MC_IDENTIFY:
  16940. require.sp = 0;
  16941. break;
  16942. case MO_KITRANSLATION:
  16943. //Spiritual Bestowment only uses spirit sphere when giving it to someone
  16944. require.spiritball = 0;
  16945. [[fallthrough]];
  16946. default:
  16947. if(sd->state.autocast)
  16948. require.sp = 0;
  16949. break;
  16950. }
  16951. if(require.hp || require.sp || require.ap)
  16952. skill_consume_hpspap(&sd->bl, skill_id, require.hp, require.sp, require.ap);
  16953. if(require.spiritball > 0) { // Skills that require certain types of spheres to use
  16954. switch (skill_id) { // Skills that require soul spheres.
  16955. case SP_SOULGOLEM:
  16956. case SP_SOULSHADOW:
  16957. case SP_SOULFALCON:
  16958. case SP_SOULFAIRY:
  16959. case SP_SOULCURSE:
  16960. case SP_SPA:
  16961. case SP_SHA:
  16962. case SP_SWHOO:
  16963. case SP_SOULUNITY:
  16964. case SP_SOULDIVISION:
  16965. case SP_SOULREAPER:
  16966. case SP_SOULEXPLOSION:
  16967. case SP_KAUTE:
  16968. pc_delsoulball(sd, require.spiritball, false);
  16969. break;
  16970. // Skills that require servants.
  16971. // Note: We don't update the servants display here
  16972. // since using these skills auto trigger an animation
  16973. // with them in unique ways that makes them vanish.
  16974. case DK_SERVANT_W_SIGN:
  16975. case DK_SERVANT_W_PHANTOM:
  16976. case DK_SERVANT_W_DEMOL:
  16977. pc_delservantball( *sd, require.spiritball );
  16978. break;
  16979. default: // Skills that require spirit/coin spheres.
  16980. pc_delspiritball(sd, require.spiritball, 0);
  16981. break;
  16982. }
  16983. }
  16984. else if(require.spiritball == -1) {
  16985. sd->spiritball_old = sd->spiritball;
  16986. pc_delspiritball(sd,sd->spiritball,0);
  16987. }
  16988. if(require.zeny > 0)
  16989. {
  16990. if( skill_id == NJ_ZENYNAGE )
  16991. require.zeny = 0; //Zeny is reduced on skill_attack.
  16992. if( sd->status.zeny < require.zeny )
  16993. require.zeny = sd->status.zeny;
  16994. pc_payzeny(sd,require.zeny,LOG_TYPE_CONSUME);
  16995. }
  16996. }
  16997. if( type&2 ) {
  16998. status_change *sc = &sd->sc;
  16999. int n,i;
  17000. if( !sc->count )
  17001. sc = nullptr;
  17002. for( i = 0; i < MAX_SKILL_ITEM_REQUIRE; ++i )
  17003. {
  17004. if( !require.itemid[i] )
  17005. continue;
  17006. if( itemdb_group.item_exists(IG_GEMSTONE, require.itemid[i]) && skill_id != HW_GANBANTEIN && sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_WIZARD )
  17007. continue; //Gemstones are checked, but not substracted from inventory.
  17008. switch( skill_id ){
  17009. case SA_SEISMICWEAPON:
  17010. if( sc && sc->getSCE(SC_UPHEAVAL_OPTION) && rnd()%100 < 50 )
  17011. continue;
  17012. break;
  17013. case SA_FLAMELAUNCHER:
  17014. case SA_VOLCANO:
  17015. if( sc && sc->getSCE(SC_TROPIC_OPTION) && rnd()%100 < 50 )
  17016. continue;
  17017. break;
  17018. case SA_FROSTWEAPON:
  17019. case SA_DELUGE:
  17020. if( sc && sc->getSCE(SC_CHILLY_AIR_OPTION) && rnd()%100 < 50 )
  17021. continue;
  17022. break;
  17023. case SA_LIGHTNINGLOADER:
  17024. case SA_VIOLENTGALE:
  17025. if( sc && sc->getSCE(SC_WILD_STORM_OPTION) && rnd()%100 < 50 )
  17026. continue;
  17027. break;
  17028. }
  17029. if( (n = pc_search_inventory(sd,require.itemid[i])) >= 0 )
  17030. pc_delitem(sd,n,require.amount[i],0,1,LOG_TYPE_CONSUME);
  17031. }
  17032. }
  17033. }
  17034. /**
  17035. * Get skill requirements and return the value after some additional/reduction condition (such item bonus and status change)
  17036. * @param sd Player's that will be checked
  17037. * @param skill_id Skill that's being used
  17038. * @param skill_lv Skill level of used skill
  17039. * @return s_skill_condition Struct 's_skill_condition' that store the modified skill requirements
  17040. */
  17041. struct s_skill_condition skill_get_requirement(map_session_data* sd, uint16 skill_id, uint16 skill_lv)
  17042. {
  17043. struct s_skill_condition req;
  17044. struct status_data *status;
  17045. status_change *sc;
  17046. int i,hp_rate,sp_rate, ap_rate, sp_skill_rate_bonus = 100;
  17047. memset(&req,0,sizeof(req));
  17048. if( !sd )
  17049. return req;
  17050. if( sd->skillitem == skill_id && !sd->skillitem_keep_requirement )
  17051. return req; // Item skills and Hocus-Pocus don't have requirements.[Inkfish]
  17052. sc = &sd->sc;
  17053. if( !sc->count )
  17054. sc = nullptr;
  17055. //Checks if disabling skill - in which case no SP requirements are necessary
  17056. if( sc && skill_disable_check(*sc,skill_id) )
  17057. return req;
  17058. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  17059. status = &sd->battle_status;
  17060. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  17061. req.hp = skill->require.hp[skill_lv - 1];
  17062. hp_rate = skill->require.hp_rate[skill_lv - 1];
  17063. if(hp_rate > 0)
  17064. req.hp += (status->hp * hp_rate)/100;
  17065. else
  17066. req.hp += (status->max_hp * (-hp_rate))/100;
  17067. req.sp = skill->require.sp[skill_lv-1];
  17068. if((sd->skill_id_old == BD_ENCORE) && skill_id == sd->skill_id_dance)
  17069. req.sp /= 2;
  17070. if ((sd->skill_id_old == TR_RETROSPECTION) && skill_id == sd->skill_id_song)
  17071. req.sp -= req.sp * 30 / 100;
  17072. sp_rate = skill->require.sp_rate[skill_lv-1];
  17073. if(sp_rate > 0)
  17074. req.sp += (status->sp * sp_rate)/100;
  17075. else
  17076. req.sp += (status->max_sp * (-sp_rate))/100;
  17077. if( sd->dsprate != 100 )
  17078. req.sp = req.sp * sd->dsprate / 100;
  17079. for (auto &it : sd->skillusesprate) {
  17080. if (it.id == skill_id) {
  17081. sp_skill_rate_bonus -= it.val;
  17082. break;
  17083. }
  17084. }
  17085. for (auto &it : sd->skillusesp) {
  17086. if (it.id == skill_id) {
  17087. req.sp -= it.val;
  17088. break;
  17089. }
  17090. }
  17091. if (skill_id == sd->status.skill[sd->reproduceskill_idx].id)
  17092. req.sp += req.sp * 30 / 100;
  17093. req.sp = cap_value(req.sp * sp_skill_rate_bonus / 100, 0, SHRT_MAX);
  17094. if( sc ) {
  17095. if( sc->getSCE(SC__LAZINESS) )
  17096. req.sp += req.sp + sc->getSCE(SC__LAZINESS)->val1 * 10;
  17097. if( sc->getSCE(SC_RECOGNIZEDSPELL) )
  17098. req.sp += req.sp / 4;
  17099. if( sc->getSCE(SC_OFFERTORIUM))
  17100. req.sp += req.sp * sc->getSCE(SC_OFFERTORIUM)->val3 / 100;
  17101. if( sc->getSCE(SC_TELEKINESIS_INTENSE) && skill_get_ele(skill_id, skill_lv) == ELE_GHOST)
  17102. req.sp -= req.sp * sc->getSCE(SC_TELEKINESIS_INTENSE)->val2 / 100;
  17103. #ifdef RENEWAL
  17104. if (sc->getSCE(SC_ADAPTATION) && (skill_get_inf2(skill_id, INF2_ISSONG)))
  17105. req.sp -= req.sp * 20 / 100;
  17106. if (sc->getSCE(SC_NIBELUNGEN) && sc->getSCE(SC_NIBELUNGEN)->val2 == RINGNBL_SPCONSUM)
  17107. req.sp -= req.sp * 30 / 100;
  17108. #endif
  17109. if (sc->getSCE(SC_GLOOMYDAY))
  17110. req.sp += req.sp * (skill_lv * 10) / 100;
  17111. if (sc->getSCE(SC_CRESCIVEBOLT))
  17112. req.sp += req.sp * (20 * sc->getSCE(SC_CRESCIVEBOLT)->val1) / 100;
  17113. }
  17114. req.ap = skill->require.ap[skill_lv - 1];
  17115. ap_rate = skill->require.ap_rate[skill_lv - 1];
  17116. if (ap_rate > 0)
  17117. req.ap += (status->ap * ap_rate) / 100;
  17118. else
  17119. req.ap += (status->max_ap * (-ap_rate)) / 100;
  17120. req.zeny = skill->require.zeny[skill_lv-1];
  17121. if( sc && sc->getSCE(SC__UNLUCKY) ) {
  17122. if(sc->getSCE(SC__UNLUCKY)->val1 < 3)
  17123. req.zeny += sc->getSCE(SC__UNLUCKY)->val1 * 250;
  17124. else
  17125. req.zeny += 1000;
  17126. }
  17127. req.spiritball = skill->require.spiritball[skill_lv-1];
  17128. req.state = skill->require.state;
  17129. req.mhp = skill->require.mhp[skill_lv-1];
  17130. req.weapon = skill->require.weapon;
  17131. req.ammo_qty = skill->require.ammo_qty[skill_lv-1];
  17132. if (skill_id == NW_MAGAZINE_FOR_ONE && sd->weapontype1 == W_GATLING)
  17133. req.ammo_qty += 4;
  17134. if (req.ammo_qty)
  17135. req.ammo = skill->require.ammo;
  17136. if (!req.ammo && skill_id && skill_isammotype(sd, skill_id))
  17137. { //Assume this skill is using the weapon, therefore it requires arrows.
  17138. req.ammo = AMMO_TYPE_ALL; //Enable use on all ammo types.
  17139. req.ammo_qty = 1;
  17140. }
  17141. req.status = skill->require.status;
  17142. req.eqItem = skill->require.eqItem;
  17143. // Level dependence flag is determined based on the ItemCost Level label
  17144. bool level_dependent = skill->require.itemid_level_dependent;
  17145. switch( skill_id ) {
  17146. /* Skill level-dependent checks */
  17147. case NC_SHAPESHIFT: // NOTE: Magic_Gear_Fuel must be last in the ItemCost list depending on the skill's max level
  17148. case NC_REPAIR: // NOTE: Repair_Kit must be last in the ItemCost list depending on the skill's max level
  17149. req.itemid[1] = skill->require.itemid[skill->max];
  17150. req.amount[1] = skill->require.amount[skill->max];
  17151. [[fallthrough]];
  17152. /* Normal skill requirements and gemstone checks */
  17153. default:
  17154. for( i = 0; i < ((!level_dependent) ? MAX_SKILL_ITEM_REQUIRE : 2); i++ ) {
  17155. // Skip this for level_dependent requirement, just looking forward for gemstone removal. Assumed if there is gemstone there.
  17156. if (!level_dependent) {
  17157. switch( skill_id ) {
  17158. case AM_POTIONPITCHER:
  17159. case CR_SLIMPITCHER:
  17160. case CR_CULTIVATION:
  17161. if (i != skill_lv%11 - 1)
  17162. continue;
  17163. break;
  17164. #ifdef RENEWAL
  17165. case AM_CALLHOMUN:
  17166. // Player has no homunculus, only requires first item
  17167. if (i > 0 && sd->hd == nullptr) {
  17168. i = MAX_SKILL_ITEM_REQUIRE;
  17169. continue;
  17170. }
  17171. // Recalling from Rest state has a different consume item (stored as second item)
  17172. if (skill_area_temp[0] == 1 || (sd->hd != nullptr && sd->hd->homunculus.vaporize == HOM_ST_REST)) {
  17173. req.itemid[0] = skill->require.itemid[1];
  17174. req.amount[0] = skill->require.amount[1];
  17175. if (skill_area_temp[0] == 1 && hom_is_active(sd->hd))
  17176. skill_area_temp[0] = 0;
  17177. i = MAX_SKILL_ITEM_REQUIRE;
  17178. continue;
  17179. }
  17180. break;
  17181. #else
  17182. case AM_CALLHOMUN:
  17183. if (sd->status.hom_id) //Don't delete items when hom is already out.
  17184. continue;
  17185. break;
  17186. #endif
  17187. case AB_ADORAMUS:
  17188. if( itemdb_group.item_exists(IG_GEMSTONE, skill->require.itemid[i]) && (sd->special_state.no_gemstone == 2 || skill_check_pc_partner(sd,skill_id,&skill_lv, 1, 2)) )
  17189. continue;
  17190. break;
  17191. }
  17192. req.itemid[i] = skill->require.itemid[i];
  17193. req.amount[i] = skill->require.amount[i];
  17194. if ((skill_id >= HT_SKIDTRAP && skill_id <= HT_TALKIEBOX && pc_checkskill(sd, RA_RESEARCHTRAP) > 0) || skill_id == SC_ESCAPE) {
  17195. int16 itIndex;
  17196. if ((itIndex = pc_search_inventory(sd,req.itemid[i])) < 0 || ( itIndex >= 0 && sd->inventory.u.items_inventory[itIndex].amount < req.amount[i])) {
  17197. if (skill_id == SC_ESCAPE) // Alloy Trap has priority over normal Trap
  17198. req.itemid[i] = ITEMID_TRAP;
  17199. else
  17200. req.itemid[i] = ITEMID_TRAP_ALLOY;
  17201. req.amount[i] = 1;
  17202. }
  17203. break;
  17204. }
  17205. }
  17206. else {
  17207. // Process level_dependent requirement
  17208. if (level_dependent && skill_lv <= MAX_SKILL_ITEM_REQUIRE && i == 0) {
  17209. req.itemid[0] = skill->require.itemid[skill_lv - 1];
  17210. req.amount[0] = skill->require.amount[skill_lv - 1];
  17211. }
  17212. }
  17213. // Check requirement for gemstone.
  17214. if (itemdb_group.item_exists(IG_GEMSTONE, req.itemid[i])) {
  17215. if( sd->special_state.no_gemstone == 2 ) // Remove all Magic Stone required for all skills for VIP.
  17216. req.itemid[i] = req.amount[i] = 0;
  17217. else {
  17218. if( sd->special_state.no_gemstone || (sc && sc->getSCE(SC_INTOABYSS)) )
  17219. { // All gem skills except Hocus Pocus and Ganbantein can cast for free with Mistress card -helvetica
  17220. if (skill_id != SA_ABRACADABRA && skill_id != HW_GANBANTEIN)
  17221. req.itemid[i] = req.amount[i] = 0;
  17222. else if( --req.amount[i] < 1 )
  17223. req.amount[i] = 1; // Hocus Pocus always use at least 1 gem
  17224. }
  17225. }
  17226. }
  17227. // Check requirement for Magic Gear Fuel
  17228. if (req.itemid[i] == ITEMID_MAGIC_GEAR_FUEL && sd->special_state.no_mado_fuel)
  17229. req.itemid[i] = req.amount[i] = 0;
  17230. }
  17231. break;
  17232. }
  17233. // Check for cost reductions due to skills & SCs
  17234. switch(skill_id) {
  17235. case MC_MAMMONITE:
  17236. #ifdef RENEWAL
  17237. case WS_CARTTERMINATION:
  17238. #endif
  17239. if(pc_checkskill(sd,BS_UNFAIRLYTRICK)>0)
  17240. #ifdef RENEWAL
  17241. req.zeny -= req.zeny*20/100;
  17242. #else
  17243. req.zeny -= req.zeny*10/100;
  17244. #endif
  17245. break;
  17246. case AL_HOLYLIGHT:
  17247. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_PRIEST)
  17248. req.sp *= 5;
  17249. break;
  17250. case SL_SMA:
  17251. case SL_STUN:
  17252. case SL_STIN:
  17253. {
  17254. int kaina_lv = sd?pc_checkskill(sd,SL_KAINA):skill_get_max(SL_KAINA);
  17255. if(kaina_lv==0 || !sd || sd->status.base_level<70)
  17256. break;
  17257. if(sd->status.base_level>=90)
  17258. req.sp -= req.sp*7*kaina_lv/100;
  17259. else if(sd->status.base_level>=80)
  17260. req.sp -= req.sp*5*kaina_lv/100;
  17261. else if(sd->status.base_level>=70)
  17262. req.sp -= req.sp*3*kaina_lv/100;
  17263. }
  17264. break;
  17265. case MO_CHAINCOMBO:
  17266. case MO_COMBOFINISH:
  17267. case CH_TIGERFIST:
  17268. case CH_CHAINCRUSH:
  17269. if(sc && sc->getSCE(SC_SPIRIT) && sc->getSCE(SC_SPIRIT)->val2 == SL_MONK)
  17270. req.sp = 2; //Monk Spirit makes monk/champion combo skills cost 2 SP regardless of original cost
  17271. break;
  17272. case MO_BODYRELOCATION:
  17273. if( sc && sc->getSCE(SC_EXPLOSIONSPIRITS) )
  17274. req.spiritball = 0;
  17275. break;
  17276. case MO_EXTREMITYFIST:
  17277. if( sc ) {
  17278. if( sc->getSCE(SC_BLADESTOP) )
  17279. req.spiritball--;
  17280. else if( sc->getSCE(SC_COMBO) ) {
  17281. #ifndef RENEWAL
  17282. switch( sc->getSCE(SC_COMBO)->val1 ) {
  17283. case MO_COMBOFINISH:
  17284. req.spiritball = 4;
  17285. break;
  17286. case CH_TIGERFIST:
  17287. req.spiritball = 3;
  17288. break;
  17289. case CH_CHAINCRUSH: //It should consume whatever is left as long as it's at least 1.
  17290. req.spiritball = sd->spiritball?sd->spiritball:1;
  17291. break;
  17292. }
  17293. #else
  17294. req.spiritball = sd->spiritball ? sd->spiritball : 1;
  17295. #endif
  17296. } else if( sc->getSCE(SC_RAISINGDRAGON) && sd->spiritball > 5)
  17297. req.spiritball = sd->spiritball; // must consume all regardless of the amount required
  17298. }
  17299. break;
  17300. case LG_RAGEBURST:
  17301. req.spiritball = sd->spiritball?sd->spiritball:1;
  17302. break;
  17303. case SR_FALLENEMPIRE:
  17304. if (sc && (sc->getSCE(SC_FIRST_FAITH_POWER) || sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17305. req.spiritball = 0;
  17306. break;
  17307. case SR_TIGERCANNON:
  17308. if (sc && sc->getSCE(SC_THIRD_EXOR_FLAME))
  17309. req.spiritball = 0;
  17310. break;
  17311. case SR_RAMPAGEBLASTER:
  17312. case SR_RIDEINLIGHTNING:
  17313. if (sc && sc->getSCE(SC_MASSIVE_F_BLASTER))
  17314. req.spiritball = 0;
  17315. break;
  17316. case SR_GATEOFHELL:
  17317. if( sc && sc->getSCE(SC_COMBO) && sc->getSCE(SC_COMBO)->val1 == SR_FALLENEMPIRE )
  17318. req.sp -= req.sp * 10 / 100;
  17319. break;
  17320. case SR_FLASHCOMBO:
  17321. if (sc && (sc->getSCE(SC_SECOND_JUDGE) || sc->getSCE(SC_THIRD_EXOR_FLAME)))
  17322. req.spiritball = 0;
  17323. break;
  17324. case SO_SUMMON_AGNI:
  17325. case SO_SUMMON_AQUA:
  17326. case SO_SUMMON_VENTUS:
  17327. case SO_SUMMON_TERA: {
  17328. int spirit_sympathy = pc_checkskill(sd,SO_EL_SYMPATHY);
  17329. if( spirit_sympathy )
  17330. req.sp -= req.sp * (5 + 5 * spirit_sympathy) / 100;
  17331. }
  17332. break;
  17333. case NPC_PSYCHIC_WAVE:
  17334. case SO_PSYCHIC_WAVE:
  17335. if( sc && (sc->getSCE(SC_HEATER_OPTION) || sc->getSCE(SC_COOLER_OPTION) || sc->getSCE(SC_CURSED_SOIL_OPTION) || sc->getSCE(SC_BLAST_OPTION)) )
  17336. req.sp += req.sp / 2; // 1.5x SP cost
  17337. break;
  17338. }
  17339. //Check if player is using the copied skill [Cydh]
  17340. uint16 idx = skill_get_index(skill_id);
  17341. if (sd->status.skill[idx].flag == SKILL_FLAG_PLAGIARIZED) {
  17342. uint16 req_opt = skill->copyable.req_opt;
  17343. if (req_opt & SKILL_REQ_HPCOST)
  17344. req.hp = 0;
  17345. if (req_opt & SKILL_REQ_MAXHPTRIGGER)
  17346. req.mhp = 0;
  17347. if (req_opt & SKILL_REQ_SPCOST)
  17348. req.sp = 0;
  17349. if (req_opt & SKILL_REQ_HPRATECOST)
  17350. req.hp_rate = 0;
  17351. if (req_opt & SKILL_REQ_SPRATECOST)
  17352. req.sp_rate = 0;
  17353. if (req_opt & SKILL_REQ_ZENYCOST)
  17354. req.zeny = 0;
  17355. if (req_opt & SKILL_REQ_WEAPON)
  17356. req.weapon = 0;
  17357. if (req_opt & SKILL_REQ_AMMO) {
  17358. req.ammo = 0;
  17359. req.ammo_qty = 0;
  17360. }
  17361. if (req_opt & SKILL_REQ_STATE)
  17362. req.state = ST_NONE;
  17363. if (req_opt & SKILL_REQ_STATUS) {
  17364. req.status.clear();
  17365. req.status.shrink_to_fit();
  17366. }
  17367. if (req_opt & SKILL_REQ_SPIRITSPHERECOST)
  17368. req.spiritball = 0;
  17369. if (req_opt & SKILL_REQ_ITEMCOST) {
  17370. memset(req.itemid, 0, sizeof(req.itemid));
  17371. memset(req.amount, 0, sizeof(req.amount));
  17372. }
  17373. if (req_opt & SKILL_REQ_EQUIPMENT) {
  17374. req.eqItem.clear();
  17375. req.eqItem.shrink_to_fit();
  17376. }
  17377. if (req_opt & SKILL_REQ_APCOST)
  17378. req.ap = 0;
  17379. if (req_opt & SKILL_REQ_APRATECOST)
  17380. req.ap_rate = 0;
  17381. }
  17382. return req;
  17383. }
  17384. /*==========================================
  17385. * Does cast-time reductions based on dex, item bonuses and config setting
  17386. *------------------------------------------*/
  17387. int skill_castfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
  17388. nullpo_ret(bl);
  17389. double time = skill_get_cast(skill_id, skill_lv);
  17390. #ifndef RENEWAL_CAST
  17391. {
  17392. map_session_data *sd = BL_CAST(BL_PC, bl);
  17393. status_change *sc = status_get_sc(bl);
  17394. int reduce_cast_rate = 0;
  17395. uint8 flag = skill_get_castnodex(skill_id);
  17396. // Calculate base cast time (reduced by dex)
  17397. if (!(flag&1)) {
  17398. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17399. if (scale > 0) // not instant cast
  17400. time = time * (float)scale / battle_config.castrate_dex_scale;
  17401. else
  17402. return 0; // instant cast
  17403. }
  17404. // Calculate cast time reduced by item/card bonuses
  17405. if (sd) {
  17406. if (!(flag&4)) {
  17407. if (sd->castrate != 100)
  17408. reduce_cast_rate += 100 - sd->castrate;
  17409. if (sd->bonus.add_varcast != 0)
  17410. time += sd->bonus.add_varcast; // bonus bVariableCast
  17411. }
  17412. // Skill-specific reductions work regardless of flag
  17413. for (const auto &it : sd->skillcastrate) {
  17414. if (it.id == skill_id) {
  17415. time += time * it.val / 100;
  17416. break;
  17417. }
  17418. }
  17419. for (const auto &it : sd->skillvarcast) {
  17420. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17421. time += it.val;
  17422. break;
  17423. }
  17424. }
  17425. }
  17426. // These cast time reductions are processed even if the skill fails
  17427. if (sc && sc->count) {
  17428. // Magic Strings stacks additively with item bonuses
  17429. if (!(flag&2) && sc->getSCE(SC_POEMBRAGI))
  17430. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17431. // Foresight halves the cast time, it does not stack additively
  17432. if (sc->getSCE(SC_MEMORIZE)) {
  17433. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17434. if(!(flag&2))
  17435. time -= time * 50 / 100;
  17436. // Foresight counter gets reduced even if the skill is not affected by it
  17437. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17438. status_change_end(bl, SC_MEMORIZE);
  17439. }
  17440. }
  17441. }
  17442. time = time * (1 - (float)reduce_cast_rate / 100);
  17443. }
  17444. #endif
  17445. // config cast time multiplier
  17446. if (battle_config.cast_rate != 100)
  17447. time = time * battle_config.cast_rate / 100;
  17448. // return final cast time
  17449. time = max((int)time, 0);
  17450. //ShowInfo("Castime castfix = %f\n",time);
  17451. return (int)time;
  17452. }
  17453. #ifndef RENEWAL_CAST
  17454. /**
  17455. * Get the skill cast time for Pre-Re cast
  17456. * @param bl: The caster
  17457. * @param time: Cast time before Status Change addition or reduction
  17458. * @return time: Modified castime after status change addition or reduction
  17459. */
  17460. int skill_castfix_sc(struct block_list *bl, double time, uint8 flag)
  17461. {
  17462. if (time < 0)
  17463. return 0;
  17464. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17465. return (int)time;
  17466. status_change *sc = status_get_sc(bl);
  17467. if (sc && sc->count) {
  17468. if (!(flag&2)) {
  17469. if (sc->getSCE(SC_SLOWCAST))
  17470. time += time * sc->getSCE(SC_SLOWCAST)->val2 / 100;
  17471. if (sc->getSCE(SC_PARALYSIS))
  17472. time += sc->getSCE(SC_PARALYSIS)->val3;
  17473. if (sc->getSCE(SC_IZAYOI))
  17474. time -= time * 50 / 100;
  17475. if (sc->getSCE(SC_2011RWC_SCROLL))
  17476. time -= time * 5 / 100;
  17477. }
  17478. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17479. if(!(flag&2))
  17480. time -= time * sc->getSCE(SC_SUFFRAGIUM)->val2 / 100;
  17481. //Suffragium ends even if the skill is not affected by it
  17482. status_change_end(bl, SC_SUFFRAGIUM);
  17483. }
  17484. }
  17485. time = std::max(time, 0.0);
  17486. //ShowInfo("Castime castfix_sc = %f\n",time);
  17487. return (int)time;
  17488. }
  17489. #else
  17490. /**
  17491. * Get the skill cast time for RENEWAL_CAST.
  17492. * FixedRate reduction never be stacked, always get the HIGHEST VALUE TO REDUCE (-20% vs 10%, -20% wins!)
  17493. * Additive value:
  17494. * Variable CastTime : time += value
  17495. * Fixed CastTime : fixed += value
  17496. * Multipicative value
  17497. * Variable CastTime : VARCAST_REDUCTION(value)
  17498. * Fixed CastTime : FIXEDCASTRATE2(value)
  17499. * @param bl: The caster
  17500. * @param time: Cast time without reduction
  17501. * @param skill_id: Skill ID of the casted skill
  17502. * @param skill_lv: Skill level of the casted skill
  17503. * @return time: Modified castime after status and bonus addition or reduction
  17504. */
  17505. int skill_vfcastfix(struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
  17506. {
  17507. nullpo_ret(bl);
  17508. if (time < 0)
  17509. return 0;
  17510. if (bl->type == BL_MOB || bl->type == BL_NPC)
  17511. return (int)time;
  17512. status_change *sc = status_get_sc(bl);
  17513. map_session_data *sd = BL_CAST(BL_PC, bl);
  17514. int fixed = skill_get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, reduce_cast_rate = 0;
  17515. uint8 flag = skill_get_castnodex(skill_id);
  17516. if (fixed < 0) {
  17517. if (battle_config.default_fixed_castrate > 0) {
  17518. fixed = (int)time * battle_config.default_fixed_castrate / 100; // fixed time
  17519. time = time * (100 - battle_config.default_fixed_castrate) / 100; // variable time
  17520. } else
  17521. fixed = 0;
  17522. }
  17523. // Additive Variable Cast bonus adjustments by items
  17524. if (sd && !(flag&4)) {
  17525. if (sd->bonus.varcastrate != 0)
  17526. reduce_cast_rate += sd->bonus.varcastrate; // bonus bVariableCastrate
  17527. if (sd->bonus.fixcastrate != 0)
  17528. fixcast_r -= sd->bonus.fixcastrate; // bonus bFixedCastrate
  17529. if (sd->bonus.add_varcast != 0)
  17530. time += sd->bonus.add_varcast; // bonus bVariableCast
  17531. if (sd->bonus.add_fixcast != 0)
  17532. fixed += sd->bonus.add_fixcast; // bonus bFixedCast
  17533. for (const auto &it : sd->skillfixcast) {
  17534. if (it.id == skill_id) { // bonus2 bSkillFixedCast
  17535. fixed += it.val;
  17536. break;
  17537. }
  17538. }
  17539. for (const auto &it : sd->skillvarcast) {
  17540. if (it.id == skill_id) { // bonus2 bSkillVariableCast
  17541. time += it.val;
  17542. break;
  17543. }
  17544. }
  17545. for (const auto &it : sd->skillcastrate) {
  17546. if (it.id == skill_id) { // bonus2 bVariableCastrate
  17547. reduce_cast_rate += it.val;
  17548. break;
  17549. }
  17550. }
  17551. for (const auto &it : sd->skillfixcastrate) {
  17552. if (it.id == skill_id) { // bonus2 bFixedCastrate
  17553. fixcast_r = max(fixcast_r, it.val);
  17554. break;
  17555. }
  17556. }
  17557. }
  17558. // Adjusted by active statuses
  17559. if (sc && sc->count && !(flag&2)) {
  17560. // Multiplicative Variable CastTime values
  17561. if (sc->getSCE(SC_SLOWCAST))
  17562. VARCAST_REDUCTION(-sc->getSCE(SC_SLOWCAST)->val2);
  17563. if (sc->getSCE(SC__LAZINESS))
  17564. VARCAST_REDUCTION(-sc->getSCE(SC__LAZINESS)->val2);
  17565. if (sc->getSCE(SC_SUFFRAGIUM)) {
  17566. VARCAST_REDUCTION(sc->getSCE(SC_SUFFRAGIUM)->val2);
  17567. #ifndef RENEWAL
  17568. status_change_end(bl, SC_SUFFRAGIUM, INVALID_TIMER);
  17569. #endif
  17570. }
  17571. if (sc->getSCE(SC_MEMORIZE)) {
  17572. if (!sd || pc_checkskill(sd, skill_id) > 0) { // Foresight only decreases cast times from learned skills, not skills granted by items
  17573. reduce_cast_rate += 50;
  17574. if ((--sc->getSCE(SC_MEMORIZE)->val2) <= 0)
  17575. status_change_end(bl, SC_MEMORIZE);
  17576. }
  17577. }
  17578. if (sc->getSCE(SC_POEMBRAGI))
  17579. reduce_cast_rate += sc->getSCE(SC_POEMBRAGI)->val2;
  17580. if (sc->getSCE(SC_IZAYOI))
  17581. VARCAST_REDUCTION(50);
  17582. if (sc->getSCE(SC_WATER_INSIGNIA) && sc->getSCE(SC_WATER_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WATER)
  17583. VARCAST_REDUCTION(30); //Reduces 30% Variable Cast Time of magic Water spells.
  17584. if (sc->getSCE(SC_TELEKINESIS_INTENSE))
  17585. VARCAST_REDUCTION(sc->getSCE(SC_TELEKINESIS_INTENSE)->val2);
  17586. if (sc->getSCE(SC_SOULFAIRY))
  17587. VARCAST_REDUCTION(sc->getSCE(SC_SOULFAIRY)->val3);
  17588. if (sc->getSCE(SC_EP16_2_BUFF_AC))
  17589. VARCAST_REDUCTION(80);
  17590. // Multiplicative Fixed CastTime values
  17591. if (sc->getSCE(SC_SECRAMENT))
  17592. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17593. if (sd && (skill_lv = pc_checkskill(sd, WL_RADIUS) ) && skill_id >= WL_WHITEIMPRISON && skill_id <= WL_FREEZE_SP)
  17594. fixcast_r = max(fixcast_r, ((status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5));
  17595. if (sc->getSCE(SC_DANCEWITHWUG))
  17596. fixcast_r = max(fixcast_r, sc->getSCE(SC_DANCEWITHWUG)->val4);
  17597. if (sc->getSCE(SC_HEAT_BARREL))
  17598. fixcast_r = max(fixcast_r, sc->getSCE(SC_HEAT_BARREL)->val2);
  17599. if (sc->getSCE(SC_FREEZING))
  17600. fixcast_r -= 50;
  17601. if (sc->getSCE(SC_SWINGDANCE))
  17602. fixcast_r = max(fixcast_r, skill_lv * 6);
  17603. // Additive Fixed CastTime values
  17604. if (sc->getSCE(SC_MANDRAGORA))
  17605. fixed += sc->getSCE(SC_MANDRAGORA)->val1 * 500;
  17606. if (sc->getSCE(SC_GUST_OPTION) || sc->getSCE(SC_BLAST_OPTION) || sc->getSCE(SC_WILD_STORM_OPTION))
  17607. fixed -= 1000;
  17608. if (sc->getSCE(SC_IZAYOI))
  17609. fixed = 0;
  17610. if (sc->getSCE(SC_GLOOMYDAY))
  17611. fixed += skill_lv * 500;
  17612. if (sc->getSCE(SC_2011RWC_SCROLL))
  17613. VARCAST_REDUCTION(5);
  17614. }
  17615. if (sc && sc->getSCE(SC_SECRAMENT) && skill_id == HW_MAGICPOWER && (flag&2)) // Sacrament lowers Mystical Amplification cast time
  17616. fixcast_r = max(fixcast_r, sc->getSCE(SC_SECRAMENT)->val2);
  17617. if (varcast_r < 0)
  17618. time = time * (1 - (float)min(varcast_r, 100) / 100);
  17619. // Apply Variable CastTime calculation by INT & DEX
  17620. if (!(flag&1))
  17621. time = time * (1 - sqrt(((float)(status_get_dex(bl) * 2 + status_get_int(bl)) / battle_config.vcast_stat_scale)));
  17622. time = time * (1 - (float)min(reduce_cast_rate, 100) / 100);
  17623. time = max((int)time, 0) + (1 - (float)min(fixcast_r, 100) / 100) * max(fixed, 0); //Underflow checking/capping
  17624. return (int)time;
  17625. }
  17626. #endif
  17627. /*==========================================
  17628. * Does delay reductions based on dex/agi, sc data, item bonuses, ...
  17629. *------------------------------------------*/
  17630. int skill_delayfix(struct block_list *bl, uint16 skill_id, uint16 skill_lv)
  17631. {
  17632. nullpo_ret(bl);
  17633. if (skill_id == SA_ABRACADABRA)
  17634. return 0; //Will use picked skill's delay.
  17635. if (bl->type&battle_config.no_skill_delay)
  17636. return battle_config.min_skill_delay_limit;
  17637. int delaynodex = skill_get_delaynodex(skill_id);
  17638. double time = skill_get_delay(skill_id, skill_lv);
  17639. if (time < 0)
  17640. time = -time + status_get_amotion(bl); // If set to <0, add to attack motion.
  17641. status_change* sc = status_get_sc(bl);
  17642. // Delay reductions
  17643. switch (skill_id) { //Monk combo skills have their delay reduced by agi/dex.
  17644. case MO_TRIPLEATTACK:
  17645. case MO_CHAINCOMBO:
  17646. case MO_COMBOFINISH:
  17647. case CH_TIGERFIST:
  17648. case CH_CHAINCRUSH:
  17649. case SR_DRAGONCOMBO:
  17650. case SR_FALLENEMPIRE:
  17651. case SJ_PROMINENCEKICK:
  17652. //If delay not specified, it will be 1000 - 4*agi - 2*dex
  17653. if (time == 0)
  17654. time = 1000;
  17655. time -= (4 * status_get_agi(bl) + 2 * status_get_dex(bl));
  17656. break;
  17657. #ifndef RENEWAL
  17658. case HP_BASILICA:
  17659. if (sc && !sc->getSCE(SC_BASILICA))
  17660. time = 0; // There is no Delay on Basilica creation, only on cancel
  17661. break;
  17662. #endif
  17663. default:
  17664. if (battle_config.delay_dependon_dex && !(delaynodex&1)) { // if skill delay is allowed to be reduced by dex
  17665. int scale = battle_config.castrate_dex_scale - status_get_dex(bl);
  17666. if (scale > 0)
  17667. time = time * scale / battle_config.castrate_dex_scale;
  17668. else //To be capped later to minimum.
  17669. time = 0;
  17670. }
  17671. if (battle_config.delay_dependon_agi && !(delaynodex&1)) { // if skill delay is allowed to be reduced by agi
  17672. int scale = battle_config.castrate_dex_scale - status_get_agi(bl);
  17673. if (scale > 0)
  17674. time = time * scale / battle_config.castrate_dex_scale;
  17675. else //To be capped later to minimum.
  17676. time = 0;
  17677. }
  17678. }
  17679. if (sc && sc->count) {
  17680. if (sc->getSCE(SC_SPIRIT)) {
  17681. switch (skill_id) {
  17682. case CR_SHIELDBOOMERANG:
  17683. if (sc->getSCE(SC_SPIRIT)->val2 == SL_CRUSADER)
  17684. time /= 2;
  17685. break;
  17686. case AS_SONICBLOW:
  17687. if (!map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && sc->getSCE(SC_SPIRIT)->val2 == SL_ASSASIN)
  17688. time /= 2;
  17689. break;
  17690. }
  17691. }
  17692. }
  17693. int delay = 0;
  17694. if (!(delaynodex&2)) {
  17695. if (sc && sc->count) {
  17696. if (sc->getSCE(SC_POEMBRAGI))
  17697. delay += sc->getSCE(SC_POEMBRAGI)->val3;
  17698. if (sc->getSCE(SC_WIND_INSIGNIA) && sc->getSCE(SC_WIND_INSIGNIA)->val1 == 3 && skill_get_type(skill_id) == BF_MAGIC && skill_get_ele(skill_id, skill_lv) == ELE_WIND)
  17699. delay += 50; // After Delay of Wind element spells reduced by 50%.
  17700. if (sc->getSCE(SC_MAGICMUSHROOM) && sc->getSCE(SC_MAGICMUSHROOM)->val3 == 0)
  17701. delay += sc->getSCE(SC_MAGICMUSHROOM)->val2;
  17702. }
  17703. }
  17704. if (!(delaynodex&4) && bl->type == BL_PC) {
  17705. map_session_data* sd = (map_session_data*)bl;
  17706. if (sd->bonus.delayrate != 0) // bonus bDelayRate
  17707. delay += sd->bonus.delayrate;
  17708. for (auto &it : sd->skilldelay) { // bonus2 bSkillDelay
  17709. if (it.id == skill_id) {
  17710. time += it.val;
  17711. break;
  17712. }
  17713. }
  17714. }
  17715. if (delay != 0)
  17716. time = time * (1 - (float)min(delay, 100) / 100);
  17717. if (battle_config.delay_rate != 100)
  17718. time = time * battle_config.delay_rate / 100;
  17719. //ShowInfo("Delay delayfix = %f\n",time);
  17720. return max((int)time,0);
  17721. }
  17722. /*==========================================
  17723. * Weapon Repair [Celest/DracoRPG]
  17724. *------------------------------------------*/
  17725. void skill_repairweapon( map_session_data& sd, int idx ){
  17726. static const t_itemid weapon_materials[MAX_WEAPON_LEVEL] = {
  17727. ITEMID_IRON_ORE,
  17728. ITEMID_IRON,
  17729. ITEMID_STEEL,
  17730. ITEMID_ORIDECON_STONE,
  17731. #ifdef RENEWAL
  17732. 0
  17733. #endif
  17734. };
  17735. static const t_itemid armor_materials[MAX_ARMOR_LEVEL] = {
  17736. ITEMID_STEEL,
  17737. #ifdef RENEWAL
  17738. 0
  17739. #endif
  17740. };
  17741. t_itemid material = 0;
  17742. struct item *item;
  17743. map_session_data *target_sd;
  17744. if ( !( target_sd = map_id2sd(sd.menuskill_val) ) ) //Failed....
  17745. return;
  17746. if( idx == 0xFFFF ) // No item selected ('Cancel' clicked)
  17747. return;
  17748. if( idx < 0 || idx >= MAX_INVENTORY )
  17749. return; //Invalid index??
  17750. item = &target_sd->inventory.u.items_inventory[idx];
  17751. if( !item->nameid || !item->attribute )
  17752. return; //Again invalid item....
  17753. if (itemdb_ishatched_egg(item))
  17754. return;
  17755. if (sd.status.char_id != target_sd->status.char_id && !battle_check_range(&sd.bl, &target_sd->bl, skill_get_range2(&sd.bl, sd.menuskill_id, sd.menuskill_val2, true))) {
  17756. clif_item_repaireffect(&sd, idx, 1);
  17757. return;
  17758. }
  17759. if( target_sd->inventory_data[idx]->type == IT_WEAPON ){
  17760. material = weapon_materials[target_sd->inventory_data[idx]->weapon_level - 1];
  17761. }else if( target_sd->inventory_data[idx]->type == IT_ARMOR ){
  17762. material = armor_materials[target_sd->inventory_data[idx]->armor_level - 1];
  17763. }
  17764. if( material == 0 || pc_search_inventory( &sd, material ) < 0 ){
  17765. clif_skill_fail( sd, sd.menuskill_id );
  17766. return;
  17767. }
  17768. clif_skill_nodamage(&sd.bl,&target_sd->bl,sd.menuskill_id,1,1);
  17769. item->attribute = 0;/* clear broken state */
  17770. clif_equiplist(target_sd);
  17771. pc_delitem(&sd,pc_search_inventory(&sd,material),1,0,0,LOG_TYPE_CONSUME);
  17772. clif_item_repaireffect(&sd,idx,0);
  17773. if( sd.status.char_id != target_sd->status.char_id )
  17774. clif_item_repaireffect(target_sd,idx,0);
  17775. }
  17776. /*==========================================
  17777. * Item Appraisal
  17778. *------------------------------------------*/
  17779. void skill_identify(map_session_data *sd, int idx)
  17780. {
  17781. int flag=1;
  17782. nullpo_retv(sd);
  17783. sd->state.workinprogress = WIP_DISABLE_NONE;
  17784. if(idx >= 0 && idx < MAX_INVENTORY) {
  17785. if(sd->inventory.u.items_inventory[idx].nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  17786. flag=0;
  17787. sd->inventory.u.items_inventory[idx].identify = 1;
  17788. }
  17789. }
  17790. clif_item_identified(sd,idx,flag);
  17791. }
  17792. /*==========================================
  17793. * Weapon Refine [Celest]
  17794. *------------------------------------------*/
  17795. void skill_weaponrefine( map_session_data& sd, int idx ){
  17796. static const t_itemid material[MAX_WEAPON_LEVEL] = {
  17797. ITEMID_PHRACON,
  17798. ITEMID_EMVERETARCON,
  17799. ITEMID_ORIDECON,
  17800. ITEMID_ORIDECON,
  17801. #ifdef RENEWAL
  17802. 0
  17803. #endif
  17804. };
  17805. if (idx >= 0 && idx < MAX_INVENTORY)
  17806. {
  17807. struct item_data *ditem = sd.inventory_data[idx];
  17808. struct item* item = &sd.inventory.u.items_inventory[idx];
  17809. if(item->nameid > 0 && ditem->type == IT_WEAPON) {
  17810. if( ditem->flag.no_refine || ditem->weapon_level < 1 ) { // if the item isn't refinable
  17811. clif_skill_fail( sd, sd.menuskill_id );
  17812. return;
  17813. }
  17814. if( item->refine >= sd.menuskill_val || item->refine >= 10 ) {
  17815. clif_upgrademessage(&sd, 2, item->nameid);
  17816. return;
  17817. }
  17818. int i = pc_search_inventory( &sd, material[ditem->weapon_level - 1] );
  17819. if( i < 0 ) {
  17820. clif_upgrademessage( &sd, 3, material[ditem->weapon_level - 1] );
  17821. return;
  17822. }
  17823. std::shared_ptr<s_refine_level_info> info = refine_db.findLevelInfo( *ditem, *item );
  17824. if( info == nullptr ){
  17825. clif_skill_fail( sd, sd.menuskill_id );
  17826. return;
  17827. }
  17828. std::shared_ptr<s_refine_cost> cost = util::umap_find( info->costs, (uint16)REFINE_COST_NORMAL );
  17829. if( cost == nullptr ){
  17830. clif_skill_fail( sd, sd.menuskill_id );
  17831. return;
  17832. }
  17833. if( cost->nameid != material[ditem->weapon_level - 1] ){
  17834. ShowDebug( "skill_weaponrefine: The hardcoded refine requirement %d for weapon level %d does not match %d from the refine database.\n", material[ditem->weapon_level - 1], ditem->weapon_level, cost->nameid );
  17835. clif_skill_fail( sd, sd.menuskill_id );
  17836. return;
  17837. }
  17838. int per = ( cost->chance / 100 );
  17839. if( sd.class_&JOBL_THIRD )
  17840. per += 10;
  17841. else
  17842. per += (((signed int)sd.status.job_level)-50)/2; //Updated per the new kro descriptions. [Skotlex]
  17843. pc_delitem(&sd, i, 1, 0, 0, LOG_TYPE_OTHER);
  17844. if (per > rnd() % 100) {
  17845. int ep=0;
  17846. log_pick_pc(&sd, LOG_TYPE_OTHER, -1, item);
  17847. item->refine++;
  17848. log_pick_pc(&sd, LOG_TYPE_OTHER, 1, item);
  17849. if(item->equip) {
  17850. ep = item->equip;
  17851. pc_unequipitem(&sd,idx,3);
  17852. }
  17853. clif_delitem(sd,idx,1,3);
  17854. clif_upgrademessage(&sd, 0, item->nameid);
  17855. clif_inventorylist(&sd);
  17856. clif_refine(sd.fd,0,idx,item->refine);
  17857. if( ditem->type == IT_WEAPON ){
  17858. achievement_update_objective(&sd, AG_ENCHANT_SUCCESS, 2, ditem->weapon_level, item->refine);
  17859. }
  17860. if (ep)
  17861. pc_equipitem(&sd,idx,ep);
  17862. clif_misceffect(&sd.bl,3);
  17863. if(item->refine == 10 &&
  17864. item->card[0] == CARD0_FORGE &&
  17865. (int)MakeDWord(item->card[2],item->card[3]) == sd.status.char_id)
  17866. { // Fame point system [DracoRPG]
  17867. switch(ditem->weapon_level){
  17868. case 1:
  17869. pc_addfame(sd, battle_config.fame_refine_lv1); // Success to refine to +10 a lv1 weapon you forged = +1 fame point
  17870. break;
  17871. case 2:
  17872. pc_addfame(sd, battle_config.fame_refine_lv2); // Success to refine to +10 a lv2 weapon you forged = +25 fame point
  17873. break;
  17874. case 3:
  17875. pc_addfame(sd, battle_config.fame_refine_lv3); // Success to refine to +10 a lv3 weapon you forged = +1000 fame point
  17876. break;
  17877. }
  17878. }
  17879. } else {
  17880. item->refine = 0;
  17881. if(item->equip)
  17882. pc_unequipitem(&sd,idx,3);
  17883. clif_upgrademessage(&sd, 1, item->nameid);
  17884. clif_refine(sd.fd,1,idx,item->refine);
  17885. achievement_update_objective(&sd, AG_ENCHANT_FAIL, 1, 1);
  17886. pc_delitem(&sd,idx,1,0,2, LOG_TYPE_OTHER);
  17887. clif_misceffect(&sd.bl,2);
  17888. clif_emotion(&sd.bl, ET_HUK);
  17889. }
  17890. }
  17891. }
  17892. }
  17893. /*==========================================
  17894. *
  17895. *------------------------------------------*/
  17896. int skill_autospell(map_session_data *sd, uint16 skill_id)
  17897. {
  17898. nullpo_ret(sd);
  17899. if (skill_id == 0 || skill_db.get_index(skill_id, true, __FUNCTION__, __FILE__, __LINE__) == 0 || SKILL_CHK_GUILD(skill_id))
  17900. return 0;
  17901. uint16 lv = pc_checkskill(sd, skill_id), skill_lv = sd->menuskill_val;
  17902. uint16 maxlv = 1;
  17903. if (skill_lv == 0 || lv == 0)
  17904. return 0; // Player must learn the skill before doing auto-spell [Lance]
  17905. #ifdef RENEWAL
  17906. if ((skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT) && sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17907. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17908. else
  17909. maxlv = skill_lv / 2; // Half of Autospell's level unless player learned a lower level (capped below)
  17910. #else
  17911. if(skill_id==MG_NAPALMBEAT) maxlv=3;
  17912. else if(skill_id==MG_COLDBOLT || skill_id==MG_FIREBOLT || skill_id==MG_LIGHTNINGBOLT){
  17913. if (sd->sc.getSCE(SC_SPIRIT) && sd->sc.getSCE(SC_SPIRIT)->val2 == SL_SAGE)
  17914. maxlv = 10; //Soul Linker bonus. [Skotlex]
  17915. else if(skill_lv==2) maxlv=1;
  17916. else if(skill_lv==3) maxlv=2;
  17917. else if(skill_lv>=4) maxlv=3;
  17918. }
  17919. else if(skill_id==MG_SOULSTRIKE){
  17920. if(skill_lv==5) maxlv=1;
  17921. else if(skill_lv==6) maxlv=2;
  17922. else if(skill_lv>=7) maxlv=3;
  17923. }
  17924. else if(skill_id==MG_FIREBALL){
  17925. if(skill_lv==8) maxlv=1;
  17926. else if(skill_lv>=9) maxlv=2;
  17927. }
  17928. else if(skill_id==MG_FROSTDIVER) maxlv=1;
  17929. else return 0;
  17930. #endif
  17931. maxlv = min(lv, maxlv);
  17932. sc_start4(&sd->bl,&sd->bl,SC_AUTOSPELL,100,skill_lv,skill_id,maxlv,0,
  17933. skill_get_time(SA_AUTOSPELL,skill_lv));
  17934. return 0;
  17935. }
  17936. /**
  17937. * Count the number of players with Gangster Paradise, Peaceful Break, or Happy Break.
  17938. * @param bl: Player object
  17939. * @param ap: va_arg list
  17940. * @return 1 if the player has learned Gangster Paradise, Peaceful Break, or Happy Break otherwise 0
  17941. */
  17942. static int skill_sit_count(struct block_list *bl, va_list ap)
  17943. {
  17944. map_session_data *sd = (map_session_data*)bl;
  17945. int flag = va_arg(ap, int);
  17946. if (!pc_issit(sd))
  17947. return 0;
  17948. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17949. return 1;
  17950. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0))
  17951. return 1;
  17952. return 0;
  17953. }
  17954. /**
  17955. * Triggered when a player sits down to activate bonus states.
  17956. * @param bl: Player object
  17957. * @param ap: va_arg list
  17958. * @return 0
  17959. */
  17960. static int skill_sit_in(struct block_list *bl, va_list ap)
  17961. {
  17962. map_session_data *sd = (map_session_data*)bl;
  17963. int flag = va_arg(ap, int);
  17964. if (!pc_issit(sd))
  17965. return 0;
  17966. if (flag&1 && pc_checkskill(sd, RG_GANGSTER) > 0)
  17967. sd->state.gangsterparadise = 1;
  17968. if (flag&2 && (pc_checkskill(sd, TK_HPTIME) > 0 || pc_checkskill(sd, TK_SPTIME) > 0 )) {
  17969. sd->state.rest = 1;
  17970. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17971. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17972. }
  17973. return 0;
  17974. }
  17975. /**
  17976. * Triggered when a player stands up to deactivate bonus states.
  17977. * @param bl: Player object
  17978. * @param ap: va_arg list
  17979. * @return 0
  17980. */
  17981. static int skill_sit_out(struct block_list *bl, va_list ap)
  17982. {
  17983. map_session_data *sd = (map_session_data*)bl;
  17984. int flag = va_arg(ap, int), range = va_arg(ap, int);
  17985. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  17986. return 0;
  17987. if (flag&1 && sd->state.gangsterparadise)
  17988. sd->state.gangsterparadise = 0;
  17989. if (flag&2 && sd->state.rest) {
  17990. sd->state.rest = 0;
  17991. status_calc_regen(bl, &sd->battle_status, &sd->regen);
  17992. status_calc_regen_rate(bl, &sd->regen, &sd->sc);
  17993. }
  17994. return 0;
  17995. }
  17996. /**
  17997. * Toggle Sit icon and player bonuses when sitting/standing.
  17998. * @param sd: Player data
  17999. * @param sitting: True when sitting or false when standing
  18000. * @return 0
  18001. */
  18002. int skill_sit(map_session_data *sd, bool sitting)
  18003. {
  18004. int flag = 0, range = 0, lv;
  18005. nullpo_ret(sd);
  18006. if ((lv = pc_checkskill(sd, RG_GANGSTER)) > 0) {
  18007. flag |= 1;
  18008. range = skill_get_splash(RG_GANGSTER, lv);
  18009. }
  18010. if ((lv = pc_checkskill(sd, TK_HPTIME)) > 0) {
  18011. flag |= 2;
  18012. range = skill_get_splash(TK_HPTIME, lv);
  18013. } else if ((lv = pc_checkskill(sd, TK_SPTIME)) > 0) {
  18014. flag |= 2;
  18015. range = skill_get_splash(TK_SPTIME, lv);
  18016. }
  18017. if (sitting)
  18018. clif_status_load(&sd->bl, EFST_SIT, 1);
  18019. else
  18020. clif_status_load(&sd->bl, EFST_SIT, 0);
  18021. if (!flag) // No need to count area if no skills are learned.
  18022. return 0;
  18023. if (sitting) {
  18024. if (map_foreachinallrange(skill_sit_count, &sd->bl, range, BL_PC, flag) > 1)
  18025. map_foreachinallrange(skill_sit_in, &sd->bl, range, BL_PC, flag);
  18026. } else
  18027. map_foreachinallrange(skill_sit_out, &sd->bl, range, BL_PC, flag, range);
  18028. return 0;
  18029. }
  18030. /*==========================================
  18031. * Do Forstjoke/Scream effect
  18032. *------------------------------------------*/
  18033. int skill_frostjoke_scream(struct block_list *bl, va_list ap)
  18034. {
  18035. struct block_list *src;
  18036. uint16 skill_id,skill_lv;
  18037. t_tick tick;
  18038. nullpo_ret(bl);
  18039. nullpo_ret(src = va_arg(ap,struct block_list*));
  18040. skill_id = va_arg(ap,int);
  18041. skill_lv = va_arg(ap,int);
  18042. if(!skill_lv)
  18043. return 0;
  18044. tick = va_arg(ap,t_tick);
  18045. if (src == bl || status_isdead(bl))
  18046. return 0;
  18047. if (bl->type == BL_PC) {
  18048. map_session_data *sd = (map_session_data *)bl;
  18049. if ( sd && sd->sc.option&(OPTION_INVISIBLE|OPTION_MADOGEAR) )
  18050. return 0;//Frost Joke / Scream cannot target invisible or MADO Gear characters [Ind]
  18051. }
  18052. //It has been reported that Scream/Joke works the same regardless of woe-setting. [Skotlex]
  18053. if(battle_check_target(src,bl,BCT_ENEMY) > 0)
  18054. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18055. else if(battle_check_target(src,bl,BCT_PARTY) > 0 && rnd()%100 < 10)
  18056. skill_additional_effect(src,bl,skill_id,skill_lv,BF_MISC,ATK_DEF,tick);
  18057. return 0;
  18058. }
  18059. /**
  18060. * Set map cell flag as skill unit effect
  18061. * @param src Skill unit
  18062. * @param skill_id
  18063. * @param skill_lv
  18064. * @param cell Cell type cell_t
  18065. * @param flag 0/1
  18066. */
  18067. static void skill_unitsetmapcell(struct skill_unit *src, uint16 skill_id, uint16 skill_lv, cell_t cell, bool flag)
  18068. {
  18069. int range = skill_get_unit_range(skill_id,skill_lv);
  18070. int x, y;
  18071. for( y = src->bl.y - range; y <= src->bl.y + range; ++y )
  18072. for( x = src->bl.x - range; x <= src->bl.x + range; ++x )
  18073. map_setcell(src->bl.m, x, y, cell, flag);
  18074. }
  18075. /**
  18076. * Do skill attack area (such splash effect) around the 'first' target.
  18077. * First target will skip skill condition, always receive damage. But,
  18078. * around it, still need target/condition validation by
  18079. * battle_check_target and status_check_skilluse
  18080. * @param bl
  18081. * @param ap { atk_type, src, dsrc, skill_id, skill_lv, tick, flag, type }
  18082. */
  18083. int skill_attack_area(struct block_list *bl, va_list ap)
  18084. {
  18085. struct block_list *src,*dsrc;
  18086. int atk_type,skill_id,skill_lv,flag,type;
  18087. t_tick tick;
  18088. if(status_isdead(bl))
  18089. return 0;
  18090. atk_type = va_arg(ap,int);
  18091. src = va_arg(ap,struct block_list*);
  18092. dsrc = va_arg(ap,struct block_list*);
  18093. skill_id = va_arg(ap,int);
  18094. skill_lv = va_arg(ap,int);
  18095. tick = va_arg(ap,t_tick);
  18096. flag = va_arg(ap,int);
  18097. type = va_arg(ap,int);
  18098. if (skill_area_temp[1] == bl->id) { //This is the target of the skill, do a full attack and skip target checks.
  18099. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18100. }
  18101. if(battle_check_target(dsrc,bl,type) <= 0 ||
  18102. !status_check_skilluse(nullptr, bl, skill_id, 2))
  18103. return 0;
  18104. switch (skill_id) {
  18105. case WZ_FROSTNOVA: //Skills that don't require the animation to be removed
  18106. if (src->x == bl->x && src->y == bl->y)
  18107. return 0; //Does not hit current cell
  18108. if (map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR)) // Attack should not happen if the target is on Land Protector
  18109. return 0;
  18110. [[fallthrough]];
  18111. case NPC_ACIDBREATH:
  18112. case NPC_DARKNESSBREATH:
  18113. case NPC_FIREBREATH:
  18114. case NPC_ICEBREATH:
  18115. case NPC_ICEBREATH2:
  18116. case NPC_THUNDERBREATH:
  18117. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
  18118. default:
  18119. //Area-splash, disable skill animation.
  18120. return (int)skill_attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag|SD_ANIMATION);
  18121. }
  18122. }
  18123. /**
  18124. * Clear skill unit group
  18125. * @param bl: Unit to check
  18126. * @param flag: Skill group to clear
  18127. */
  18128. int skill_clear_group(block_list *bl, uint8 flag)
  18129. {
  18130. nullpo_ret(bl);
  18131. unit_data *ud = unit_bl2ud(bl);
  18132. if (ud == nullptr)
  18133. return 0;
  18134. size_t count = 0;
  18135. bool deleted = false;
  18136. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  18137. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); (deleted ? it = ud->skillunits.begin() : it++), deleted = false) {
  18138. switch ((*it)->skill_id) {
  18139. case SA_DELUGE:
  18140. case SA_VOLCANO:
  18141. case SA_VIOLENTGALE:
  18142. case SA_LANDPROTECTOR:
  18143. case NJ_SUITON:
  18144. case NJ_KAENSIN:
  18145. case SC_CHAOSPANIC:
  18146. case MH_POISON_MIST:
  18147. case MH_LAVA_SLIDE:
  18148. if (flag & 1) {
  18149. skill_delunitgroup(*it);
  18150. count++;
  18151. deleted = true;
  18152. }
  18153. break;
  18154. case SO_CLOUD_KILL:
  18155. case NPC_CLOUD_KILL:
  18156. if (flag & 4) {
  18157. skill_delunitgroup(*it);
  18158. count++;
  18159. deleted = true;
  18160. }
  18161. break;
  18162. case SO_WARMER:
  18163. if (flag & 8) {
  18164. skill_delunitgroup(*it);
  18165. count++;
  18166. deleted = true;
  18167. }
  18168. break;
  18169. default:
  18170. if (flag & 2 && skill_get_inf2((*it)->skill_id, INF2_ISTRAP)) {
  18171. skill_delunitgroup(*it);
  18172. count++;
  18173. deleted = true;
  18174. }
  18175. break;
  18176. }
  18177. }
  18178. return static_cast<int>(count);
  18179. }
  18180. /**
  18181. * Returns the first element field found [Skotlex]
  18182. * @param bl
  18183. * @return s_skill_unit_group
  18184. */
  18185. std::shared_ptr<s_skill_unit_group> skill_locate_element_field(struct block_list *bl)
  18186. {
  18187. nullpo_ret(bl);
  18188. unit_data *ud = unit_bl2ud(bl);
  18189. if (ud == nullptr)
  18190. return nullptr;
  18191. for (const auto su : ud->skillunits) {
  18192. switch (su->skill_id) {
  18193. case SA_DELUGE:
  18194. case SA_VOLCANO:
  18195. case SA_VIOLENTGALE:
  18196. case SA_LANDPROTECTOR:
  18197. case NJ_SUITON:
  18198. case SO_CLOUD_KILL:
  18199. case NPC_CLOUD_KILL:
  18200. case SO_WARMER:
  18201. case SC_CHAOSPANIC:
  18202. case MH_POISON_MIST:
  18203. case MH_LAVA_SLIDE:
  18204. return su;
  18205. }
  18206. }
  18207. return nullptr;
  18208. }
  18209. /// Graffiti cleaner [Valaris]
  18210. int skill_graffitiremover(struct block_list *bl, va_list ap)
  18211. {
  18212. struct skill_unit *unit = nullptr;
  18213. int remove = va_arg(ap, int);
  18214. nullpo_retr(0, bl);
  18215. if (bl->type != BL_SKILL || (unit = (struct skill_unit *)bl) == nullptr)
  18216. return 0;
  18217. if ((unit->group) && (unit->group->unit_id == UNT_GRAFFITI)) {
  18218. if (remove == 1)
  18219. skill_delunit(unit);
  18220. return 1;
  18221. }
  18222. return 0;
  18223. }
  18224. /// Greed effect
  18225. int skill_greed(struct block_list *bl, va_list ap)
  18226. {
  18227. struct block_list *src;
  18228. map_session_data *sd = nullptr;
  18229. struct flooritem_data *fitem = nullptr;
  18230. nullpo_ret(bl);
  18231. nullpo_ret(src = va_arg(ap, struct block_list *));
  18232. if(src->type == BL_PC && (sd = (map_session_data *)src) && bl->type == BL_ITEM && (fitem = (struct flooritem_data *)bl))
  18233. pc_takeitem(sd, fitem);
  18234. return 0;
  18235. }
  18236. /// Ranger's Detonator [Jobbie/3CeAM]
  18237. int skill_detonator(struct block_list *bl, va_list ap)
  18238. {
  18239. nullpo_ret(bl);
  18240. if (bl->type != BL_SKILL)
  18241. return 0;
  18242. block_list *src = va_arg(ap, block_list *);
  18243. skill_unit *unit = (skill_unit *)bl;
  18244. if (unit == nullptr)
  18245. return 0;
  18246. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18247. if (group == nullptr || group->src_id != src->id)
  18248. return 0;
  18249. int unit_id = group->unit_id;
  18250. switch( unit_id )
  18251. { //List of Hunter and Ranger Traps that can be detonate.
  18252. case UNT_BLASTMINE:
  18253. case UNT_SANDMAN:
  18254. case UNT_CLAYMORETRAP:
  18255. case UNT_TALKIEBOX:
  18256. case UNT_CLUSTERBOMB:
  18257. case UNT_FIRINGTRAP:
  18258. case UNT_ICEBOUNDTRAP:
  18259. switch(unit_id) {
  18260. case UNT_TALKIEBOX:
  18261. clif_talkiebox(bl,group->valstr);
  18262. group->val2 = -1;
  18263. break;
  18264. case UNT_CLAYMORETRAP:
  18265. case UNT_FIRINGTRAP:
  18266. case UNT_ICEBOUNDTRAP:
  18267. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag|BL_SKILL|~BCT_SELF,bl,group->tick);
  18268. break;
  18269. default:
  18270. map_foreachinrange(skill_trap_splash,bl,skill_get_splash(group->skill_id,group->skill_lv),group->bl_flag,bl,group->tick);
  18271. break;
  18272. }
  18273. if (unit->group == nullptr)
  18274. return 0;
  18275. clif_changetraplook(bl, UNT_USED_TRAPS);
  18276. group->unit_id = UNT_USED_TRAPS;
  18277. group->limit = DIFF_TICK(gettick(),group->tick) +
  18278. (unit_id == UNT_TALKIEBOX ? 5000 : (unit_id == UNT_CLUSTERBOMB || unit_id == UNT_ICEBOUNDTRAP? 2500 : (unit_id == UNT_FIRINGTRAP ? 0 : 1500)) );
  18279. break;
  18280. }
  18281. return 0;
  18282. }
  18283. /**
  18284. * Calculate Royal Guard's Banding bonus
  18285. * @param sd: Player data
  18286. * @return Number of Royal Guard
  18287. */
  18288. int skill_banding_count(map_session_data *sd)
  18289. {
  18290. nullpo_ret(sd);
  18291. return cap_value(party_foreachsamemap(party_sub_count, sd, skill_get_splash(LG_BANDING, 1)), 0, MAX_PARTY);
  18292. }
  18293. /**
  18294. * Rebellion's Bind Trap explosion
  18295. * @author [Cydh]
  18296. */
  18297. static int skill_bind_trap(struct block_list *bl, va_list ap) {
  18298. struct skill_unit *su = nullptr;
  18299. struct block_list *src = nullptr;
  18300. nullpo_ret(bl);
  18301. src = va_arg(ap,struct block_list *);
  18302. if (bl->type != BL_SKILL || !(su = (struct skill_unit *)bl) || !(su->group))
  18303. return 0;
  18304. if (su->group->unit_id != UNT_B_TRAP || su->group->src_id != src->id)
  18305. return 0;
  18306. map_foreachinallrange(skill_trap_splash, bl, su->range, BL_CHAR, bl,su->group->tick);
  18307. clif_changetraplook(bl, UNT_USED_TRAPS);
  18308. su->group->unit_id = UNT_USED_TRAPS;
  18309. su->group->limit = DIFF_TICK(gettick(), su->group->tick) + 500;
  18310. return 1;
  18311. }
  18312. /*==========================================
  18313. * Check new skill unit cell when overlapping in other skill unit cell.
  18314. * Catched skill in cell value pushed to *unit pointer.
  18315. * Set (*alive) to 0 will ends 'new unit' check
  18316. *------------------------------------------*/
  18317. static int skill_cell_overlap(struct block_list *bl, va_list ap)
  18318. {
  18319. uint16 skill_id;
  18320. int *alive;
  18321. struct skill_unit *unit;
  18322. skill_id = va_arg(ap,int);
  18323. alive = va_arg(ap,int *);
  18324. unit = (struct skill_unit *)bl;
  18325. if (unit == nullptr || unit->group == nullptr || (*alive) == 0)
  18326. return 0;
  18327. if (unit->group->state.guildaura) /* guild auras are not cancelled! */
  18328. return 0;
  18329. switch (skill_id) {
  18330. case SA_LANDPROTECTOR: {
  18331. if( unit->group->skill_id == SA_LANDPROTECTOR ) {//Check for offensive Land Protector to delete both. [Skotlex]
  18332. (*alive) = 0;
  18333. skill_delunit(unit);
  18334. return 1;
  18335. }
  18336. std::shared_ptr<s_skill_db> skill = skill_db.find(unit->group->skill_id);
  18337. //It deletes everything except traps and barriers
  18338. if ((!skill->inf2[INF2_ISTRAP] && !skill->inf2[INF2_IGNORELANDPROTECTOR]) || unit->group->skill_id == WZ_FIREPILLAR) {
  18339. if (skill->unit_flag[UF_RANGEDSINGLEUNIT]) {
  18340. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18341. skill_delunitgroup(unit->group);
  18342. } else
  18343. skill_delunit(unit);
  18344. return 1;
  18345. }
  18346. }
  18347. break;
  18348. case GN_CRAZYWEED_ATK:
  18349. if (skill_get_unit_flag(unit->group->skill_id, UF_CRAZYWEEDIMMUNE))
  18350. break;
  18351. [[fallthrough]];
  18352. case HW_GANBANTEIN:
  18353. case LG_EARTHDRIVE:
  18354. // Officially songs/dances are removed
  18355. if (skill_get_unit_flag(unit->group->skill_id, UF_RANGEDSINGLEUNIT)) {
  18356. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18357. skill_delunitgroup(unit->group);
  18358. } else
  18359. skill_delunit(unit);
  18360. return 1;
  18361. case SA_VOLCANO:
  18362. case SA_DELUGE:
  18363. case SA_VIOLENTGALE:
  18364. // The official implementation makes them fail to appear when casted on top of ANYTHING
  18365. // but I wonder if they didn't actually meant to fail when casted on top of each other?
  18366. // hence, I leave the alternate implementation here, commented. [Skotlex]
  18367. if (unit->range <= 0 && skill_get_unit_id(unit->group->skill_id) != UNT_DUMMYSKILL)
  18368. {
  18369. (*alive) = 0;
  18370. return 1;
  18371. }
  18372. /*
  18373. switch (unit->group->skill_id)
  18374. { //These cannot override each other.
  18375. case SA_VOLCANO:
  18376. case SA_DELUGE:
  18377. case SA_VIOLENTGALE:
  18378. (*alive) = 0;
  18379. return 1;
  18380. }
  18381. */
  18382. break;
  18383. case PF_FOGWALL:
  18384. switch(unit->group->skill_id) {
  18385. case SA_VOLCANO: //Can't be placed on top of these
  18386. case SA_VIOLENTGALE:
  18387. (*alive) = 0;
  18388. return 1;
  18389. case SA_DELUGE:
  18390. case NJ_SUITON:
  18391. //Cheap 'hack' to notify the calling function that duration should be doubled [Skotlex]
  18392. (*alive) = 2;
  18393. break;
  18394. }
  18395. break;
  18396. case WZ_WATERBALL:
  18397. switch (unit->group->skill_id) {
  18398. case SA_DELUGE:
  18399. case NJ_SUITON:
  18400. //Consumes deluge/suiton
  18401. skill_delunit(unit);
  18402. return 1;
  18403. }
  18404. break;
  18405. case WZ_ICEWALL:
  18406. #ifndef RENEWAL
  18407. case HP_BASILICA:
  18408. case HW_GRAVITATION:
  18409. #endif
  18410. //These can't be placed on top of themselves (duration can't be refreshed)
  18411. if (unit->group->skill_id == skill_id)
  18412. {
  18413. (*alive) = 0;
  18414. return 1;
  18415. }
  18416. break;
  18417. case RL_FIRE_RAIN: {
  18418. std::bitset<UF_MAX> uf = skill_db.find(unit->group->skill_id)->unit_flag;
  18419. if (uf[UF_REMOVEDBYFIRERAIN]) {
  18420. if (uf[UF_RANGEDSINGLEUNIT]) {
  18421. if (unit->val2&(1 << UF_RANGEDSINGLEUNIT))
  18422. skill_delunitgroup(unit->group);
  18423. } else
  18424. skill_delunit(unit);
  18425. return 1;
  18426. }
  18427. }
  18428. break;
  18429. }
  18430. std::bitset<INF2_MAX> inf2 = skill_db.find(skill_id)->inf2;
  18431. if (unit->group->skill_id == SA_LANDPROTECTOR && !inf2[INF2_ISTRAP] && !inf2[INF2_IGNORELANDPROTECTOR] ) { //It deletes everything except traps and barriers
  18432. (*alive) = 0;
  18433. return 1;
  18434. }
  18435. return 0;
  18436. }
  18437. /*==========================================
  18438. * Splash effect for skill unit 'trap type'.
  18439. * Chance triggered when damaged, timeout, or char step on it.
  18440. *------------------------------------------*/
  18441. static int skill_trap_splash(struct block_list *bl, va_list ap)
  18442. {
  18443. struct block_list *src = va_arg(ap,struct block_list *);
  18444. struct skill_unit *unit = nullptr;
  18445. t_tick tick = va_arg(ap,t_tick);
  18446. struct block_list *ss; //Skill src bl
  18447. nullpo_ret(src);
  18448. unit = (struct skill_unit *)src;
  18449. if (!unit || !unit->alive || bl->prev == nullptr)
  18450. return 0;
  18451. std::shared_ptr<s_skill_unit_group> sg = unit->group;
  18452. if (sg == nullptr)
  18453. return 0;
  18454. nullpo_ret(ss = map_id2bl(sg->src_id));
  18455. if (battle_check_target(src,bl,sg->target_flag) <= 0)
  18456. return 0;
  18457. switch (sg->unit_id) {
  18458. case UNT_B_TRAP:
  18459. if (battle_check_target(ss, bl, sg->target_flag&~BCT_SELF) > 0)
  18460. skill_castend_damage_id(ss, bl, sg->skill_id, sg->skill_lv, tick, SD_ANIMATION|SD_LEVEL|SD_SPLASH|1);
  18461. break;
  18462. case UNT_SHOCKWAVE:
  18463. case UNT_SANDMAN:
  18464. case UNT_FLASHER:
  18465. skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,ATK_DEF,tick);
  18466. break;
  18467. case UNT_GROUNDDRIFT_WIND:
  18468. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18469. sc_start(ss,bl,SC_STUN,50,sg->skill_lv,skill_get_time2(sg->skill_id, 1));
  18470. break;
  18471. case UNT_GROUNDDRIFT_DARK:
  18472. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18473. sc_start(ss,bl,SC_BLIND,50,sg->skill_lv,skill_get_time2(sg->skill_id, 2));
  18474. break;
  18475. case UNT_GROUNDDRIFT_POISON:
  18476. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18477. sc_start2(ss,bl,SC_POISON,50,sg->skill_lv,ss->id,skill_get_time2(sg->skill_id, 3));
  18478. break;
  18479. case UNT_GROUNDDRIFT_WATER:
  18480. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18481. sc_start(ss,bl,SC_FREEZE,50,sg->skill_lv,skill_get_time2(sg->skill_id, 4));
  18482. break;
  18483. case UNT_GROUNDDRIFT_FIRE:
  18484. if(skill_attack(skill_get_type(sg->skill_id),ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1))
  18485. skill_blown(src,bl,skill_get_blewcount(sg->skill_id,sg->skill_lv),-1,BLOWN_NONE);
  18486. break;
  18487. case UNT_ELECTRICSHOCKER:
  18488. if (bl->id != ss->id) {
  18489. if (status_bl_has_mode(bl,MD_STATUSIMMUNE))
  18490. break;
  18491. if (status_change_start(ss, bl, SC_ELECTRICSHOCKER, 10000, sg->skill_lv, sg->group_id, 0, 0, skill_get_time2(sg->skill_id, sg->skill_lv), SCSTART_NORATEDEF)) {
  18492. map_moveblock(bl, unit->bl.x, unit->bl.y, tick);
  18493. clif_fixpos( *bl );
  18494. clif_skill_damage(src, bl, tick, 0, 0, -30000, 1, sg->skill_id, sg->skill_lv, DMG_SPLASH);
  18495. }
  18496. }
  18497. break;
  18498. case UNT_MAGENTATRAP:
  18499. case UNT_COBALTTRAP:
  18500. case UNT_MAIZETRAP:
  18501. case UNT_VERDURETRAP:
  18502. if( bl->type == BL_MOB && status_get_class_(bl) != CLASS_BOSS ) {
  18503. struct status_data *status = status_get_status_data(bl);
  18504. status->def_ele = skill_get_ele(sg->skill_id, sg->skill_lv);
  18505. status->ele_lv = (unsigned char)sg->skill_lv;
  18506. }
  18507. break;
  18508. case UNT_REVERBERATION: // For proper skill delay animation when used with Dominion Impulse
  18509. skill_addtimerskill(ss, tick + 50, bl->id, 0, 0, NPC_REVERBERATION_ATK, sg->skill_lv, BF_WEAPON, 0);
  18510. break;
  18511. case UNT_FIRINGTRAP:
  18512. case UNT_ICEBOUNDTRAP:
  18513. if( src->id == bl->id ) break;
  18514. if( bl->type == BL_SKILL ) {
  18515. struct skill_unit *su = (struct skill_unit *)bl;
  18516. if (su && su->group->unit_id == UNT_USED_TRAPS)
  18517. break;
  18518. }
  18519. [[fallthrough]];
  18520. case UNT_CLUSTERBOMB:
  18521. if( ss != bl )
  18522. skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,sg->val1|SD_LEVEL);
  18523. break;
  18524. case UNT_CLAYMORETRAP:
  18525. if( src->id == bl->id ) break;
  18526. if( bl->type == BL_SKILL ) {
  18527. struct skill_unit *su = (struct skill_unit *)bl;
  18528. if (!su)
  18529. return 0;
  18530. switch(su->group->unit_id) {
  18531. case UNT_CLAYMORETRAP:
  18532. case UNT_LANDMINE:
  18533. case UNT_BLASTMINE:
  18534. case UNT_SHOCKWAVE:
  18535. case UNT_SANDMAN:
  18536. case UNT_FLASHER:
  18537. case UNT_FREEZINGTRAP:
  18538. case UNT_FIRINGTRAP:
  18539. case UNT_ICEBOUNDTRAP:
  18540. clif_changetraplook(bl, UNT_USED_TRAPS);
  18541. su->group->limit = DIFF_TICK(gettick(),su->group->tick) + 1500;
  18542. su->group->unit_id = UNT_USED_TRAPS;
  18543. break;
  18544. }
  18545. }
  18546. [[fallthrough]];
  18547. default: {
  18548. int split_count = 0;
  18549. if (skill_get_nk(sg->skill_id, NK_SPLASHSPLIT))
  18550. split_count = max(1, map_foreachinallrange(skill_area_sub, src, skill_get_splash(sg->skill_id, sg->skill_lv), BL_CHAR, src, sg->skill_id, sg->skill_lv, tick, BCT_ENEMY, skill_area_sub_count));
  18551. skill_attack(skill_get_type(sg->skill_id), ss, src, bl, sg->skill_id, sg->skill_lv, tick, split_count);
  18552. }
  18553. break;
  18554. }
  18555. return 1;
  18556. }
  18557. int skill_maelstrom_suction(struct block_list *bl, va_list ap)
  18558. {
  18559. uint16 skill_id, skill_lv;
  18560. struct skill_unit *unit;
  18561. nullpo_ret(bl);
  18562. skill_id = va_arg(ap,int);
  18563. skill_lv = va_arg(ap,int);
  18564. unit = (struct skill_unit *)bl;
  18565. if( unit == nullptr || unit->group == nullptr )
  18566. return 0;
  18567. if( skill_get_inf2(skill_id, INF2_ISTRAP) )
  18568. return 0;
  18569. if( unit->group->skill_id == SC_MAELSTROM ) {
  18570. struct block_list *src;
  18571. if( (src = map_id2bl(unit->group->src_id)) ){
  18572. int sp = unit->group->skill_lv * skill_lv;
  18573. if( src->type == BL_PC )
  18574. sp += ((TBL_PC*)src)->status.job_level / 5;
  18575. status_heal(src, 0, sp/2, 1);
  18576. }
  18577. }
  18578. return 0;
  18579. }
  18580. /**
  18581. * Check cloaking condition
  18582. * @param bl
  18583. * @param sce
  18584. * @return True if near wall; False otherwise
  18585. */
  18586. bool skill_check_cloaking(struct block_list *bl, struct status_change_entry *sce)
  18587. {
  18588. bool wall = true;
  18589. if( (bl->type == BL_PC && battle_config.pc_cloak_check_type&1)
  18590. || (bl->type != BL_PC && battle_config.monster_cloak_check_type&1) )
  18591. { //Check for walls.
  18592. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18593. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18594. int i;
  18595. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18596. if( i == 8 )
  18597. wall = false;
  18598. }
  18599. if( sce ) {
  18600. if( !wall ) {
  18601. if( sce->val1 < 3 ) //End cloaking.
  18602. status_change_end(bl, SC_CLOAKING);
  18603. else if( sce->val4&1 ) { //Remove wall bonus
  18604. sce->val4&=~1;
  18605. status_calc_bl(bl, { SCB_SPEED });
  18606. }
  18607. } else {
  18608. if( !(sce->val4&1) ) { //Add wall speed bonus
  18609. sce->val4|=1;
  18610. status_calc_bl(bl, { SCB_SPEED });
  18611. }
  18612. }
  18613. }
  18614. return wall;
  18615. }
  18616. /** Check Shadow Form on the target
  18617. * @param bl: Target
  18618. * @param damage: Damage amount
  18619. * @param hit
  18620. * @return true - in Shadow Form state; false - otherwise
  18621. */
  18622. bool skill_check_shadowform(struct block_list *bl, int64 damage, int hit)
  18623. {
  18624. status_change *sc;
  18625. nullpo_retr(false,bl);
  18626. if (!damage)
  18627. return false;
  18628. sc = status_get_sc(bl);
  18629. if( sc && sc->getSCE(SC__SHADOWFORM) ) {
  18630. struct block_list *src = map_id2bl(sc->getSCE(SC__SHADOWFORM)->val2);
  18631. if( !src || src->m != bl->m ) {
  18632. status_change_end(bl, SC__SHADOWFORM);
  18633. return false;
  18634. }
  18635. if( src && (status_isdead(src) || !battle_check_target(bl,src,BCT_ENEMY)) ) {
  18636. if( src->type == BL_PC )
  18637. ((TBL_PC*)src)->shadowform_id = 0;
  18638. status_change_end(bl, SC__SHADOWFORM);
  18639. return false;
  18640. }
  18641. status_damage(bl, src, damage, 0, clif_damage(src, src, gettick(), 500, 500, damage, hit, (hit > 1 ? DMG_MULTI_HIT : DMG_NORMAL), 0, false), 0, SC__SHADOWFORM);
  18642. if( sc && sc->getSCE(SC__SHADOWFORM) && (--sc->getSCE(SC__SHADOWFORM)->val3) <= 0 ) {
  18643. status_change_end(bl, SC__SHADOWFORM);
  18644. if( src->type == BL_PC )
  18645. ((TBL_PC*)src)->shadowform_id = 0;
  18646. }
  18647. return true;
  18648. }
  18649. return false;
  18650. }
  18651. /**
  18652. * Check camouflage condition
  18653. * @param bl
  18654. * @param sce
  18655. * @return True if near wall; False otherwise
  18656. * @TODO: Seems wrong
  18657. */
  18658. bool skill_check_camouflage(struct block_list *bl, struct status_change_entry *sce)
  18659. {
  18660. bool wall = true;
  18661. if( bl->type == BL_PC ) { //Check for walls.
  18662. static int dx[] = { 0, 1, 0, -1, -1, 1, 1, -1};
  18663. static int dy[] = {-1, 0, 1, 0, -1, -1, 1, 1};
  18664. int i;
  18665. ARR_FIND( 0, 8, i, map_getcell(bl->m, bl->x+dx[i], bl->y+dy[i], CELL_CHKNOPASS) != 0 );
  18666. if( i == 8 )
  18667. wall = false;
  18668. }
  18669. if( sce ) {
  18670. if( !wall && sce->val1 < 3 ) //End camouflage.
  18671. status_change_end(bl, SC_CAMOUFLAGE);
  18672. status_calc_bl(bl, { SCB_SPEED });
  18673. }
  18674. return wall;
  18675. }
  18676. /**
  18677. * Process skill unit visibilty for single BL in area
  18678. * @param bl
  18679. * @param ap
  18680. * @author [Cydh]
  18681. **/
  18682. int skill_getareachar_skillunit_visibilty_sub(struct block_list *bl, va_list ap) {
  18683. struct skill_unit *su = nullptr;
  18684. struct block_list *src = nullptr;
  18685. unsigned int party1 = 0;
  18686. bool visible = true;
  18687. nullpo_ret(bl);
  18688. nullpo_ret((su = va_arg(ap, struct skill_unit*)));
  18689. nullpo_ret((src = va_arg(ap, struct block_list*)));
  18690. party1 = va_arg(ap, unsigned int);
  18691. if (src != bl) {
  18692. unsigned int party2 = status_get_party_id(bl);
  18693. if (!party1 || !party2 || party1 != party2)
  18694. visible = false;
  18695. }
  18696. clif_getareachar_skillunit(bl, su, SELF, visible);
  18697. return 1;
  18698. }
  18699. /**
  18700. * Check for skill unit visibilty in area on
  18701. * - skill first placement
  18702. * - skill moved (knocked back, moved dance)
  18703. * @param su Skill unit
  18704. * @param target Affected target for this visibility @see enum send_target
  18705. * @author [Cydh]
  18706. **/
  18707. void skill_getareachar_skillunit_visibilty(struct skill_unit *su, enum send_target target) {
  18708. nullpo_retv(su);
  18709. if (!su->hidden) // It's not hidden, just do this!
  18710. clif_getareachar_skillunit(&su->bl, su, target, true);
  18711. else {
  18712. struct block_list *src = battle_get_master(&su->bl);
  18713. map_foreachinallarea(skill_getareachar_skillunit_visibilty_sub, su->bl.m, su->bl.x-AREA_SIZE, su->bl.y-AREA_SIZE,
  18714. su->bl.x+AREA_SIZE, su->bl.y+AREA_SIZE, BL_PC, su, src, status_get_party_id(src));
  18715. }
  18716. }
  18717. /**
  18718. * Check for skill unit visibilty on single BL on insight/spawn action
  18719. * @param su Skill unit
  18720. * @param bl Block list
  18721. * @author [Cydh]
  18722. **/
  18723. void skill_getareachar_skillunit_visibilty_single(struct skill_unit *su, struct block_list *bl) {
  18724. bool visible = true;
  18725. struct block_list *src = nullptr;
  18726. nullpo_retv(bl);
  18727. nullpo_retv(su);
  18728. nullpo_retv((src = battle_get_master(&su->bl)));
  18729. if (su->hidden && src != bl) {
  18730. unsigned int party1 = status_get_party_id(src);
  18731. unsigned int party2 = status_get_party_id(bl);
  18732. if (!party1 || !party2 || party1 != party2)
  18733. visible = false;
  18734. }
  18735. clif_getareachar_skillunit(bl, su, SELF, visible);
  18736. }
  18737. /**
  18738. * Initialize new skill unit for skill unit group.
  18739. * Overall, Skill Unit makes skill unit group which each group holds their cell datas (skill unit)
  18740. * @param group Skill unit group
  18741. * @param idx
  18742. * @param x
  18743. * @param y
  18744. * @param val1
  18745. * @param val2
  18746. */
  18747. struct skill_unit *skill_initunit(std::shared_ptr<s_skill_unit_group> group, int idx, int x, int y, int val1, int val2, bool hidden)
  18748. {
  18749. if (group == nullptr || group->unit == nullptr)
  18750. return nullptr;
  18751. skill_unit *unit = &group->unit[idx];
  18752. if (unit == nullptr)
  18753. return nullptr;
  18754. if( map_getcell(map_id2bl(group->src_id)->m, x, y, CELL_CHKMAELSTROM) )
  18755. return unit;
  18756. if(!unit->alive)
  18757. group->alive_count++;
  18758. unit->bl.id = map_get_new_object_id();
  18759. unit->bl.type = BL_SKILL;
  18760. unit->bl.m = group->map;
  18761. unit->bl.x = x;
  18762. unit->bl.y = y;
  18763. unit->group = group;
  18764. unit->alive = 1;
  18765. unit->val1 = val1;
  18766. unit->val2 = val2;
  18767. unit->hidden = hidden;
  18768. // Stores new skill unit
  18769. idb_put(skillunit_db, unit->bl.id, unit);
  18770. map_addiddb(&unit->bl);
  18771. if(map_addblock(&unit->bl))
  18772. return nullptr;
  18773. // Perform oninit actions
  18774. switch (group->skill_id) {
  18775. case WZ_ICEWALL:
  18776. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,5);
  18777. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,5,AREA);
  18778. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,true);
  18779. break;
  18780. case SA_LANDPROTECTOR:
  18781. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,true);
  18782. break;
  18783. #ifndef RENEWAL
  18784. case HP_BASILICA:
  18785. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,true);
  18786. break;
  18787. #endif
  18788. case SC_MAELSTROM:
  18789. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,true);
  18790. break;
  18791. default:
  18792. if (group->state.song_dance&0x1) //Check for dissonance.
  18793. skill_dance_overlap(unit, 1);
  18794. break;
  18795. }
  18796. skill_getareachar_skillunit_visibilty(unit, AREA);
  18797. return unit;
  18798. }
  18799. /**
  18800. * Remove unit
  18801. * @param unit
  18802. */
  18803. int skill_delunit(struct skill_unit* unit)
  18804. {
  18805. nullpo_ret(unit);
  18806. if( !unit->alive )
  18807. return 0;
  18808. unit->alive = 0;
  18809. std::shared_ptr<s_skill_unit_group> group = unit->group;
  18810. if (group == nullptr)
  18811. return 0;
  18812. if( group->state.song_dance&0x1 ) //Cancel dissonance effect.
  18813. skill_dance_overlap(unit, 0);
  18814. // invoke onout event
  18815. if( !unit->range )
  18816. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
  18817. // perform ondelete actions
  18818. switch (group->skill_id) {
  18819. case HT_ANKLESNARE:
  18820. case SC_ESCAPE:
  18821. {
  18822. struct block_list* target = map_id2bl(group->val2);
  18823. if( target )
  18824. status_change_end(target, SC_ANKLE);
  18825. }
  18826. break;
  18827. case WZ_ICEWALL:
  18828. map_setgatcell(unit->bl.m,unit->bl.x,unit->bl.y,unit->val2);
  18829. clif_changemapcell(0,unit->bl.m,unit->bl.x,unit->bl.y,unit->val2,ALL_SAMEMAP); // hack to avoid clientside cell bug
  18830. skill_unitsetmapcell(unit,WZ_ICEWALL,group->skill_lv,CELL_ICEWALL,false);
  18831. break;
  18832. case SA_LANDPROTECTOR:
  18833. skill_unitsetmapcell(unit,SA_LANDPROTECTOR,group->skill_lv,CELL_LANDPROTECTOR,false);
  18834. break;
  18835. #ifndef RENEWAL
  18836. case HP_BASILICA:
  18837. skill_unitsetmapcell(unit,HP_BASILICA,group->skill_lv,CELL_BASILICA,false);
  18838. break;
  18839. #endif
  18840. case RA_ELECTRICSHOCKER: {
  18841. struct block_list* target = map_id2bl(group->val2);
  18842. if( target )
  18843. status_change_end(target, SC_ELECTRICSHOCKER);
  18844. }
  18845. break;
  18846. case SC_MAELSTROM:
  18847. skill_unitsetmapcell(unit,SC_MAELSTROM,group->skill_lv,CELL_MAELSTROM,false);
  18848. break;
  18849. case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
  18850. if( group->val2 ) { // Someone Traped
  18851. status_change *tsc = status_get_sc( map_id2bl(group->val2));
  18852. if( tsc && tsc->getSCE(SC__MANHOLE) )
  18853. tsc->getSCE(SC__MANHOLE)->val4 = 0; // Remove the Unit ID
  18854. }
  18855. break;
  18856. }
  18857. clif_skill_delunit(unit);
  18858. unit->group=nullptr;
  18859. map_delblock(&unit->bl); // don't free yet
  18860. map_deliddb(&unit->bl);
  18861. idb_remove(skillunit_db, unit->bl.id);
  18862. if(--group->alive_count==0)
  18863. skill_delunitgroup(group);
  18864. return 0;
  18865. }
  18866. static std::unordered_map<int, std::shared_ptr<s_skill_unit_group>> skillunit_group_db; /// Skill unit group DB. Key int group_id -> struct s_skill_unit_group*
  18867. /// Returns the target s_skill_unit_group or nullptr if not found.
  18868. std::shared_ptr<s_skill_unit_group> skill_id2group(int group_id) {
  18869. return util::umap_find(skillunit_group_db, group_id);
  18870. }
  18871. static int skill_unit_group_newid = MAX_SKILL; /// Skill Unit Group ID
  18872. /**
  18873. * Returns a new group_id that isn't being used in skillunit_group_db.
  18874. * Fatal error if nothing is available.
  18875. */
  18876. static int skill_get_new_group_id(void)
  18877. {
  18878. if( skill_unit_group_newid >= MAX_SKILL && skill_id2group(skill_unit_group_newid) == nullptr )
  18879. return skill_unit_group_newid++;// available
  18880. {// find next id
  18881. int base_id = skill_unit_group_newid;
  18882. while( base_id != ++skill_unit_group_newid )
  18883. {
  18884. if( skill_unit_group_newid < MAX_SKILL )
  18885. skill_unit_group_newid = MAX_SKILL;
  18886. if( skill_id2group(skill_unit_group_newid) == nullptr )
  18887. return skill_unit_group_newid++;// available
  18888. }
  18889. // full loop, nothing available
  18890. ShowFatalError("skill_get_new_group_id: All ids are taken. Exiting...");
  18891. exit(1);
  18892. }
  18893. }
  18894. /**
  18895. * Initialize skill unit group called while setting new unit (skill unit/ground skill) in skill_unitsetting()
  18896. * @param src Object that cast the skill
  18897. * @param count How many 'cells' used that needed. Related with skill layout
  18898. * @param skill_id ID of used skill
  18899. * @param skill_lv Skill level of used skill
  18900. * @param unit_id Unit ID (see skill.hpp::e_skill_unit_id)
  18901. * @param limit Lifetime for skill unit, uses skill_get_time(skill_id, skill_lv)
  18902. * @param interval Time interval
  18903. * @return s_skill_unit_group
  18904. */
  18905. std::shared_ptr<s_skill_unit_group> skill_initunitgroup(struct block_list* src, int count, uint16 skill_id, uint16 skill_lv, int unit_id, t_tick limit, int interval)
  18906. {
  18907. nullpo_retr(nullptr, src);
  18908. unit_data *ud = unit_bl2ud(src);
  18909. nullpo_retr(nullptr, ud);
  18910. if (skill_id == 0 || skill_lv == 0)
  18911. return 0;
  18912. auto group = std::make_shared<s_skill_unit_group>();
  18913. group->src_id = src->id;
  18914. group->party_id = status_get_party_id(src);
  18915. group->guild_id = status_get_guild_id(src);
  18916. group->bg_id = bg_team_get_id(src);
  18917. group->group_id = skill_get_new_group_id();
  18918. group->link_group_id = 0;
  18919. group->unit = (skill_unit *)aCalloc(count, sizeof(skill_unit));
  18920. group->unit_count = count;
  18921. group->alive_count = 0;
  18922. group->val1 = 0;
  18923. group->val2 = 0;
  18924. group->val3 = 0;
  18925. group->skill_id = skill_id;
  18926. group->skill_lv = skill_lv;
  18927. group->unit_id = unit_id;
  18928. group->map = src->m;
  18929. group->limit = limit;
  18930. group->interval = interval;
  18931. group->tick = gettick();
  18932. group->valstr = nullptr;
  18933. ud->skillunits.push_back(group);
  18934. // Stores this new group
  18935. skillunit_group_db.insert({ group->group_id, group });
  18936. return group;
  18937. }
  18938. /**
  18939. * Remove skill unit group
  18940. * @param group
  18941. * @param file
  18942. * @param line
  18943. * @param *func
  18944. */
  18945. int skill_delunitgroup_(std::shared_ptr<s_skill_unit_group> group, const char* file, int line, const char* func)
  18946. {
  18947. struct block_list* src;
  18948. struct unit_data *ud;
  18949. short i;
  18950. int link_group_id;
  18951. if( group == nullptr ) {
  18952. ShowDebug("skill_delunitgroup: group is nullptr (source=%s:%d, %s)! Please report this! (#3504)\n", file, line, func);
  18953. return 0;
  18954. }
  18955. src = map_id2bl(group->src_id);
  18956. ud = unit_bl2ud(src);
  18957. if (!src || !ud) {
  18958. ShowError("skill_delunitgroup: Group's source not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  18959. return 0;
  18960. }
  18961. if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
  18962. switch( group->skill_id ) {
  18963. case BA_DISSONANCE:
  18964. case BA_POEMBRAGI:
  18965. case BA_WHISTLE:
  18966. case BA_ASSASSINCROSS:
  18967. case BA_APPLEIDUN:
  18968. case DC_UGLYDANCE:
  18969. case DC_HUMMING:
  18970. case DC_DONTFORGETME:
  18971. case DC_FORTUNEKISS:
  18972. case DC_SERVICEFORYOU:
  18973. case NC_NEUTRALBARRIER:
  18974. case NC_STEALTHFIELD:
  18975. skill_usave_add(((TBL_PC*)src), group->skill_id, group->skill_lv);
  18976. break;
  18977. }
  18978. }
  18979. if (skill_get_unit_flag_(group->skill_id, { UF_DANCE, UF_SONG, UF_ENSEMBLE })) {
  18980. status_change* sc = status_get_sc(src);
  18981. if (sc && sc->getSCE(SC_DANCING)) {
  18982. sc->getSCE(SC_DANCING)->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
  18983. status_change_end(src, SC_DANCING);
  18984. }
  18985. }
  18986. // End SC from the master when the skill group is deleted
  18987. i = SC_NONE;
  18988. switch (group->unit_id) {
  18989. case UNT_GOSPEL: i = SC_GOSPEL; break;
  18990. #ifndef RENEWAL
  18991. case UNT_BASILICA: i = SC_BASILICA; break;
  18992. #endif
  18993. }
  18994. if (i != SC_NONE) {
  18995. status_change *sc = status_get_sc(src);
  18996. if (sc && sc->getSCE(i)) {
  18997. sc->getSCE(i)->val3 = 0; //Remove reference to this group. [Skotlex]
  18998. status_change_end(src, (sc_type)i);
  18999. }
  19000. }
  19001. switch( group->skill_id ) {
  19002. case PF_SPIDERWEB:
  19003. {
  19004. struct block_list* target = map_id2bl(group->val2);
  19005. status_change *sc;
  19006. bool removed = true;
  19007. //Clear group id from status change
  19008. if (target && (sc = status_get_sc(target)) != nullptr && sc->getSCE(SC_SPIDERWEB)) {
  19009. if (sc->getSCE(SC_SPIDERWEB)->val2 == group->group_id)
  19010. sc->getSCE(SC_SPIDERWEB)->val2 = 0;
  19011. else if (sc->getSCE(SC_SPIDERWEB)->val3 == group->group_id)
  19012. sc->getSCE(SC_SPIDERWEB)->val3 = 0;
  19013. else if (sc->getSCE(SC_SPIDERWEB)->val4 == group->group_id)
  19014. sc->getSCE(SC_SPIDERWEB)->val4 = 0;
  19015. else //Group was already removed in status_change_end, don't call it again!
  19016. removed = false;
  19017. //The last group was cleared, end status change
  19018. if(removed && sc->getSCE(SC_SPIDERWEB)->val2 == 0 && sc->getSCE(SC_SPIDERWEB)->val3 == 0 && sc->getSCE(SC_SPIDERWEB)->val4 == 0)
  19019. status_change_end(target, SC_SPIDERWEB);
  19020. }
  19021. }
  19022. break;
  19023. case SG_SUN_WARM:
  19024. case SG_MOON_WARM:
  19025. case SG_STAR_WARM: {
  19026. status_change *sc = status_get_sc(src);
  19027. if (sc && sc->getSCE(SC_WARM)) {
  19028. sc->getSCE(SC_WARM)->val4 = 0;
  19029. status_change_end(src, SC_WARM);
  19030. }
  19031. }
  19032. break;
  19033. case LG_BANDING: {
  19034. status_change *sc = status_get_sc(src);
  19035. if (sc && sc->getSCE(SC_BANDING)) {
  19036. sc->getSCE(SC_BANDING)->val4 = 0;
  19037. status_change_end(src, SC_BANDING);
  19038. }
  19039. }
  19040. break;
  19041. case NC_NEUTRALBARRIER:
  19042. {
  19043. status_change *sc = nullptr;
  19044. if( (sc = status_get_sc(src)) != nullptr ) {
  19045. if ( sc->getSCE(SC_NEUTRALBARRIER_MASTER) )
  19046. {
  19047. sc->getSCE(SC_NEUTRALBARRIER_MASTER)->val2 = 0;
  19048. status_change_end(src,SC_NEUTRALBARRIER_MASTER);
  19049. }
  19050. status_change_end(src,SC_NEUTRALBARRIER);
  19051. }
  19052. }
  19053. break;
  19054. case NC_STEALTHFIELD:
  19055. {
  19056. status_change *sc = nullptr;
  19057. if( (sc = status_get_sc(src)) != nullptr && sc->getSCE(SC_STEALTHFIELD_MASTER) ) {
  19058. sc->getSCE(SC_STEALTHFIELD_MASTER)->val2 = 0;
  19059. status_change_end(src,SC_STEALTHFIELD_MASTER);
  19060. }
  19061. }
  19062. break;
  19063. }
  19064. if (src->type==BL_PC && group->state.ammo_consume)
  19065. battle_consume_ammo((TBL_PC*)src, group->skill_id, group->skill_lv);
  19066. group->alive_count=0;
  19067. // remove all unit cells
  19068. if(group->unit != nullptr)
  19069. for( int j = 0; j < group->unit_count; j++ )
  19070. skill_delunit(&group->unit[j]);
  19071. // clear Talkie-box string
  19072. if( group->valstr != nullptr ) {
  19073. aFree(group->valstr);
  19074. group->valstr = nullptr;
  19075. }
  19076. link_group_id = group->link_group_id;
  19077. if (skillunit_group_db.erase(group->group_id) != 1)
  19078. ShowError("skill_delunitgroup: Group not found! (src_id: %d skill_id: %d)\n", group->src_id, group->skill_id);
  19079. util::vector_erase_if_exists(ud->skillunits, group);
  19080. if(link_group_id) {
  19081. std::shared_ptr<s_skill_unit_group> group_cur = skill_id2group(link_group_id);
  19082. if(group_cur)
  19083. skill_delunitgroup(group_cur);
  19084. }
  19085. return 1;
  19086. }
  19087. /**
  19088. * Clear all Skill Unit Group from an Object, example usage when player logged off or dead
  19089. * @param src
  19090. */
  19091. void skill_clear_unitgroup(struct block_list *src)
  19092. {
  19093. nullpo_retv(src);
  19094. unit_data *ud = unit_bl2ud(src);
  19095. nullpo_retv(ud);
  19096. // The after loop statement might look stupid, but this prevents iteration problems, if an entry was deleted
  19097. for (auto it = ud->skillunits.begin(); it != ud->skillunits.end(); it = ud->skillunits.begin()) {
  19098. skill_delunitgroup(*it);
  19099. }
  19100. }
  19101. /**
  19102. * Search tickset for skill unit in skill unit group
  19103. * @param bl Block List for skill_unit
  19104. * @param group Skill unit group
  19105. * @param tick
  19106. * @return skill_unit_group_tickset if found
  19107. */
  19108. struct skill_unit_group_tickset *skill_unitgrouptickset_search(struct block_list *bl, std::shared_ptr<s_skill_unit_group> group, t_tick tick)
  19109. {
  19110. int i, j = -1, s, id;
  19111. struct unit_data *ud;
  19112. struct skill_unit_group_tickset *set;
  19113. nullpo_ret(bl);
  19114. if (group->interval == -1)
  19115. return nullptr;
  19116. ud = unit_bl2ud(bl);
  19117. if (!ud)
  19118. return nullptr;
  19119. set = ud->skillunittick;
  19120. if (skill_get_unit_flag(group->skill_id, UF_NOOVERLAP))
  19121. id = s = group->skill_id;
  19122. else
  19123. id = s = group->group_id;
  19124. for (i=0; i<MAX_SKILLUNITGROUPTICKSET; i++) {
  19125. int k = (i+s) % MAX_SKILLUNITGROUPTICKSET;
  19126. if (set[k].id == id)
  19127. return &set[k];
  19128. else if (j==-1 && (DIFF_TICK(tick,set[k].tick)>0 || set[k].id==0))
  19129. j=k;
  19130. }
  19131. if (j == -1) {
  19132. ShowWarning ("skill_unitgrouptickset_search: tickset is full\n");
  19133. j = id % MAX_SKILLUNITGROUPTICKSET;
  19134. }
  19135. set[j].id = id;
  19136. set[j].tick = tick;
  19137. return &set[j];
  19138. }
  19139. /*==========================================
  19140. * Check for validity skill unit that triggered by skill_unit_timer_sub
  19141. * And trigger skill_unit_onplace_timer for object that maybe stands there (catched object is *bl)
  19142. *------------------------------------------*/
  19143. int skill_unit_timer_sub_onplace(struct block_list* bl, va_list ap)
  19144. {
  19145. struct skill_unit* unit = va_arg(ap,struct skill_unit *);
  19146. t_tick tick = va_arg(ap,t_tick);
  19147. nullpo_ret(unit);
  19148. if( !unit->alive || bl->prev == nullptr )
  19149. return 0;
  19150. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19151. if (group == nullptr)
  19152. return 0;
  19153. std::shared_ptr<s_skill_db> skill = skill_db.find(group->skill_id);
  19154. if( !(skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISTRAP]) && !skill->inf2[INF2_IGNORELANDPROTECTOR] && group->skill_id != NC_NEUTRALBARRIER && (battle_config.land_protector_behavior ? map_getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) : map_getcell(unit->bl.m, unit->bl.x, unit->bl.y, CELL_CHKLANDPROTECTOR)) )
  19155. return 0; //AoE skills are ineffective. [Skotlex]
  19156. #ifdef RENEWAL
  19157. // Ankle Snare and Skid Trap can no longer trap bosses in renewal
  19158. if ((group->unit_id == UNT_ANKLESNARE || group->unit_id == UNT_SKIDTRAP) && status_bl_has_mode(bl, MD_STATUSIMMUNE))
  19159. return 0;
  19160. #endif
  19161. if( battle_check_target(&unit->bl,bl,group->target_flag) <= 0 )
  19162. return 0;
  19163. skill_unit_onplace_timer(unit,bl,tick);
  19164. return 1;
  19165. }
  19166. /**
  19167. * @see DBApply
  19168. * Sub function of skill_unit_timer for executing each skill unit from skillunit_db
  19169. */
  19170. static int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap)
  19171. {
  19172. struct skill_unit* unit = (struct skill_unit*)db_data2ptr(data);
  19173. t_tick tick = va_arg(ap,t_tick);
  19174. bool dissonance;
  19175. struct block_list* bl = &unit->bl;
  19176. nullpo_ret(unit);
  19177. if( !unit->alive )
  19178. return 0;
  19179. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19180. if (group == nullptr)
  19181. return 0;
  19182. // Check for expiration
  19183. if( !group->state.guildaura && (DIFF_TICK(tick,group->tick) >= group->limit || DIFF_TICK(tick,group->tick) >= unit->limit) )
  19184. {// skill unit expired (inlined from skill_unit_onlimit())
  19185. switch( group->unit_id ) {
  19186. case UNT_ICEWALL:
  19187. unit->val1 -= 50; // icewall loses 50 hp every second
  19188. group->limit = DIFF_TICK(tick + group->interval,group->tick);
  19189. unit->limit = DIFF_TICK(tick + group->interval,group->tick);
  19190. if( unit->val1 <= 0 )
  19191. skill_delunit(unit);
  19192. break;
  19193. case UNT_BLASTMINE:
  19194. #ifdef RENEWAL
  19195. case UNT_CLAYMORETRAP:
  19196. #endif
  19197. case UNT_GROUNDDRIFT_WIND:
  19198. case UNT_GROUNDDRIFT_DARK:
  19199. case UNT_GROUNDDRIFT_POISON:
  19200. case UNT_GROUNDDRIFT_WATER:
  19201. case UNT_GROUNDDRIFT_FIRE:
  19202. group->unit_id = UNT_USED_TRAPS;
  19203. //clif_changetraplook(bl, UNT_FIREPILLAR_ACTIVE);
  19204. group->limit=DIFF_TICK(tick+1500,group->tick);
  19205. unit->limit=DIFF_TICK(tick+1500,group->tick);
  19206. break;
  19207. case UNT_ANKLESNARE:
  19208. case UNT_ELECTRICSHOCKER:
  19209. if (group->val2 > 0) { //Used Trap doesn't return back to item
  19210. skill_delunit(unit);
  19211. break;
  19212. }
  19213. [[fallthrough]];
  19214. case UNT_SKIDTRAP:
  19215. case UNT_LANDMINE:
  19216. case UNT_SHOCKWAVE:
  19217. case UNT_SANDMAN:
  19218. case UNT_FLASHER:
  19219. case UNT_FREEZINGTRAP:
  19220. #ifndef RENEWAL
  19221. case UNT_CLAYMORETRAP:
  19222. #endif
  19223. case UNT_TALKIEBOX:
  19224. case UNT_CLUSTERBOMB:
  19225. case UNT_MAGENTATRAP:
  19226. case UNT_COBALTTRAP:
  19227. case UNT_MAIZETRAP:
  19228. case UNT_VERDURETRAP:
  19229. case UNT_FIRINGTRAP:
  19230. case UNT_ICEBOUNDTRAP:
  19231. {
  19232. struct block_list* src;
  19233. if( unit->val1 > 0 && (src = map_id2bl(group->src_id)) != nullptr && src->type == BL_PC )
  19234. { // revert unit back into a trap
  19235. struct item item_tmp;
  19236. memset(&item_tmp,0,sizeof(item_tmp));
  19237. item_tmp.nameid = group->item_id?group->item_id:ITEMID_TRAP;
  19238. item_tmp.identify = 1;
  19239. map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,0,0,0,4,0);
  19240. }
  19241. skill_delunit(unit);
  19242. }
  19243. break;
  19244. case UNT_WARP_ACTIVE:
  19245. // warp portal opens (morph to a UNT_WARP_WAITING cell)
  19246. group->unit_id = skill_get_unit_id2(group->skill_id); // UNT_WARP_WAITING
  19247. clif_changelook(&unit->bl, LOOK_BASE, group->unit_id);
  19248. // restart timers
  19249. group->limit = skill_get_time(group->skill_id,group->skill_lv);
  19250. unit->limit = skill_get_time(group->skill_id,group->skill_lv);
  19251. // apply effect to all units standing on it
  19252. map_foreachincell(skill_unit_effect,unit->bl.m,unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),1);
  19253. break;
  19254. case UNT_CALLFAMILY:
  19255. {
  19256. map_session_data *sd = nullptr;
  19257. if(group->val1) {
  19258. sd = map_charid2sd(group->val1);
  19259. group->val1 = 0;
  19260. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19261. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19262. }
  19263. if(group->val2) {
  19264. sd = map_charid2sd(group->val2);
  19265. group->val2 = 0;
  19266. if (sd && !map_getmapflag(sd->bl.m, MF_NOWARP) && pc_job_can_entermap((enum e_job)sd->status.class_, unit->bl.m, pc_get_group_level(sd)))
  19267. pc_setpos(sd,map_id2index(unit->bl.m),unit->bl.x,unit->bl.y,CLR_TELEPORT);
  19268. }
  19269. skill_delunit(unit);
  19270. }
  19271. break;
  19272. case UNT_REVERBERATION:
  19273. case UNT_NETHERWORLD:
  19274. if( unit->val1 <= 0 ) { // If it was deactivated.
  19275. skill_delunit(unit);
  19276. break;
  19277. }
  19278. clif_changetraplook(bl,UNT_USED_TRAPS);
  19279. if (group->unit_id == UNT_REVERBERATION)
  19280. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19281. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19282. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19283. group->unit_id = UNT_USED_TRAPS;
  19284. break;
  19285. case UNT_FEINTBOMB: {
  19286. struct block_list *src = map_id2bl(group->src_id);
  19287. if (src)
  19288. map_foreachinrange(skill_area_sub, &unit->bl, unit->range, BL_CHAR|BL_SKILL, src, group->skill_id, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|5, skill_castend_damage_id);
  19289. skill_delunit(unit);
  19290. }
  19291. break;
  19292. case UNT_BANDING:
  19293. {
  19294. struct block_list *src = map_id2bl(group->src_id);
  19295. status_change *sc;
  19296. if( !src || (sc = status_get_sc(src)) == nullptr || !sc->getSCE(SC_BANDING) ) {
  19297. skill_delunit(unit);
  19298. break;
  19299. }
  19300. // This unit isn't removed while SC_BANDING is active.
  19301. group->limit = DIFF_TICK(tick+group->interval,group->tick);
  19302. unit->limit = DIFF_TICK(tick+group->interval,group->tick);
  19303. }
  19304. break;
  19305. case UNT_B_TRAP:
  19306. {
  19307. struct block_list* src;
  19308. if (group->item_id && unit->val2 <= 0 && (src = map_id2bl(group->src_id)) && src->type == BL_PC) {
  19309. struct item item_tmp;
  19310. memset(&item_tmp, 0, sizeof(item_tmp));
  19311. item_tmp.nameid = group->item_id;
  19312. item_tmp.identify = 1;
  19313. map_addflooritem(&item_tmp, 1, bl->m, bl->x, bl->y, 0, 0, 0, 4, 0);
  19314. }
  19315. skill_delunit(unit);
  19316. }
  19317. break;
  19318. default:
  19319. if (group->val2 == 1 && (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19320. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19321. group->skill_id == HN_METEOR_STORM_BUSTER)) {
  19322. // Deal damage before expiration
  19323. break;
  19324. }
  19325. skill_delunit(unit);
  19326. break;
  19327. }
  19328. } else {// skill unit is still active
  19329. switch( group->unit_id ) {
  19330. case UNT_BLASTMINE:
  19331. case UNT_SKIDTRAP:
  19332. case UNT_LANDMINE:
  19333. case UNT_SHOCKWAVE:
  19334. case UNT_SANDMAN:
  19335. case UNT_FLASHER:
  19336. case UNT_CLAYMORETRAP:
  19337. case UNT_FREEZINGTRAP:
  19338. case UNT_TALKIEBOX:
  19339. case UNT_ANKLESNARE:
  19340. case UNT_B_TRAP:
  19341. if( unit->val1 <= 0 ) {
  19342. if( group->unit_id == UNT_ANKLESNARE && group->val2 > 0 )
  19343. skill_delunit(unit);
  19344. else {
  19345. clif_changetraplook(bl, group->unit_id == UNT_LANDMINE ? UNT_FIREPILLAR_ACTIVE : UNT_USED_TRAPS);
  19346. group->limit = DIFF_TICK(tick, group->tick) + 1500;
  19347. group->unit_id = UNT_USED_TRAPS;
  19348. }
  19349. }
  19350. break;
  19351. case UNT_REVERBERATION:
  19352. case UNT_NETHERWORLD:
  19353. if (unit->val1 <= 0) {
  19354. clif_changetraplook(bl,UNT_USED_TRAPS);
  19355. if (group->unit_id == UNT_REVERBERATION)
  19356. map_foreachinrange(skill_trap_splash, bl, skill_get_splash(group->skill_id, group->skill_lv), group->bl_flag, bl, tick);
  19357. group->limit = DIFF_TICK(tick,group->tick) + 1000;
  19358. unit->limit = DIFF_TICK(tick,group->tick) + 1000;
  19359. group->unit_id = UNT_USED_TRAPS;
  19360. }
  19361. break;
  19362. case UNT_WALLOFTHORN:
  19363. if (group->val3 < 0) { // Remove if attacked by fire element, turned to Fire Wall
  19364. skill_delunitgroup(group);
  19365. break;
  19366. }
  19367. if (unit->val1 <= 0 || unit->val2 <= 0) // Remove the unit only if no HP or hit limit is reached
  19368. skill_delunit(unit);
  19369. break;
  19370. case UNT_SANCTUARY:
  19371. if (group->val1 <= 0) {
  19372. skill_delunitgroup(group);
  19373. }
  19374. break;
  19375. default:
  19376. if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19377. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19378. group->skill_id == HN_METEOR_STORM_BUSTER) {
  19379. if (group->val2 == 0 && (DIFF_TICK(tick, group->tick) >= group->limit - group->interval || DIFF_TICK(tick, group->tick) >= unit->limit - group->interval)) {
  19380. // Unit will expire the next interval, start dropping Meteor
  19381. block_list *src = map_id2bl(group->src_id);
  19382. if (src != nullptr) {
  19383. if (group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2)
  19384. clif_skill_poseffect(src, group->skill_id, -1, bl->x, bl->y, tick); // Don't yell a blank skill name.
  19385. else
  19386. clif_skill_poseffect(src, group->skill_id, group->skill_lv, bl->x, bl->y, tick);
  19387. group->val2 = 1;
  19388. }
  19389. }
  19390. // No damage until expiration
  19391. return 0;
  19392. }
  19393. break;
  19394. }
  19395. }
  19396. //Don't continue if unit or even group is expired and has been deleted.
  19397. if( !group || !unit->alive )
  19398. return 0;
  19399. dissonance = skill_dance_switch(unit, 0);
  19400. if( unit->range >= 0 && group->interval != -1 )
  19401. {
  19402. map_foreachinrange(skill_unit_timer_sub_onplace, bl, unit->range, group->bl_flag, bl,tick);
  19403. if(unit->range == -1) //Unit disabled, but it should not be deleted yet.
  19404. group->unit_id = UNT_USED_TRAPS;
  19405. else if( group->unit_id == UNT_TATAMIGAESHI ) {
  19406. unit->range = -1; //Disable processed cell.
  19407. if (--group->val1 <= 0) { // number of live cells
  19408. //All tiles were processed, disable skill.
  19409. group->target_flag=BCT_NOONE;
  19410. group->bl_flag= BL_NUL;
  19411. }
  19412. }
  19413. else if (group->skill_id == WZ_METEOR || group->skill_id == SU_CN_METEOR || group->skill_id == SU_CN_METEOR2 ||
  19414. group->skill_id == AG_VIOLENT_QUAKE_ATK || group->skill_id == AG_ALL_BLOOM_ATK || group->skill_id == AG_ALL_BLOOM_ATK2 || group->skill_id == NPC_RAINOFMETEOR ||
  19415. group->skill_id == HN_METEOR_STORM_BUSTER ||
  19416. ((group->skill_id == CR_GRANDCROSS || group->skill_id == NPC_GRANDDARKNESS) && unit->val1 <= 0)) {
  19417. skill_delunit(unit);
  19418. return 0;
  19419. }
  19420. }
  19421. if( dissonance )
  19422. skill_dance_switch(unit, 1);
  19423. return 0;
  19424. }
  19425. /*==========================================
  19426. * Executes on all skill units every SKILLUNITTIMER_INTERVAL miliseconds.
  19427. *------------------------------------------*/
  19428. TIMER_FUNC(skill_unit_timer){
  19429. map_freeblock_lock();
  19430. skillunit_db->foreach(skillunit_db, skill_unit_timer_sub, tick);
  19431. map_freeblock_unlock();
  19432. return 0;
  19433. }
  19434. static std::vector<int16> skill_unit_cell; // Temporary storage for tracking skill unit skill IDs as players move in/out of them
  19435. /*==========================================
  19436. * flag :
  19437. * 1 : store that skill_unit in array
  19438. * 2 : clear that skill_unit
  19439. * 4 : call_on_left
  19440. *------------------------------------------*/
  19441. int skill_unit_move_sub(struct block_list* bl, va_list ap)
  19442. {
  19443. struct skill_unit* unit = (struct skill_unit *)bl;
  19444. struct block_list* target = va_arg(ap,struct block_list*);
  19445. t_tick tick = va_arg(ap,t_tick);
  19446. int flag = va_arg(ap,int);
  19447. bool dissonance;
  19448. uint16 skill_id;
  19449. nullpo_ret(unit);
  19450. nullpo_ret(target);
  19451. if( !unit->alive || target->prev == nullptr )
  19452. return 0;
  19453. std::shared_ptr<s_skill_unit_group> group = unit->group;
  19454. if (group == nullptr)
  19455. return 0;
  19456. if( flag&1 && ( group->skill_id == PF_SPIDERWEB || group->skill_id == GN_THORNS_TRAP ) )
  19457. return 0; // Fiberlock is never supposed to trigger on skill_unit_move. [Inkfish]
  19458. dissonance = skill_dance_switch(unit, 0);
  19459. //Necessary in case the group is deleted after calling on_place/on_out [Skotlex]
  19460. skill_id = group->skill_id;
  19461. if( group->interval != -1 && !skill_get_unit_flag(skill_id, UF_DUALMODE) && skill_id != BD_LULLABY ) //Lullaby is the exception, bugreport:411
  19462. { //Non-dualmode unit skills with a timer don't trigger when walking, so just return
  19463. if( dissonance ) {
  19464. skill_dance_switch(unit, 1);
  19465. skill_unit_onleft(skill_unit_onout(unit,target,tick),target,tick); //we placed a dissonance, let's update
  19466. }
  19467. return 0;
  19468. }
  19469. //Target-type check.
  19470. if( !(group->bl_flag&target->type && battle_check_target(&unit->bl,target,group->target_flag) > 0) ) {
  19471. if( group->src_id == target->id && group->state.song_dance&0x2 ) { //Ensemble check to see if they went out/in of the area [Skotlex]
  19472. if( flag&1 ) {
  19473. if( flag&2 ) { //Clear this skill id.
  19474. util::vector_erase_if_exists(skill_unit_cell, skill_id);
  19475. }
  19476. } else {
  19477. if( flag&2 ) { //Store this skill id.
  19478. skill_unit_cell.push_back(skill_id);
  19479. }
  19480. }
  19481. if( flag&4 )
  19482. skill_unit_onleft(skill_id,target,tick);
  19483. }
  19484. if( dissonance )
  19485. skill_dance_switch(unit, 1);
  19486. return 0;
  19487. } else {
  19488. if( flag&1 ) {
  19489. int result = skill_unit_onplace(unit,target,tick);
  19490. if( flag&2 && result > 0 ) { //Clear skill ids we have stored in onout.
  19491. util::vector_erase_if_exists(skill_unit_cell, result);
  19492. }
  19493. } else {
  19494. int result = skill_unit_onout(unit,target,tick);
  19495. if( flag&2 && result > 0 ) { //Store this unit id.
  19496. skill_unit_cell.push_back(skill_id);
  19497. }
  19498. }
  19499. //TODO: Normally, this is dangerous since the unit and group could be freed
  19500. //inside the onout/onplace functions. Currently it is safe because we know song/dance
  19501. //cells do not get deleted within them. [Skotlex]
  19502. if( dissonance )
  19503. skill_dance_switch(unit, 1);
  19504. if( flag&4 )
  19505. skill_unit_onleft(skill_id,target,tick);
  19506. return 1;
  19507. }
  19508. }
  19509. /*==========================================
  19510. * Invoked when a char has moved and unit cells must be invoked (onplace, onout, onleft)
  19511. * Flag values:
  19512. * flag&1: invoke skill_unit_onplace (otherwise invoke skill_unit_onout)
  19513. * flag&2: this function is being invoked twice as a bl moves, store in memory the affected
  19514. * units to figure out when they have left a group.
  19515. * flag&4: Force a onleft event (triggered when the bl is killed, for example)
  19516. *------------------------------------------*/
  19517. int skill_unit_move(struct block_list *bl, t_tick tick, int flag)
  19518. {
  19519. nullpo_ret(bl);
  19520. if( bl->prev == nullptr )
  19521. return 0;
  19522. if( flag&2 && !(flag&1) ) //Onout, clear data
  19523. skill_unit_cell.clear();
  19524. map_foreachincell(skill_unit_move_sub,bl->m,bl->x,bl->y,BL_SKILL,bl,tick,flag);
  19525. if( flag&2 && flag&1 ) { //Onplace, check any skill units you have left.
  19526. for (const auto &it : skill_unit_cell) {
  19527. skill_unit_onleft(it, bl, tick);
  19528. }
  19529. }
  19530. return 0;
  19531. }
  19532. /*==========================================
  19533. * Moves skill unit to map m with coordinates x & y (example when knocked back)
  19534. * @param bl Skill unit
  19535. * @param m Map
  19536. * @param dx
  19537. * @param dy
  19538. *------------------------------------------*/
  19539. void skill_unit_move_unit(struct block_list *bl, int dx, int dy) {
  19540. t_tick tick = gettick();
  19541. struct skill_unit *su;
  19542. if (bl->type != BL_SKILL)
  19543. return;
  19544. if (!(su = (struct skill_unit *)bl))
  19545. return;
  19546. if (!su->alive)
  19547. return;
  19548. if (su->group && skill_get_unit_flag(su->group->skill_id, UF_ENSEMBLE))
  19549. return; //Ensembles may not be moved around.
  19550. if (!bl->prev) {
  19551. bl->x = dx;
  19552. bl->y = dy;
  19553. return;
  19554. }
  19555. map_moveblock(bl, dx, dy, tick);
  19556. map_foreachincell(skill_unit_effect,bl->m,bl->x,bl->y,su->group->bl_flag,bl,tick,1);
  19557. skill_getareachar_skillunit_visibilty(su, AREA);
  19558. return;
  19559. }
  19560. /**
  19561. * Moves skill unit group to map m with coordinates x & y (example when knocked back)
  19562. * @param group Skill Group
  19563. * @param m Map
  19564. * @param dx
  19565. * @param dy
  19566. */
  19567. void skill_unit_move_unit_group(std::shared_ptr<s_skill_unit_group> group, int16 m, int16 dx, int16 dy)
  19568. {
  19569. int i, j;
  19570. t_tick tick = gettick();
  19571. int *m_flag;
  19572. struct skill_unit *unit1;
  19573. struct skill_unit *unit2;
  19574. if (group == nullptr)
  19575. return;
  19576. if (group->unit_count <= 0)
  19577. return;
  19578. if (group->unit == nullptr)
  19579. return;
  19580. if (skill_get_unit_flag(group->skill_id, UF_ENSEMBLE))
  19581. return; //Ensembles may not be moved around.
  19582. m_flag = (int *) aCalloc(group->unit_count, sizeof(int));
  19583. // m_flag
  19584. // 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
  19585. // 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
  19586. // 2: Another unit from same group will end up positioned on this unit (skill_unit_onout not needed)
  19587. // 3: Both 1+2.
  19588. for(i = 0; i < group->unit_count; i++) {
  19589. unit1 =& group->unit[i];
  19590. if (!unit1->alive || unit1->bl.m != m)
  19591. continue;
  19592. for(j = 0; j < group->unit_count; j++) {
  19593. unit2 = &group->unit[j];
  19594. if (!unit2->alive)
  19595. continue;
  19596. if (unit1->bl.x+dx == unit2->bl.x && unit1->bl.y+dy == unit2->bl.y)
  19597. m_flag[i] |= 0x1;
  19598. if (unit1->bl.x-dx == unit2->bl.x && unit1->bl.y-dy == unit2->bl.y)
  19599. m_flag[i] |= 0x2;
  19600. }
  19601. }
  19602. j = 0;
  19603. for (i = 0; i < group->unit_count; i++) {
  19604. unit1 = &group->unit[i];
  19605. if (!unit1->alive)
  19606. continue;
  19607. if (!(m_flag[i]&0x2)) {
  19608. if (group->state.song_dance&0x1) //Cancel dissonance effect.
  19609. skill_dance_overlap(unit1, 0);
  19610. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,4);
  19611. }
  19612. //Move Cell using "smart" criteria (avoid useless moving around)
  19613. switch(m_flag[i]) {
  19614. case 0:
  19615. //Cell moves independently, safely move it.
  19616. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx, dy, BL_PC, &unit1->bl);
  19617. map_moveblock(&unit1->bl, unit1->bl.x+dx, unit1->bl.y+dy, tick);
  19618. break;
  19619. case 1:
  19620. //Cell moves unto another cell, look for a replacement cell that won't collide
  19621. //and has no cell moving into it (flag == 2)
  19622. for(; j < group->unit_count; j++) {
  19623. int dx2, dy2;
  19624. if(m_flag[j] != 2 || !group->unit[j].alive)
  19625. continue;
  19626. //Move to where this cell would had moved.
  19627. unit2 = &group->unit[j];
  19628. dx2 = unit2->bl.x + dx - unit1->bl.x;
  19629. dy2 = unit2->bl.y + dy - unit1->bl.y;
  19630. map_foreachinmovearea(clif_outsight, &unit1->bl, AREA_SIZE, dx2, dy2, BL_PC, &unit1->bl);
  19631. map_moveblock(&unit1->bl, unit2->bl.x+dx, unit2->bl.y+dy, tick);
  19632. j++; //Skip this cell as we have used it.
  19633. break;
  19634. }
  19635. break;
  19636. case 2:
  19637. case 3:
  19638. break; //Don't move the cell as a cell will end on this tile anyway.
  19639. }
  19640. if (!(m_flag[i]&0x2)) { //We only moved the cell in 0-1
  19641. if (group->state.song_dance&0x1) //Check for dissonance effect.
  19642. skill_dance_overlap(unit1, 1);
  19643. skill_getareachar_skillunit_visibilty(unit1, AREA);
  19644. map_foreachincell(skill_unit_effect,unit1->bl.m,unit1->bl.x,unit1->bl.y,group->bl_flag,&unit1->bl,tick,1);
  19645. }
  19646. }
  19647. aFree(m_flag);
  19648. }
  19649. /**
  19650. * Checking product requirement in player's inventory.
  19651. * Checking if player has the item or not, the amount, and the weight limit.
  19652. * @param sd Player
  19653. * @param nameid Product requested
  19654. * @param trigger Trigger criteria to match will 'ItemLv'
  19655. * @param qty Amount of item will be created
  19656. * @return 0 If failed or Index+1 of item found on skill_produce_db[]
  19657. */
  19658. short skill_can_produce_mix(map_session_data *sd, t_itemid nameid, int trigger, int qty)
  19659. {
  19660. nullpo_ret(sd);
  19661. if (!item_db.exists(nameid))
  19662. return 0;
  19663. short i, j;
  19664. for (i = 0; i < MAX_SKILL_PRODUCE_DB; i++) {
  19665. if (skill_produce_db[i].nameid == nameid) {
  19666. if ((j = skill_produce_db[i].req_skill) > 0 &&
  19667. pc_checkskill(sd,j) < skill_produce_db[i].req_skill_lv)
  19668. continue; // must iterate again to check other skills that produce it. [malufett]
  19669. if (j > 0 && sd->menuskill_id > 0 && sd->menuskill_id != j)
  19670. continue; // special case
  19671. break;
  19672. }
  19673. }
  19674. if (nameid == ITEMID_HOMUNCULUS_SUPPLEMENT) { // Temporary check since the produce_db specifically wants the Pharmacy skill to use
  19675. if (pc_checkskill(sd, AM_BIOETHICS) == 0)
  19676. return 0;
  19677. }
  19678. if (i >= MAX_SKILL_PRODUCE_DB)
  19679. return 0;
  19680. // Cannot carry the produced stuff
  19681. if (pc_checkadditem(sd, nameid, qty) == CHKADDITEM_OVERAMOUNT)
  19682. return 0;
  19683. // Matching the requested produce list
  19684. if (trigger >= 0) {
  19685. if (trigger > 20) { // Non-weapon, non-food item (itemlv must match)
  19686. if (skill_produce_db[i].itemlv != trigger)
  19687. return 0;
  19688. } else if (trigger > 10) { // Food (any item level between 10 and 20 will do)
  19689. if (skill_produce_db[i].itemlv <= 10 || skill_produce_db[i].itemlv > 20)
  19690. return 0;
  19691. } else { // Weapon (itemlv must be higher or equal)
  19692. if (skill_produce_db[i].itemlv > trigger)
  19693. return 0;
  19694. }
  19695. }
  19696. // Check on player's inventory
  19697. for (j = 0; j < MAX_PRODUCE_RESOURCE; j++) {
  19698. t_itemid nameid_produce;
  19699. if (!(nameid_produce = skill_produce_db[i].mat_id[j]))
  19700. continue;
  19701. if (skill_produce_db[i].mat_amount[j] == 0) {
  19702. if (pc_search_inventory(sd,nameid_produce) < 0)
  19703. return 0;
  19704. } else {
  19705. unsigned short idx, amt;
  19706. for (idx = 0, amt = 0; idx < MAX_INVENTORY; idx++)
  19707. if (sd->inventory.u.items_inventory[idx].nameid == nameid_produce)
  19708. amt += sd->inventory.u.items_inventory[idx].amount;
  19709. if (amt < qty * skill_produce_db[i].mat_amount[j])
  19710. return 0;
  19711. }
  19712. }
  19713. return i + 1;
  19714. }
  19715. /**
  19716. * Attempt to produce an item
  19717. * @param sd Player
  19718. * @param skill_id Skill used
  19719. * @param nameid Requested product
  19720. * @param slot1
  19721. * @param slot2
  19722. * @param slot3
  19723. * @param qty Amount of requested item
  19724. * @param produce_idx Index of produce entry in skill_produce_db[]. (Optional. Assumed the requirements are complete, checked somewhere)
  19725. * @return True is success, False if failed
  19726. */
  19727. bool skill_produce_mix(map_session_data *sd, uint16 skill_id, t_itemid nameid, int slot1, int slot2, int slot3, int qty, short produce_idx)
  19728. {
  19729. int slot[3];
  19730. int i, sc, ele, idx, equip, wlv, make_per = 0, flag = 0, skill_lv = 0;
  19731. int num = -1; // exclude the recipe
  19732. struct status_data *status;
  19733. nullpo_ret(sd);
  19734. status = status_get_status_data(&sd->bl);
  19735. if( sd->skill_id_old == skill_id )
  19736. skill_lv = sd->skill_lv_old;
  19737. if (produce_idx == -1) {
  19738. if( !(idx = skill_can_produce_mix(sd,nameid,-1, qty)) )
  19739. return false;
  19740. idx--;
  19741. }
  19742. else
  19743. idx = produce_idx;
  19744. if (qty < 1)
  19745. qty = 1;
  19746. if (!skill_id) //A skill can be specified for some override cases.
  19747. skill_id = skill_produce_db[idx].req_skill;
  19748. if( skill_id == GC_RESEARCHNEWPOISON )
  19749. skill_id = GC_CREATENEWPOISON;
  19750. slot[0] = slot1;
  19751. slot[1] = slot2;
  19752. slot[2] = slot3;
  19753. for (i = 0, sc = 0, ele = 0; i < 3; i++) { //Note that qty should always be one if you are using these!
  19754. short j;
  19755. if (slot[i] <= 0)
  19756. continue;
  19757. j = pc_search_inventory(sd,slot[i]);
  19758. if (j < 0)
  19759. continue;
  19760. if (slot[i] == ITEMID_STAR_CRUMB) {
  19761. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19762. sc++;
  19763. }
  19764. if (slot[i] >= ITEMID_FLAME_HEART && slot[i] <= ITEMID_GREAT_NATURE && ele == 0) {
  19765. static const int ele_table[4] = { ELE_FIRE, ELE_WATER, ELE_WIND, ELE_EARTH };
  19766. pc_delitem(sd,j,1,1,0,LOG_TYPE_PRODUCE);
  19767. ele = ele_table[slot[i]-ITEMID_FLAME_HEART];
  19768. }
  19769. }
  19770. for (i = 0; i < MAX_PRODUCE_RESOURCE; i++) {
  19771. short x, j;
  19772. t_itemid id = skill_produce_db[idx].mat_id[i];
  19773. if (!item_db.exists(id))
  19774. continue;
  19775. num++;
  19776. x = (skill_id == RK_RUNEMASTERY ? 1 : qty) * skill_produce_db[idx].mat_amount[i];
  19777. do {
  19778. int y = 0;
  19779. j = pc_search_inventory(sd,id);
  19780. if (j >= 0) {
  19781. y = sd->inventory.u.items_inventory[j].amount;
  19782. if (y > x)
  19783. y = x;
  19784. pc_delitem(sd,j,y,0,0,LOG_TYPE_PRODUCE);
  19785. } else {
  19786. ShowError("skill_produce_mix: material item error\n");
  19787. return false;
  19788. }
  19789. x -= y;
  19790. } while( j >= 0 && x > 0 );
  19791. }
  19792. if ((equip = (itemdb_isequip(nameid) && skill_id != GN_CHANGEMATERIAL && skill_id != GN_MAKEBOMB)) && itemdb_type(nameid) == IT_WEAPON )
  19793. wlv = itemdb_wlv(nameid);
  19794. else
  19795. wlv = 0;
  19796. if (!equip) {
  19797. switch (skill_id) {
  19798. case BS_IRON:
  19799. case BS_STEEL:
  19800. case BS_ENCHANTEDSTONE:
  19801. // Ores & Metals Refining - skill bonuses are straight from kRO website [DracoRPG]
  19802. i = pc_checkskill(sd,skill_id);
  19803. make_per = sd->status.job_level*20 + status->dex*10 + status->luk*10; //Base chance
  19804. switch (nameid) {
  19805. case ITEMID_IRON:
  19806. make_per += 4000+i*500; // Temper Iron bonus: +26/+32/+38/+44/+50
  19807. break;
  19808. case ITEMID_STEEL:
  19809. make_per += 3000+i*500; // Temper Steel bonus: +35/+40/+45/+50/+55
  19810. break;
  19811. case ITEMID_STAR_CRUMB:
  19812. make_per = 100000; // Star Crumbs are 100% success crafting rate? (made 1000% so it succeeds even after penalties) [Skotlex]
  19813. break;
  19814. default: // Enchanted Stones
  19815. make_per += 1000+i*500; // Enchanted stone Craft bonus: +15/+20/+25/+30/+35
  19816. break;
  19817. }
  19818. break;
  19819. case ASC_CDP:
  19820. make_per = (2000 + 40*status->dex + 20*status->luk);
  19821. break;
  19822. case AL_HOLYWATER:
  19823. case AB_ANCILLA:
  19824. make_per = 100000; //100% success
  19825. break;
  19826. case AM_PHARMACY: // Potion Preparation - reviewed with the help of various Ragnainfo sources [DracoRPG]
  19827. case AM_TWILIGHT1:
  19828. case AM_TWILIGHT2:
  19829. case AM_TWILIGHT3:
  19830. make_per = pc_checkskill(sd,AM_LEARNINGPOTION)*50
  19831. + pc_checkskill(sd,AM_PHARMACY)*300 + sd->status.job_level*20
  19832. + (status->int_/2)*10 + status->dex*10+status->luk*10;
  19833. if (hom_is_active(sd->hd)) {//Player got a homun
  19834. int skill;
  19835. if ((skill = hom_checkskill(sd->hd,HVAN_INSTRUCT)) > 0) //His homun is a vanil with instruction change
  19836. make_per += skill*100; //+1% bonus per level
  19837. }
  19838. switch(nameid){
  19839. case ITEMID_RED_POTION:
  19840. case ITEMID_YELLOW_POTION:
  19841. case ITEMID_WHITE_POTION:
  19842. make_per += (1+rnd()%100)*10 + 2000;
  19843. break;
  19844. case ITEMID_ALCOHOL:
  19845. make_per += (1+rnd()%100)*10 + 1000;
  19846. break;
  19847. case ITEMID_FIRE_BOTTLE:
  19848. case ITEMID_ACID_BOTTLE:
  19849. case ITEMID_MAN_EATER_BOTTLE:
  19850. case ITEMID_MINI_BOTTLE:
  19851. make_per += (1+rnd()%100)*10;
  19852. break;
  19853. case ITEMID_YELLOW_SLIM_POTION:
  19854. make_per -= (1+rnd()%50)*10;
  19855. break;
  19856. case ITEMID_WHITE_SLIM_POTION:
  19857. case ITEMID_COATING_BOTTLE:
  19858. make_per -= (1+rnd()%100)*10;
  19859. break;
  19860. //Common items, receive no bonus or penalty, listed just because they are commonly produced
  19861. case ITEMID_BLUE_POTION:
  19862. case ITEMID_RED_SLIM_POTION:
  19863. case ITEMID_ANODYNE:
  19864. case ITEMID_ALOEBERA:
  19865. default:
  19866. break;
  19867. }
  19868. if (battle_config.pp_rate != 100)
  19869. make_per = make_per * battle_config.pp_rate / 100;
  19870. break;
  19871. case SA_CREATECON: // Elemental Converter Creation
  19872. make_per = 100000; // should be 100% success rate
  19873. break;
  19874. case RK_RUNEMASTERY: {
  19875. int A = 100 * (30 + 2 * pc_checkskill(sd, skill_id));
  19876. int B = 100 * status->dex / 30 + 10 * (status->luk + sd->status.job_level);
  19877. int C = 100 * cap_value(sd->itemid,0,100); //itemid depend on makerune()
  19878. int D = 0;
  19879. switch (nameid) { //rune rank it_diff 9 craftable rune
  19880. case ITEMID_BERKANA:
  19881. D = -2000;
  19882. break; //Rank S
  19883. case ITEMID_NAUTHIZ:
  19884. case ITEMID_URUZ:
  19885. D = -1500;
  19886. break; //Rank A
  19887. case ITEMID_ISA:
  19888. case ITEMID_WYRD:
  19889. D = -1000;
  19890. break; //Rank B
  19891. case ITEMID_RAIDO:
  19892. case ITEMID_THURISAZ:
  19893. case ITEMID_HAGALAZ:
  19894. case ITEMID_OTHILA:
  19895. D = -500;
  19896. break; //Rank C
  19897. default:
  19898. D = -1500;
  19899. break; //not specified =-15%
  19900. }
  19901. make_per = A + B + C + D;
  19902. uint8 runemastery_skill_lv = pc_checkskill(sd,skill_id);
  19903. if (runemastery_skill_lv > 9)
  19904. qty = 2 + rnd() % 5; // 2~6
  19905. else if (runemastery_skill_lv > 4)
  19906. qty = 2 + rnd() % 3; // 2~4
  19907. else
  19908. qty = 2;
  19909. }
  19910. break;
  19911. case GC_CREATENEWPOISON:
  19912. make_per = 3000 + 500 * pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19913. qty = 1+rnd()%pc_checkskill(sd,GC_RESEARCHNEWPOISON);
  19914. break;
  19915. case GN_CHANGEMATERIAL:
  19916. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  19917. if (skill_changematerial_db[i].nameid == nameid) {
  19918. make_per = skill_changematerial_db[i].rate * 10;
  19919. break;
  19920. }
  19921. }
  19922. break;
  19923. case GN_S_PHARMACY:
  19924. {
  19925. int difficulty = (620 - 20 * skill_lv); // (620 - 20 * Skill Level)
  19926. const int production_count[] = { 7, 8, 8, 9, 9, 10, 10, 11, 11, 12 };
  19927. switch (nameid) { // Item difficulty factor
  19928. case ITEMID_HP_INCREASE_POTION_SMALL:
  19929. case ITEMID_SP_INCREASE_POTION_SMALL:
  19930. case ITEMID_CONCENTRATED_WHITE_POTION_Z:
  19931. difficulty += 10;
  19932. break;
  19933. case ITEMID_BOMB_MUSHROOM_SPORE:
  19934. case ITEMID_SP_INCREASE_POTION_MEDIUM:
  19935. difficulty += 15;
  19936. break;
  19937. case ITEMID_HP_INCREASE_POTION_MEDIUM:
  19938. case ITEMID_SP_INCREASE_POTION_LARGE:
  19939. case ITEMID_VITATA500:
  19940. difficulty += 20;
  19941. break;
  19942. case ITEMID_SEED_OF_HORNY_PLANT:
  19943. case ITEMID_BLOODSUCK_PLANT_SEED:
  19944. case ITEMID_CONCENTRATED_CEROMAIN_SOUP:
  19945. difficulty += 30;
  19946. break;
  19947. case ITEMID_HP_INCREASE_POTION_LARGE:
  19948. case ITEMID_CURE_FREE:
  19949. difficulty += 40;
  19950. break;
  19951. }
  19952. make_per = status->int_ + status->dex / 2 + status->luk + sd->status.job_level + (30 + rnd() % 120 + 1) + // Caster's INT + (Caster's DEX / 2) + Caster's LUK + Caster's Job Level + Random number between (30 ~ 150) +
  19953. sd->status.base_level + 5 * (pc_checkskill(sd, AM_LEARNINGPOTION) - 20) + pc_checkskill(sd, CR_FULLPROTECTION) * (6 + rnd() % 4 + 1); // Caster's Base Level + (5 x (Potion Research Skill Level - 20)) + (Full Chemical Protection Skill Level x Random number between (6 ~ 10))
  19954. make_per -= difficulty;
  19955. qty = production_count[skill_lv - 1];
  19956. // Determine quantity from difficulty
  19957. if (make_per < 1)
  19958. qty -= 6;
  19959. else if (make_per < 100)
  19960. qty -= 5;
  19961. else if (make_per < 300)
  19962. qty -= 4;
  19963. else if (make_per < 400)
  19964. qty -= 3;
  19965. make_per = 100000; // Adjust success back to 100% for crafting
  19966. }
  19967. break;
  19968. case GN_MAKEBOMB:
  19969. case GN_MIX_COOKING:
  19970. {
  19971. int difficulty = 30 + rnd() % 120 + 1; // Random number between (30 ~ 150)
  19972. switch (nameid) { // Item difficulty factor
  19973. // GN_MAKEBOMB
  19974. case ITEMID_APPLE_BOMB:
  19975. difficulty += 5;
  19976. break;
  19977. case ITEMID_COCONUT_BOMB:
  19978. case ITEMID_MELON_BOMB:
  19979. difficulty += 10;
  19980. break;
  19981. case ITEMID_PINEAPPLE_BOMB:
  19982. difficulty += 15;
  19983. break;
  19984. case ITEMID_BANANA_BOMB:
  19985. difficulty += 20;
  19986. break;
  19987. // GN_MIX_COOKING
  19988. case ITEMID_SAVAGE_FULL_ROAST:
  19989. case ITEMID_COCKTAIL_WARG_BLOOD:
  19990. case ITEMID_MINOR_STEW:
  19991. case ITEMID_SIROMA_ICED_TEA:
  19992. case ITEMID_DROSERA_HERB_SALAD:
  19993. case ITEMID_PETITE_TAIL_NOODLES:
  19994. difficulty += 15;
  19995. break;
  19996. }
  19997. make_per = sd->status.job_level / 4 + status->luk / 2 + status->dex / 3; // (Caster's Job Level / 4) + (Caster's LUK / 2) + (Caster's DEX / 3)
  19998. if (skill_lv > 1) {
  19999. make_per -= difficulty;
  20000. // Determine quantity from difficulty
  20001. if (make_per >= 30)
  20002. qty = 10 + rnd() % 2;
  20003. else if (make_per >= 10)
  20004. qty = 10;
  20005. else if (make_per >= -10)
  20006. qty = 8;
  20007. else if (make_per >= -30)
  20008. qty = 5;
  20009. else
  20010. qty = 0;
  20011. } else {
  20012. if (make_per < difficulty)
  20013. qty = 0;
  20014. }
  20015. make_per = 100000; // Adjust success back to 100% for crafting
  20016. }
  20017. break;
  20018. case MT_M_MACHINE:
  20019. case BO_BIONIC_PHARMACY: // Difficulty formula unknown. Making it 100% success for now. [Rytech]
  20020. if (skill_id == MT_M_MACHINE)
  20021. qty = 7 + skill_lv;
  20022. else // BO_BIONIC_PHARMACY
  20023. qty = 10 + skill_lv;
  20024. make_per = 100000;
  20025. break;
  20026. default:
  20027. if (sd->menuskill_id == AM_PHARMACY &&
  20028. sd->menuskill_val > 10 && sd->menuskill_val <= 20)
  20029. { //Assume Cooking Dish
  20030. if (sd->menuskill_val >= 15) //Legendary Cooking Set.
  20031. make_per = 10000; //100% Success
  20032. else
  20033. make_per = 1200 * (sd->menuskill_val - 10)
  20034. + 20 * (sd->status.base_level + 1)
  20035. + 20 * (status->dex + 1)
  20036. + 100 * (rnd()%(30+5*(sd->cook_mastery/400) - (6+sd->cook_mastery/80)) + (6+sd->cook_mastery/80))
  20037. - 400 * (skill_produce_db[idx].itemlv - 11 + 1)
  20038. - 10 * (100 - status->luk + 1)
  20039. - 500 * (num - 1)
  20040. - 100 * (rnd()%4 + 1);
  20041. break;
  20042. }
  20043. make_per = 5000;
  20044. break;
  20045. }
  20046. } else { // Weapon Forging - skill bonuses are straight from kRO website, other things from a jRO calculator [DracoRPG]
  20047. make_per = 5000 + ((sd->class_&JOBL_THIRD)?1400:sd->status.job_level*20) + status->dex*10 + status->luk*10; // Base
  20048. make_per += pc_checkskill(sd,skill_id)*500; // Smithing skills bonus: +5/+10/+15
  20049. // Weaponry Research bonus: +1/+2/+3/+4/+5/+6/+7/+8/+9/+10
  20050. make_per += pc_checkskill(sd,BS_WEAPONRESEARCH)*100;
  20051. // Oridecon Research bonus (custom): +1/+2/+3/+4/+5
  20052. if( wlv >= 3 ){
  20053. make_per += pc_checkskill(sd, BS_ORIDEOCON) * 100;
  20054. }
  20055. // Element Stone: -20%
  20056. if( ele ){
  20057. make_per -= 2000;
  20058. }
  20059. // Star Crumb: -15% each
  20060. make_per -= sc * 1500;
  20061. // Weapon level malus: -0/-10/-20/-30
  20062. if( wlv > 1 ){
  20063. make_per -= ( wlv * 1000 );
  20064. }
  20065. if (pc_search_inventory(sd,ITEMID_EMPERIUM_ANVIL) > -1) make_per+= 1000; // Emperium Anvil: +10
  20066. else if (pc_search_inventory(sd,ITEMID_GOLDEN_ANVIL) > -1) make_per+= 500; // Golden Anvil: +5
  20067. else if (pc_search_inventory(sd,ITEMID_ORIDECON_ANVIL) > -1) make_per+= 300; // Oridecon Anvil: +3
  20068. else if (pc_search_inventory(sd,ITEMID_ANVIL) > -1) make_per+= 0; // Anvil: +0?
  20069. if (battle_config.wp_rate != 100)
  20070. make_per = make_per * battle_config.wp_rate / 100;
  20071. }
  20072. if (sd->class_&JOBL_BABY) //if it's a Baby Class
  20073. make_per = (make_per * 50) / 100; //Baby penalty is 50% (bugreport:4847)
  20074. if (make_per < 1) make_per = 1;
  20075. if (qty > 1 || rnd()%10000 < make_per){ //Success, or crafting multiple items.
  20076. struct item tmp_item;
  20077. memset(&tmp_item,0,sizeof(tmp_item));
  20078. tmp_item.nameid = nameid;
  20079. tmp_item.amount = 1;
  20080. tmp_item.identify = 1;
  20081. if (equip) {
  20082. tmp_item.card[0] = CARD0_FORGE;
  20083. tmp_item.card[1] = ((sc*5)<<8)+ele;
  20084. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20085. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20086. } else {
  20087. //Flag is only used on the end, so it can be used here. [Skotlex]
  20088. switch (skill_id) {
  20089. case BS_DAGGER:
  20090. case BS_SWORD:
  20091. case BS_TWOHANDSWORD:
  20092. case BS_AXE:
  20093. case BS_MACE:
  20094. case BS_KNUCKLE:
  20095. case BS_SPEAR:
  20096. flag = battle_config.produce_item_name_input&0x1;
  20097. break;
  20098. case AM_PHARMACY:
  20099. case AM_TWILIGHT1:
  20100. case AM_TWILIGHT2:
  20101. case AM_TWILIGHT3:
  20102. flag = battle_config.produce_item_name_input&0x2;
  20103. break;
  20104. case AL_HOLYWATER:
  20105. case AB_ANCILLA:
  20106. flag = battle_config.produce_item_name_input&0x8;
  20107. break;
  20108. case ASC_CDP:
  20109. flag = battle_config.produce_item_name_input&0x10;
  20110. break;
  20111. default:
  20112. flag = battle_config.produce_item_name_input&0x80;
  20113. break;
  20114. }
  20115. if (flag) {
  20116. tmp_item.card[0] = CARD0_CREATE;
  20117. tmp_item.card[1] = 0;
  20118. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20119. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20120. }
  20121. }
  20122. // if(log_config.produce > 0)
  20123. // log_produce(sd,nameid,slot1,slot2,slot3,1);
  20124. //TODO update PICKLOG
  20125. if (equip) {
  20126. clif_produceeffect(sd,0,nameid);
  20127. clif_misceffect(&sd->bl,3);
  20128. if (wlv >= 3 && ((ele? 1 : 0) + sc) >= 3) // Fame point system [DracoRPG]
  20129. pc_addfame(*sd, battle_config.fame_forge); // Success to forge a lv3 weapon with 3 additional ingredients = +10 fame point
  20130. } else {
  20131. int fame = 0;
  20132. tmp_item.amount = 0;
  20133. for (i = 0; i < qty; i++) { //Apply quantity modifiers.
  20134. if ((skill_id == GN_MIX_COOKING || skill_id == GN_MAKEBOMB || skill_id == GN_S_PHARMACY || skill_id == MT_M_MACHINE || skill_id == BO_BIONIC_PHARMACY) && make_per > 1) {
  20135. tmp_item.amount = qty;
  20136. break;
  20137. }
  20138. if (qty == 1 || rnd()%10000 < make_per) { //Success
  20139. tmp_item.amount++;
  20140. if (nameid < ITEMID_RED_SLIM_POTION || nameid > ITEMID_WHITE_SLIM_POTION)
  20141. continue;
  20142. if (skill_id != AM_PHARMACY &&
  20143. skill_id != AM_TWILIGHT1 &&
  20144. skill_id != AM_TWILIGHT2 &&
  20145. skill_id != AM_TWILIGHT3)
  20146. continue;
  20147. //Add fame as needed.
  20148. switch(++sd->potion_success_counter) {
  20149. case 3:
  20150. fame += battle_config.fame_pharmacy_3; // Success to prepare 3 Condensed Potions in a row
  20151. break;
  20152. case 5:
  20153. fame += battle_config.fame_pharmacy_5; // Success to prepare 5 Condensed Potions in a row
  20154. break;
  20155. case 7:
  20156. fame += battle_config.fame_pharmacy_7; // Success to prepare 7 Condensed Potions in a row
  20157. break;
  20158. case 10:
  20159. fame += battle_config.fame_pharmacy_10; // Success to prepare 10 Condensed Potions in a row
  20160. sd->potion_success_counter = 0;
  20161. break;
  20162. }
  20163. } else //Failure
  20164. sd->potion_success_counter = 0;
  20165. }
  20166. if (fame)
  20167. pc_addfame(*sd, fame);
  20168. //Visual effects and the like.
  20169. switch (skill_id) {
  20170. case AM_PHARMACY:
  20171. case AM_TWILIGHT1:
  20172. case AM_TWILIGHT2:
  20173. case AM_TWILIGHT3:
  20174. case ASC_CDP:
  20175. case GC_CREATENEWPOISON:
  20176. clif_produceeffect(sd,2,nameid);
  20177. clif_misceffect(&sd->bl,5);
  20178. break;
  20179. case BS_IRON:
  20180. case BS_STEEL:
  20181. case BS_ENCHANTEDSTONE:
  20182. clif_produceeffect(sd,0,nameid);
  20183. clif_misceffect(&sd->bl,3);
  20184. break;
  20185. default: //Those that don't require a skill?
  20186. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20) { //Cooking items.
  20187. clif_specialeffect(&sd->bl, EF_COOKING_OK, AREA);
  20188. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery + ( 1 << ( (skill_produce_db[idx].itemlv - 11) / 2 ) ) * 5);
  20189. }
  20190. break;
  20191. }
  20192. }
  20193. if (skill_id == GN_CHANGEMATERIAL && tmp_item.amount) { //Success
  20194. int j, k = 0, l;
  20195. bool isStackable = itemdb_isstackable(tmp_item.nameid);
  20196. for (i = 0; i < MAX_SKILL_CHANGEMATERIAL_DB; i++) {
  20197. if (skill_changematerial_db[i].nameid == nameid){
  20198. for (j = 0; j < MAX_SKILL_CHANGEMATERIAL_SET; j++){
  20199. if (rnd()%1000 < skill_changematerial_db[i].qty_rate[j]){
  20200. uint16 total_qty = qty * skill_changematerial_db[i].qty[j];
  20201. tmp_item.amount = (isStackable ? total_qty : 1);
  20202. for (l = 0; l < total_qty; l += tmp_item.amount) {
  20203. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20204. clif_additem(sd,0,0,flag);
  20205. if( battle_config.skill_drop_items_full ){
  20206. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20207. }
  20208. }
  20209. }
  20210. k++;
  20211. }
  20212. }
  20213. break;
  20214. }
  20215. }
  20216. if (k) {
  20217. clif_produceeffect(sd,6,nameid);
  20218. clif_misceffect(&sd->bl,5);
  20219. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_SUCCESS);
  20220. return true;
  20221. }
  20222. } else if (tmp_item.amount) { //Success
  20223. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20224. clif_additem(sd,0,0,flag);
  20225. if( battle_config.skill_drop_items_full ){
  20226. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20227. }
  20228. }
  20229. switch (skill_id) {
  20230. case RK_RUNEMASTERY:
  20231. clif_produceeffect(sd, 4, nameid);
  20232. clif_misceffect(&sd->bl, 5);
  20233. break;
  20234. case GN_MIX_COOKING:
  20235. case GN_MAKEBOMB:
  20236. case GN_S_PHARMACY:
  20237. clif_produceeffect(sd, 6, nameid);
  20238. clif_misceffect(&sd->bl, 5);
  20239. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  20240. break;
  20241. case MT_M_MACHINE:
  20242. clif_produceeffect(sd, 0, nameid);
  20243. clif_misceffect(&sd->bl, 3);
  20244. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  20245. break;
  20246. case BO_BIONIC_PHARMACY:
  20247. clif_produceeffect(sd, 2, nameid);
  20248. clif_misceffect(&sd->bl, 5);
  20249. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_SUCCESS);
  20250. break;
  20251. }
  20252. return true;
  20253. }
  20254. }
  20255. //Failure
  20256. // if(log_config.produce)
  20257. // log_produce(sd,nameid,slot1,slot2,slot3,0);
  20258. //TODO update PICKLOG
  20259. if (equip) {
  20260. clif_produceeffect(sd,1,nameid);
  20261. clif_misceffect(&sd->bl,2);
  20262. } else {
  20263. switch (skill_id) {
  20264. case ASC_CDP: //25% Damage yourself, and display same effect as failed potion.
  20265. status_percent_damage(nullptr, &sd->bl, -25, 0, true);
  20266. [[fallthrough]];
  20267. case AM_PHARMACY:
  20268. case AM_TWILIGHT1:
  20269. case AM_TWILIGHT2:
  20270. case AM_TWILIGHT3:
  20271. case GC_CREATENEWPOISON:
  20272. clif_produceeffect(sd,3,nameid);
  20273. clif_misceffect(&sd->bl,6);
  20274. sd->potion_success_counter = 0; // Fame point system [DracoRPG]
  20275. break;
  20276. case BS_IRON:
  20277. case BS_STEEL:
  20278. case BS_ENCHANTEDSTONE:
  20279. clif_produceeffect(sd,1,nameid);
  20280. clif_misceffect(&sd->bl,2);
  20281. break;
  20282. case RK_RUNEMASTERY:
  20283. clif_produceeffect(sd,5,nameid);
  20284. clif_misceffect(&sd->bl,6);
  20285. break;
  20286. case GN_MIX_COOKING:
  20287. if (qty == 0) {
  20288. item tmp_item;
  20289. const t_itemid compensation[5] = { ITEMID_BLACK_LUMP, ITEMID_BLACK_HARD_LUMP, ITEMID_VERY_HARD_LUMP, ITEMID_BLACK_MASS, ITEMID_MYSTERIOUS_POWDER };
  20290. int rate = rnd() % 1000 + 1;
  20291. memset(&tmp_item, 0, sizeof(tmp_item));
  20292. if (rate < 500)
  20293. i = 0;
  20294. else if (rate < 750)
  20295. i = 1;
  20296. else if (rate < 850)
  20297. i = 2;
  20298. else if (rate < 950)
  20299. i = 3;
  20300. else
  20301. i = 4;
  20302. tmp_item.nameid = compensation[i];
  20303. tmp_item.amount = (skill_lv == 1) ? 1 : 5 + rand() % 5;
  20304. tmp_item.identify = 1;
  20305. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20306. clif_additem(sd,0,0,flag);
  20307. if( battle_config.skill_drop_items_full ){
  20308. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20309. }
  20310. }
  20311. clif_produceeffect(sd,7,nameid);
  20312. clif_misceffect(&sd->bl,6);
  20313. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  20314. }
  20315. break;
  20316. case GN_MAKEBOMB:
  20317. case GN_S_PHARMACY:
  20318. case GN_CHANGEMATERIAL:
  20319. clif_produceeffect(sd,7,nameid);
  20320. clif_misceffect(&sd->bl,6);
  20321. clif_msg_skill(sd,skill_id,ITEM_PRODUCE_FAIL);
  20322. break;
  20323. case MT_M_MACHINE:
  20324. clif_produceeffect(sd, 1, nameid);
  20325. clif_misceffect(&sd->bl, 2);
  20326. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  20327. break;
  20328. case BO_BIONIC_PHARMACY:
  20329. clif_produceeffect(sd, 3, nameid);
  20330. clif_misceffect(&sd->bl, 6);
  20331. clif_msg_skill(sd, skill_id, ITEM_PRODUCE_FAIL);
  20332. break;
  20333. default:
  20334. if (skill_produce_db[idx].itemlv > 10 && skill_produce_db[idx].itemlv <= 20 ) { //Cooking items.
  20335. clif_specialeffect(&sd->bl, EF_COOKING_FAIL, AREA);
  20336. // todo: What in the world is this calculation
  20337. pc_setparam(sd, SP_COOKMASTERY, sd->cook_mastery - ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) - ( ( ( 1 << ((skill_produce_db[idx].itemlv - 11) / 2) ) >> 1 ) * 3 ));
  20338. }
  20339. break;
  20340. }
  20341. }
  20342. return false;
  20343. }
  20344. /**
  20345. * Attempt to create arrow by specified material
  20346. * @param sd Player
  20347. * @param nameid Item ID of material
  20348. * @return True if created, False is failed
  20349. */
  20350. bool skill_arrow_create(map_session_data *sd, t_itemid nameid)
  20351. {
  20352. nullpo_ret(sd);
  20353. if (!nameid || !item_db.exists(nameid) || skill_arrow_db.empty())
  20354. return false;
  20355. std::shared_ptr<s_skill_arrow_db> arrow = nullptr;
  20356. for (const auto &it : skill_arrow_db) {
  20357. if (nameid == it.second->nameid) {
  20358. arrow = it.second;
  20359. break;
  20360. }
  20361. }
  20362. short j;
  20363. if (arrow == nullptr || (j = pc_search_inventory(sd,nameid)) < 0 || arrow->created.empty())
  20364. return false;
  20365. pc_delitem(sd,j,1,0,0,LOG_TYPE_PRODUCE);
  20366. for (const auto &it : arrow->created) {
  20367. char flag = 0;
  20368. if (it.first == 0 || !item_db.exists(it.first) || it.second == 0)
  20369. continue;
  20370. struct item tmp_item = { 0 };
  20371. tmp_item.identify = 1;
  20372. tmp_item.nameid = it.first;
  20373. tmp_item.amount = it.second;
  20374. if (battle_config.produce_item_name_input&0x4) {
  20375. tmp_item.card[0] = CARD0_CREATE;
  20376. tmp_item.card[1] = 0;
  20377. tmp_item.card[2] = GetWord(sd->status.char_id,0); // CharId
  20378. tmp_item.card[3] = GetWord(sd->status.char_id,1);
  20379. }
  20380. if ((flag = pc_additem(sd,&tmp_item,tmp_item.amount,LOG_TYPE_PRODUCE))) {
  20381. clif_additem(sd,0,0,flag);
  20382. map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0,0);
  20383. }
  20384. }
  20385. return true;
  20386. }
  20387. /**
  20388. * Enchant weapon with poison
  20389. * @param sd Player
  20390. * @nameid Item ID of poison type
  20391. */
  20392. void skill_poisoningweapon( map_session_data& sd, t_itemid nameid ){
  20393. if( !nameid || pc_delitem(&sd,pc_search_inventory(&sd,nameid),1,0,0,LOG_TYPE_CONSUME) ) {
  20394. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20395. return;
  20396. }
  20397. sc_type type;
  20398. int chance;
  20399. //uint16 msg = 1443; //Official is using msgstringtable.txt
  20400. char output[CHAT_SIZE_MAX];
  20401. const char *msg;
  20402. switch( nameid ) {
  20403. case ITEMID_PARALYSE: type = SC_PARALYSE; /*msg = 1444;*/ msg = "Paralyze"; break;
  20404. case ITEMID_PYREXIA: type = SC_PYREXIA; /*msg = 1448;*/ msg = "Pyrexia"; break;
  20405. case ITEMID_DEATHHURT: type = SC_DEATHHURT; /*msg = 1447;*/ msg = "Deathhurt"; break;
  20406. case ITEMID_LEECHESEND: type = SC_LEECHESEND; /*msg = 1450;*/ msg = "Leech End"; break;
  20407. case ITEMID_VENOMBLEED: type = SC_VENOMBLEED; /*msg = 1445;*/ msg = "Venom Bleed"; break;
  20408. case ITEMID_TOXIN: type = SC_TOXIN; /*msg = 1443;*/ msg = "Toxin"; break;
  20409. case ITEMID_MAGICMUSHROOM: type = SC_MAGICMUSHROOM; /*msg = 1446;*/ msg = "Magic Mushroom"; break;
  20410. case ITEMID_OBLIVIONCURSE: type = SC_OBLIVIONCURSE; /*msg = 1449;*/ msg = "Oblivion Curse"; break;
  20411. default:
  20412. clif_skill_fail( sd, GC_POISONINGWEAPON );
  20413. return;
  20414. }
  20415. status_change_end(&sd.bl, SC_POISONINGWEAPON); // End the status so a new poison can be applied (if changed)
  20416. chance = 2 + 2 * sd.menuskill_val; // 2 + 2 * skill_lv
  20417. sc_start4(&sd.bl,&sd.bl, SC_POISONINGWEAPON, 100, pc_checkskill(&sd, GC_RESEARCHNEWPOISON), //in Aegis it store the level of GC_RESEARCHNEWPOISON in val1
  20418. type, chance, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val));
  20419. status_change_start(&sd.bl, &sd.bl, type, 10000, sd.menuskill_val, 0, 0, 0, skill_get_time(GC_POISONINGWEAPON, sd.menuskill_val), SCSTART_NOAVOID | SCSTART_NOICON); // Apply bonus to caster
  20420. sprintf(output, msg_txt(&sd,721), msg);
  20421. clif_messagecolor(&sd.bl,color_table[COLOR_WHITE],output,false,SELF);
  20422. /*#if PACKETVER >= 20110208 //! TODO: Check the correct PACKVETVER
  20423. clif_msg(&sd,msg);
  20424. #endif*/
  20425. }
  20426. /**
  20427. * Toggles the effect of Mystical Amplifcation (Pre-renewal).
  20428. * @param bl: Object
  20429. * @param skill_id: Skill invoking to determine if Magic type
  20430. */
  20431. void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id)
  20432. {
  20433. status_change *sc = status_get_sc(bl);
  20434. // non-offensive and non-magic skills do not affect the status
  20435. if (skill_get_nk(skill_id, NK_NODAMAGE) || !(skill_get_type(skill_id)&BF_MAGIC))
  20436. return;
  20437. if (sc && sc->count && sc->getSCE(SC_MAGICPOWER)) {
  20438. if (sc->getSCE(SC_MAGICPOWER)->val4) {
  20439. status_change_end(bl, SC_MAGICPOWER);
  20440. } else {
  20441. sc->getSCE(SC_MAGICPOWER)->val4 = 1;
  20442. status_calc_bl_(bl, status_db.getCalcFlag(SC_MAGICPOWER));
  20443. if(bl->type == BL_PC){// update current display.
  20444. clif_updatestatus(*((map_session_data *)bl),SP_MATK1);
  20445. clif_updatestatus(*((map_session_data *)bl),SP_MATK2);
  20446. }
  20447. }
  20448. }
  20449. }
  20450. void skill_magicdecoy( map_session_data& sd, t_itemid nameid ){
  20451. int x, y, i, class_, skill;
  20452. struct mob_data *md;
  20453. skill = sd.menuskill_val;
  20454. if( !nameid || !itemdb_group.item_exists(IG_ELEMENT, nameid) || (i = pc_search_inventory(&sd,nameid)) < 0 || !skill || pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME) ) {
  20455. clif_skill_fail( sd, NC_MAGICDECOY );
  20456. return;
  20457. }
  20458. // Spawn Position
  20459. pc_delitem(&sd,i,1,0,0,LOG_TYPE_CONSUME);
  20460. x = sd.sc.comet_x;
  20461. y = sd.sc.comet_y;
  20462. sd.sc.comet_x = 0;
  20463. sd.sc.comet_y = 0;
  20464. sd.menuskill_val = 0;
  20465. // Item picked decides the mob class
  20466. switch(nameid) {
  20467. case ITEMID_SCARLET_PTS: class_ = MOBID_MAGICDECOY_FIRE; break;
  20468. case ITEMID_INDIGO_PTS: class_ = MOBID_MAGICDECOY_WATER; break;
  20469. case ITEMID_YELLOW_WISH_PTS: class_ = MOBID_MAGICDECOY_WIND; break;
  20470. case ITEMID_LIME_GREEN_PTS: class_ = MOBID_MAGICDECOY_EARTH; break;
  20471. default:
  20472. clif_skill_fail( sd, NC_MAGICDECOY );
  20473. return;
  20474. }
  20475. md = mob_once_spawn_sub(&sd.bl, sd.bl.m, x, y, sd.status.name, class_, "", SZ_SMALL, AI_NONE);
  20476. if( md ) {
  20477. struct unit_data *ud = unit_bl2ud(&md->bl);
  20478. md->master_id = sd.bl.id;
  20479. md->special_state.ai = AI_FAW;
  20480. if(ud) {
  20481. ud->skill_id = NC_MAGICDECOY;
  20482. ud->skill_lv = skill;
  20483. }
  20484. if( md->deletetimer != INVALID_TIMER )
  20485. delete_timer(md->deletetimer, mob_timer_delete);
  20486. md->deletetimer = add_timer (gettick() + skill_get_time(NC_MAGICDECOY,skill), mob_timer_delete, md->bl.id, 0);
  20487. mob_spawn(md);
  20488. }
  20489. }
  20490. /**
  20491. * Process Warlock Spellbooks
  20492. * @param sd: Player data
  20493. * @param nameid: Spellbook item used
  20494. */
  20495. void skill_spellbook(map_session_data &sd, t_itemid nameid) {
  20496. if (reading_spellbook_db.empty())
  20497. return;
  20498. status_change *sc = status_get_sc(&sd.bl);
  20499. for (int i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) {
  20500. if (sc == nullptr || sc->getSCE(i) == nullptr)
  20501. break;
  20502. if (i == SC_MAXSPELLBOOK) {
  20503. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_READING );
  20504. return;
  20505. }
  20506. }
  20507. std::shared_ptr<s_skill_spellbook_db> spell = reading_spellbook_db.findBook(nameid);
  20508. if (spell == nullptr)
  20509. return;
  20510. uint16 skill_id = spell->skill_id, skill_lv = pc_checkskill(&sd, skill_id);
  20511. if (skill_lv == 0) { // Caster hasn't learned the skill
  20512. sc_start(&sd.bl, &sd.bl, SC_SLEEP, 100, 1, skill_get_time(WL_READING_SB, pc_checkskill(&sd, WL_READING_SB)));
  20513. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_DIFFICULT_SLEEP );
  20514. return;
  20515. }
  20516. uint16 points = spell->points;
  20517. if (sc && sc->getSCE(SC_FREEZE_SP)) {
  20518. if ((sc->getSCE(SC_FREEZE_SP)->val2 + points) > 8 * pc_checkskill(&sd, WL_FREEZE_SP) + status_get_int(&sd.bl) / 10 + sd.status.base_level / 10) {
  20519. clif_skill_fail( sd, WL_READING_SB, USESKILL_FAIL_SPELLBOOK_PRESERVATION_POINT );
  20520. return;
  20521. }
  20522. for (int i = SC_MAXSPELLBOOK; i >= SC_SPELLBOOK1; i--) { // This is how official saves spellbook. [malufett]
  20523. if (!sc->getSCE(i)) {
  20524. sc->getSCE(SC_FREEZE_SP)->val2 += points; // increase points
  20525. sc_start4(&sd.bl, &sd.bl, (sc_type)i, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20526. break;
  20527. }
  20528. }
  20529. } else {
  20530. sc_start2(&sd.bl, &sd.bl, SC_FREEZE_SP, 100, 0, points, INFINITE_TICK);
  20531. sc_start4(&sd.bl, &sd.bl, SC_MAXSPELLBOOK, 100, skill_id, skill_lv, points, 0, INFINITE_TICK);
  20532. }
  20533. // Reading Spell Book SP cost same as the sealed spell.
  20534. status_zap(&sd.bl, 0, skill_get_sp(skill_id, skill_lv));
  20535. }
  20536. void skill_select_menu( map_session_data& sd, uint16 skill_id ){
  20537. int lv, prob, aslvl = 0;
  20538. uint16 id, sk_idx = 0;
  20539. if (sd.sc.getSCE(SC_STOP)) {
  20540. aslvl = sd.sc.getSCE(SC_STOP)->val1;
  20541. status_change_end(&sd.bl,SC_STOP);
  20542. }
  20543. if (!skill_id || !(sk_idx = skill_get_index(skill_id)))
  20544. return;
  20545. if( !skill_get_inf2(skill_id, INF2_ISAUTOSHADOWSPELL) || (id = sd.status.skill[sk_idx].id) == 0 || sd.status.skill[sk_idx].flag != SKILL_FLAG_PLAGIARIZED ) {
  20546. clif_skill_fail( sd, SC_AUTOSHADOWSPELL );
  20547. return;
  20548. }
  20549. lv = (aslvl + 5) / 2; // The level the skill will be autocasted
  20550. lv = min(lv,sd.status.skill[sk_idx].lv);
  20551. prob = (aslvl >= 10) ? 15 : (30 - 2 * aslvl); // Probability at level 10 was increased to 15.
  20552. sc_start4(&sd.bl,&sd.bl,SC__AUTOSHADOWSPELL,100,id,lv,prob,aslvl,skill_get_time(SC_AUTOSHADOWSPELL,aslvl));
  20553. }
  20554. int skill_elementalanalysis( map_session_data& sd, int n, uint16 skill_lv, unsigned short* item_list ){
  20555. nullpo_ret(item_list);
  20556. if( n <= 0 )
  20557. return 1;
  20558. for( int i = 0; i < n; i++ ) {
  20559. t_itemid nameid, product;
  20560. int add_amount, del_amount, idx;
  20561. struct item tmp_item;
  20562. idx = item_list[i*2+0]-2;
  20563. if( idx < 0 || idx >= MAX_INVENTORY ){
  20564. return 1;
  20565. }
  20566. del_amount = item_list[i*2+1];
  20567. if( skill_lv == 2 )
  20568. del_amount -= (del_amount % 10);
  20569. add_amount = (skill_lv == 1) ? del_amount * (5 + rnd()%5) : del_amount / 10 ;
  20570. if( (nameid = sd.inventory.u.items_inventory[idx].nameid) <= 0 || del_amount > sd.inventory.u.items_inventory[idx].amount ) {
  20571. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20572. return 1;
  20573. }
  20574. switch( nameid ) {
  20575. // Level 1
  20576. case ITEMID_FLAME_HEART: product = ITEMID_BLOODY_RED; break;
  20577. case ITEMID_MISTIC_FROZEN: product = ITEMID_CRYSTAL_BLUE; break;
  20578. case ITEMID_ROUGH_WIND: product = ITEMID_WIND_OF_VERDURE; break;
  20579. case ITEMID_GREAT_NATURE: product = ITEMID_YELLOW_LIVE; break;
  20580. // Level 2
  20581. case ITEMID_BLOODY_RED: product = ITEMID_FLAME_HEART; break;
  20582. case ITEMID_CRYSTAL_BLUE: product = ITEMID_MISTIC_FROZEN; break;
  20583. case ITEMID_WIND_OF_VERDURE: product = ITEMID_ROUGH_WIND; break;
  20584. case ITEMID_YELLOW_LIVE: product = ITEMID_GREAT_NATURE; break;
  20585. default:
  20586. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20587. return 1;
  20588. }
  20589. if( pc_delitem(&sd,idx,del_amount,0,1,LOG_TYPE_CONSUME) ) {
  20590. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20591. return 1;
  20592. }
  20593. if( skill_lv == 2 && rnd()%100 < 25 ) { // At level 2 have a fail chance. You loose your items if it fails.
  20594. clif_skill_fail( sd, SO_EL_ANALYSIS );
  20595. return 1;
  20596. }
  20597. memset(&tmp_item,0,sizeof(tmp_item));
  20598. tmp_item.nameid = product;
  20599. tmp_item.amount = add_amount;
  20600. tmp_item.identify = 1;
  20601. if( tmp_item.amount ) {
  20602. unsigned char flag = pc_additem(&sd,&tmp_item,tmp_item.amount,LOG_TYPE_CONSUME);
  20603. if( flag != 0 ) {
  20604. clif_additem(&sd,0,0,flag);
  20605. map_addflooritem(&tmp_item,tmp_item.amount,sd.bl.m,sd.bl.x,sd.bl.y,0,0,0,0,0);
  20606. }
  20607. }
  20608. }
  20609. return 0;
  20610. }
  20611. int skill_changematerial(map_session_data *sd, int n, unsigned short *item_list) {
  20612. int i, j, k, c, p = 0, amount;
  20613. t_itemid nameid;
  20614. nullpo_ret(sd);
  20615. nullpo_ret(item_list);
  20616. // Search for objects that can be created.
  20617. for( i = 0; i < MAX_SKILL_PRODUCE_DB; i++ ) {
  20618. if( skill_produce_db[i].itemlv == 26 && skill_produce_db[i].nameid > 0 ) {
  20619. p = 0;
  20620. do {
  20621. c = 0;
  20622. // Verification of overlap between the objects required and the list submitted.
  20623. for( j = 0; j < MAX_PRODUCE_RESOURCE; j++ ) {
  20624. if( skill_produce_db[i].mat_id[j] > 0 ) {
  20625. for( k = 0; k < n; k++ ) {
  20626. int idx = item_list[k*2+0]-2;
  20627. if( idx < 0 || idx >= MAX_INVENTORY ){
  20628. return 0;
  20629. }
  20630. nameid = sd->inventory.u.items_inventory[idx].nameid;
  20631. amount = item_list[k*2+1];
  20632. if( nameid > 0 && sd->inventory.u.items_inventory[idx].identify == 0 ){
  20633. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_UNIDENTIFIED);
  20634. return 0;
  20635. }
  20636. if( nameid == skill_produce_db[i].mat_id[j] && (amount-p*skill_produce_db[i].mat_amount[j]) >= skill_produce_db[i].mat_amount[j]
  20637. && (amount-p*skill_produce_db[i].mat_amount[j])%skill_produce_db[i].mat_amount[j] == 0 ) // must be in exact amount
  20638. c++; // match
  20639. }
  20640. }
  20641. else
  20642. break; // No more items required
  20643. }
  20644. p++;
  20645. } while(n == j && c == n);
  20646. p--;
  20647. if ( p > 0 ) {
  20648. skill_produce_mix(sd,GN_CHANGEMATERIAL,skill_produce_db[i].nameid,0,0,0,p,i);
  20649. return 1;
  20650. }
  20651. }
  20652. }
  20653. if( p == 0)
  20654. clif_msg_skill(sd,GN_CHANGEMATERIAL,ITEM_CANT_COMBINE);
  20655. return 0;
  20656. }
  20657. /**
  20658. * For Royal Guard's LG_TRAMPLE
  20659. */
  20660. static int skill_destroy_trap(struct block_list *bl, va_list ap)
  20661. {
  20662. skill_unit *su = (struct skill_unit *)bl;
  20663. nullpo_ret(su);
  20664. std::shared_ptr<s_skill_unit_group> sg;
  20665. t_tick tick = va_arg(ap, t_tick);
  20666. if (su->alive && (sg = su->group) && skill_get_inf2(sg->skill_id, INF2_ISTRAP)) {
  20667. switch( sg->unit_id ) {
  20668. case UNT_CLAYMORETRAP:
  20669. case UNT_FIRINGTRAP:
  20670. case UNT_ICEBOUNDTRAP:
  20671. map_foreachinrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag|BL_SKILL|~BCT_SELF, &su->bl,tick);
  20672. break;
  20673. case UNT_LANDMINE:
  20674. case UNT_BLASTMINE:
  20675. case UNT_SHOCKWAVE:
  20676. case UNT_SANDMAN:
  20677. case UNT_FLASHER:
  20678. case UNT_FREEZINGTRAP:
  20679. case UNT_CLUSTERBOMB:
  20680. if (battle_config.skill_wall_check && !skill_get_nk(sg->skill_id, NK_NODAMAGE))
  20681. map_foreachinshootrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20682. else
  20683. map_foreachinallrange(skill_trap_splash,&su->bl, skill_get_splash(sg->skill_id, sg->skill_lv), sg->bl_flag, &su->bl,tick);
  20684. break;
  20685. }
  20686. // Traps aren't recovered.
  20687. skill_delunit(su);
  20688. }
  20689. return 0;
  20690. }
  20691. /*==========================================
  20692. *
  20693. *------------------------------------------*/
  20694. int skill_blockpc_get(map_session_data *sd, int skillid) {
  20695. int i;
  20696. nullpo_retr(-1, sd);
  20697. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skillid);
  20698. return (i >= MAX_SKILLCOOLDOWN) ? -1 : i;
  20699. }
  20700. TIMER_FUNC(skill_blockpc_end){
  20701. map_session_data *sd = map_id2sd(id);
  20702. int i = (int)data;
  20703. if (!sd || data < 0 || data >= MAX_SKILLCOOLDOWN)
  20704. return 0;
  20705. if (!sd->scd[i] || sd->scd[i]->timer != tid) {
  20706. ShowWarning("skill_blockpc_end: Invalid Timer or not Skill Cooldown.\n");
  20707. return 0;
  20708. }
  20709. aFree(sd->scd[i]);
  20710. sd->scd[i] = nullptr;
  20711. return 1;
  20712. }
  20713. /**
  20714. * Flags a singular skill as being blocked from persistent usage.
  20715. * @param sd the player the skill delay affects
  20716. * @param skill_id the skill which should be delayed
  20717. * @param tick the length of time the delay should last
  20718. * @param load whether this assignment is being loaded upon player login
  20719. * @return 0 if successful, -1 otherwise
  20720. */
  20721. int skill_blockpc_start(map_session_data *sd, int skill_id, t_tick tick) {
  20722. int i;
  20723. nullpo_retr(-1, sd);
  20724. if (!skill_id || tick < 1)
  20725. return -1;
  20726. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, sd->scd[i] && sd->scd[i]->skill_id == skill_id);
  20727. if (i < MAX_SKILLCOOLDOWN) { // Skill already with cooldown
  20728. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20729. aFree(sd->scd[i]);
  20730. sd->scd[i] = nullptr;
  20731. }
  20732. ARR_FIND(0, MAX_SKILLCOOLDOWN, i, !sd->scd[i]);
  20733. if (i < MAX_SKILLCOOLDOWN) { // Free Slot found
  20734. CREATE(sd->scd[i], struct skill_cooldown_entry, 1);
  20735. sd->scd[i]->skill_id = skill_id;
  20736. sd->scd[i]->timer = add_timer(gettick() + tick, skill_blockpc_end, sd->bl.id, i);
  20737. if (battle_config.display_status_timers)
  20738. clif_skill_cooldown(sd, skill_id, tick);
  20739. return 1;
  20740. } else {
  20741. ShowWarning("skill_blockpc_start: Too many skillcooldowns, increase MAX_SKILLCOOLDOWN.\n");
  20742. return 0;
  20743. }
  20744. }
  20745. int skill_blockpc_clear(map_session_data *sd) {
  20746. int i;
  20747. nullpo_ret(sd);
  20748. for (i = 0; i < MAX_SKILLCOOLDOWN; i++) {
  20749. if (!sd->scd[i])
  20750. continue;
  20751. delete_timer(sd->scd[i]->timer, skill_blockpc_end);
  20752. aFree(sd->scd[i]);
  20753. sd->scd[i] = nullptr;
  20754. }
  20755. return 1;
  20756. }
  20757. TIMER_FUNC(skill_blockhomun_end){
  20758. struct homun_data *hd = (TBL_HOM*) map_id2bl(id);
  20759. if (hd) {
  20760. auto skill = util::vector_get(hd->blockskill, (uint16)data);
  20761. if (skill != hd->blockskill.end())
  20762. hd->blockskill.erase(skill);
  20763. }
  20764. return 1;
  20765. }
  20766. int skill_blockhomun_start(struct homun_data *hd, uint16 skill_id, int tick) //[orn]
  20767. {
  20768. nullpo_retr(-1, hd);
  20769. if (!skill_db.exists(skill_id))
  20770. return -1;
  20771. auto skill = util::vector_get(hd->blockskill, skill_id);
  20772. if (tick < 1 && skill != hd->blockskill.end()) {
  20773. hd->blockskill.erase(skill);
  20774. return -1;
  20775. }
  20776. hd->blockskill.push_back(skill_id);
  20777. return add_timer(gettick() + tick, skill_blockhomun_end, hd->bl.id, skill_id);
  20778. }
  20779. TIMER_FUNC(skill_blockmerc_end){
  20780. s_mercenary_data *md = (TBL_MER*)map_id2bl(id);
  20781. if (md) {
  20782. auto skill = util::vector_get(md->blockskill, (uint16)data);
  20783. if (skill != md->blockskill.end())
  20784. md->blockskill.erase(skill);
  20785. }
  20786. return 1;
  20787. }
  20788. int skill_blockmerc_start(s_mercenary_data *md, uint16 skill_id, int tick)
  20789. {
  20790. nullpo_retr(-1, md);
  20791. if (!skill_db.exists(skill_id))
  20792. return -1;
  20793. auto skill = util::vector_get(md->blockskill, skill_id);
  20794. if (tick < 1 && skill != md->blockskill.end()) {
  20795. md->blockskill.erase(skill);
  20796. return -1;
  20797. }
  20798. md->blockskill.push_back(skill_id);
  20799. return add_timer(gettick() + tick, skill_blockmerc_end, md->bl.id, skill_id);
  20800. }
  20801. /**
  20802. * Adds a new skill unit entry for this player to recast after map load
  20803. * @param sd: Player
  20804. * @param skill_id: Skill ID to save
  20805. * @param skill_lv: Skill level to save
  20806. */
  20807. void skill_usave_add(map_session_data *sd, uint16 skill_id, uint16 skill_lv)
  20808. {
  20809. struct skill_usave *sus = nullptr;
  20810. if (idb_exists(skillusave_db,sd->status.char_id))
  20811. idb_remove(skillusave_db,sd->status.char_id);
  20812. CREATE(sus, struct skill_usave, 1);
  20813. idb_put(skillusave_db, sd->status.char_id, sus);
  20814. sus->skill_id = skill_id;
  20815. sus->skill_lv = skill_lv;
  20816. }
  20817. /**
  20818. * Loads saved skill unit entries for this player after map load
  20819. * @param sd: Player
  20820. */
  20821. void skill_usave_trigger(map_session_data *sd)
  20822. {
  20823. skill_usave *sus;
  20824. std::shared_ptr<s_skill_unit_group> group;
  20825. if (!(sus = static_cast<skill_usave *>(idb_get(skillusave_db,sd->status.char_id))))
  20826. return;
  20827. if ((group = skill_unitsetting(&sd->bl, sus->skill_id, sus->skill_lv, sd->bl.x, sd->bl.y, 0)))
  20828. if (sus->skill_id == NC_NEUTRALBARRIER || sus->skill_id == NC_STEALTHFIELD )
  20829. sc_start2(&sd->bl, &sd->bl, (sus->skill_id == NC_NEUTRALBARRIER ? SC_NEUTRALBARRIER_MASTER : SC_STEALTHFIELD_MASTER), 100, sus->skill_lv, group->group_id, skill_get_time(sus->skill_id, sus->skill_lv));
  20830. idb_remove(skillusave_db, sd->status.char_id);
  20831. }
  20832. /*
  20833. *
  20834. */
  20835. int skill_split_str (char *str, char **val, int num)
  20836. {
  20837. int i;
  20838. for( i = 0; i < num && str; i++ ) {
  20839. val[i] = str;
  20840. str = strchr(str,',');
  20841. if( str )
  20842. *str++ = 0;
  20843. }
  20844. return i;
  20845. }
  20846. /*
  20847. *
  20848. */
  20849. void skill_init_unit_layout (void) {
  20850. int i,j,pos = 0;
  20851. memset(skill_unit_layout,0,sizeof(skill_unit_layout));
  20852. // standard square layouts go first
  20853. for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
  20854. int size = i*2+1;
  20855. skill_unit_layout[i].count = size*size;
  20856. for (j=0; j<size*size; j++) {
  20857. skill_unit_layout[i].dx[j] = (j%size-i);
  20858. skill_unit_layout[i].dy[j] = (j/size-i);
  20859. }
  20860. }
  20861. // afterwards add special ones
  20862. pos = i;
  20863. for (const auto &it : skill_db) {
  20864. std::shared_ptr<s_skill_db> skill = it.second;
  20865. uint16 skill_id = skill->nameid;
  20866. if (!skill->unit_id || skill->unit_layout_type[0] != -1)
  20867. continue;
  20868. if( skill_id == EL_FIRE_MANTLE ) {
  20869. static const int dx[] = {-1, 0, 1, 1, 1, 0,-1,-1};
  20870. static const int dy[] = { 1, 1, 1, 0,-1,-1,-1, 0};
  20871. skill_unit_layout[pos].count = 8;
  20872. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20873. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20874. } else {
  20875. switch (skill_id) {
  20876. case MG_FIREWALL:
  20877. case WZ_ICEWALL:
  20878. case WL_EARTHSTRAIN:
  20879. case RL_FIRE_RAIN:
  20880. // these will be handled later
  20881. break;
  20882. case PR_SANCTUARY:
  20883. case NPC_EVILLAND: {
  20884. static const int dx[] = {
  20885. -1, 0, 1,-2,-1, 0, 1, 2,-2,-1,
  20886. 0, 1, 2,-2,-1, 0, 1, 2,-1, 0, 1};
  20887. static const int dy[]={
  20888. -2,-2,-2,-1,-1,-1,-1,-1, 0, 0,
  20889. 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2};
  20890. skill_unit_layout[pos].count = 21;
  20891. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20892. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20893. }
  20894. break;
  20895. case PR_MAGNUS: {
  20896. static const int dx[] = {
  20897. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20898. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20899. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,-1, 0, 1};
  20900. static const int dy[] = {
  20901. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20902. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20903. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3};
  20904. skill_unit_layout[pos].count = 33;
  20905. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20906. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20907. }
  20908. break;
  20909. case AS_VENOMDUST: {
  20910. static const int dx[] = {-1, 0, 0, 0, 1};
  20911. static const int dy[] = { 0,-1, 0, 1, 0};
  20912. skill_unit_layout[pos].count = 5;
  20913. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20914. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20915. }
  20916. break;
  20917. case CR_GRANDCROSS:
  20918. case NPC_GRANDDARKNESS: {
  20919. static const int dx[] = {
  20920. 0, 0,-1, 0, 1,-2,-1, 0, 1, 2,
  20921. -4,-3,-2,-1, 0, 1, 2, 3, 4,-2,
  20922. -1, 0, 1, 2,-1, 0, 1, 0, 0};
  20923. static const int dy[] = {
  20924. -4,-3,-2,-2,-2,-1,-1,-1,-1,-1,
  20925. 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
  20926. 1, 1, 1, 1, 2, 2, 2, 3, 4};
  20927. skill_unit_layout[pos].count = 29;
  20928. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20929. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20930. }
  20931. break;
  20932. case PF_FOGWALL: {
  20933. static const int dx[] = {
  20934. -2,-1, 0, 1, 2,-2,-1, 0, 1, 2,-2,-1, 0, 1, 2};
  20935. static const int dy[] = {
  20936. -1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1};
  20937. skill_unit_layout[pos].count = 15;
  20938. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20939. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20940. }
  20941. break;
  20942. case PA_GOSPEL: {
  20943. static const int dx[] = {
  20944. -1, 0, 1,-1, 0, 1,-3,-2,-1, 0,
  20945. 1, 2, 3,-3,-2,-1, 0, 1, 2, 3,
  20946. -3,-2,-1, 0, 1, 2, 3,-1, 0, 1,
  20947. -1, 0, 1};
  20948. static const int dy[] = {
  20949. -3,-3,-3,-2,-2,-2,-1,-1,-1,-1,
  20950. -1,-1,-1, 0, 0, 0, 0, 0, 0, 0,
  20951. 1, 1, 1, 1, 1, 1, 1, 2, 2, 2,
  20952. 3, 3, 3};
  20953. skill_unit_layout[pos].count = 33;
  20954. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20955. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20956. }
  20957. break;
  20958. case NJ_KAENSIN: {
  20959. 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};
  20960. 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};
  20961. skill_unit_layout[pos].count = 24;
  20962. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  20963. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  20964. }
  20965. break;
  20966. case NJ_TATAMIGAESHI: {
  20967. //Level 1 (count 4, cross of 3x3)
  20968. static const int dx1[] = {-1, 1, 0, 0};
  20969. static const int dy1[] = { 0, 0,-1, 1};
  20970. //Level 2-3 (count 8, cross of 5x5)
  20971. static const int dx2[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  20972. static const int dy2[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  20973. //Level 4-5 (count 12, cross of 7x7
  20974. static const int dx3[] = {-3,-2,-1, 1, 2, 3, 0, 0, 0, 0, 0, 0};
  20975. static const int dy3[] = { 0, 0, 0, 0, 0, 0,-3,-2,-1, 1, 2, 3};
  20976. //lv1
  20977. j = 0;
  20978. skill_unit_layout[pos].count = 4;
  20979. memcpy(skill_unit_layout[pos].dx,dx1,sizeof(dx1));
  20980. memcpy(skill_unit_layout[pos].dy,dy1,sizeof(dy1));
  20981. skill->unit_layout_type[j] = pos;
  20982. //lv2/3
  20983. j++;
  20984. pos++;
  20985. skill_unit_layout[pos].count = 8;
  20986. memcpy(skill_unit_layout[pos].dx,dx2,sizeof(dx2));
  20987. memcpy(skill_unit_layout[pos].dy,dy2,sizeof(dy2));
  20988. skill->unit_layout_type[j] = pos;
  20989. skill->unit_layout_type[++j] = pos;
  20990. //lv4/5
  20991. j++;
  20992. pos++;
  20993. skill_unit_layout[pos].count = 12;
  20994. memcpy(skill_unit_layout[pos].dx,dx3,sizeof(dx3));
  20995. memcpy(skill_unit_layout[pos].dy,dy3,sizeof(dy3));
  20996. skill->unit_layout_type[j] = pos;
  20997. skill->unit_layout_type[++j] = pos;
  20998. //Fill in the rest using lv 5.
  20999. for (;j<MAX_SKILL_LEVEL;j++)
  21000. skill->unit_layout_type[j] = pos;
  21001. //Skip, this way the check below will fail and continue to the next skill.
  21002. pos++;
  21003. }
  21004. break;
  21005. case GN_WALLOFTHORN: {
  21006. static const int dx[] = {-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2, 2, 2, 1, 0};
  21007. static const int dy[] = { 2, 2, 1, 0,-1,-2,-2,-2,-2,-2,-1, 0, 1, 2, 2, 2};
  21008. skill_unit_layout[pos].count = 16;
  21009. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21010. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21011. }
  21012. break;
  21013. case NPC_FLAMECROSS: {
  21014. static const int dx[] = {-2,-1, 1, 2, 0, 0, 0, 0};
  21015. static const int dy[] = { 0, 0, 0, 0,-2,-1, 1, 2};
  21016. skill_unit_layout[pos].count = 8;
  21017. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21018. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21019. }
  21020. break;
  21021. default:
  21022. ShowError("unknown unit layout at skill %d\n",i);
  21023. break;
  21024. }
  21025. }
  21026. if (!skill_unit_layout[pos].count)
  21027. continue;
  21028. for (j=0;j<MAX_SKILL_LEVEL;j++)
  21029. skill->unit_layout_type[j] = pos;
  21030. pos++;
  21031. }
  21032. // firewall and icewall have 8 layouts (direction-dependent)
  21033. firewall_unit_pos = pos;
  21034. for (i=0;i<8;i++) {
  21035. if (i&1) {
  21036. skill_unit_layout[pos].count = 5;
  21037. if (i&0x2) {
  21038. int dx[] = {-1,-1, 0, 0, 1};
  21039. int dy[] = { 1, 0, 0,-1,-1};
  21040. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21041. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21042. } else {
  21043. int dx[] = { 1, 1 ,0, 0,-1};
  21044. int dy[] = { 1, 0, 0,-1,-1};
  21045. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21046. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21047. }
  21048. } else {
  21049. skill_unit_layout[pos].count = 3;
  21050. if (i%4==0) {
  21051. int dx[] = {-1, 0, 1};
  21052. int dy[] = { 0, 0, 0};
  21053. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21054. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21055. } else {
  21056. int dx[] = { 0, 0, 0};
  21057. int dy[] = {-1, 0, 1};
  21058. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21059. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21060. }
  21061. }
  21062. pos++;
  21063. }
  21064. icewall_unit_pos = pos;
  21065. for (i=0;i<8;i++) {
  21066. skill_unit_layout[pos].count = 5;
  21067. if (i&1) {
  21068. if (i&0x2) {
  21069. int dx[] = {-2,-1, 0, 1, 2};
  21070. int dy[] = { 2, 1, 0,-1,-2};
  21071. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21072. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21073. } else {
  21074. int dx[] = { 2, 1 ,0,-1,-2};
  21075. int dy[] = { 2, 1, 0,-1,-2};
  21076. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21077. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21078. }
  21079. } else {
  21080. if (i%4==0) {
  21081. int dx[] = {-2,-1, 0, 1, 2};
  21082. int dy[] = { 0, 0, 0, 0, 0};
  21083. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21084. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21085. } else {
  21086. int dx[] = { 0, 0, 0, 0, 0};
  21087. int dy[] = {-2,-1, 0, 1, 2};
  21088. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21089. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21090. }
  21091. }
  21092. pos++;
  21093. }
  21094. earthstrain_unit_pos = pos;
  21095. for( i = 0; i < 8; i++ )
  21096. { // For each Direction
  21097. skill_unit_layout[pos].count = 15;
  21098. switch( i )
  21099. {
  21100. case 0: case 1: case 3: case 4: case 5: case 7:
  21101. {
  21102. int dx[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21103. int dy[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21104. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21105. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21106. }
  21107. break;
  21108. case 2:
  21109. case 6:
  21110. {
  21111. int dx[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21112. int dy[] = {-7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7};
  21113. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21114. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21115. }
  21116. break;
  21117. }
  21118. pos++;
  21119. }
  21120. firerain_unit_pos = pos;
  21121. for( i = 0; i < 8; i++ ) {
  21122. skill_unit_layout[pos].count = 3;
  21123. switch( i ) {
  21124. case 0: case 1: case 3: case 4: case 5: case 7:
  21125. {
  21126. static const int dx[] = {-1, 0, 1};
  21127. static const int dy[] = { 0, 0, 0};
  21128. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21129. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21130. }
  21131. break;
  21132. case 2:
  21133. case 6:
  21134. {
  21135. static const int dx[] = { 0, 0, 0};
  21136. static const int dy[] = {-1, 0, 1};
  21137. memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
  21138. memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
  21139. }
  21140. break;
  21141. }
  21142. pos++;
  21143. }
  21144. if( pos >= MAX_SKILL_UNIT_LAYOUT )
  21145. ShowError("skill_init_unit_layout: The skill_unit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21146. }
  21147. void skill_init_nounit_layout (void) {
  21148. int i, pos = 0;
  21149. memset(skill_nounit_layout,0,sizeof(skill_nounit_layout));
  21150. for( i = 0; i < 8; i++ ) {
  21151. if( i&1 ) {
  21152. skill_nounit_layout[pos].count = 33;
  21153. if( i&2 ) {
  21154. if( i&4 ) { // 7
  21155. int dx[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21156. int dy[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21157. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21158. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21159. } else { // 3
  21160. int dx[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21161. int dy[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21162. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21163. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21164. }
  21165. } else {
  21166. if( i&4 ) { // 5
  21167. int dx[] = { 7, 6, 5, 6, 5, 6, 5, 4, 5, 4, 5, 4, 3, 4, 3, 4, 3, 2, 3, 2, 3, 2, 1, 2, 1, 2, 1, 0, 1, 0, 1, 0,-1};
  21168. int dy[] = {-5,-6,-7,-5,-6,-4,-5,-6,-4,-5,-3,-4,-5,-3,-4,-2,-3,-4,-2,-3,-1,-2,-3,-1,-2, 0,-1,-2, 0,-1, 1, 0,-1};
  21169. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21170. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21171. } else { // 1
  21172. int dx[] = {-7,-6,-5,-6,-5,-6,-5,-4,-5,-4,-5,-4,-3,-4,-3,-4,-3,-2,-3,-2,-3,-2,-1,-2,-1,-2,-1, 0,-1, 0,-1, 0, 1};
  21173. int dy[] = { 5, 6, 7, 5, 6, 4, 5, 6, 4, 5, 3, 4, 5, 3, 4, 2, 3, 4, 2, 3, 1, 2, 3, 1, 2, 0, 1, 2, 0, 1,-1, 0, 1};
  21174. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21175. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21176. }
  21177. }
  21178. } else {
  21179. skill_nounit_layout[pos].count = 21;
  21180. if( i&2 ) {
  21181. if( i&4 ) { // 6
  21182. int dx[] = { 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6, 0, 1, 2, 3, 4, 5, 6};
  21183. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21184. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21185. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21186. } else { // 2
  21187. int dx[] = {-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0,-6,-5,-4,-3,-2,-1, 0};
  21188. int dy[] = { 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0,-1,-1,-1,-1,-1,-1,-1};
  21189. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21190. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21191. }
  21192. } else {
  21193. if( i&4 ) { // 4
  21194. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21195. int dy[] = { 0, 0, 0,-1,-1,-1,-2,-2,-2,-3,-3,-3,-4,-4,-4,-5,-5,-5,-6,-6,-6};
  21196. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21197. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21198. } else { // 0
  21199. int dx[] = {-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1,-1, 0, 1};
  21200. int dy[] = { 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0};
  21201. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21202. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21203. }
  21204. }
  21205. }
  21206. pos++;
  21207. }
  21208. for( i = 0; i < 8; i++ ) {
  21209. if( i&1 ) {
  21210. skill_nounit_layout[pos].count = 74;
  21211. if( i&2 ) {
  21212. if( i&4 ) { // 7
  21213. int dx[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21214. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1,-0, 1, 2, 3, 4, 5, 6,
  21215. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1,-0, 1, 2, 3, 4, 5,
  21216. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21217. int dy[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21218. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21219. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21220. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21221. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21222. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21223. } else { // 3
  21224. int dx[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21225. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21226. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21227. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21228. int dy[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21229. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21230. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21231. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21232. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21233. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21234. }
  21235. } else {
  21236. if( i&4 ) { // 5
  21237. int dx[] = { 8, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2, 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,
  21238. 7, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3, 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,
  21239. 6, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,
  21240. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21241. int dy[] = { 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,-8, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7,
  21242. 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,-7, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6,
  21243. 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,-6, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5,
  21244. 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21245. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21246. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21247. } else { // 1
  21248. int dx[] = {-8,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,-7,-6,-5,-4,-3,-2,-1, 0, 1, 2,
  21249. -7,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,-6,-5,-4,-3,-2,-1, 0, 1, 2, 3,
  21250. -6,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4,
  21251. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21252. int dy[] = {-2,-1, 0, 1, 2, 3, 4, 5, 6, 7, 8,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,
  21253. -3,-2,-1, 0, 1, 2, 3, 4, 5, 6, 7,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,
  21254. -4,-3,-2,-1, 0, 1, 2, 3, 4, 5, 6,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,
  21255. -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21256. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21257. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21258. }
  21259. }
  21260. } else {
  21261. skill_nounit_layout[pos].count = 44;
  21262. if( i&2 ) {
  21263. if( i&4 ) { // 6
  21264. int dx[] = { 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3, 0, 1, 2, 3};
  21265. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21266. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21267. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21268. } else { // 2
  21269. int dx[] = {-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0,-3,-2,-1, 0};
  21270. int dy[] = { 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0,-1,-1,-1,-1,-2,-2,-2,-2,-3,-3,-3,-3,-4,-4,-4,-4,-5,-5,-5,-5};
  21271. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21272. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21273. }
  21274. } else {
  21275. if( i&4 ) { // 4
  21276. int dx[] = { 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5, 5, 4, 3, 2, 1, 0,-1,-2,-3,-4,-5};
  21277. int dy[] = {-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-3,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21278. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21279. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21280. } else { // 0
  21281. int dx[] = {-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5,-5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5};
  21282. int dy[] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
  21283. memcpy(skill_nounit_layout[pos].dx,dx,sizeof(dx));
  21284. memcpy(skill_nounit_layout[pos].dy,dy,sizeof(dy));
  21285. }
  21286. }
  21287. }
  21288. pos++;
  21289. }
  21290. if( pos >= MAX_SKILL_UNIT_LAYOUT2 )
  21291. ShowError("skill_init_nounit_layout: The skill_nounit_layout has met the limit or overflowed (pos=%d)\n", pos);
  21292. }
  21293. int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
  21294. status_change *sc = status_get_sc(bl);
  21295. if( !sc || !bl || !skill_id )
  21296. return 0; // Can do it
  21297. switch (type) {
  21298. case SC_ANKLE:
  21299. if (skill_id == AL_TELEPORT)
  21300. return 1;
  21301. break;
  21302. case SC_STASIS:
  21303. if (skill_get_inf2_(skill_id, { INF2_ISSONG, INF2_ISENSEMBLE, INF2_ISCHORUS }) || skill_get_type(skill_id) == BF_MAGIC)
  21304. return 1; // Can't do it.
  21305. break;
  21306. case SC_KAGEHUMI:
  21307. if (skill_get_inf2(skill_id, INF2_IGNOREKAGEHUMI))
  21308. return 1;
  21309. break;
  21310. case SC_BITE:
  21311. if (skill_get_inf2(skill_id, INF2_IGNOREWUGBITE))
  21312. return 1;
  21313. break;
  21314. }
  21315. return 0;
  21316. }
  21317. /**
  21318. * Determines whether a skill is currently active or not. Used for purposes of cancelling HP/SP usage when disabling a skill.
  21319. * @param sc: Status changes active on target
  21320. * @param skill_id: Skill to toggle
  21321. * @return True on success or false otherwise
  21322. */
  21323. bool skill_disable_check(status_change &sc, uint16 skill_id) {
  21324. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  21325. if (skill == nullptr || skill->sc <= SC_NONE || skill->sc >= SC_MAX)
  21326. return false;
  21327. if (skill->inf2[INF2_TOGGLEABLE]) {
  21328. if (sc.getSCE(skill->sc))
  21329. return true;
  21330. // These 2 skills contain a master and are not correctly pulled using skill_get_sc
  21331. if (skill->nameid == NC_NEUTRALBARRIER && sc.getSCE(SC_NEUTRALBARRIER_MASTER))
  21332. return true;
  21333. if (skill->nameid == NC_STEALTHFIELD && sc.getSCE(SC_STEALTHFIELD_MASTER))
  21334. return true;
  21335. }
  21336. return false;
  21337. }
  21338. int skill_get_elemental_type( uint16 skill_id , uint16 skill_lv ) {
  21339. int type = 0;
  21340. switch( skill_id ) {
  21341. case SO_SUMMON_AGNI: type = ELEMENTALID_AGNI_S; break;
  21342. case SO_SUMMON_AQUA: type = ELEMENTALID_AQUA_S; break;
  21343. case SO_SUMMON_VENTUS: type = ELEMENTALID_VENTUS_S; break;
  21344. case SO_SUMMON_TERA: type = ELEMENTALID_TERA_S; break;
  21345. }
  21346. type += skill_lv - 1;
  21347. return type;
  21348. }
  21349. /**
  21350. * Check before do `unit_movepos` call
  21351. * @param check_flag Flags: 1:Check for BG maps, 2:Check for GVG maps on WOE times, 4:Check for GVG maps regardless Agit flags
  21352. * @return True:If unit can be moved, False:If check on flags are met or unit cannot be moved.
  21353. **/
  21354. static bool skill_check_unit_movepos(uint8 check_flag, struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath) {
  21355. status_change *sc;
  21356. nullpo_retr(false, bl);
  21357. struct map_data *mapdata = map_getmapdata(bl->m);
  21358. if (check_flag&1 && mapdata->getMapFlag(MF_BATTLEGROUND))
  21359. return false;
  21360. if (check_flag&2 && mapdata_flag_gvg(mapdata))
  21361. return false;
  21362. if (check_flag&4 && mapdata_flag_gvg2(mapdata))
  21363. return false;
  21364. sc = status_get_sc(bl);
  21365. if (sc && sc->getSCE(SC_SV_ROOTTWIST))
  21366. return false;
  21367. return unit_movepos(bl, dst_x, dst_y, easy, checkpath);
  21368. }
  21369. /**
  21370. * Get skill duration after adjustments by skill_duration mapflag
  21371. * @param mapdata: Source map data
  21372. * @param skill_id: Skill ID
  21373. * @param skill_lv: Skill level
  21374. * @return Adjusted skill duration
  21375. */
  21376. int skill_get_time3(struct map_data *mapdata, uint16 skill_id, uint16 skill_lv) {
  21377. int time = 0;
  21378. if (!(time = skill_get_time(skill_id, skill_lv)))
  21379. return 0;
  21380. if (mapdata && !mapdata->skill_duration.empty() && mapdata->skill_duration.find(skill_id) != mapdata->skill_duration.end())
  21381. return time / 100 * mapdata->skill_duration[skill_id];
  21382. return time;
  21383. }
  21384. const std::string SkillDatabase::getDefaultLocation() {
  21385. return std::string(db_path) + "/skill_db.yml";
  21386. }
  21387. template<typename T, size_t S> bool SkillDatabase::parseNode(const std::string& nodeName, const std::string& subNodeName, const ryml::NodeRef& node, T (&arr)[S]) {
  21388. int32 value;
  21389. const auto& skNode = node[c4::to_csubstr(nodeName)];
  21390. if (!skNode.is_seq()) {
  21391. if (!this->asInt32(node, nodeName, value))
  21392. return false;
  21393. for (size_t i = 0; i < S; i++)
  21394. arr[i] = value;
  21395. } else {
  21396. uint16 max_level = 0;
  21397. for (const auto& it : skNode) {
  21398. uint16 skill_lv;
  21399. if (!this->asUInt16(it, "Level", skill_lv))
  21400. continue;
  21401. if (skill_lv > MAX_SKILL_LEVEL) {
  21402. this->invalidWarning(it["Level"], "%s Level exceeds the maximum skill level of %d, skipping.\n", nodeName.c_str(), MAX_SKILL_LEVEL);
  21403. return false;
  21404. }
  21405. if (!this->asInt32(it, subNodeName, value))
  21406. continue;
  21407. arr[skill_lv - 1] = value;
  21408. max_level = max(max_level, skill_lv);
  21409. }
  21410. size_t i = max_level, j;
  21411. // Check for linear change with increasing steps until we reach half of the data acquired.
  21412. for (size_t step = 1; step <= i / 2; step++) {
  21413. int diff = arr[i - 1] - arr[i - step - 1];
  21414. for (j = i - 1; j >= step; j--) {
  21415. if ((arr[j] - arr[j - step]) != diff)
  21416. break;
  21417. }
  21418. if (j >= step) // No match, try next step.
  21419. continue;
  21420. for (; i < MAX_SKILL_LEVEL; i++) { // Apply linear increase
  21421. arr[i] = arr[i - step] + diff;
  21422. if (arr[i] < 1 && arr[i - 1] >= 0) { // Check if we have switched from + to -, cap the decrease to 0 in said cases.
  21423. arr[i] = 1;
  21424. diff = 0;
  21425. step = 1;
  21426. }
  21427. }
  21428. return true;
  21429. }
  21430. // Unable to determine linear trend, fill remaining array values with last value
  21431. for (; i < S; i++)
  21432. arr[i] = arr[max_level - 1];
  21433. }
  21434. return true;
  21435. }
  21436. /**
  21437. * Reads and parses an entry from the skill_db.
  21438. * @param node: YAML node containing the entry.
  21439. * @return count of successfully parsed rows
  21440. */
  21441. uint64 SkillDatabase::parseBodyNode(const ryml::NodeRef& node) {
  21442. uint16 skill_id;
  21443. if (!this->asUInt16(node, "Id", skill_id))
  21444. return 0;
  21445. std::shared_ptr<s_skill_db> skill = this->find(skill_id);
  21446. bool exists = skill != nullptr;
  21447. if (!exists) {
  21448. if (!this->nodesExist(node, { "Name", "Description", "MaxLevel" }))
  21449. return 0;
  21450. skill = std::make_shared<s_skill_db>();
  21451. skill->nameid = skill_id;
  21452. }
  21453. if (this->nodeExists(node, "Name")) {
  21454. std::string name;
  21455. if (!this->asString(node, "Name", name))
  21456. return 0;
  21457. name.resize(SKILL_NAME_LENGTH);
  21458. memcpy(skill->name, name.c_str(), sizeof(skill->name));
  21459. }
  21460. if (this->nodeExists(node, "Description")) {
  21461. std::string name;
  21462. if (!this->asString(node, "Description", name))
  21463. return 0;
  21464. name.resize(SKILL_DESC_LENGTH);
  21465. memcpy(skill->desc, name.c_str(), sizeof(skill->desc));
  21466. }
  21467. if (this->nodeExists(node, "MaxLevel")) {
  21468. uint16 skill_lv;
  21469. if (!this->asUInt16(node, "MaxLevel", skill_lv))
  21470. return 0;
  21471. if (skill_lv == 0 || skill_lv > MAX_SKILL_LEVEL) {
  21472. this->invalidWarning(node["MaxLevel"], "MaxLevel %hu does not meet the bounds of 1~%d.\n", skill_lv, MAX_SKILL_LEVEL);
  21473. return 0;
  21474. }
  21475. skill->max = skill_lv;
  21476. }
  21477. if (this->nodeExists(node, "Type")) {
  21478. std::string type;
  21479. if (!this->asString(node, "Type", type))
  21480. return 0;
  21481. std::string type_constant = "BF_" + type;
  21482. int64 constant;
  21483. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21484. this->invalidWarning(node["Type"], "Type %s is invalid.\n", type.c_str());
  21485. return 0;
  21486. }
  21487. if (constant < BF_NONE || constant > BF_MISC) {
  21488. this->invalidWarning(node["Type"], "Constant Type %s is not a supported skill type.\n", type_constant.c_str());
  21489. return 0;
  21490. }
  21491. skill->skill_type = static_cast<e_battle_flag>(constant);
  21492. } else {
  21493. if (!exists)
  21494. skill->skill_type = BF_NONE;
  21495. }
  21496. if (this->nodeExists(node, "TargetType")) {
  21497. std::string inf;
  21498. if (!this->asString(node, "TargetType", inf))
  21499. return 0;
  21500. std::string inf_constant = "INF_" + inf + "_SKILL";
  21501. int64 constant;
  21502. if (!script_get_constant(inf_constant.c_str(), &constant)) {
  21503. this->invalidWarning(node["TargetType"], "TargetType %s is invalid.\n", inf.c_str());
  21504. return 0;
  21505. }
  21506. skill->inf = static_cast<uint16>(constant);
  21507. }
  21508. if (this->nodeExists(node, "DamageFlags")) {
  21509. const auto& damageNode = node["DamageFlags"];
  21510. for (const auto& it : damageNode) {
  21511. std::string nk;
  21512. c4::from_chars(it.key(), &nk);
  21513. std::string nk_constant = "NK_" + nk;
  21514. int64 constant;
  21515. if (!script_get_constant(nk_constant.c_str(), &constant)) {
  21516. this->invalidWarning(damageNode, "DamageFlags %s is invalid.\n", nk.c_str());
  21517. return 0;
  21518. }
  21519. bool active;
  21520. if (!this->asBool(damageNode, nk, active))
  21521. return 0;
  21522. if (active)
  21523. skill->nk.set(static_cast<uint8>(constant));
  21524. else
  21525. skill->nk.reset(static_cast<uint8>(constant));
  21526. }
  21527. }
  21528. if (this->nodeExists(node, "Flags")) {
  21529. const auto& infoNode = node["Flags"];
  21530. for (const auto& it : infoNode) {
  21531. std::string inf2;
  21532. c4::from_chars(it.key(), &inf2);
  21533. std::string inf2_constant = "INF2_" + inf2;
  21534. int64 constant;
  21535. if (!script_get_constant(inf2_constant.c_str(), &constant)) {
  21536. this->invalidWarning(infoNode, "Flag %s is invalid, skipping.\n", inf2.c_str());
  21537. continue;
  21538. }
  21539. bool active;
  21540. if (!this->asBool(infoNode, inf2, active))
  21541. return 0;
  21542. if (active)
  21543. skill->inf2.set(static_cast<uint8>(constant));
  21544. else
  21545. skill->inf2.reset(static_cast<uint8>(constant));
  21546. }
  21547. }
  21548. if (this->nodeExists(node, "Range")) {
  21549. if (!this->parseNode("Range", "Size", node, skill->range))
  21550. return 0;
  21551. } else {
  21552. if (!exists)
  21553. memset(skill->range, 0, sizeof(skill->range));
  21554. }
  21555. if (this->nodeExists(node, "Hit")) {
  21556. std::string hit;
  21557. if (!this->asString(node, "Hit", hit))
  21558. return 0;
  21559. std::string hit_constant = "DMG_" + hit;
  21560. int64 constant;
  21561. if (!script_get_constant(hit_constant.c_str(), &constant)) {
  21562. this->invalidWarning(node["Hit"], "Hit %s is invalid.\n", hit.c_str());
  21563. return 0;
  21564. }
  21565. skill->hit = static_cast<e_damage_type>(constant);
  21566. } else {
  21567. if (!exists)
  21568. skill->hit = DMG_NORMAL;
  21569. }
  21570. if (this->nodeExists(node, "HitCount")) {
  21571. if (!this->parseNode("HitCount", "Count", node, skill->num))
  21572. return 0;
  21573. } else {
  21574. if (!exists)
  21575. memset(skill->num, 0, sizeof(skill->num));
  21576. }
  21577. if (this->nodeExists(node, "Element")) {
  21578. const auto elementNode = node["Element"];
  21579. std::string element;
  21580. if (!elementNode.is_seq()) {
  21581. if (!this->asString(node, "Element", element))
  21582. return 0;
  21583. std::string element_constant = "ELE_" + element;
  21584. int64 constant;
  21585. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21586. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21587. return 0;
  21588. }
  21589. if (constant == ELE_NONE) {
  21590. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21591. return 0;
  21592. }
  21593. memset(skill->element, static_cast<e_element>(constant), sizeof(skill->element));
  21594. } else {
  21595. for (const auto& it : elementNode) {
  21596. uint16 skill_lv;
  21597. if (!this->asUInt16(it, "Level", skill_lv))
  21598. continue;
  21599. if (skill_lv > MAX_SKILL_LEVEL) {
  21600. this->invalidWarning(it["Level"], "Element Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  21601. return false;
  21602. }
  21603. if (!this->asString(it, "Element", element))
  21604. continue;
  21605. std::string element_constant = "ELE_" + element;
  21606. int64 constant;
  21607. if (!script_get_constant(element_constant.c_str(), &constant)) {
  21608. this->invalidWarning(elementNode["Element"], "Element %s is invalid.\n", element.c_str());
  21609. return 0;
  21610. }
  21611. if (constant == ELE_NONE) {
  21612. this->invalidWarning(elementNode["Element"], "%s is not a valid element.\n", element.c_str());
  21613. return 0;
  21614. }
  21615. skill->element[skill_lv - 1] = static_cast<e_element>(constant);
  21616. }
  21617. }
  21618. } else {
  21619. if (!exists)
  21620. memset(skill->element, ELE_NEUTRAL, sizeof(skill->element));
  21621. }
  21622. if (this->nodeExists(node, "SplashArea")) {
  21623. if (!this->parseNode("SplashArea", "Area", node, skill->splash))
  21624. return 0;
  21625. } else {
  21626. if (!exists)
  21627. memset(skill->splash, 0, sizeof(skill->splash));
  21628. }
  21629. if (this->nodeExists(node, "ActiveInstance")) {
  21630. if (!this->parseNode("ActiveInstance", "Max", node, skill->maxcount))
  21631. return 0;
  21632. } else {
  21633. if (!exists)
  21634. memset(skill->maxcount, 0, sizeof(skill->maxcount));
  21635. }
  21636. if (this->nodeExists(node, "Knockback")) {
  21637. if (!this->parseNode("Knockback", "Amount", node, skill->blewcount))
  21638. return 0;
  21639. } else {
  21640. if (!exists)
  21641. memset(skill->blewcount, 0, sizeof(skill->blewcount));
  21642. }
  21643. if (this->nodeExists(node, "CopyFlags")) {
  21644. const auto& copyNode = node["CopyFlags"];
  21645. if (this->nodeExists(copyNode, "Skill")) {
  21646. const auto& copyskillNode = copyNode["Skill"];
  21647. if (this->nodeExists(copyskillNode, "Plagiarism")) {
  21648. bool active;
  21649. if (!this->asBool(copyskillNode, "Plagiarism", active))
  21650. return 0;
  21651. if (active)
  21652. skill->copyable.option |= SKILL_COPY_PLAGIARISM;
  21653. else
  21654. skill->copyable.option &= SKILL_COPY_PLAGIARISM;
  21655. }
  21656. if (this->nodeExists(copyskillNode, "Reproduce")) {
  21657. bool active;
  21658. if (!this->asBool(copyskillNode, "Reproduce", active))
  21659. return 0;
  21660. if (active)
  21661. skill->copyable.option |= SKILL_COPY_REPRODUCE;
  21662. else
  21663. skill->copyable.option &= SKILL_COPY_REPRODUCE;
  21664. }
  21665. } else {
  21666. this->invalidWarning(copyNode, "CopyFlags requires a Skill copy type.\n");
  21667. return 0;
  21668. }
  21669. if (this->nodeExists(copyNode, "RemoveRequirement")) {
  21670. const auto& copyreqNode = copyNode["RemoveRequirement"];
  21671. for (const auto& it : copyreqNode) {
  21672. std::string req;
  21673. c4::from_chars(it.key(), &req);
  21674. std::string req_constant = "SKILL_REQ_" + req;
  21675. int64 constant;
  21676. if (!script_get_constant(req_constant.c_str(), &constant)) {
  21677. this->invalidWarning(copyreqNode, "CopyFlags RemoveRequirement %s is invalid.\n", req.c_str());
  21678. return 0;
  21679. }
  21680. skill->copyable.req_opt |= constant;
  21681. }
  21682. } else {
  21683. if (!exists)
  21684. skill->copyable.req_opt = 0;
  21685. }
  21686. }
  21687. if (this->nodeExists(node, "NoNearNpc")) {
  21688. const auto& npcNode = node["NoNearNpc"];
  21689. if (this->nodeExists(npcNode, "AdditionalRange")) {
  21690. uint16 range;
  21691. if (!this->asUInt16(npcNode, "AdditionalRange", range))
  21692. return 0;
  21693. skill->unit_nonearnpc_range = range;
  21694. } else {
  21695. if (!exists)
  21696. skill->unit_nonearnpc_range = 0;
  21697. }
  21698. if (this->nodeExists(npcNode, "Type")) {
  21699. const auto& npctypeNode = npcNode["Type"];
  21700. for (const auto& it : npctypeNode) {
  21701. std::string type;
  21702. c4::from_chars(it.key(), &type);
  21703. std::string type_constant = "SKILL_NONEAR_" + type;
  21704. int64 constant;
  21705. if (!script_get_constant(type_constant.c_str(), &constant)) {
  21706. this->invalidWarning(npctypeNode, "NoNearNPC Type %s is invalid.\n", type.c_str());
  21707. return 0;
  21708. }
  21709. bool active;
  21710. if (!this->asBool(npctypeNode, type, active))
  21711. return 0;
  21712. if (active)
  21713. skill->unit_nonearnpc_type |= constant;
  21714. else
  21715. skill->unit_nonearnpc_type &= ~constant;
  21716. }
  21717. } else {
  21718. if (!exists)
  21719. skill->unit_nonearnpc_type = 0;
  21720. }
  21721. }
  21722. if (this->nodeExists(node, "CastCancel")) {
  21723. bool active;
  21724. if (!this->asBool(node, "CastCancel", active))
  21725. return 0;
  21726. skill->castcancel = active;
  21727. } else {
  21728. if (!exists)
  21729. skill->castcancel = false;
  21730. }
  21731. if (this->nodeExists(node, "CastDefenseReduction")) {
  21732. uint16 reduction;
  21733. if (!this->asUInt16(node, "CastDefenseReduction", reduction))
  21734. return 0;
  21735. skill->cast_def_rate = reduction;
  21736. } else {
  21737. if (!exists)
  21738. skill->cast_def_rate = 0;
  21739. }
  21740. if (this->nodeExists(node, "CastTime")) {
  21741. if (!this->parseNode("CastTime", "Time", node, skill->cast))
  21742. return 0;
  21743. } else {
  21744. if (!exists)
  21745. memset(skill->cast, 0, sizeof(skill->cast));
  21746. }
  21747. if (this->nodeExists(node, "AfterCastActDelay")) {
  21748. if (!this->parseNode("AfterCastActDelay", "Time", node, skill->delay))
  21749. return 0;
  21750. } else {
  21751. if (!exists)
  21752. memset(skill->delay, 0, sizeof(skill->delay));
  21753. }
  21754. if (this->nodeExists(node, "AfterCastWalkDelay")) {
  21755. if (!this->parseNode("AfterCastWalkDelay", "Time", node, skill->walkdelay))
  21756. return 0;
  21757. } else {
  21758. if (!exists)
  21759. memset(skill->walkdelay, 0, sizeof(skill->walkdelay));
  21760. }
  21761. if (this->nodeExists(node, "Duration1")) {
  21762. if (!this->parseNode("Duration1", "Time", node, skill->upkeep_time))
  21763. return 0;
  21764. } else {
  21765. if (!exists)
  21766. memset(skill->upkeep_time, 0, sizeof(skill->upkeep_time));
  21767. }
  21768. if (this->nodeExists(node, "Duration2")) {
  21769. if (!this->parseNode("Duration2", "Time", node, skill->upkeep_time2))
  21770. return 0;
  21771. } else {
  21772. if (!exists)
  21773. memset(skill->upkeep_time2, 0, sizeof(skill->upkeep_time2));
  21774. }
  21775. if (this->nodeExists(node, "Cooldown")) {
  21776. if (!this->parseNode("Cooldown", "Time", node, skill->cooldown))
  21777. return 0;
  21778. } else {
  21779. if (!exists)
  21780. memset(skill->cooldown, 0, sizeof(skill->cooldown));
  21781. }
  21782. #ifdef RENEWAL_CAST
  21783. if (this->nodeExists(node, "FixedCastTime")) {
  21784. if (!this->parseNode("FixedCastTime", "Time", node, skill->fixed_cast))
  21785. return 0;
  21786. } else {
  21787. if (!exists)
  21788. memset(skill->fixed_cast, 0, sizeof(skill->fixed_cast));
  21789. }
  21790. #endif
  21791. if (this->nodeExists(node, "CastTimeFlags")) {
  21792. const auto& castNode = node["CastTimeFlags"];
  21793. for (const auto& it : castNode) {
  21794. std::string flag;
  21795. c4::from_chars(it.key(), &flag);
  21796. std::string flag_constant = "SKILL_CAST_" + flag;
  21797. int64 constant;
  21798. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21799. this->invalidWarning(castNode, "CastTimeFlags %s option is invalid.\n", flag.c_str());
  21800. return 0;
  21801. }
  21802. bool active;
  21803. if (!this->asBool(castNode, flag, active))
  21804. return 0;
  21805. if (active)
  21806. skill->castnodex |= constant;
  21807. else
  21808. skill->castnodex &= ~constant;
  21809. }
  21810. }
  21811. if (this->nodeExists(node, "CastDelayFlags")) {
  21812. const auto& castNode = node["CastDelayFlags"];
  21813. for (const auto& it : castNode) {
  21814. std::string flag;
  21815. c4::from_chars(it.key(), &flag);
  21816. std::string flag_constant = "SKILL_CAST_" + flag;
  21817. int64 constant;
  21818. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  21819. this->invalidWarning(castNode, "CastDelayFlags %s option is invalid.\n", flag.c_str());
  21820. return 0;
  21821. }
  21822. bool active;
  21823. if (!this->asBool(castNode, flag, active))
  21824. return 0;
  21825. if (active)
  21826. skill->delaynodex |= constant;
  21827. else
  21828. skill->delaynodex &= ~constant;
  21829. }
  21830. }
  21831. if (this->nodeExists(node, "Requires")) {
  21832. const auto& requireNode = node["Requires"];
  21833. if (this->nodeExists(requireNode, "HpCost")) {
  21834. if (!this->parseNode("HpCost", "Amount", requireNode, skill->require.hp))
  21835. return 0;
  21836. } else {
  21837. if (!exists)
  21838. memset(skill->require.hp, 0, sizeof(skill->require.hp));
  21839. }
  21840. if (this->nodeExists(requireNode, "SpCost")) {
  21841. if (!this->parseNode("SpCost", "Amount", requireNode, skill->require.sp))
  21842. return 0;
  21843. } else {
  21844. if (!exists)
  21845. memset(skill->require.sp, 0, sizeof(skill->require.sp));
  21846. }
  21847. if (this->nodeExists(requireNode, "ApCost")) {
  21848. if (!this->parseNode("ApCost", "Amount", requireNode, skill->require.ap))
  21849. return 0;
  21850. } else {
  21851. if (!exists)
  21852. memset(skill->require.ap, 0, sizeof(skill->require.ap));
  21853. }
  21854. if (this->nodeExists(requireNode, "HpRateCost")) {
  21855. if (!this->parseNode("HpRateCost", "Amount", requireNode, skill->require.hp_rate))
  21856. return 0;
  21857. } else {
  21858. if (!exists)
  21859. memset(skill->require.hp_rate, 0, sizeof(skill->require.hp_rate));
  21860. }
  21861. if (this->nodeExists(requireNode, "SpRateCost")) {
  21862. if (!this->parseNode("SpRateCost", "Amount", requireNode, skill->require.sp_rate))
  21863. return 0;
  21864. } else {
  21865. if (!exists)
  21866. memset(skill->require.sp_rate, 0, sizeof(skill->require.sp_rate));
  21867. }
  21868. if (this->nodeExists(requireNode, "ApRateCost")) {
  21869. if (!this->parseNode("ApRateCost", "Amount", requireNode, skill->require.ap_rate))
  21870. return 0;
  21871. } else {
  21872. if (!exists)
  21873. memset(skill->require.ap_rate, 0, sizeof(skill->require.ap_rate));
  21874. }
  21875. if (this->nodeExists(requireNode, "MaxHpTrigger")) {
  21876. if (!this->parseNode("MaxHpTrigger", "Amount", requireNode, skill->require.mhp))
  21877. return 0;
  21878. } else {
  21879. if (!exists)
  21880. memset(skill->require.mhp, 0, sizeof(skill->require.mhp));
  21881. }
  21882. if (this->nodeExists(requireNode, "ZenyCost")) {
  21883. if (!this->parseNode("ZenyCost", "Amount", requireNode, skill->require.zeny))
  21884. return 0;
  21885. } else {
  21886. if (!exists)
  21887. memset(skill->require.zeny, 0, sizeof(skill->require.zeny));
  21888. }
  21889. if (this->nodeExists(requireNode, "Weapon")) {
  21890. const auto& weaponNode = requireNode["Weapon"];
  21891. if (this->nodeExists(weaponNode, "All")) {
  21892. bool active;
  21893. if (!this->asBool(weaponNode, "All", active))
  21894. return 0;
  21895. if (active)
  21896. skill->require.weapon = 0;
  21897. } else {
  21898. for (const auto& it : weaponNode) {
  21899. std::string weapon;
  21900. c4::from_chars(it.key(), &weapon);
  21901. std::string weapon_constant = "W_" + weapon;
  21902. int64 constant;
  21903. if (!script_get_constant(weapon_constant.c_str(), &constant)) {
  21904. this->invalidWarning(weaponNode, "Requires Weapon %s is invalid.\n", weapon.c_str());
  21905. return 0;
  21906. }
  21907. bool active;
  21908. if (!this->asBool(weaponNode, weapon, active))
  21909. return 0;
  21910. if (active)
  21911. skill->require.weapon |= 1 << constant;
  21912. else
  21913. skill->require.weapon &= ~(1 << constant);
  21914. }
  21915. }
  21916. } else {
  21917. if (!exists)
  21918. skill->require.weapon = 0;
  21919. }
  21920. if (this->nodeExists(requireNode, "Ammo")) {
  21921. const auto& ammoNode = requireNode["Ammo"];
  21922. if (this->nodeExists(ammoNode, "None")) {
  21923. bool active;
  21924. if (!this->asBool(ammoNode, "None", active))
  21925. return 0;
  21926. if (active)
  21927. skill->require.ammo = 0;
  21928. } else {
  21929. for (const auto& it : ammoNode) {
  21930. std::string ammo;
  21931. c4::from_chars(it.key(), &ammo);
  21932. std::string ammo_constant = "AMMO_" + ammo;
  21933. int64 constant;
  21934. if (!script_get_constant(ammo_constant.c_str(), &constant)) {
  21935. this->invalidWarning(ammoNode, "Requires Ammo %s is invalid.\n", ammo.c_str());
  21936. return 0;
  21937. }
  21938. bool active;
  21939. if (!this->asBool(ammoNode, ammo, active))
  21940. return 0;
  21941. if (active)
  21942. skill->require.ammo |= 1 << constant;
  21943. else
  21944. skill->require.ammo &= ~(1 << constant);
  21945. }
  21946. }
  21947. } else {
  21948. if (!exists)
  21949. skill->require.ammo = 0;
  21950. }
  21951. if (this->nodeExists(requireNode, "AmmoAmount")) {
  21952. if (skill->require.ammo == 0) {
  21953. this->invalidWarning(requireNode["AmmoAmount"], "An ammo type is required before specifying ammo amount.\n");
  21954. return 0;
  21955. }
  21956. if (!this->parseNode("AmmoAmount", "Amount", requireNode, skill->require.ammo_qty))
  21957. return 0;
  21958. } else {
  21959. if (!exists)
  21960. memset(skill->require.ammo_qty, 0, sizeof(skill->require.ammo_qty));
  21961. }
  21962. if (this->nodeExists(requireNode, "State")) {
  21963. std::string state;
  21964. if (!this->asString(requireNode, "State", state))
  21965. return 0;
  21966. std::string state_constant = "ST_" + state;
  21967. int64 constant;
  21968. if (!script_get_constant(state_constant.c_str(), &constant)) {
  21969. this->invalidWarning(requireNode["State"], "Requires State %s is invalid.\n", state.c_str());
  21970. return 0;
  21971. }
  21972. skill->require.state = static_cast<int32>(constant);
  21973. }
  21974. if (this->nodeExists(requireNode, "Status")) {
  21975. const auto& statusNode = requireNode["Status"];
  21976. for (const auto& it : statusNode) {
  21977. std::string status;
  21978. c4::from_chars(it.key(), &status);
  21979. std::string status_constant = "SC_" + status;
  21980. int64 constant;
  21981. if (!script_get_constant(status_constant.c_str(), &constant)) {
  21982. this->invalidWarning(statusNode, "Requires Status %s is invalid.\n", status.c_str());
  21983. return 0;
  21984. }
  21985. bool active;
  21986. if (!this->asBool(statusNode, status, active))
  21987. return 0;
  21988. auto status_exists = util::vector_get(skill->require.status, constant);
  21989. if (active && status_exists == skill->require.status.end())
  21990. skill->require.status.push_back(static_cast<sc_type>(constant));
  21991. else if (!active && status_exists != skill->require.status.end())
  21992. skill->require.status.erase(status_exists);
  21993. }
  21994. }
  21995. if (this->nodeExists(requireNode, "SpiritSphereCost")) {
  21996. if (!this->parseNode("SpiritSphereCost", "Amount", requireNode, skill->require.spiritball))
  21997. return 0;
  21998. } else {
  21999. if (!exists)
  22000. memset(skill->require.spiritball, 0, sizeof(skill->require.spiritball));
  22001. }
  22002. if (this->nodeExists(requireNode, "ItemCost")) {
  22003. const auto itemNode = requireNode["ItemCost"];
  22004. int32 count = 0;
  22005. for (const auto& it : itemNode) {
  22006. std::string item_name;
  22007. if (!this->asString(it, "Item", item_name))
  22008. continue;
  22009. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22010. if (item == nullptr) {
  22011. this->invalidWarning(it["Item"], "Requires ItemCost Item %s does not exist.\n", item_name.c_str());
  22012. return 0;
  22013. }
  22014. int32 amount;
  22015. if (!this->asInt32(it, "Amount", amount))
  22016. continue;
  22017. if (this->nodeExists(it, "Level")) {
  22018. uint16 cost_level;
  22019. if (!this->asUInt16(it, "Level", cost_level))
  22020. continue;
  22021. if (cost_level < 1 || cost_level > skill->max) {
  22022. this->invalidWarning(it["Level"], "Requires ItemCost Level %d is not within %s's level range of 1~%d.\n", cost_level, skill->name, skill->max);
  22023. return 0;
  22024. }
  22025. count = cost_level - 1;
  22026. if (!skill->require.itemid_level_dependent)
  22027. skill->require.itemid_level_dependent = true;
  22028. }
  22029. skill->require.itemid[count] = item->nameid;
  22030. skill->require.amount[count] = amount;
  22031. count++;
  22032. }
  22033. }
  22034. if (this->nodeExists(requireNode, "Equipment")) {
  22035. const auto& equipNode = requireNode["Equipment"];
  22036. for (const auto& it : equipNode) {
  22037. std::string item_name;
  22038. c4::from_chars(it.key(), &item_name);
  22039. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22040. if (item == nullptr) {
  22041. this->invalidWarning(it, "Requires Equipment %s does not exist.\n", item_name.c_str());
  22042. return 0;
  22043. }
  22044. bool active;
  22045. if (!this->asBool(equipNode, item_name, active))
  22046. return 0;
  22047. auto equip_exists = util::vector_get(skill->require.eqItem, item->nameid);
  22048. if (active && equip_exists == skill->require.eqItem.end())
  22049. skill->require.eqItem.push_back(item->nameid);
  22050. else if (!active && equip_exists != skill->require.eqItem.end())
  22051. skill->require.eqItem.erase(equip_exists);
  22052. }
  22053. }
  22054. }
  22055. if (this->nodeExists(node, "GiveAp")) {
  22056. if (!this->parseNode("GiveAp", "Amount", node, skill->giveap))
  22057. return 0;
  22058. } else {
  22059. if (!exists)
  22060. memset(skill->giveap, 0, sizeof(skill->giveap));
  22061. }
  22062. if (this->nodeExists(node, "Unit")) {
  22063. const auto& unitNode = node["Unit"];
  22064. if (this->nodeExists(unitNode, "Id")) {
  22065. std::string unit;
  22066. if (!this->asString(unitNode, "Id", unit))
  22067. return 0;
  22068. std::string unit_constant = "UNT_" + unit;
  22069. int64 constant;
  22070. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22071. this->invalidWarning(unitNode["Id"], "Unit Id %s is invalid.\n", unit.c_str());
  22072. return 0;
  22073. }
  22074. skill->unit_id = static_cast<uint16>(constant);
  22075. } else {
  22076. this->invalidWarning(unitNode["Id"], "Unit requires an Id.\n");
  22077. return 0;
  22078. }
  22079. if (this->nodeExists(unitNode, "AlternateId")) {
  22080. std::string unit;
  22081. if (!this->asString(unitNode, "AlternateId", unit))
  22082. return 0;
  22083. std::string unit_constant = "UNT_" + unit;
  22084. int64 constant;
  22085. if (!script_get_constant(unit_constant.c_str(), &constant)) {
  22086. this->invalidWarning(unitNode["AlternateId"], "Alternate Unit Id %s is invalid.\n", unit.c_str());
  22087. return 0;
  22088. }
  22089. skill->unit_id2 = static_cast<uint16>(constant);
  22090. } else {
  22091. if (!exists)
  22092. skill->unit_id2 = 0;
  22093. }
  22094. if (this->nodeExists(unitNode, "Layout")) {
  22095. if (!this->parseNode("Layout", "Size", unitNode, skill->unit_layout_type))
  22096. return 0;
  22097. } else {
  22098. if (!exists)
  22099. memset(skill->unit_layout_type, 0, sizeof(skill->unit_layout_type));
  22100. }
  22101. if (this->nodeExists(unitNode, "Range")) {
  22102. if (!this->parseNode("Range", "Size", unitNode, skill->unit_range))
  22103. return 0;
  22104. } else {
  22105. if (!exists)
  22106. memset(skill->unit_range, 0, sizeof(skill->unit_range));
  22107. }
  22108. if (this->nodeExists(unitNode, "Interval")) {
  22109. int16 interval;
  22110. if (!this->asInt16(unitNode, "Interval", interval))
  22111. return 0;
  22112. skill->unit_interval = interval;
  22113. } else {
  22114. if (!exists)
  22115. skill->unit_interval = 0;
  22116. }
  22117. if (this->nodeExists(unitNode, "Target")) {
  22118. std::string target;
  22119. if (!this->asString(unitNode, "Target", target))
  22120. return 0;
  22121. std::string target_constant = "BCT_" + target;
  22122. int64 constant;
  22123. if (!script_get_constant(target_constant.c_str(), &constant)) {
  22124. this->invalidWarning(unitNode["Target"], "Unit Target %s is invalid.\n", target.c_str());
  22125. return 0;
  22126. }
  22127. skill->unit_target = static_cast<int32>(constant);
  22128. } else {
  22129. if (!exists)
  22130. skill->unit_target = BCT_ALL;
  22131. }
  22132. if (this->nodeExists(unitNode, "Flag")) {
  22133. const auto& flagNode = unitNode["Flag"];
  22134. for (const auto& it : flagNode) {
  22135. std::string flag;
  22136. c4::from_chars(it.key(), &flag);
  22137. std::string flag_constant = "UF_" + flag;
  22138. int64 constant;
  22139. if (!script_get_constant(flag_constant.c_str(), &constant)) {
  22140. this->invalidWarning(it, "Skill Unit Flag %s is invalid.\n", flag.c_str());
  22141. return 0;
  22142. }
  22143. bool active;
  22144. if (!this->asBool(flagNode, flag, active))
  22145. return 0;
  22146. if (active)
  22147. skill->unit_flag.set(static_cast<uint8>(constant));
  22148. else
  22149. skill->unit_flag.reset(static_cast<uint8>(constant));
  22150. }
  22151. if (skill->unit_flag[UF_NOENEMY] && battle_config.defnotenemy)
  22152. skill->unit_target = BCT_NOENEMY;
  22153. // By default, target just characters.
  22154. skill->unit_target |= BL_CHAR;
  22155. if (skill->unit_flag[UF_NOPC])
  22156. skill->unit_target &= ~BL_PC;
  22157. if (skill->unit_flag[UF_NOMOB])
  22158. skill->unit_target &= ~BL_MOB;
  22159. if (skill->unit_flag[UF_SKILL])
  22160. skill->unit_target |= BL_SKILL;
  22161. } else {
  22162. if (!exists){
  22163. skill->unit_flag = UF_NONE;
  22164. // By default, target just characters.
  22165. skill->unit_target |= BL_CHAR;
  22166. }
  22167. }
  22168. }
  22169. if (this->nodeExists(node, "Status")) {
  22170. std::string status;
  22171. if (!this->asString(node, "Status", status))
  22172. return 0;
  22173. std::string status_constant = "SC_" + status;
  22174. int64 constant;
  22175. if (!script_get_constant(status_constant.c_str(), &constant)) {
  22176. this->invalidWarning(node["Status"], "Status %s is invalid.\n", status.c_str());
  22177. return 0;
  22178. }
  22179. if (constant < SC_NONE || constant >= SC_MAX) {
  22180. this->invalidWarning(node["Status"], "Status %s is unknown. Defaulting to SC_NONE.\n", status.c_str());
  22181. constant = SC_NONE;
  22182. }
  22183. skill->sc = static_cast<sc_type>(constant);
  22184. } else {
  22185. if (!exists)
  22186. skill->sc = SC_NONE;
  22187. }
  22188. if (!exists) {
  22189. this->put(skill_id, skill);
  22190. this->skilldb_id2idx[skill_id] = this->skill_num;
  22191. this->skill_num++;
  22192. }
  22193. return 1;
  22194. }
  22195. void SkillDatabase::clear() {
  22196. TypesafeCachedYamlDatabase::clear();
  22197. memset( this->skilldb_id2idx, 0, sizeof( this->skilldb_id2idx ) );
  22198. this->skill_num = 1;
  22199. }
  22200. void SkillDatabase::loadingFinished(){
  22201. if( this->skill_num > MAX_SKILL ){
  22202. ShowError( "There are more skills defined in the skill database (%d) than the MAX_SKILL (%d) define. Please increase it and recompile.\n", this->skill_num, MAX_SKILL );
  22203. }
  22204. TypesafeCachedYamlDatabase::loadingFinished();
  22205. }
  22206. /**
  22207. * Get skill index from skill_db array. The index is also being used for skill lookup in mmo_charstatus::skill[]
  22208. * @param skill_id
  22209. * @param silent If Skill is undefined, show error message!
  22210. * @return Skill Index or 0 if not found/unset
  22211. **/
  22212. uint16 SkillDatabase::get_index( uint16 skill_id, bool silent, const char *func, const char *file, int line ){
  22213. uint16 idx = this->skilldb_id2idx[skill_id];
  22214. if( idx == 0 && skill_id != 0 && !silent ){
  22215. ShowError( "Skill '%d' is undefined! %s:%d::%s\n", skill_id, file, line, func );
  22216. }
  22217. return idx;
  22218. }
  22219. SkillDatabase skill_db;
  22220. const std::string ReadingSpellbookDatabase::getDefaultLocation() {
  22221. return std::string(db_path) + "/spellbook_db.yml";
  22222. }
  22223. /**
  22224. * Reads and parses an entry from the spellbook_db.
  22225. * @param node: YAML node containing the entry.
  22226. * @return count of successfully parsed rows
  22227. */
  22228. uint64 ReadingSpellbookDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22229. std::string skill_name;
  22230. if (!this->asString(node, "Skill", skill_name))
  22231. return 0;
  22232. uint16 skill_id = skill_name2id(skill_name.c_str());
  22233. if (skill_id == 0) {
  22234. this->invalidWarning(node["Skill"], "Invalid skill name \"%s\", skipping.\n", skill_name.c_str());
  22235. return 0;
  22236. }
  22237. if (skill_get_inf(skill_id) == INF_PASSIVE_SKILL) {
  22238. this->invalidWarning(node["Skill"], "Passive skill %s cannot be memorized in a Spell Book.\n", skill_name.c_str());
  22239. return 0;
  22240. }
  22241. std::shared_ptr<s_skill_spellbook_db> spell = this->find(skill_id);
  22242. bool exists = spell != nullptr;
  22243. if (!exists) {
  22244. if (!this->nodesExist(node, { "Book", "PreservePoints" }))
  22245. return 0;
  22246. spell = std::make_shared<s_skill_spellbook_db>();
  22247. spell->skill_id = skill_id;
  22248. }
  22249. if (this->nodeExists(node, "Book")) {
  22250. std::string book_name;
  22251. if (!this->asString(node, "Book", book_name))
  22252. return 0;
  22253. std::shared_ptr<item_data> item = item_db.search_aegisname( book_name.c_str() );
  22254. if (item == nullptr) {
  22255. this->invalidWarning(node["Book"], "Book item %s does not exist.\n", book_name.c_str());
  22256. return 0;
  22257. }
  22258. spell->nameid = item->nameid;
  22259. }
  22260. if (this->nodeExists(node, "PreservePoints")) {
  22261. uint16 points;
  22262. if (!this->asUInt16(node, "PreservePoints", points))
  22263. return 0;
  22264. spell->points = points;
  22265. }
  22266. if (!exists)
  22267. this->put(skill_id, spell);
  22268. return 1;
  22269. }
  22270. /**
  22271. * Check if the specified item is available in the spellbook_db or not
  22272. * @param nameid: Book Item ID
  22273. * @return Spell data or nullptr otherwise
  22274. */
  22275. std::shared_ptr<s_skill_spellbook_db> ReadingSpellbookDatabase::findBook(t_itemid nameid) {
  22276. if (!item_db.exists(nameid) || reading_spellbook_db.empty())
  22277. return nullptr;
  22278. for (const auto &spell : reading_spellbook_db) {
  22279. if (spell.second->nameid == nameid)
  22280. return spell.second;
  22281. }
  22282. return nullptr;
  22283. }
  22284. const std::string MagicMushroomDatabase::getDefaultLocation() {
  22285. return std::string(db_path) + "/magicmushroom_db.yml";
  22286. }
  22287. /**
  22288. * Reads and parses an entry from the magicmushroom_db.
  22289. * @param node: YAML node containing the entry.
  22290. * @return count of successfully parsed rows
  22291. */
  22292. uint64 MagicMushroomDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22293. std::string skill_name;
  22294. if (!this->asString(node, "Skill", skill_name))
  22295. return 0;
  22296. uint16 skill_id = skill_name2id(skill_name.c_str());
  22297. if (!skill_id) {
  22298. this->invalidWarning(node["Skill"], "Invalid Magic Mushroom skill name \"%s\", skipping.\n", skill_name.c_str());
  22299. return 0;
  22300. }
  22301. if (!skill_get_inf(skill_id)) {
  22302. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Magic Mushroom.\n", skill_name.c_str());
  22303. return 0;
  22304. }
  22305. std::shared_ptr<s_skill_magicmushroom_db> mushroom = this->find(skill_id);
  22306. bool exists = mushroom != nullptr;
  22307. if (!exists) {
  22308. mushroom = std::make_shared<s_skill_magicmushroom_db>();
  22309. mushroom->skill_id = skill_id;
  22310. this->put(skill_id, mushroom);
  22311. }
  22312. return 1;
  22313. }
  22314. /** Reads skill no cast db
  22315. * Structure: SkillID,Flag
  22316. */
  22317. static bool skill_parse_row_nocastdb( char* split[], size_t columns, size_t current ){
  22318. std::shared_ptr<s_skill_db> skill = skill_db.find(atoi(split[0]));
  22319. if (!skill)
  22320. return false;
  22321. skill->nocast |= atoi(split[1]);
  22322. return true;
  22323. }
  22324. /** Reads Produce db
  22325. * Structure: ProduceItemID,ItemLV,RequireSkill,Requireskill_lv,MaterialID1,MaterialAmount1,...
  22326. */
  22327. static bool skill_parse_row_producedb( char* split[], size_t columns, size_t current ){
  22328. unsigned short x, y;
  22329. unsigned short id = atoi(split[0]);
  22330. t_itemid nameid = 0;
  22331. bool found = false;
  22332. if (id >= ARRAYLENGTH(skill_produce_db)) {
  22333. ShowError("skill_parse_row_producedb: Maximum db entries reached.\n");
  22334. return false;
  22335. }
  22336. // Clear previous data, for importing support
  22337. memset(&skill_produce_db[id], 0, sizeof(skill_produce_db[id]));
  22338. // Import just for clearing/disabling from original data
  22339. if (!(nameid = strtoul(split[1], nullptr, 10))) {
  22340. //ShowInfo("skill_parse_row_producedb: Product list with ID %d removed from list.\n", id);
  22341. return true;
  22342. }
  22343. if (!item_db.exists(nameid)) {
  22344. ShowError("skill_parse_row_producedb: Invalid item %u.\n", nameid);
  22345. return false;
  22346. }
  22347. skill_produce_db[id].nameid = nameid;
  22348. skill_produce_db[id].itemlv = atoi(split[2]);
  22349. skill_produce_db[id].req_skill = atoi(split[3]);
  22350. skill_produce_db[id].req_skill_lv = atoi(split[4]);
  22351. for (x = 5, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_PRODUCE_RESOURCE; x += 2, y++) {
  22352. skill_produce_db[id].mat_id[y] = strtoul(split[x], nullptr, 10);
  22353. skill_produce_db[id].mat_amount[y] = atoi(split[x+1]);
  22354. }
  22355. if (!found)
  22356. skill_produce_count++;
  22357. return true;
  22358. }
  22359. const std::string SkillArrowDatabase::getDefaultLocation() {
  22360. return std::string(db_path) + "/create_arrow_db.yml";
  22361. }
  22362. /**
  22363. * Reads and parses an entry from the create_arrow_db.
  22364. * @param node: YAML node containing the entry.
  22365. * @return count of successfully parsed rows
  22366. */
  22367. uint64 SkillArrowDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22368. std::string source_name;
  22369. if (!this->asString(node, "Source", source_name))
  22370. return 0;
  22371. std::shared_ptr<item_data> item = item_db.search_aegisname( source_name.c_str() );
  22372. if (item == nullptr) {
  22373. this->invalidWarning(node["Source"], "Item %s does not exist.\n", source_name.c_str());
  22374. return 0;
  22375. }
  22376. t_itemid nameid = item->nameid;
  22377. std::shared_ptr<s_skill_arrow_db> arrow = this->find(nameid);
  22378. bool exists = arrow != nullptr;
  22379. if (!exists) {
  22380. arrow = std::make_shared<s_skill_arrow_db>();
  22381. arrow->nameid = nameid;
  22382. }
  22383. const auto& MakeNode = node["Make"];
  22384. for (const auto &it : MakeNode) {
  22385. std::string item_name;
  22386. if (!this->asString(it, "Item", item_name))
  22387. return 0;
  22388. std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
  22389. if (item == nullptr) {
  22390. this->invalidWarning(it["Item"], "Item %s does not exist.\n", item_name.c_str());
  22391. return 0;
  22392. }
  22393. uint16 amount;
  22394. if (!this->asUInt16(it, "Amount", amount))
  22395. return 0;
  22396. if (amount == 0) {
  22397. if (arrow->created.erase(item->nameid) == 0)
  22398. this->invalidWarning(it["Amount"], "Failed to remove %s, the entry doesn't exist in Source %s.\n", item_name.c_str(), source_name.c_str());
  22399. continue;
  22400. }
  22401. if (amount > MAX_AMOUNT) {
  22402. this->invalidWarning(it["Amount"], "Amount %hu exceeds %hu, skipping.\n", amount, MAX_AMOUNT);
  22403. continue;
  22404. }
  22405. arrow->created[item->nameid] = amount;
  22406. }
  22407. if (!exists)
  22408. this->put(nameid, arrow);
  22409. return 1;
  22410. }
  22411. const std::string AbraDatabase::getDefaultLocation() {
  22412. return std::string(db_path) + "/abra_db.yml";
  22413. }
  22414. /**
  22415. * Reads and parses an entry from the abra_db.
  22416. * @param node: YAML node containing the entry.
  22417. * @return count of successfully parsed rows
  22418. */
  22419. uint64 AbraDatabase::parseBodyNode(const ryml::NodeRef& node) {
  22420. std::string skill_name;
  22421. if (!this->asString(node, "Skill", skill_name))
  22422. return 0;
  22423. uint16 skill_id = skill_name2id(skill_name.c_str());
  22424. if (!skill_id) {
  22425. this->invalidWarning(node["Skill"], "Invalid Abra skill name \"%s\", skipping.\n", skill_name.c_str());
  22426. return 0;
  22427. }
  22428. if (!skill_get_inf(skill_id)) {
  22429. this->invalidWarning(node["Skill"], "Passive skill %s cannot be casted by Abra.\n", skill_name.c_str());
  22430. return 0;
  22431. }
  22432. std::shared_ptr<s_skill_abra_db> abra = this->find(skill_id);
  22433. bool exists = abra != nullptr;
  22434. if (!exists) {
  22435. abra = std::make_shared<s_skill_abra_db>();
  22436. abra->skill_id = skill_id;
  22437. }
  22438. if (this->nodeExists(node, "Probability")) {
  22439. const auto& probNode = node["Probability"];
  22440. uint16 probability;
  22441. if (!probNode.is_seq()) {
  22442. if (!this->asUInt16Rate(probNode, "Probability", probability))
  22443. return 0;
  22444. abra->per.fill(probability);
  22445. } else {
  22446. abra->per.fill(0);
  22447. for (const auto& it : probNode) {
  22448. uint16 skill_lv;
  22449. if (!this->asUInt16(it, "Level", skill_lv))
  22450. continue;
  22451. if (skill_lv > MAX_SKILL_LEVEL) {
  22452. this->invalidWarning(probNode["Level"], "Probability Level exceeds the maximum skill level of %d, skipping.\n", MAX_SKILL_LEVEL);
  22453. return 0;
  22454. }
  22455. if (!this->asUInt16Rate(it, "Probability", probability))
  22456. continue;
  22457. abra->per[skill_lv - 1] = probability;
  22458. }
  22459. }
  22460. } else {
  22461. if (!exists)
  22462. abra->per.fill(500);
  22463. }
  22464. if (!exists)
  22465. this->put(skill_id, abra);
  22466. return 1;
  22467. }
  22468. /** Reads change material db
  22469. * Structure: ProductID,BaseRate,MakeAmount1,MakeAmountRate1...,MakeAmount5,MakeAmountRate5
  22470. */
  22471. static bool skill_parse_row_changematerialdb( char* split[], size_t columns, size_t current ){
  22472. uint16 id = atoi(split[0]);
  22473. t_itemid nameid = strtoul(split[1], nullptr, 10);
  22474. short rate = atoi(split[2]);
  22475. bool found = false;
  22476. int x, y;
  22477. if (id >= MAX_SKILL_CHANGEMATERIAL_DB) {
  22478. ShowError("skill_parse_row_changematerialdb: Maximum amount of entries reached (%d), increase MAX_SKILL_CHANGEMATERIAL_DB\n",MAX_SKILL_CHANGEMATERIAL_DB);
  22479. return false;
  22480. }
  22481. // Clear previous data, for importing support
  22482. if (skill_changematerial_db[id].nameid > 0) {
  22483. found = true;
  22484. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22485. }
  22486. // Import just for clearing/disabling from original data
  22487. // NOTE: If import for disabling, better disable list from produce_db instead of here, or creation just failed with deleting requirements.
  22488. if (nameid == 0) {
  22489. memset(&skill_changematerial_db[id], 0, sizeof(skill_changematerial_db[id]));
  22490. //ShowInfo("skill_parse_row_changematerialdb: Change Material list with ID %d removed from list.\n", id);
  22491. return true;
  22492. }
  22493. // Entry must be exists in skill_produce_db and with required skill GN_CHANGEMATERIAL
  22494. for (x = 0; x < MAX_SKILL_PRODUCE_DB; x++) {
  22495. if (skill_produce_db[x].nameid == nameid)
  22496. if( skill_produce_db[x].req_skill == GN_CHANGEMATERIAL )
  22497. break;
  22498. }
  22499. if (x >= MAX_SKILL_PRODUCE_DB) {
  22500. ShowError("skill_parse_row_changematerialdb: Not supported item ID (%u) for Change Material. \n", nameid);
  22501. return false;
  22502. }
  22503. skill_changematerial_db[id].nameid = nameid;
  22504. skill_changematerial_db[id].rate = rate;
  22505. for (x = 3, y = 0; x+1 < columns && split[x] && split[x+1] && y < MAX_SKILL_CHANGEMATERIAL_SET; x += 2, y++) {
  22506. skill_changematerial_db[id].qty[y] = atoi(split[x]);
  22507. skill_changematerial_db[id].qty_rate[y] = atoi(split[x+1]);
  22508. }
  22509. if (!found)
  22510. skill_changematerial_count++;
  22511. return true;
  22512. }
  22513. /**
  22514. * Reads skill damage adjustment
  22515. * @author [Lilith]
  22516. */
  22517. static bool skill_parse_row_skilldamage( char* split[], size_t columns, size_t current ){
  22518. int64 caster_tmp;
  22519. uint16 id;
  22520. int caster, value;
  22521. char *result;
  22522. trim(split[0]);
  22523. if (ISDIGIT(split[0][0])) {
  22524. value = strtol(split[0], &result, 10);
  22525. if (*result) {
  22526. ShowError("skill_parse_row_skilldamage: Invalid skill %s given, skipping.\n", result);
  22527. return false;
  22528. }
  22529. id = value;
  22530. } else
  22531. id = skill_name2id(split[0]);
  22532. std::shared_ptr<s_skill_db> skill = skill_db.find(id);
  22533. if (!skill)
  22534. return false;
  22535. skill->damage = {};
  22536. trim(split[1]);
  22537. if (ISDIGIT(split[1][0])) {
  22538. value = strtol(split[1], &result, 10);
  22539. if (*result) {
  22540. ShowError("skill_parse_row_skilldamage: Invalid caster %s given for skill %d, skipping.\n", result, id);
  22541. return false;
  22542. }
  22543. caster = value;
  22544. } else { // Try to parse caster as constant
  22545. if (!script_get_constant(split[1], &caster_tmp)) {
  22546. ShowError("skill_parse_row_skilldamage: Invalid caster constant given for skill %d, skipping.\n", id);
  22547. return false;
  22548. }
  22549. caster = static_cast<uint16>(caster_tmp);
  22550. }
  22551. skill->damage.caster |= caster;
  22552. value = strtol(split[2], &result, 10);
  22553. if (*result) {
  22554. ShowError("skill_parse_row_skilldamage: Invalid map %s given for skill %d, skipping.\n", result, id);
  22555. return false;
  22556. }
  22557. skill->damage.map |= value;
  22558. for(int offset = 3, i = SKILLDMG_PC; i < SKILLDMG_MAX && offset < columns; i++, offset++ ){
  22559. value = strtol(split[offset], &result, 10);
  22560. if (*result && *result != ' ') {
  22561. ShowError("skill_parse_row_skilldamage: Invalid damage %s given for skill %d, defaulting to 0.\n", result, id);
  22562. value = 0;
  22563. }
  22564. skill->damage.rate[i] = cap_value(value, -100, 100000);
  22565. }
  22566. return true;
  22567. }
  22568. /** Reads skill database files */
  22569. static void skill_readdb(void) {
  22570. int i;
  22571. const char* dbsubpath[] = {
  22572. "",
  22573. "/" DBIMPORT,
  22574. //add other path here
  22575. };
  22576. memset(skill_produce_db,0,sizeof(skill_produce_db));
  22577. memset(skill_changematerial_db,0,sizeof(skill_changematerial_db));
  22578. skill_produce_count = skill_changematerial_count = 0;
  22579. skill_db.load();
  22580. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  22581. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  22582. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  22583. char* dbsubpath1 = (char*)aMalloc(n1+1);
  22584. char* dbsubpath2 = (char*)aMalloc(n2+1);
  22585. if (i == 0) {
  22586. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22587. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  22588. } else {
  22589. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  22590. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  22591. }
  22592. sv_readdb(dbsubpath2, "skill_nocast_db.txt" , ',', 2, 2, -1, skill_parse_row_nocastdb, i > 0);
  22593. sv_readdb(dbsubpath2, "produce_db.txt" , ',', 5, 5+2*MAX_PRODUCE_RESOURCE, MAX_SKILL_PRODUCE_DB, skill_parse_row_producedb, i > 0);
  22594. sv_readdb(dbsubpath1, "skill_changematerial_db.txt" , ',', 5, 5+2*MAX_SKILL_CHANGEMATERIAL_SET, MAX_SKILL_CHANGEMATERIAL_DB, skill_parse_row_changematerialdb, i > 0);
  22595. sv_readdb(dbsubpath1, "skill_damage_db.txt" , ',', 4, 3+SKILLDMG_MAX, -1, skill_parse_row_skilldamage, i > 0);
  22596. aFree(dbsubpath1);
  22597. aFree(dbsubpath2);
  22598. }
  22599. abra_db.load();
  22600. magic_mushroom_db.load();
  22601. reading_spellbook_db.load();
  22602. skill_arrow_db.load();
  22603. skill_init_unit_layout();
  22604. skill_init_nounit_layout();
  22605. }
  22606. void skill_reload (void) {
  22607. skill_db.clear();
  22608. abra_db.clear();
  22609. magic_mushroom_db.clear();
  22610. reading_spellbook_db.clear();
  22611. skill_arrow_db.clear();
  22612. skill_readdb();
  22613. /* lets update all players skill tree : so that if any skill modes were changed they're properly updated */
  22614. s_mapiterator *iter = mapit_getallusers();
  22615. for( map_session_data *sd = (TBL_PC*)mapit_first(iter); mapit_exists(iter); sd = (TBL_PC*)mapit_next(iter) ) {
  22616. pc_validate_skill(sd);
  22617. clif_skillinfoblock(sd);
  22618. }
  22619. mapit_free(iter);
  22620. }
  22621. /*==========================================
  22622. *
  22623. *------------------------------------------*/
  22624. void do_init_skill(void)
  22625. {
  22626. skill_readdb();
  22627. skillunit_db = idb_alloc(DB_OPT_BASE);
  22628. skillusave_db = idb_alloc(DB_OPT_RELEASE_DATA);
  22629. bowling_db = idb_alloc(DB_OPT_BASE);
  22630. skill_timer_ers = ers_new(sizeof(struct skill_timerskill),"skill.cpp::skill_timer_ers",ERS_CACHE_OPTIONS);
  22631. ers_chunk_size(skill_timer_ers, 150);
  22632. add_timer_func_list(skill_unit_timer,"skill_unit_timer");
  22633. add_timer_func_list(skill_castend_id,"skill_castend_id");
  22634. add_timer_func_list(skill_castend_pos,"skill_castend_pos");
  22635. add_timer_func_list(skill_timerskill,"skill_timerskill");
  22636. add_timer_func_list(skill_blockpc_end, "skill_blockpc_end");
  22637. add_timer_func_list(skill_keep_using, "skill_keep_using");
  22638. add_timer_interval(gettick()+SKILLUNITTIMER_INTERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INTERVAL);
  22639. }
  22640. void do_final_skill(void)
  22641. {
  22642. skill_db.clear();
  22643. abra_db.clear();
  22644. magic_mushroom_db.clear();
  22645. reading_spellbook_db.clear();
  22646. skill_arrow_db.clear();
  22647. db_destroy(skillunit_db);
  22648. db_destroy(skillusave_db);
  22649. db_destroy(bowling_db);
  22650. ers_destroy(skill_timer_ers);
  22651. }